Merge pull request #40 from CarsonKompon/wizards-waltz-more

Wizard's Waltz - New SFX and better FOV
This commit is contained in:
Jenny Crowe 2022-03-05 12:30:19 -07:00 committed by GitHub
commit 6bc221d185
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9 changed files with 40 additions and 14 deletions

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@ -241,7 +241,7 @@ Transform:
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m_GameObject: {fileID: 1172109260453278802}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -6, y: -2.5, z: 10}
m_LocalPosition: {x: -6, y: -2.5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 7248900333300803150}
@ -286,7 +286,7 @@ SpriteRenderer:
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@ -1389,7 +1389,7 @@ Transform:
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m_LocalPosition: {x: 0, y: -2.76, z: 3.57}
m_LocalPosition: {x: 0, y: -2.25, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: 077d5786fe75f9a46862bce0f8ee5b8b
AudioImporter:
externalObjects: {}
serializedVersion: 6
defaultSettings:
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
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@ -18739,9 +18739,9 @@ RectTransform:
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m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 112, y: -25.34875}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1906769994

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@ -15,6 +15,8 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
private bool hit = false;
private bool passed = false;
public int order = 0;
private void Awake()
{
game = WizardsWaltz.instance;
@ -22,7 +24,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
private void Start()
{
spriteRenderer.sortingOrder = (int)Math.Round((transform.position.z - 2) * 1000);
spriteRenderer.sortingOrder = order;
animator.Play("Appear", 0, 0);
}

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@ -26,11 +26,11 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
songPos = Conductor.instance.songPositionInBeats;
var am = game.beatInterval / 2f;
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
var y = Mathf.Cos(Mathf.PI * songPos / am) * 2f;
var y = Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
transform.position = new Vector3(x, 1f + y, scale * 2);
shadow.transform.position = new Vector3(x, -3.5f + y, scale * 2 + 0.1f);
transform.position = new Vector3(x, 1.5f + y, 0);
shadow.transform.position = new Vector3(x, -3f + y, 0);
var xscale = scale;
if (y > 0) xscale *= -1;
@ -43,6 +43,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
if (PlayerInput.Pressed(true))
{
animator.Play("Magic", 0, 0);
Jukebox.PlayOneShotGame("wizardsWaltz/wand");
}
}

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@ -53,7 +53,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
magic.transform.position = new Vector3(x, 0.5f + y, scale * 2);
magic.transform.position = new Vector3(x, 0.5f + y, 0);
magic.transform.localScale = wizard.gameObject.transform.localScale;
magic.gameObject.SetActive(true);
}
@ -86,14 +86,15 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
var songPos = Conductor.instance.songPositionInBeats;
var am = (beatInterval / 2f);
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
var y = -3.5f + Mathf.Cos(Mathf.PI * songPos / am) * 2f;
var y = -3f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
var xscale = scale;
if (y > -3.5f) xscale *= -1;
plant.transform.localPosition = new Vector3(x, y, scale * 2);
plant.transform.localPosition = new Vector3(x, y, 0);
plant.transform.localScale = new Vector3(xscale, scale, 1);
plant.order = (int)Math.Round((scale - 1) * 1000);
plant.gameObject.SetActive(true);
plant.createBeat = beat;