tunnel scroll

working dough fix
This commit is contained in:
minenice55 2024-01-15 14:22:26 -05:00
parent 1d21ef8e22
commit 6bc0ca2c6f
14 changed files with 1833 additions and 132 deletions

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@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tunnel", "Tunnel \n<color=#eb5454>[WIP]</color>", "c00000", false, false, new List<GameAction>()
return new Minigame("tunnel", "Tunnel", "c00000", false, false, new List<GameAction>()
{
new GameAction("cowbell", "Start Cowbell")
{

View file

@ -94,6 +94,8 @@ namespace HeavenStudio.Games
{
SetWizardOffset(beat);
crHandlerInstance = null;
queuedIntervals.Clear();
passedTurns.Clear();
}
public override void OnGameSwitch(double beat)

View file

@ -36,6 +36,8 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
private PlayerActionEvent wrongInput;
private PlayerActionEvent rightInput;
bool canJust, canWrong;
[SerializeField] private GameObject gandw;
private void Awake()
@ -47,15 +49,17 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
{
startBeat = beat;
big = isBig;
canJust = true;
canWrong = true;
enterPath = game.GetPath("PlayerEnter");
hitPath = game.GetPath("PlayerHit");
barelyPath = game.GetPath("PlayerBarely");
missPath = game.GetPath("PlayerMiss");
weakPath = game.GetPath("PlayerWeak");
rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty);
rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty, CanJust);
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty);
wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty, CanWrong);
currentState = State.Entering;
if (gandw != null) gandw.SetActive(hasGandw);
@ -114,16 +118,31 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
}
}
bool CanJust()
{
return canJust;
}
bool CanWrong()
{
return canWrong;
}
private void Just(PlayerActionEvent caller, float state)
{
if (wrongInput != null)
{
canWrong = false;
wrongInput.Disable();
double beat = Conductor.instance.songPositionInBeats;
wrongInput.CleanUp();
}
if (currentState is State.Hit or State.Barely or State.Weak) return;
double beat = Conductor.instance.songPositionInBeatsAsDouble;
startBeat = beat;
game.playerImpact.SetActive(true);
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
new BeatAction.Action(beat + 0.1, delegate { game.playerImpact.SetActive(false); }),
});
if (state >= 1f || state <= -1f)
{
@ -142,6 +161,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
Update();
return;
}
Debug.Log($"hit at {beat}");
currentState = State.Hit;
if (big)
{
@ -160,17 +180,23 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
if (gandw != null) hasGandw = gandw.activeSelf;
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
new BeatAction.Action(beat + 0.9, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
new BeatAction.Action(beat + 1, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
new BeatAction.Action(beat + 2, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
});
Update();
}
private void WrongInput(PlayerActionEvent caller, float state)
{
double beat = Conductor.instance.songPositionInBeats;
if (rightInput != null)
{
canJust = false;
rightInput.Disable();
rightInput.CleanUp();
}
if (currentState is State.Hit or State.Barely or State.Weak) return;
double beat = Conductor.instance.songPositionInBeats;
game.playerImpact.SetActive(true);
BeatAction.New(game, new List<BeatAction.Action>()
{
@ -193,6 +219,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
SoundByte.PlayOneShotGame("workingDough/tooSmall");
Destroy(gameObject);
}
game.ScoreMiss();
}
private void Miss(PlayerActionEvent caller)

View file

@ -263,15 +263,8 @@ namespace HeavenStudio.Games
private List<RiqEntity> GetAllBallsInBetweenBeat(double beat, double endBeat)
{
List<RiqEntity> ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" });
List<RiqEntity> tempEvents = new();
foreach (var entity in ballEvents)
{
if (entity.beat >= beat && entity.beat < endBeat)
{
tempEvents.Add(entity);
}
}
List<RiqEntity> tempEvents = ballEvents.FindAll(x => x.beat >= beat && x.beat < endBeat);
tempEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
return tempEvents;
}
@ -426,6 +419,7 @@ namespace HeavenStudio.Games
public void SpawnPlayerBall(double beat, bool isBig, bool hasGandw)
{
Debug.Log($"Spawned player ball for beat {beat} (big: {isBig})");
var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
@ -481,6 +475,12 @@ namespace HeavenStudio.Games
}
}
public override void OnPlay(double beat)
{
queuedIntervals.Clear();
passedTurns.Clear();
}
void Update()
{
if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);

View file

@ -200,7 +200,7 @@ namespace HeavenStudio.Editor.Track
if (create)
{
RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 100f);
RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 80f);
volumeTimelineObj.chartEntity = volumeC;
CommandManager.Instance.AddCommand(new Commands.AddMarker(volumeC, volumeC.guid, HoveringTypes.VolumeChange));
}