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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Merge pull request #42 from jakobwcrowe/master
Built to Scale: Gameplay implemented (missing lots of sfx)
This commit is contained in:
commit
81a6a0eee4
15 changed files with 985 additions and 161 deletions
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18
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18
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Normal file
|
@ -0,0 +1,18 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using RhythmHeavenMania.Util;
|
||||
namespace RhythmHeavenMania.Games.BuiltToScaleDS
|
||||
{
|
||||
public class BTSPiece : MonoBehaviour
|
||||
{
|
||||
public Animator anim;
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (anim.IsAnimationNotPlaying())
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BuiltToScaleDS/BTSPiece.cs.meta
Normal file
11
Assets/Scripts/Games/BuiltToScaleDS/BTSPiece.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d214166804e7b744da86eebcde1e637f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
87
Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs
Normal file
87
Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs
Normal file
|
@ -0,0 +1,87 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace RhythmHeavenMania.Games.BuiltToScaleDS
|
||||
{
|
||||
using RhythmHeavenMania.Util;
|
||||
public class Blocks : PlayerActionObject
|
||||
{
|
||||
public float createBeat;
|
||||
public float createLength;
|
||||
public Animator anim;
|
||||
|
||||
private bool moving = true;
|
||||
private BuiltToScaleDS game;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
game = BuiltToScaleDS.instance;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!moving) return;
|
||||
|
||||
var windupBeat = createBeat + (createLength * 3.5f);
|
||||
var hitBeat = windupBeat + createLength;
|
||||
var currentBeat = Conductor.instance.songPositionInBeats;
|
||||
|
||||
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
|
||||
if (currentBeat > windupBeat && currentBeat < hitBeat
|
||||
&& !shooterState.IsName("Windup")
|
||||
&& game.shooterAnim.IsAnimationNotPlaying())
|
||||
{
|
||||
game.shooterAnim.Play("Windup", 0, 0);
|
||||
}
|
||||
|
||||
float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + (createLength * 4.5f), 1f);
|
||||
StateCheck(stateBeat);
|
||||
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Ace();
|
||||
}
|
||||
else if (state.notPerfect())
|
||||
{
|
||||
Miss();
|
||||
}
|
||||
}
|
||||
|
||||
if (moving && anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 0.9f)
|
||||
{
|
||||
game.SetBlockTime(this, createBeat, createLength);
|
||||
}
|
||||
}
|
||||
|
||||
void Ace()
|
||||
{
|
||||
moving = false;
|
||||
game.shootingThisFrame = true;
|
||||
|
||||
game.Shoot();
|
||||
game.SpawnObject(BuiltToScaleDS.BTSObject.HitPieces);
|
||||
Destroy(gameObject);
|
||||
|
||||
Jukebox.PlayOneShotGame("builtToScaleDS/Hit");
|
||||
}
|
||||
|
||||
void Miss()
|
||||
{
|
||||
moving = false;
|
||||
game.shootingThisFrame = true;
|
||||
|
||||
game.Shoot();
|
||||
game.SpawnObject(BuiltToScaleDS.BTSObject.MissPieces);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
{
|
||||
Ace();
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs.meta
Normal file
11
Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 14f44ccc2c565b14781c7f959aeef848
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -3,18 +3,29 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
using NaughtyBezierCurves;
|
||||
using DG.Tweening;
|
||||
using System;
|
||||
|
||||
using RhythmHeavenMania.Util;
|
||||
namespace RhythmHeavenMania.Games.BuiltToScaleDS
|
||||
{
|
||||
public class BuiltToScaleDS : Minigame
|
||||
{
|
||||
public enum BTSObject { HitPieces, MissPieces, FlyingRod }
|
||||
|
||||
[Header("Camera")]
|
||||
public Transform renderQuadTrans;
|
||||
public Transform cameraPos;
|
||||
|
||||
[Header("References")]
|
||||
public SkinnedMeshRenderer environmentRenderer;
|
||||
public GameObject flyingRodBase;
|
||||
public GameObject movingBlocksBase;
|
||||
public GameObject hitPartsBase;
|
||||
public GameObject missPartsBase;
|
||||
public Transform partsHolder;
|
||||
public Transform blocksHolder;
|
||||
public Animator shooterAnim;
|
||||
public Animator elevatorAnim;
|
||||
|
||||
[Header("Properties")]
|
||||
public float beltSpeed = 1f;
|
||||
|
@ -23,6 +34,8 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
|
|||
private Material[] environmentMaterials;
|
||||
private float currentBeltOffset;
|
||||
|
||||
[NonSerialized] public bool shootingThisFrame;
|
||||
|
||||
public static BuiltToScaleDS instance;
|
||||
|
||||
private void Awake()
|
||||
|
@ -43,13 +56,129 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
|
|||
var camHeight = 2f * cam.orthographicSize;
|
||||
var camWidth = camHeight * cam.aspect;
|
||||
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
|
||||
|
||||
elevatorAnim.Play("MakeRod", 0, 1f);
|
||||
}
|
||||
|
||||
List<Beatmap.Entity> spawnedBlockEvents = new List<Beatmap.Entity>();
|
||||
void Update()
|
||||
{
|
||||
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
||||
return;
|
||||
|
||||
var currentBeat = Conductor.instance.songPositionInBeats;
|
||||
|
||||
var blockEvents = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "builtToScaleDS/spawn blocks");
|
||||
for (int i = 0; i < blockEvents.Count; i++)
|
||||
{
|
||||
var ev = blockEvents[i];
|
||||
if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times.
|
||||
|
||||
var spawnBeat = ev.beat - (ev.length * 0.5f);
|
||||
if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length)
|
||||
{
|
||||
SpawnBlocks(spawnBeat, ev.length);
|
||||
spawnedBlockEvents.Add(ev);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
|
||||
beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
|
||||
environmentRenderer.materials = environmentMaterials;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
|
||||
bool canShoot = !shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying();
|
||||
|
||||
if (canShoot && PlayerInput.Pressed() && !shootingThisFrame)
|
||||
{
|
||||
shootingThisFrame = true;
|
||||
Shoot();
|
||||
SpawnObject(BTSObject.FlyingRod);
|
||||
}
|
||||
|
||||
if (!shootingThisFrame)
|
||||
{
|
||||
if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
|
||||
{
|
||||
shooterAnim.Play("WindDown", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
shootingThisFrame = false;
|
||||
}
|
||||
|
||||
public void SpawnBlocks(float beat, float length)
|
||||
{
|
||||
var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent<Blocks>();
|
||||
newBlocks.createBeat = beat;
|
||||
newBlocks.createLength = length;
|
||||
newBlocks.gameObject.SetActive(true);
|
||||
|
||||
SetBlockTime(newBlocks, beat, length);
|
||||
}
|
||||
|
||||
const int blockFramesPerSecond = 24;
|
||||
const int blockHitFrame = 39;
|
||||
const int blockTotalFrames = 80;
|
||||
List<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 };
|
||||
public void SetBlockTime(Blocks blocks, float spawnBeat, float length)
|
||||
{
|
||||
float secondsPerFrame = 1f / blockFramesPerSecond;
|
||||
float secondsToHitFrame = secondsPerFrame * blockHitFrame;
|
||||
|
||||
float secondsPerBeat = Conductor.instance.secPerBeat;
|
||||
float secondsToHitBeat = secondsPerBeat * 4.5f * length;
|
||||
|
||||
float speedMult = secondsToHitFrame / secondsToHitBeat;
|
||||
|
||||
float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - spawnBeat);
|
||||
float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime;
|
||||
|
||||
// The only way I could deal with Unity's interpolation shenanigans without having a stroke.
|
||||
if (criticalFrames.Contains(Mathf.FloorToInt(framesPastSpawnTime)))
|
||||
framesPastSpawnTime = Mathf.CeilToInt(framesPastSpawnTime);
|
||||
|
||||
blocks.anim.Play("Move", 0, framesPastSpawnTime / blockTotalFrames);
|
||||
blocks.anim.speed = speedMult;
|
||||
}
|
||||
|
||||
public void SpawnObject(BTSObject btsObject)
|
||||
{
|
||||
GameObject prefabToUse = null;
|
||||
string animNameToUse = "";
|
||||
|
||||
switch (btsObject)
|
||||
{
|
||||
case BTSObject.HitPieces:
|
||||
prefabToUse = hitPartsBase;
|
||||
animNameToUse = "PartsHit";
|
||||
break;
|
||||
case BTSObject.MissPieces:
|
||||
prefabToUse = missPartsBase;
|
||||
animNameToUse = "PartsMiss";
|
||||
break;
|
||||
case BTSObject.FlyingRod:
|
||||
prefabToUse = flyingRodBase;
|
||||
animNameToUse = "Fly";
|
||||
break;
|
||||
}
|
||||
|
||||
if (prefabToUse != null)
|
||||
{
|
||||
var newPiece = GameObject.Instantiate(prefabToUse, partsHolder).GetComponent<BTSPiece>();
|
||||
newPiece.gameObject.SetActive(true);
|
||||
newPiece.anim.Play(animNameToUse, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void Shoot()
|
||||
{
|
||||
shooterAnim.Play("Shoot", 0, 0);
|
||||
elevatorAnim.Play("MakeRod", 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -12,6 +12,7 @@ using RhythmHeavenMania.Games.SpaceSoccer;
|
|||
using RhythmHeavenMania.Games.DJSchool;
|
||||
using RhythmHeavenMania.Games.RhythmTweezers;
|
||||
using RhythmHeavenMania.Games.RhythmRally;
|
||||
using RhythmHeavenMania.Games.BuiltToScaleDS;
|
||||
|
||||
namespace RhythmHeavenMania
|
||||
{
|
||||
|
@ -196,7 +197,7 @@ namespace RhythmHeavenMania
|
|||
new Param("type", new EntityTypes.Integer(0, 2, 0), "Type"),
|
||||
}),
|
||||
}),
|
||||
new Minigame("rhythmTweezers", "Rhythm Tweezers \n<color=#eb5454>[WIP don't use]</color>", "98b389", false, false, new List<GameAction>()
|
||||
new Minigame("rhythmTweezers", "Rhythm Tweezers", "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),
|
||||
|
@ -228,7 +229,7 @@ namespace RhythmHeavenMania
|
|||
}),
|
||||
new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "B888F8", true, false, new List<GameAction>()
|
||||
{
|
||||
|
||||
new GameAction("spawn blocks", delegate { }, 1f, true)
|
||||
}),
|
||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue