mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-09 11:15:07 +00:00
Better input latency, but not finalized. (weird results on low bpm's)
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parent
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commit
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19 changed files with 991 additions and 194 deletions
8
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m_FlipX: 0
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m_FlipY: 0
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m_Size: {x: 1.36, y: 1.28}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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--- !u!1 &1568463666
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GameObject:
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m_ObjectHideFlags: 0
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@ -5960,9 +6308,10 @@ Transform:
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m_GameObject: {fileID: 1604625200}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.15, y: 0.15, z: 1}
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m_LocalScale: {x: 0.65, y: 0.65, z: 1}
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m_Children:
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- {fileID: 722758945}
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- {fileID: 589315426}
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- {fileID: 992902363}
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m_Father: {fileID: 1183108284}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -6139,10 +6488,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 0cdbd028573cd4841b9c1d04402b370f, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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earlyTime: 0.71
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perfectTime: 0.74
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lateTime: 0.84
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endTime: 0.9
|
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startBeat: 0
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type: 0
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estate: 0
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|
@ -6576,6 +6921,10 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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follow: 1
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mouseMoveSpeed: 249.1
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Eyes: {fileID: 0}
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OuterCircle: {fileID: 0}
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InnerCircle: {fileID: 0}
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Circle: {fileID: 0}
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--- !u!1 &1810132820
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GameObject:
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m_ObjectHideFlags: 0
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@ -6881,6 +7230,10 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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follow: 0
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mouseMoveSpeed: 0
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Eyes: {fileID: 1093240237}
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OuterCircle: {fileID: 1535493487}
|
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InnerCircle: {fileID: 882508661}
|
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Circle: {fileID: 992902362}
|
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--- !u!1 &1873356281
|
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GameObject:
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m_ObjectHideFlags: 0
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|
|
|
@ -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); });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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));
|
||||
|
|
|
@ -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"
|
||||
}
|
|
@ -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"
|
||||
}
|
||||
]
|
||||
}
|
Loading…
Reference in a new issue