Merge pull request #42 from jakobwcrowe/master

Built to Scale: Gameplay implemented (missing lots of sfx)
This commit is contained in:
Jenny Crowe 2022-02-16 10:04:53 -07:00 committed by GitHub
commit 81a6a0eee4
15 changed files with 985 additions and 161 deletions

View File

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@ -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);
}
}
}

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@ -0,0 +1,11 @@
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@ -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();
}
}
}

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@ -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);
}
}
}

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@ -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>()
{