Better input latency, but not finalized. (weird results on low bpm's)

This commit is contained in:
Starpelly 2021-12-24 18:41:35 -05:00
parent 25e62b4af6
commit 7d1d97725d
19 changed files with 991 additions and 194 deletions

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m_Name:
m_EditorClassIdentifier:
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View file

@ -2,28 +2,63 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CircleCursor : MonoBehaviour
using DG.Tweening;
namespace RhythmHeavenMania
{
[SerializeField] private bool follow = false;
[SerializeField] private float mouseMoveSpeed;
private void Start()
public class CircleCursor : MonoBehaviour
{
Cursor.visible = false;
}
[SerializeField] private bool follow = false;
[SerializeField] private float mouseMoveSpeed;
private void Update()
{
Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
[Header("DSGuy")]
[SerializeField] private GameObject Eyes;
[SerializeField] private GameObject OuterCircle;
[SerializeField] private GameObject InnerCircle;
[SerializeField] private GameObject Circle;
private Tween outerCircleTween, eyesTween;
if (follow)
private void Start()
{
Vector2 direction = (pos - transform.position).normalized;
this.GetComponent<Rigidbody2D>().velocity = new Vector2(direction.x * mouseMoveSpeed, direction.y * mouseMoveSpeed);
Cursor.visible = false;
}
else
private void Update()
{
this.gameObject.transform.position = new Vector3(pos.x, pos.y, 0);
Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
if (follow)
{
Vector2 direction = (pos - transform.position).normalized;
this.GetComponent<Rigidbody2D>().velocity = new Vector2(direction.x * mouseMoveSpeed, direction.y * mouseMoveSpeed);
}
else
{
this.gameObject.transform.position = new Vector3(pos.x, pos.y, 0);
if (PlayerInput.Pressed())
{
Circle.transform.DOScale(0, 0.5f).SetEase(Ease.OutExpo);
InnerCircle.SetActive(true);
outerCircleTween.Kill();
outerCircleTween = OuterCircle.transform.DOScale(1, 0.15f).SetEase(Ease.OutExpo);
Eyes.SetActive(true);
eyesTween.Kill();
eyesTween = Eyes.transform.DOLocalMoveY(0.15f, 0.15f).SetEase(Ease.OutExpo);
}
else if (PlayerInput.PressedUp())
{
Circle.transform.DOScale(0.2f, 0.5f).SetEase(Ease.OutExpo);
InnerCircle.SetActive(false);
outerCircleTween.Kill();
outerCircleTween = OuterCircle.transform.DOScale(0, 0.15f);
eyesTween.Kill();
eyesTween = Eyes.transform.DOLocalMoveY(-0.66f, 0.15f).OnComplete(delegate { Eyes.SetActive(false); });
}
}
}
}
}
}

View file

@ -92,13 +92,13 @@ namespace RhythmHeavenMania.Games.ClappyTrio
// i spent like 25 minutes trying to figure out what was wrong with this when i forgot to subtract the currentClapLength :(
if (i == Lion.Count - 1)
minus = 0.35f;
minus = Minigame.perfectTime;
if (songPosBeat > lastClapStart + (currentClappingLength * (i) - minus) && songPosBeat < lastClapStart + (currentClappingLength * (i + 1)) && clapIndex == i)
{
if (i == Lion.Count - 1)
{
ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * i - 0.35f));
ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * i - Minigame.perfectTime));
clapIndex = 0;
isClapping = false;

View file

@ -17,8 +17,6 @@ namespace RhythmHeavenMania.Games.ClappyTrio
private int lastIndex;
private float perfectTime = 0.25f, lateTime = 0.43f;
private bool hit;
public bool clapStarted = false;
@ -38,22 +36,23 @@ namespace RhythmHeavenMania.Games.ClappyTrio
Clap();
}
if (clapVacant == true)
// if (clapVacant == true)
{
float songPosBeat = Conductor.instance.songPositionInBeats;
float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(lastClapBeat, 1f));
print(normalizedBeat);
if (songPosBeat > lastClapBeat && songPosBeat < lastClapBeat + perfectTime && lastIndex == 0)
if (normalizedBeat > Minigame.earlyTime && normalizedBeat < Minigame.perfectTime && lastIndex == 0)
{
SetEligibility(true, false, false);
lastIndex++;
}
else if (songPosBeat > lastClapBeat + perfectTime && songPosBeat < lastClapBeat + lateTime && lastIndex == 1)
else if (normalizedBeat > Minigame.perfectTime && normalizedBeat < Minigame.lateTime && lastIndex == 1)
{
SetEligibility(false, true, false);
// Clap();
lastIndex++;
}
else if (songPosBeat > lastClapBeat + lateTime && lastIndex == 2)
else if (normalizedBeat > Minigame.lateTime && lastIndex == 2)
{
SetEligibility(false, false, true);
clapVacant = false;

View file

@ -67,7 +67,7 @@ namespace RhythmHeavenMania.Games.ForkLifter
{
Time.timeScale = timescale;
if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Z) || Input.GetKeyDown(KeyCode.Space))
if (PlayerInput.Pressed())
{
Stab();
}

View file

@ -8,11 +8,6 @@ namespace RhythmHeavenMania.Games.ForkLifter
{
public class Pea : MonoBehaviour
{
[Header("Latency")]
public float earlyTime;
public float perfectTime;
public float lateTime;
public float endTime;
private Animator anim;
@ -43,27 +38,36 @@ namespace RhythmHeavenMania.Games.ForkLifter
private void Update()
{
float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.5f));
anim.Play("Flicked_Object", -1, normalizedBeat);
float normalizedBeatAnim = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.5f));
anim.Play("Flicked_Object", -1, normalizedBeatAnim);
anim.speed = 0;
float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2f));
float earlyTime = Minigame.earlyTime * 2;
float perfectTime = Minigame.perfectTime * 2;
float lateTime = Minigame.lateTime * 2;
float endTime = Minigame.endTime * 2;
print(normalizedBeat + " " + perfectTime);
// Early State
if (normalizedBeat > earlyTime && normalizedBeat < perfectTime && estate <= 1)
{
estate++;
MakeEligible(true, false, false);
estate++;
}
// Perfect State
else if (normalizedBeat > perfectTime && normalizedBeat < lateTime && pstate <= 1)
{
pstate++;
MakeEligible(false, true, false);
pstate++;
}
// Late State
else if (normalizedBeat > lateTime && normalizedBeat < endTime && lstate <= 1)
{
lstate++;
MakeEligible(false, false, true);
lstate++;
}
else if (normalizedBeat < earlyTime || normalizedBeat > endTime)
{

View file

@ -6,6 +6,8 @@ namespace RhythmHeavenMania.Games
{
public class Minigame : MonoBehaviour
{
public static float earlyTime = 0.38f, perfectTime = 0.41f, lateTime = 0.535f, endTime = 1f;
public int firstEnable = 0;
public virtual void OnGameSwitch()

View file

@ -11,6 +11,11 @@ namespace RhythmHeavenMania
return (Input.GetKeyDown(KeyCode.Z) || Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0));
}
public static bool PressedUp()
{
return (Input.GetKeyUp(KeyCode.Z) || Input.GetKeyUp(KeyCode.Space) || Input.GetMouseButtonUp(0));
}
public static bool Pressing()
{
return (Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0));

View file

@ -1,58 +1,53 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Invert"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 200
Blend OneMinusDstColor Zero
Shader "ddShaders/dd_Invert" {
Properties
{
_Color ("Tint Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" }
PASS
{
CGPROGRAM
Pass
{
ZWrite On
ColorMask 0
}
Blend OneMinusDstColor OneMinusSrcAlpha //invert blending, so long as FG color is 1,1,1,1
BlendOp Add
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0 Alpha:Blend
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = float2(0,0);
return o;
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform float4 _Color;
struct vertexInput
{
float4 vertex: POSITION;
float4 color : COLOR;
};
struct fragmentInput
{
float4 pos : SV_POSITION;
float4 color : COLOR0;
};
fragmentInput vert( vertexInput i )
{
fragmentInput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.color = _Color;
return o;
}
half4 frag( fragmentInput i ) : COLOR
{
return i.color;
}
ENDCG
}
}
}
fixed4 frag (v2f i) : SV_Target
{
return _Color;
}
ENDCG
}
}
FallBack "Diffuse"
}

View file

@ -1,5 +1,5 @@
{
"bpm": 130,
"bpm": 117.26,
"entities": [
{
"beat": 1,
@ -119,6 +119,18 @@
{
"beat": 45.5,
"datamodel": "forkLifter/pea"
},
{
"beat": 46.5,
"datamodel": "forkLifter/pea"
},
{
"beat": 47.5,
"datamodel": "forkLifter/pea"
},
{
"beat": 48.5,
"datamodel": "forkLifter/pea"
}
]
}