start working on inputs

- InputType enum is now flags, can be combined together
This commit is contained in:
minenice55 2022-07-28 19:12:21 -04:00
parent 94bd62d5a2
commit 859e719e3c
13 changed files with 491 additions and 466 deletions

View File

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@ -0,0 +1,81 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_KarateMan
{
public class KarateManJoeNew : MonoBehaviour
{
public Animator anim;
public GameEvent bop = new GameEvent();
float lastPunchTime = Single.MinValue;
int inComboId = -1;
public void SetComboId(int id) { inComboId = id; }
private void Awake()
{
}
private void Update()
{
var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, false) && cond.songPositionInBeats > bop.startBeat)
{
anim.Play("Beat", -1, 0);
}
if (PlayerInput.Pressed(true))
{
if (!KarateManNew.instance.IsExpectingInputNow())
{
Punch(1);
Jukebox.PlayOneShotGame("karateman/swingNoHit", forcePlay: true);
}
}
else if (PlayerInput.AltPressedUp())
{
if (!KarateManNew.instance.IsExpectingInputNow())
{
if (inComboId != -1 && !KarateManNew.instance.IsExpectingInputNow())
{
//let go too early, make joe spin later
inComboId = -1;
}
}
}
}
public void Punch(int forceHand = 0)
{
var cond = Conductor.instance;
switch (forceHand)
{
case 0:
if (cond.songPositionInBeats - lastPunchTime < 0.25f + (Minigame.LateTime() - 1f))
{
lastPunchTime = Single.MinValue;
anim.Play("Straight", -1, 0);
}
else
{
lastPunchTime = cond.songPositionInBeats;
anim.Play("Jab", -1, 0);
}
break;
case 1:
anim.Play("Jab", -1, 0);
break;
case 2:
anim.Play("Straight", -1, 0);
break;
}
bop.startBeat = cond.songPositionInBeats + 0.5f;
}
}
}

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View File

@ -15,7 +15,7 @@ namespace HeavenStudio.Games.Loaders
return new Minigame("karateManNew", "Karate Man [INDEV REWORK]", "70A8D8", false, false, new List<GameAction>() return new Minigame("karateManNew", "Karate Man [INDEV REWORK]", "70A8D8", false, false, new List<GameAction>()
{ {
new GameAction("bop", delegate { }, 0.5f, true), new GameAction("bop", delegate { }, 0.5f, true),
new GameAction("hit", delegate{}, 2, false, new GameAction("hit", delegate { var e = eventCaller.currentEntity; KarateManNew.instance.CreateItem(e.beat, e.type); }, 2, false,
new List<Param>() new List<Param>()
{ {
new Param("type", KarateManNew.HitType.Pot, "Object", "The object to fire") new Param("type", KarateManNew.HitType.Pot, "Object", "The object to fire")
@ -27,7 +27,7 @@ namespace HeavenStudio.Games.Loaders
new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom") new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom")
}), }),
new GameAction("kick", delegate { }, 4.5f), new GameAction("kick", delegate { }, 4.5f),
new GameAction("combo", delegate { }, 4f), new GameAction("combo", delegate { var e = eventCaller.currentEntity; KarateManNew.instance.Combo(e.beat); }, 4f),
new GameAction("hit3", delegate { }, 1f, false, new GameAction("hit3", delegate { }, 1f, false,
new List<Param>() new List<Param>()
{ {
@ -131,15 +131,16 @@ namespace HeavenStudio.Games
public Transform[] CameraPosition; public Transform[] CameraPosition;
Vector3 cameraPosition; Vector3 cameraPosition;
//pot trajectory stuff //pot trajectory stuff
public Transform[] HitPosition; public Transform ItemHolder;
static Vector2 StartPositionOffset = new Vector2(-3f, -8f); public GameObject Item;
//https://www.desmos.com/calculator/ycn9v62i4f public KarateManJoeNew Joe;
private void Awake() private void Awake()
{ {
instance = this; instance = this;
KarateManPotNew.ResetLastCombo();
cameraPosition = CameraPosition[0].position; cameraPosition = CameraPosition[0].position;
} }
@ -152,5 +153,71 @@ namespace HeavenStudio.Games
{ {
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition; GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
} }
public void CreateItem(float beat, int type)
{
string outSound;
switch (type)
{
case (int) HitType.Pot:
if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
outSound = "karateman/objectOut";
else
outSound = "karateman/offbeatObjectOut";
CreateItemInstance(beat, "Item00");
break;
default:
if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
outSound = "karateman/objectOut";
else
outSound = "karateman/offbeatObjectOut";
CreateItemInstance(beat, "Item00");
break;
}
Jukebox.PlayOneShotGame(outSound, forcePlay: true);
}
public void Combo(float beat)
{
Jukebox.PlayOneShotGame("karateman/barrelOutCombos", forcePlay: true);
int comboId = KarateManPotNew.GetNewCombo();
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { CreateItemInstance(beat, "Item00", KarateManPotNew.ItemType.ComboPot1, comboId); }),
new BeatAction.Action(beat + 0.25f, delegate { CreateItemInstance(beat + 0.25f, "Item00", KarateManPotNew.ItemType.ComboPot2, comboId); }),
new BeatAction.Action(beat + 0.5f, delegate { CreateItemInstance(beat + 0.5f, "Item00", KarateManPotNew.ItemType.ComboPot3, comboId); }),
new BeatAction.Action(beat + 0.75f, delegate { CreateItemInstance(beat + 0.75f, "Item00", KarateManPotNew.ItemType.ComboPot4, comboId); }),
new BeatAction.Action(beat + 1f, delegate { CreateItemInstance(beat + 1f, "Item00", KarateManPotNew.ItemType.ComboPot5, comboId); }),
new BeatAction.Action(beat + 1.5f, delegate { CreateItemInstance(beat + 1.5f, "Item05", KarateManPotNew.ItemType.ComboBarrel, comboId); }),
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("karateman/punchy1", beat + 1f),
new MultiSound.Sound("karateman/punchy2", beat + 1.25f),
new MultiSound.Sound("karateman/punchy3", beat + 1.5f),
new MultiSound.Sound("karateman/punchy4", beat + 1.75f),
new MultiSound.Sound("karateman/ko", beat + 2f),
new MultiSound.Sound("karateman/pow", beat + 2.5f)
}, forcePlay: true);
}
GameObject CreateItemInstance(float beat, string awakeAnim, KarateManPotNew.ItemType type = KarateManPotNew.ItemType.Pot, int comboId = -1)
{
GameObject mobj = GameObject.Instantiate(Item, ItemHolder);
KarateManPotNew mobjDat = mobj.GetComponent<KarateManPotNew>();
mobjDat.type = type;
mobjDat.startBeat = beat;
mobjDat.awakeAnim = awakeAnim;
mobjDat.comboId = comboId;
mobj.SetActive(true);
return mobj;
}
} }
} }

View File

@ -11,7 +11,18 @@ namespace HeavenStudio.Games.Scripts_KarateMan
public float startBeat; public float startBeat;
public ItemType type; public ItemType type;
public int path = 1; public int path = 1;
int status = 0;
public GameObject Shadow;
public GameObject ShadowInstance;
public string awakeAnim;
FlyStatus status = FlyStatus.Fly;
public int comboId = -1;
static int _lastCombo = -1;
public static int LastCombo { get { return _lastCombo; } }
public static int GetNewCombo() { _lastCombo++; return _lastCombo; }
public static void ResetLastCombo() { _lastCombo = -1; }
public enum ItemType { public enum ItemType {
Pot, // path 1 Pot, // path 1
@ -43,26 +54,28 @@ namespace HeavenStudio.Games.Scripts_KarateMan
//pot trajectory stuff //pot trajectory stuff
public Transform[] HitPosition; public Transform[] HitPosition;
public float[] HitPositionOffset; public float[] HitPositionOffset;
static Vector3 StartPositionOffset = new Vector3(3f, 0f, -8f); public Vector3[] StartPositionOffset;
public float[] ItemSlipRt;
float ProgressToHitPosition(float progress) { float ProgressToHitPosition(float progress) {
return progress + (HitPositionOffset[path] -0.5f); return progress + (HitPositionOffset[path] - 0.5f);
} }
Vector3 ProgressToFlyPosition() Vector3 ProgressToFlyPosition()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f); float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f - ItemSlipRt[path]);
float progressToHitPosition = ProgressToHitPosition(progress); float progressToHitPosition = ProgressToHitPosition(progress);
Vector3 hitPosition = HitPosition[path].position;
//https://www.desmos.com/calculator/ycn9v62i4f //https://www.desmos.com/calculator/ycn9v62i4f
float offset = HitPositionOffset[path]; float offset = HitPositionOffset[path];
float flyHeight = (progressToHitPosition*(progressToHitPosition-1f))/(offset*(offset-1f)); float flyHeight = (progressToHitPosition*(progressToHitPosition-1f))/(offset*(offset-1f));
float floorHeight = HitPosition[0].position.y; float floorHeight = HitPosition[0].position.y;
Vector3 startPosition = transform.position + StartPositionOffset; Vector3 startPosition = hitPosition + StartPositionOffset[path];
Vector3 endPosition = transform.position - StartPositionOffset; Vector3 endPosition = hitPosition - StartPositionOffset[path];
Vector3 flyPosition = new Vector3( Vector3 flyPosition = new Vector3(
Mathf.Lerp(startPosition.x, endPosition.x, progress), Mathf.Lerp(startPosition.x, endPosition.x, progress),
floorHeight + (HitPosition[path].position.y - floorHeight) * flyHeight, floorHeight + (HitPosition[path].position.y - floorHeight) * flyHeight,
@ -74,5 +87,140 @@ namespace HeavenStudio.Games.Scripts_KarateMan
} }
return flyPosition; return flyPosition;
} }
void Awake()
{
switch (type)
{
case ItemType.ComboPot1:
KarateManNew.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboStartJustOrNg, ComboStartThrough, ComboStartOut);
path = 1;
break;
case ItemType.ComboPot2:
path = 1;
break;
case ItemType.ComboPot3:
path = 2;
break;
case ItemType.ComboPot4:
path = 3;
//if the button isn't held anymore make Joe spin
break;
case ItemType.ComboPot5:
path = 4;
break;
case ItemType.ComboBarrel:
path = 5;
//check for button release
break;
default:
KarateManNew.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
path = 1;
comboId = -1;
break;
}
float floorHeight = HitPosition[0].position.y;
transform.position = ProgressToFlyPosition();
Animator mobjAnim = GetComponent<Animator>();
mobjAnim.Play(awakeAnim, -1, 0);
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 360f));
ShadowInstance = GameObject.Instantiate(Shadow, KarateManNew.instance.ItemHolder);
ShadowInstance.SetActive(true);
ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
}
void Update()
{
var cond = Conductor.instance;
float floorHeight = HitPosition[0].position.y;
ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
switch (status)
{
case FlyStatus.Fly:
float prog = cond.GetPositionFromBeat(startBeat, 2f);
transform.position = ProgressToFlyPosition();
if (prog >= 2f) {
GameObject.Destroy(ShadowInstance.gameObject);
GameObject.Destroy(gameObject);
return;
}
else if (prog < 1f - ItemSlipRt[path]) {
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (90f * Time.deltaTime * (1/cond.pitchedSecPerBeat)));
}
break;
case FlyStatus.Hit:
//TEMPORARY
GameObject.Destroy(ShadowInstance.gameObject);
GameObject.Destroy(gameObject);
return;
case FlyStatus.NG:
//TEMPORARY
GameObject.Destroy(ShadowInstance.gameObject);
GameObject.Destroy(gameObject);
return;
case FlyStatus.HitWeak:
break;
}
}
public void ItemJustOrNg(PlayerActionEvent caller, float state)
{
if (status == FlyStatus.Fly) {
KarateManNew.instance.Joe.Punch();
if (state <= -1f || state >= 1f) {
Jukebox.PlayOneShot("miss");
status = FlyStatus.NG;
}
else {
Jukebox.PlayOneShotGame("karateman/potHit", forcePlay: true);
status = FlyStatus.Hit;
}
}
}
public void ItemWrongAction(PlayerActionEvent caller, float state)
{
//hitting a normal object with the alt input
}
public void ItemOut(PlayerActionEvent caller) {}
public void ItemThrough(PlayerActionEvent caller)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 2f, delegate {
//TODO: play miss sound
//deduct flow if applicable
})
});
}
public void ComboStartJustOrNg(PlayerActionEvent caller, float state)
{
if (status == FlyStatus.Fly) {
KarateManNew.instance.Joe.Punch(1);
KarateManNew.instance.Joe.SetComboId(comboId);
if (state <= -1f || state >= 1f) {
Jukebox.PlayOneShot("miss");
status = FlyStatus.NG;
}
else {
Jukebox.PlayOneShotGame("karateman/potHit", forcePlay: true);
status = FlyStatus.Hit;
}
}
}
public void ComboStartOut(PlayerActionEvent caller) {}
public void ComboStartThrough(PlayerActionEvent caller) {}
public void ComboStartWrongAction(PlayerActionEvent caller, float state)
{
//hitting a combo start object with the normal input
}
} }
} }

View File

@ -101,22 +101,22 @@ namespace HeavenStudio.Games
// Forgive me for those input type names // Forgive me for those input type names
return ( return (
//General inputs, both down and up //General inputs, both down and up
(PlayerInput.Pressed() && inputType == InputType.STANDARD_DOWN) || (PlayerInput.Pressed() && inputType.HasFlag(InputType.STANDARD_DOWN)) ||
(PlayerInput.AltPressed() && inputType == InputType.STANDARD_ALT_DOWN) || (PlayerInput.AltPressed() && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) ||
(PlayerInput.GetAnyDirectionDown() && inputType == InputType.DIRECTION_DOWN) || (PlayerInput.GetAnyDirectionDown() && inputType.HasFlag(InputType.DIRECTION_DOWN)) ||
(PlayerInput.PressedUp() && inputType == InputType.STANDARD_UP) || (PlayerInput.PressedUp() && inputType.HasFlag(InputType.STANDARD_UP)) ||
(PlayerInput.AltPressedUp() && inputType == InputType.STANDARD_ALT_UP) || (PlayerInput.AltPressedUp() && inputType.HasFlag(InputType.STANDARD_ALT_UP)) ||
(PlayerInput.GetAnyDirectionUp() && inputType == InputType.DIRECTION_UP) || (PlayerInput.GetAnyDirectionUp() && inputType.HasFlag(InputType.DIRECTION_UP)) ||
//Specific directional inputs //Specific directional inputs
(PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType == InputType.DIRECTION_DOWN_DOWN) || (PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) ||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType == InputType.DIRECTION_UP_DOWN) || (PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) ||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType == InputType.DIRECTION_LEFT_DOWN) || (PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) ||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType == InputType.DIRECTION_RIGHT_DOWN) || (PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) ||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType == InputType.DIRECTION_DOWN_UP) || (PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) ||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType == InputType.DIRECTION_UP_UP) || (PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) ||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType == InputType.DIRECTION_LEFT_UP) || (PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) ||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType == InputType.DIRECTION_RIGHT_UP) (PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP))
); );
} }

View File

@ -5,30 +5,31 @@ using UnityEngine;
namespace HeavenStudio namespace HeavenStudio
{ {
[System.Flags]
public enum InputType : int { public enum InputType : int {
//General //General
//------- //-------
//Down //Down
STANDARD_DOWN = 0, STANDARD_DOWN = 1<<0,
STANDARD_ALT_DOWN = 1, STANDARD_ALT_DOWN = 1<<1,
DIRECTION_DOWN = 2, DIRECTION_DOWN = 1<<2,
//Up //Up
STANDARD_UP = 3, STANDARD_UP = 1<<3,
STANDARD_ALT_UP = 4, STANDARD_ALT_UP = 1<<4,
DIRECTION_UP = 5, DIRECTION_UP = 1<<5,
//Specific //Specific
//-------- //--------
//Down //Down
DIRECTION_DOWN_DOWN = 6, DIRECTION_DOWN_DOWN = 1<<6,
DIRECTION_UP_DOWN = 7, DIRECTION_UP_DOWN = 1<<7,
DIRECTION_LEFT_DOWN = 8, DIRECTION_LEFT_DOWN = 1<<8,
DIRECTION_RIGHT_DOWN = 9, DIRECTION_RIGHT_DOWN = 1<<9,
//Up //Up
DIRECTION_DOWN_UP = 10, DIRECTION_DOWN_UP = 1<<10,
DIRECTION_UP_UP = 11, DIRECTION_UP_UP = 1<<11,
DIRECTION_LEFT_UP = 12, DIRECTION_LEFT_UP = 1<<12,
DIRECTION_RIGHT_UP = 13 DIRECTION_RIGHT_UP = 1<<13
} }
} }