Tweezers: Functioning gameplay loop + Editor implementation.

This commit is contained in:
Jenny Crowe 2022-02-09 03:29:09 -07:00
parent a0c1070b93
commit 7fbb02d7cc
17 changed files with 874 additions and 40 deletions

View file

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@ -26,6 +26,28 @@ AnimatorState:
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@ -115,7 +137,8 @@ AnimatorState:
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View file

@ -7,16 +7,18 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
public class Hair : PlayerActionObject public class Hair : PlayerActionObject
{ {
public float createBeat; public float createBeat;
private RhythmTweezers game;
private Tweezers tweezers; private Tweezers tweezers;
private void Awake() private void Awake()
{ {
tweezers = RhythmTweezers.instance.Tweezers; game = RhythmTweezers.instance;
tweezers = game.Tweezers;
} }
private void Update() private void Update()
{ {
float stateBeat = Conductor.instance.GetPositionFromBeat(createBeat, 4f); float stateBeat = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset, game.beatInterval);
StateCheck(stateBeat); StateCheck(stateBeat);
if (PlayerInput.Pressed() && tweezers.hitOnFrame == 0) if (PlayerInput.Pressed() && tweezers.hitOnFrame == 0)

View file

@ -1,6 +1,9 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System;
using Starpelly;
using DG.Tweening;
using RhythmHeavenMania.Util; using RhythmHeavenMania.Util;
@ -9,16 +12,22 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
// use PlayerActionObject for the actual tweezers but this isn't playable rn so IDC // use PlayerActionObject for the actual tweezers but this isn't playable rn so IDC
public class RhythmTweezers : Minigame public class RhythmTweezers : Minigame
{ {
public Transform VegetableHolder;
public GameObject Vegetable; public GameObject Vegetable;
public Animator VegetableAnimator; public Animator VegetableAnimator;
public Tweezers Tweezers; public Tweezers Tweezers;
public GameObject hairBase;
[SerializeField] private GameObject HairsHolder; [SerializeField] private GameObject HairsHolder;
[NonSerialized] public int hairsLeft = 0;
public float tweezersBeatOffset; public float beatInterval = 4f;
public Vector2 tweezersRotOffset; float intervalStartBeat;
public float rotSpd; bool intervalStarted;
public float offset; public float tweezerBeatOffset = 0f;
Tween transitionTween;
bool transitioning = false;
public static RhythmTweezers instance { get; set; } public static RhythmTweezers instance { get; set; }
@ -27,39 +36,108 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
instance = this; instance = this;
} }
private void Start() public void SpawnHair(float beat)
{ {
float beat = 0; // End transition early if the next hair is a lil early.
float offset = 0f; StopTransitionIfActive();
BeatAction.New(HairsHolder, new List<BeatAction.Action>()
// If interval hasn't started, assume this is the first hair of the interval.
if (!intervalStarted)
{ {
new BeatAction.Action(beat + offset, delegate { SpawnHair(beat + offset); }), SetIntervalStart(beat, beatInterval);
new BeatAction.Action(beat + 1f + offset, delegate { SpawnHair(beat + 1f + offset); }), }
new BeatAction.Action(beat + 2f + offset, delegate
{ Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
SpawnHair(beat + 2f + offset); Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
}), hair.gameObject.SetActive(true);
new BeatAction.Action(beat + 3f + offset, delegate { SpawnHair(beat + 3f + offset); }),
}); float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
hairsLeft++;
} }
private void SpawnHair(float beat) public void SetIntervalStart(float beat, float interval = 4f)
{ {
Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat); // End transition early if the interval starts a lil early.
GameObject hair = Instantiate(HairsHolder.transform.GetChild(0).gameObject, HairsHolder.transform); StopTransitionIfActive();
hair.SetActive(true);
float rot = ((offset / 3f) * (beat * 2f)) - offset; intervalStartBeat = beat;
beatInterval = interval;
intervalStarted = true;
hairsLeft = 0;
}
hair.transform.eulerAngles = new Vector3(0, 0, rot); const float vegDupeOffset = 16.7f;
hair.GetComponent<Hair>().createBeat = beat; public void NextVegetable(float beat)
{
transitioning = true;
Jukebox.PlayOneShotGame("rhythmTweezers/register", beat);
// Move both vegetables to the left by vegDupeOffset, then reset their positions.
// On position reset, reset state of core vegetable.
transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f)
.OnComplete(() => {
var holderPos = VegetableHolder.localPosition;
VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
ResetVegetable();
transitioning = false;
intervalStarted = false;
}).SetEase(Ease.InOutSine);
} }
private void Update() private void Update()
{ {
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(tweezersBeatOffset, rotSpd); if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
float rot = Mathf.Lerp(tweezersRotOffset.x, tweezersRotOffset.y, normalizedBeat); {
Tweezers.transform.eulerAngles = new Vector3(0, 0, rot); StopTransitionIfActive();
ResetVegetable();
intervalStarted = false;
}
}
private void LateUpdate()
{
// Set tweezer angle.
var tweezerAngle = -180f;
if (intervalStarted)
{
var tweezerTime = Conductor.instance.songPositionInBeats - beatInterval - tweezerBeatOffset;
var unclampedAngle = -58f + 116 * Mathp.Normalize(tweezerTime, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
}
Tweezers.transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
// Set tweezer to follow vegetable.
var currentTweezerPos = Tweezers.transform.localPosition;
Tweezers.transform.localPosition = new Vector3(currentTweezerPos.x, Vegetable.transform.localPosition.y + 1f, currentTweezerPos.z);
}
private void ResetVegetable()
{
foreach (Transform t in HairsHolder.transform)
{
var go = t.gameObject;
if (go != hairBase)
GameObject.Destroy(go);
}
VegetableAnimator.Play("Idle", 0, 0);
}
private void StopTransitionIfActive()
{
if (transitioning)
{
if (transitionTween != null)
transitionTween.Kill(true);
}
} }
} }
} }

View file

@ -35,9 +35,17 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
if (ace) if (ace)
{ {
RhythmTweezers.instance.Vegetable.GetComponent<Animator>().Play("Hop", 0, 0); var game = RhythmTweezers.instance;
Jukebox.PlayOneShotGame($"rhythmTweezers/shortPluck{Random.Range(1, 21)}"); Jukebox.PlayOneShotGame($"rhythmTweezers/shortPluck{Random.Range(1, 21)}");
Destroy(hair.gameObject); Destroy(hair.gameObject);
game.hairsLeft--;
if (game.hairsLeft <= 0)
vegetableAnim.Play("HopFinal", 0, 0);
else
vegetableAnim.Play("Hop", 0, 0);
} }
} }
} }

View file

@ -10,6 +10,7 @@ using RhythmHeavenMania.Games.Spaceball;
using RhythmHeavenMania.Games.KarateMan; using RhythmHeavenMania.Games.KarateMan;
using RhythmHeavenMania.Games.SpaceSoccer; using RhythmHeavenMania.Games.SpaceSoccer;
using RhythmHeavenMania.Games.DJSchool; using RhythmHeavenMania.Games.DJSchool;
using RhythmHeavenMania.Games.RhythmTweezers;
namespace RhythmHeavenMania namespace RhythmHeavenMania
{ {
@ -187,9 +188,15 @@ namespace RhythmHeavenMania
new GameAction("break c'mon ooh", delegate { DJSchool.instance.BreakCmon(eventCaller.currentEntity.beat); }, 3f), new GameAction("break c'mon ooh", delegate { DJSchool.instance.BreakCmon(eventCaller.currentEntity.beat); }, 3f),
new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat); }, 3f), new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat); }, 3f),
}), }),
/*new Minigame("rhythmTweezers", "VeggieTales", "008c97", false, false, new List<GameAction>() new Minigame("rhythmTweezers", "Rhythm Tweezers \n<color=#eb5454>[WIP don't use]</color>", "98b389", false, false, new List<GameAction>()
{ {
new GameAction("start interval", delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
new GameAction("short hair", delegate { RhythmTweezers.instance.SpawnHair(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("next vegetable", delegate { RhythmTweezers.instance.NextVegetable(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true),
new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f),
}), }),
/*
new Minigame("rhythmRally", "Rhythm Rally", "B888F8", true, false, new List<GameAction>() new Minigame("rhythmRally", "Rhythm Rally", "B888F8", true, false, new List<GameAction>()
{ {