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Space Soccer Improvements (#382)
* SupahScrollSetUp
* Scrolls now, with issues, also added a flames animation
* Started implementing new multiple space kickers
* bg recolor space soccer
* Recolorable dots!
* we circular motitating n shit
* ReAdded Enter and exit stuff
* I despise unexplainable bugs
* The balls are so buggy 😱
* Trying to fix someting
* Fixed Scroll Stutter
* Fixed a whiff bug
* Updated sounds and added ease event for space kickers
* Fixed some bugs
* Changed some names
* new option for quiz show random presses
* Board meeting bug fixes
* Testing Curve stuff
* Converted all code to use new curves, need to fix all issues
* Playing around with keypoint values, will probably expose them so someone else can mess with them
* curves be like
* Fixed stuff
* BALLS FIXED
* Fixed clappy trio stuff
* Added player move event
* Almost fixed, just need to fix wonkiness with high kick toe
* Fixed da bug
* Board meeting and quiz show tweaks
* Fix for board meeting and enter/exit presets for space soccer
* Stop ball added
* Updated how scroll works
This commit is contained in:
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51 changed files with 2930 additions and 6163 deletions
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- time: 0.36666667
|
||||
value: {fileID: 21300000, guid: 5bfcc8fb95a02fa49836e2b79e12a120, type: 3}
|
||||
attribute: m_Sprite
|
||||
path: Square (3)
|
||||
classID: 212
|
||||
script: {fileID: 0}
|
||||
- curve:
|
||||
- time: 0
|
||||
value: {fileID: -2051858073515657074, guid: ed47c3fa4e916ff478c0f1b6fb057aa4, type: 3}
|
||||
|
@ -949,13 +898,6 @@ AnimationClip:
|
|||
typeID: 212
|
||||
customType: 23
|
||||
isPPtrCurve: 1
|
||||
- serializedVersion: 2
|
||||
path: 2827832259
|
||||
attribute: 0
|
||||
script: {fileID: 0}
|
||||
typeID: 212
|
||||
customType: 23
|
||||
isPPtrCurve: 1
|
||||
- serializedVersion: 2
|
||||
path: 3667742504
|
||||
attribute: 0
|
||||
|
@ -991,29 +933,6 @@ AnimationClip:
|
|||
- {fileID: 1331937126919517603, guid: ed47c3fa4e916ff478c0f1b6fb057aa4, type: 3}
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||||
- {fileID: 1331937126919517603, guid: ed47c3fa4e916ff478c0f1b6fb057aa4, type: 3}
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||||
- {fileID: 4316165930547777794, guid: ed47c3fa4e916ff478c0f1b6fb057aa4, type: 3}
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||||
- {fileID: 21300000, guid: 423d2d39567554d47ac48946416046b4, type: 3}
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||||
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||||
- {fileID: 21300000, guid: 96f75ca608e484d4abb38ca5c31556f1, type: 3}
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||||
- {fileID: 21300000, guid: 6ea13a1f5009ed74db124f7e0638c9a3, type: 3}
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||||
- {fileID: 21300000, guid: 9d9e386962afa9b45be225105480a8e7, type: 3}
|
||||
- {fileID: 21300000, guid: 8e6d8886d2936a44e87a20a5f9f94db9, type: 3}
|
||||
- {fileID: 21300000, guid: 15f8f600c1f31944d8d3a35dbf59b6ae, type: 3}
|
||||
- {fileID: 21300000, guid: 43d87f3f32976ea4e98adf1af8920abf, type: 3}
|
||||
- {fileID: 21300000, guid: d0f64e5b0665ad44e97646ae3d5ecdcc, type: 3}
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- {fileID: 21300000, guid: 64ecfbeccbb888d408f0c7c104bff902, type: 3}
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- {fileID: 21300000, guid: d195c5e4a97a6c94dbb6f522b0935e57, type: 3}
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- {fileID: 21300000, guid: 132affa4eea5a474392e47d6347ac862, type: 3}
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- {fileID: 21300000, guid: e03f13f8c885ca540b78be3e790add6f, type: 3}
|
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- {fileID: 21300000, guid: 691e8ecc86bd75e4e9bf1948e9348e9c, type: 3}
|
||||
- {fileID: 21300000, guid: 788a842a532b87a49b1505cc3e7edbc0, type: 3}
|
||||
- {fileID: 21300000, guid: aaba3279b5352c446bb7cbfd30a04887, type: 3}
|
||||
- {fileID: 21300000, guid: ecc00fe6490b0cf489fd98959309369b, type: 3}
|
||||
- {fileID: 21300000, guid: f41ae78c2f8c2214e9de34374cccc611, type: 3}
|
||||
- {fileID: 21300000, guid: 46f5937b3904e8e43be1b2b9a7d4271f, type: 3}
|
||||
- {fileID: 21300000, guid: 8428c53762d6dd34d9cc74f42a9b66a2, type: 3}
|
||||
- {fileID: 21300000, guid: 998521bfd774e0d4da723bbe8a97fb89, type: 3}
|
||||
- {fileID: 21300000, guid: 2abc7dab2ad1cf947a97f5011a2c6c21, type: 3}
|
||||
- {fileID: 21300000, guid: 5bfcc8fb95a02fa49836e2b79e12a120, type: 3}
|
||||
- {fileID: -2051858073515657074, guid: ed47c3fa4e916ff478c0f1b6fb057aa4, type: 3}
|
||||
- {fileID: -8945811739807646793, guid: ed47c3fa4e916ff478c0f1b6fb057aa4, type: 3}
|
||||
- {fileID: 2180483017105320577, guid: ed47c3fa4e916ff478c0f1b6fb057aa4, type: 3}
|
||||
|
|
|
@ -26,7 +26,7 @@ TextureImporter:
|
|||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
isReadable: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
|
|
32
Assets/Scripts/Common/CircularMotion.cs
Normal file
32
Assets/Scripts/Common/CircularMotion.cs
Normal file
|
@ -0,0 +1,32 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Common
|
||||
{
|
||||
public class CircularMotion : MonoBehaviour
|
||||
{
|
||||
public float timeOffset = 0;
|
||||
public float timeCounter = 0;
|
||||
[SerializeField] Transform rootPos;
|
||||
public float speed;
|
||||
public float width;
|
||||
public float height;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
timeCounter = 0;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
timeCounter += Time.deltaTime * speed;
|
||||
float x = Mathf.Cos(timeCounter + timeOffset) * width + rootPos.position.x;
|
||||
float y = Mathf.Sin(timeCounter + timeOffset) * height + rootPos.position.y;
|
||||
float z = transform.position.z;
|
||||
|
||||
transform.position = new Vector3(x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -6,6 +6,8 @@ namespace HeavenStudio.Common
|
|||
{
|
||||
#region Private
|
||||
|
||||
[SerializeField] private Material _shader;
|
||||
|
||||
[SerializeField]
|
||||
private Renderer _renderer;
|
||||
|
||||
|
@ -32,7 +34,7 @@ namespace HeavenStudio.Common
|
|||
|
||||
private void Start()
|
||||
{
|
||||
_renderer.material = new Material(Shader.Find("Unlit/Transparent"));
|
||||
_renderer.material = _shader;
|
||||
|
||||
var spriteRect = _sprite.rect;
|
||||
var tex = CropTexture(_sprite.texture, new Rect(spriteRect.x, spriteRect.y, spriteRect.width, spriteRect .height));
|
||||
|
@ -53,7 +55,7 @@ namespace HeavenStudio.Common
|
|||
private Texture2D CropTexture(Texture2D original, Rect rect)
|
||||
{
|
||||
var colors = original.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
|
||||
var newTex = new Texture2D((int)rect.width - (int)rect.x, (int)rect.height - (int)rect.y);
|
||||
var newTex = new Texture2D((int)rect.width, (int)rect.height);
|
||||
|
||||
newTex.SetPixels(colors);
|
||||
newTex.Apply();
|
||||
|
|
|
@ -1,27 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CircularMotion : MonoBehaviour
|
||||
{
|
||||
[SerializeField] float timeCounter = 0;
|
||||
[SerializeField] Transform rootPos;
|
||||
[SerializeField] float speed;
|
||||
[SerializeField] float width;
|
||||
[SerializeField] float height;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
timeCounter = 0;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
timeCounter += Time.deltaTime * speed;
|
||||
float x = Mathf.Cos(timeCounter) * width + rootPos.position.x;
|
||||
float y = Mathf.Sin(timeCounter) * height + rootPos.position.y;
|
||||
float z = rootPos.position.z;
|
||||
|
||||
transform.position = new Vector3(x, y, z);
|
||||
}
|
||||
}
|
|
@ -30,13 +30,14 @@ namespace HeavenStudio.Games.Scripts_BoardMeeting
|
|||
canBop = false;
|
||||
}
|
||||
|
||||
public void Spin(string soundToPlay = "A")
|
||||
public void Spin(string soundToPlay = "A", bool forceStart = false)
|
||||
{
|
||||
if (spinning) return;
|
||||
spinning = true;
|
||||
preparing = false;
|
||||
if (this == game.firstSpinner) anim.DoUnscaledAnimation("Spin");
|
||||
else anim.DoUnscaledAnimation("Spin", game.firstSpinner.anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
|
||||
string animToPlay = game.firstSpinner.anim.GetCurrentAnimatorStateInfo(0).IsName("Spin") ? "Spin" : "LoopSpin";
|
||||
if (this == game.firstSpinner) anim.DoUnscaledAnimation("Spin", 0);
|
||||
else anim.DoUnscaledAnimation(forceStart ? "Spin" : animToPlay, forceStart ? 0 : game.firstSpinner.anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
|
||||
canBop = false;
|
||||
Jukebox.PlayOneShotGame("boardMeeting/rollPrepare" + soundToPlay);
|
||||
float offset = 0;
|
||||
|
|
|
@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("amount", new EntityTypes.Integer(3, 6, 4), "Amount", "How many executives will there be?")
|
||||
new Param("amount", new EntityTypes.Integer(3, 5, 4), "Amount", "How many executives will there be?")
|
||||
}
|
||||
}
|
||||
});
|
||||
|
@ -119,6 +119,7 @@ namespace HeavenStudio.Games
|
|||
executives[executiveCount - 1].Stop(false);
|
||||
Jukebox.PlayOneShotGame("boardMeeting/miss");
|
||||
Jukebox.PlayOneShot("miss");
|
||||
ScoreMiss();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -279,10 +280,12 @@ namespace HeavenStudio.Games
|
|||
public void Spin(int start, int end)
|
||||
{
|
||||
if (start > executiveCount || end > executiveCount) return;
|
||||
bool forceStart = false;
|
||||
if (chairLoopSound == null)
|
||||
{
|
||||
chairLoopSound = Jukebox.PlayOneShotGame("boardMeeting/chairLoop", -1, 1, 1, true);
|
||||
firstSpinner = executives[start - 1];
|
||||
forceStart = true;
|
||||
}
|
||||
for (int i = start - 1; i < end; i++)
|
||||
{
|
||||
|
@ -301,7 +304,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
soundToPlay = "Player";
|
||||
}
|
||||
executives[i].Spin(soundToPlay);
|
||||
executives[i].Spin(soundToPlay, forceStart);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -310,20 +313,33 @@ namespace HeavenStudio.Games
|
|||
float startPos = farLeft.position.x;
|
||||
float maxWidth = Mathf.Abs(farLeft.position.x - farRight.position.x);
|
||||
|
||||
for (int i = 0; i < executiveCount; i++)
|
||||
float betweenDistance = maxWidth / 3;
|
||||
|
||||
maxWidth = betweenDistance * executiveCount;
|
||||
|
||||
startPos = -(maxWidth / 2);
|
||||
|
||||
for (int i = -1; i < executiveCount; i++)
|
||||
{
|
||||
BMExecutive executive;
|
||||
if (i == 0) executive = executives[0];
|
||||
else executive = Instantiate(executives[0], transform);
|
||||
if (i == -1)
|
||||
{
|
||||
assistantAnim.transform.localPosition = new Vector3(startPos + 5.359f, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
BMExecutive executive;
|
||||
if (i == 0) executive = executives[0];
|
||||
else executive = Instantiate(executives[0], transform);
|
||||
|
||||
executive.transform.localPosition = new Vector3(startPos + ((maxWidth / (executiveCount - 1)) * i), 0);
|
||||
executive.GetComponent<SortingGroup>().sortingOrder = i;
|
||||
executive.transform.localPosition = new Vector3(startPos + betweenDistance * (i + 1), 0);
|
||||
executive.GetComponent<SortingGroup>().sortingOrder = i;
|
||||
|
||||
if (i > 0)
|
||||
executives.Add(executive);
|
||||
if (i > 0)
|
||||
executives.Add(executive);
|
||||
|
||||
if (i == executiveCount - 1)
|
||||
executive.player = true;
|
||||
if (i == executiveCount - 1)
|
||||
executive.player = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -19,12 +19,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"], e["emo"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Bop", "Should the lions bop?"),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?")
|
||||
new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?"),
|
||||
new Param("emo", false, "Disable Emotion", "Should the lions just show the neutral face while bopping?")
|
||||
}
|
||||
},
|
||||
new GameAction("prepare", "Prepare Stance")
|
||||
|
@ -37,10 +38,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("sign", "Sign Enter")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the sign move with?"),
|
||||
new Param("down", true, "Down", "Should the sign go down?")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
|
@ -86,6 +88,8 @@ namespace HeavenStudio.Games
|
|||
public bool playerHitLast = false;
|
||||
public bool missed;
|
||||
bool shouldBop;
|
||||
bool doEmotion = true;
|
||||
public int emoCounter;
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
|
@ -93,6 +97,7 @@ namespace HeavenStudio.Games
|
|||
float signStartBeat;
|
||||
float signLength;
|
||||
EasingFunction.Ease lastEase;
|
||||
bool signGoDown;
|
||||
|
||||
public static ClappyTrio instance { get; set; }
|
||||
|
||||
|
@ -129,16 +134,18 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
||||
float newPos = func(0, 1, normalizedBeat);
|
||||
signAnim.DoNormalizedAnimation("Enter", newPos);
|
||||
signAnim.DoNormalizedAnimation(signGoDown ? "Enter" : "Exit", newPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Sign(float beat, float length, int ease)
|
||||
public void Sign(float beat, float length, int ease, bool down)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("clappyTrio/sign");
|
||||
signStartBeat = beat;
|
||||
signLength = length;
|
||||
lastEase = (EasingFunction.Ease)ease;
|
||||
signGoDown = down;
|
||||
}
|
||||
|
||||
private void InitLions()
|
||||
|
@ -204,13 +211,15 @@ namespace HeavenStudio.Games
|
|||
Jukebox.PlayOneShotGame("clappyTrio/ready");
|
||||
}
|
||||
|
||||
public void BopToggle(float beat, float length, bool startBop, bool autoBop)
|
||||
public void BopToggle(float beat, float length, bool startBop, bool autoBop, bool emo)
|
||||
{
|
||||
doEmotion = !emo;
|
||||
shouldBop = autoBop;
|
||||
if (startBop)
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
if (i == 0 && startBop && autoBop) continue;
|
||||
float spawnBeat = beat + i;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
|
@ -222,32 +231,45 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void Bop(float beat)
|
||||
{
|
||||
if (playerHitLast)
|
||||
if (doEmotion && emoCounter > 0)
|
||||
{
|
||||
for (int i = 0; i < Lion.Count; i++)
|
||||
{
|
||||
SetFace(i, 1);
|
||||
}
|
||||
}
|
||||
else if (missed)
|
||||
{
|
||||
var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
|
||||
var b = a.FindAll(c => c.beat < beat);
|
||||
|
||||
if (b.Count > 0)
|
||||
if (playerHitLast)
|
||||
{
|
||||
for (int i = 0; i < Lion.Count; i++)
|
||||
{
|
||||
if (i == Lion.Count - 1)
|
||||
SetFace(i, 1);
|
||||
}
|
||||
}
|
||||
else if (missed)
|
||||
{
|
||||
var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
|
||||
var b = a.FindAll(c => c.beat < beat);
|
||||
|
||||
if (b.Count > 0)
|
||||
{
|
||||
for (int i = 0; i < Lion.Count; i++)
|
||||
{
|
||||
SetFace(i, 0);
|
||||
} else
|
||||
{
|
||||
SetFace(i, 2);
|
||||
if (i == Lion.Count - 1)
|
||||
{
|
||||
SetFace(i, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetFace(i, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
emoCounter--;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < Lion.Count; i++)
|
||||
{
|
||||
SetFace(i, 0);
|
||||
}
|
||||
}
|
||||
|
||||
PlayAnimationAll("Bop");
|
||||
}
|
||||
|
||||
|
|
|
@ -56,6 +56,7 @@ namespace HeavenStudio.Games.Scripts_ClappyTrio
|
|||
private void Miss(PlayerActionEvent caller) {
|
||||
game.playerHitLast = false;
|
||||
game.missed = true;
|
||||
game.emoCounter = 2;
|
||||
|
||||
if (clapStarted)
|
||||
this.canHit = false;
|
||||
|
@ -65,6 +66,7 @@ namespace HeavenStudio.Games.Scripts_ClappyTrio
|
|||
|
||||
private void Clap(bool just)
|
||||
{
|
||||
game.emoCounter = 2;
|
||||
if (just)
|
||||
{
|
||||
clapEffect.SetActive(true);
|
||||
|
|
|
@ -35,12 +35,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("randomPresses", "Random Presses")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.RandomPress(e.beat, e.length, e["min"], e["max"], e["random"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.RandomPress(e.beat, e.length, e["min"], e["max"], e["random"], e["con"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "The minimum number of presses this block will do."),
|
||||
new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "The maximum number of presses this block will do."),
|
||||
new Param("random", QuizShow.WhichButtonRandom.Random, "Which Buttons", "Which buttons will be pressed randomly?")
|
||||
new Param("random", QuizShow.WhichButtonRandom.Random, "Which Buttons", "Which buttons will be pressed randomly?"),
|
||||
new Param("con", true, "Consecutive Presses", "Will the presses be consecutive? As in if the first press doesn't trigger, the ones proceeding will not either.")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
|
@ -54,7 +55,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
|
||||
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
|
||||
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
|
||||
new Param("audio", true, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
|
||||
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
|
||||
}
|
||||
},
|
||||
new GameAction("revealAnswer", "Reveal Answer")
|
||||
|
@ -109,6 +110,13 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public class QuizShow : Minigame
|
||||
{
|
||||
public enum ClockAudio
|
||||
{
|
||||
Both,
|
||||
Start,
|
||||
End,
|
||||
Neither
|
||||
}
|
||||
public enum HeadStage
|
||||
{
|
||||
Stage0 = 0,
|
||||
|
@ -221,35 +229,68 @@ namespace HeavenStudio.Games
|
|||
currentStage = stage;
|
||||
}
|
||||
|
||||
public void RandomPress(float beat, float length, int min, int max, int whichButtons)
|
||||
public void RandomPress(float beat, float length, int min, int max, int whichButtons, bool consecutive)
|
||||
{
|
||||
if (min > max) return;
|
||||
int pressAmount = UnityEngine.Random.Range(min, max + 1);
|
||||
if (pressAmount < 1) return;
|
||||
List<BeatAction.Action> buttonEvents = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < pressAmount; i++)
|
||||
if (consecutive)
|
||||
{
|
||||
bool dpad = UnityEngine.Random.Range(0, 2) == 1;
|
||||
switch (whichButtons)
|
||||
for (int i = 0; i < pressAmount; i++)
|
||||
{
|
||||
case (int)WhichButtonRandom.Random:
|
||||
break;
|
||||
case (int)WhichButtonRandom.DpadOnly:
|
||||
dpad = true;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AOnly:
|
||||
dpad = false;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AlternatingDpad:
|
||||
dpad = i % 2 == 0;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AlternatingA:
|
||||
dpad = i % 2 != 0;
|
||||
break;
|
||||
bool dpad = UnityEngine.Random.Range(0, 2) == 1;
|
||||
switch (whichButtons)
|
||||
{
|
||||
case (int)WhichButtonRandom.Random:
|
||||
break;
|
||||
case (int)WhichButtonRandom.DpadOnly:
|
||||
dpad = true;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AOnly:
|
||||
dpad = false;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AlternatingDpad:
|
||||
dpad = i % 2 == 0;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AlternatingA:
|
||||
dpad = i % 2 != 0;
|
||||
break;
|
||||
}
|
||||
float spawnBeat = beat + i * length;
|
||||
buttonEvents.Add(new BeatAction.Action(spawnBeat, delegate { HostPressButton(spawnBeat, dpad); }));
|
||||
}
|
||||
float spawnBeat = beat + i * length;
|
||||
buttonEvents.Add(new BeatAction.Action(spawnBeat, delegate { HostPressButton(spawnBeat, dpad); }));
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < max; i++)
|
||||
{
|
||||
if (pressAmount == 0) break;
|
||||
if (UnityEngine.Random.Range(0, 2) == 1 && Mathf.Abs(i - max) != pressAmount) continue;
|
||||
bool dpad = UnityEngine.Random.Range(0, 2) == 1;
|
||||
switch (whichButtons)
|
||||
{
|
||||
case (int)WhichButtonRandom.Random:
|
||||
break;
|
||||
case (int)WhichButtonRandom.DpadOnly:
|
||||
dpad = true;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AOnly:
|
||||
dpad = false;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AlternatingDpad:
|
||||
dpad = i % 2 == 0;
|
||||
break;
|
||||
case (int)WhichButtonRandom.AlternatingA:
|
||||
dpad = i % 2 != 0;
|
||||
break;
|
||||
}
|
||||
float spawnBeat = beat + i * length;
|
||||
buttonEvents.Add(new BeatAction.Action(spawnBeat, delegate { HostPressButton(spawnBeat, dpad); }));
|
||||
pressAmount--;
|
||||
}
|
||||
}
|
||||
|
||||
BeatAction.New(instance.gameObject, buttonEvents);
|
||||
}
|
||||
|
||||
|
@ -311,7 +352,7 @@ namespace HeavenStudio.Games
|
|||
intervalStarted = true;
|
||||
}
|
||||
|
||||
public void PassTurn(float beat, float length, bool timeUpSound, bool consecutive, bool visualClock, bool audioClock)
|
||||
public void PassTurn(float beat, float length, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
||||
{
|
||||
if (queuedInputs.Count == 0) return;
|
||||
if (shouldPrepareArms)
|
||||
|
@ -341,11 +382,12 @@ namespace HeavenStudio.Games
|
|||
playerBeatInterval = beatInterval;
|
||||
playerIntervalStartBeat = beat + length;
|
||||
float timeUpBeat = 0f;
|
||||
if (audioClock)
|
||||
if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.Start)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("quizShow/timerStart");
|
||||
timeUpBeat = 0.5f;
|
||||
}
|
||||
}
|
||||
if (audioClock == (int)ClockAudio.End) timeUpBeat = 0.5f;
|
||||
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
|
@ -353,7 +395,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (!consecutive)
|
||||
{
|
||||
if (audioClock) Jukebox.PlayOneShotGame("quizShow/timerStop");
|
||||
if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.End) Jukebox.PlayOneShotGame("quizShow/timerStop");
|
||||
contesteeLeftArmAnim.DoScaledAnimationAsync("LeftRest", 0.5f);
|
||||
contesteeRightArmAnim.DoScaledAnimationAsync("RightRest", 0.5f);
|
||||
shouldPrepareArms = true;
|
||||
|
|
|
@ -4,10 +4,12 @@ using UnityEngine;
|
|||
|
||||
using NaughtyBezierCurves;
|
||||
using HeavenStudio.Util;
|
||||
using UnityEngine.UIElements;
|
||||
using DG.Tweening;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
||||
{
|
||||
public class Ball : MonoBehaviour
|
||||
public class Ball : SuperCurveObject
|
||||
{
|
||||
public enum State { None, Dispensing, Kicked, HighKicked, Toe };
|
||||
[Header("Components")]
|
||||
|
@ -16,10 +18,10 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
[SerializeField] private GameObject spriteHolder;
|
||||
[SerializeField] private GameObject kickFX;
|
||||
[Space(10)]
|
||||
[SerializeField] private BezierCurve3D dispenseCurve;
|
||||
[SerializeField] private BezierCurve3D kickCurve;
|
||||
[SerializeField] private BezierCurve3D highKickCurve;
|
||||
[SerializeField] private BezierCurve3D toeCurve;
|
||||
//[SerializeField] private BezierCurve3D dispenseCurve;
|
||||
//[SerializeField] private BezierCurve3D kickCurve;
|
||||
//[SerializeField] private BezierCurve3D highKickCurve;
|
||||
//[SerializeField] private BezierCurve3D toeCurve;
|
||||
|
||||
[Header("Properties")]
|
||||
public float startBeat;
|
||||
|
@ -30,17 +32,29 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
public bool canKick;
|
||||
public bool waitKickRelease;
|
||||
private bool lastKickLeft;
|
||||
public float zValue;
|
||||
private SuperCurveObject.Path kickPath;
|
||||
private SuperCurveObject.Path dispensePath;
|
||||
private SuperCurveObject.Path highKickPath;
|
||||
private SuperCurveObject.Path toePath;
|
||||
//private float currentKickPathScale = 1;
|
||||
|
||||
protected override void UpdateLastRealPos()
|
||||
{
|
||||
lastRealPos = transform.localPosition;
|
||||
}
|
||||
public void Init(Kicker kicker, float dispensedBeat)
|
||||
{
|
||||
this.kicker = kicker;
|
||||
kicker.ball = this;
|
||||
kicker.dispenserBeat = dispensedBeat;
|
||||
float currentBeat = Conductor.instance.songPositionInBeats;
|
||||
zValue = kicker.zValue;
|
||||
kickPath = SpaceSoccer.instance.GetPath("Kick");
|
||||
dispensePath = SpaceSoccer.instance.GetPath("Dispense");
|
||||
highKickPath = SpaceSoccer.instance.GetPath("HighKick");
|
||||
toePath = SpaceSoccer.instance.GetPath("Toe");
|
||||
//holder.transform.localPosition = kicker.transform.GetChild(0).position;
|
||||
|
||||
if(currentBeat - dispensedBeat < 2f) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
|
||||
if (currentBeat - dispensedBeat < 2f) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
|
||||
{
|
||||
//Debug.Log("Dispensing");
|
||||
state = State.Dispensing;
|
||||
|
@ -113,7 +127,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
public void Kick(bool player)
|
||||
{
|
||||
if (player)
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/ballHit");
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/ballHit", -1, Jukebox.GetPitchFromCents(UnityEngine.Random.Range(-38, 39), false));
|
||||
|
||||
lastSpriteRot = spriteHolder.transform.eulerAngles.z;
|
||||
|
||||
|
@ -121,15 +135,19 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
lastKickLeft = kicker.kickLeft;
|
||||
|
||||
if (kicker.kickLeft)
|
||||
/*if (kicker.kickLeft)
|
||||
{
|
||||
kickCurve.transform.localScale = new Vector3(-1, 1);
|
||||
currentKickPathScale = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
kickCurve.transform.localScale = new Vector3(1, 1);
|
||||
}
|
||||
kickCurve.KeyPoints[0].transform.position = holder.transform.position;
|
||||
currentKickPathScale = 1;
|
||||
}*/
|
||||
//kickCurve.KeyPoints[0].transform.position = holder.transform.position;
|
||||
//kickPath.positions[0].pos = holder.transform.position;
|
||||
UpdateLastRealPos();
|
||||
|
||||
HitFX();
|
||||
}
|
||||
|
@ -140,8 +158,9 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
SetState(State.HighKicked);
|
||||
|
||||
highKickCurve.KeyPoints[0].transform.position = holder.transform.position;
|
||||
|
||||
//highKickCurve.KeyPoints[0].transform.position = holder.transform.position;
|
||||
//highKickPath.positions[0].pos = holder.transform.position;
|
||||
UpdateLastRealPos();
|
||||
|
||||
HitFX();
|
||||
}
|
||||
|
@ -153,14 +172,18 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
SetState(State.Toe);
|
||||
|
||||
toeCurve.KeyPoints[0].transform.position = holder.transform.position;
|
||||
//toeCurve.KeyPoints[0].transform.position = holder.transform.position;
|
||||
//toePath.positions[0].pos = holder.transform.position;
|
||||
UpdateLastRealPos();
|
||||
if (lastKickLeft)
|
||||
{
|
||||
toeCurve.KeyPoints[1].transform.localPosition = new Vector3(5.39f, 0);
|
||||
//toeCurve.KeyPoints[1].transform.localPosition = new Vector3(5.39f, 0);
|
||||
toePath.positions[1].pos = new Vector3(5.39f, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
toeCurve.KeyPoints[1].transform.localPosition = new Vector3(6.49f, 0);
|
||||
//toeCurve.KeyPoints[1].transform.localPosition = new Vector3(6.49f, 0);
|
||||
toePath.positions[1].pos = new Vector3(6.49f, 0);
|
||||
}
|
||||
|
||||
|
||||
|
@ -169,6 +192,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
private void Update()
|
||||
{
|
||||
float beat = Conductor.instance.songPositionInBeats;
|
||||
switch (state) //handle animations
|
||||
{
|
||||
case State.None: //the only time any ball should ever have this state is if it's the unused offscreen ball (which is the only reason this state exists)
|
||||
|
@ -180,10 +204,14 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
{
|
||||
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 2.35f);
|
||||
|
||||
dispenseCurve.KeyPoints[0].transform.position = new Vector3(kicker.transform.position.x - 6f, kicker.transform.position.y - 6f);
|
||||
dispenseCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 1f, kicker.transform.position.y - 6f);
|
||||
//dispenseCurve.KeyPoints[0].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 6f, kicker.transform.GetChild(0).position.y - 6f);
|
||||
//dispenseCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 1f, kicker.transform.GetChild(0).position.y - 6f);
|
||||
|
||||
holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim);
|
||||
dispensePath.positions[0].pos = new Vector3(-6f, -6f);
|
||||
dispensePath.positions[1].pos = new Vector3(-1f, -6f);
|
||||
|
||||
//holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim);
|
||||
holder.transform.localPosition = GetPathPositionFromBeat(dispensePath, Mathf.Max(beat, startBeat), out float height, startBeat);
|
||||
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0f, -1440f, normalizedBeatAnim));
|
||||
break;
|
||||
}
|
||||
|
@ -191,50 +219,64 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
{
|
||||
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 1.5f);
|
||||
|
||||
kickPath.positions[0].pos = lastRealPos;
|
||||
if (!lastKickLeft)
|
||||
{
|
||||
kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x + 0.5f, kicker.transform.position.y - 6f);
|
||||
//kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x + 0.5f, kicker.transform.GetChild(0).position.y - 6f);
|
||||
kickPath.positions[1].pos = new Vector3(0, -6f);
|
||||
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot - 360f, normalizedBeatAnim));
|
||||
}
|
||||
else
|
||||
{
|
||||
kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 2.5f, kicker.transform.position.y - 6f);
|
||||
//kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 2.5f, kicker.transform.GetChild(0).position.y - 6f);
|
||||
kickPath.positions[1].pos = new Vector3(-2.5f, -6f);
|
||||
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
|
||||
}
|
||||
|
||||
holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim);
|
||||
//holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim);
|
||||
holder.transform.localPosition = GetPathPositionFromBeat(kickPath, Mathf.Max(beat, startBeat), out float height, startBeat);
|
||||
break;
|
||||
}
|
||||
case State.HighKicked:
|
||||
{
|
||||
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.HighKicked) + 0.3f);
|
||||
highKickPath.positions[0].duration = GetAnimLength(State.HighKicked) + 0.3f;
|
||||
|
||||
highKickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 3.5f, kicker.transform.position.y - 6f);
|
||||
//highKickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 3.5f, kicker.transform.GetChild(0).position.y - 6f);
|
||||
|
||||
holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim);
|
||||
highKickPath.positions[0].pos = lastRealPos;
|
||||
highKickPath.positions[1].pos = new Vector3(-3.5f, -6f);
|
||||
|
||||
//holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim);
|
||||
holder.transform.localPosition = GetPathPositionFromBeat(highKickPath, Mathf.Max(beat, startBeat), out float height, startBeat);
|
||||
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
|
||||
break;
|
||||
}
|
||||
case State.Toe:
|
||||
{
|
||||
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.Toe) + 0.35f);
|
||||
toePath.positions[0].duration = GetAnimLength(State.Toe) + 0.35f;
|
||||
|
||||
toePath.positions[0].pos = lastRealPos;
|
||||
|
||||
if (!lastKickLeft)
|
||||
{
|
||||
toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x + 0.5f, kicker.transform.position.y - 6f);
|
||||
//toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x + 0.5f, kicker.transform.GetChild(0).position.y - 6f);
|
||||
toePath.positions[1].pos = new Vector3(-1.5f, -6f);
|
||||
}
|
||||
else
|
||||
{
|
||||
toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 1.0f, kicker.transform.position.y - 6f);
|
||||
//toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 1.0f, kicker.transform.GetChild(0).position.y - 6f);
|
||||
toePath.positions[1].pos = new Vector3(-0.5f, -6f);
|
||||
}
|
||||
|
||||
holder.transform.localPosition = toeCurve.GetPoint(normalizedBeatAnim);
|
||||
//holder.transform.localPosition = toeCurve.GetPoint(normalizedBeatAnim);
|
||||
holder.transform.localPosition = GetPathPositionFromBeat(toePath, Mathf.Max(beat, startBeat), out float height, startBeat);
|
||||
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, -860f, normalizedBeatAnim));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
holder.transform.position = new Vector3(holder.transform.position.x, holder.transform.position.y, zValue);
|
||||
holder.transform.position = new Vector3(holder.transform.position.x, holder.transform.position.y, kicker.transform.GetChild(0).position.z);
|
||||
}
|
||||
|
||||
private void HitFX()
|
||||
|
|
|
@ -15,14 +15,20 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
public bool canHighKick;
|
||||
private bool kickPrepare = false;
|
||||
public bool kickLeft;
|
||||
bool kickLeftWhiff;
|
||||
public float dispenserBeat; //unused
|
||||
public int kickTimes = 0;
|
||||
public bool player;
|
||||
public float zValue;
|
||||
private string animName = "Enter";
|
||||
private float animLength;
|
||||
private float animStartBeat;
|
||||
private EasingFunction.Ease ease;
|
||||
bool stopBall;
|
||||
|
||||
[Header("Components")]
|
||||
private Animator anim;
|
||||
public Ball ball;
|
||||
[SerializeField] private Animator enterExitAnim;
|
||||
|
||||
PlayerActionEvent nextHit;
|
||||
PlayerActionEvent nextAutoKick;
|
||||
|
@ -33,6 +39,17 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
anim = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
public void SetAnimParams(float beat, float length, string anim, int easeToPut)
|
||||
{
|
||||
animStartBeat = beat;
|
||||
animLength = length;
|
||||
animName = anim;
|
||||
ease = (EasingFunction.Ease)easeToPut;
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(ease);
|
||||
float newAnimPos = func(0, 1, 0);
|
||||
enterExitAnim.DoNormalizedAnimation(animName, newAnimPos);
|
||||
}
|
||||
|
||||
public void DispenseBall(float beat)
|
||||
{
|
||||
if (player)
|
||||
|
@ -41,14 +58,30 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
}
|
||||
else
|
||||
{
|
||||
BeatAction.New(this.gameObject, new List<BeatAction.Action>(){
|
||||
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Dispensing), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Dispensing)); }),
|
||||
});
|
||||
float beatToKick = beat + ball.GetAnimLength(Ball.State.Dispensing);
|
||||
if (beatToKick < Conductor.instance.songPositionInBeats) beatToKick = ball.nextAnimBeat;
|
||||
if (ball.state == Ball.State.HighKicked)
|
||||
{
|
||||
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beatToKick - 0.5f, delegate { Kick(true, true); }),
|
||||
new BeatAction.Action(beatToKick, delegate { Toe(true); }),
|
||||
new BeatAction.Action(beatToKick + ball.GetAnimLength(Ball.State.Toe), delegate { KickCheck(true, false, beatToKick + ball.GetAnimLength(Ball.State.Toe)); }),
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beatToKick, delegate { KickCheck(true, false, beatToKick); }),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Kick(bool hit, bool highKick = false)
|
||||
{
|
||||
if (stopBall) return;
|
||||
aceTimes = 0;
|
||||
|
||||
if (player)
|
||||
|
@ -56,29 +89,59 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
Jukebox.PlayOneShotGame("spaceSoccer/kick");
|
||||
}
|
||||
|
||||
if (highKick)
|
||||
if (hit)
|
||||
{
|
||||
if (kickLeft)
|
||||
if (highKick)
|
||||
{
|
||||
anim.Play("HighKickLeft_0", 0, 0);
|
||||
if (kickLeft)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.Play("HighKickRight_0", 0, 0);
|
||||
if (kickLeft)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("KickLeft", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync("KickRight", 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (kickLeft)
|
||||
if (highKick)
|
||||
{
|
||||
anim.Play("KickLeft", 0, 0);
|
||||
if (kickLeftWhiff)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.Play("KickRight", 0, 0);
|
||||
if (kickLeftWhiff)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("KickLeft", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync("KickRight", 0.5f);
|
||||
}
|
||||
}
|
||||
kickLeftWhiff = !kickLeftWhiff;
|
||||
}
|
||||
|
||||
|
||||
if (ball == null) return;
|
||||
|
||||
if (highKick == false)
|
||||
|
@ -95,52 +158,61 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
public void HighKick(bool hit)
|
||||
{
|
||||
if (stopBall) return;
|
||||
kickTimes++;
|
||||
|
||||
if (kickLeft)
|
||||
if (hit)
|
||||
{
|
||||
anim.Play("HighKickLeft_0", 0, 0);
|
||||
if (kickLeft)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.Play("HighKickRight_0", 0, 0);
|
||||
if (kickLeftWhiff)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
|
||||
}
|
||||
kickLeftWhiff = !kickLeftWhiff;
|
||||
}
|
||||
|
||||
if (player) Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe1");
|
||||
if (hit && ball)
|
||||
{
|
||||
ball.HighKick();
|
||||
|
||||
if (player)
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe1_hit");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player)
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe1");
|
||||
if (player) Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe1_hit");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Toe(bool hit)
|
||||
{
|
||||
if (stopBall) return;
|
||||
if (kickLeft)
|
||||
{
|
||||
anim.Play("ToeLeft", 0, 0);
|
||||
anim.DoScaledAnimationAsync("ToeLeft", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.Play("ToeRight", 0, 0);
|
||||
anim.DoScaledAnimationAsync("ToeRight", 0.5f);
|
||||
}
|
||||
|
||||
if (player)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe3");
|
||||
if (hit && ball)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe3_hit");
|
||||
}
|
||||
else
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe3");
|
||||
}
|
||||
}
|
||||
|
||||
if (hit && ball)
|
||||
|
@ -152,6 +224,13 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
private void Update()
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(animStartBeat, animLength);
|
||||
if (normalizedBeat >= 0 && normalizedBeat <= 1)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(ease);
|
||||
float newAnimPos = func(0, 1, normalizedBeat);
|
||||
enterExitAnim.DoNormalizedAnimation(animName, newAnimPos);
|
||||
}
|
||||
if (kickTimes % 2 == 0)
|
||||
{
|
||||
kickLeft = false;
|
||||
|
@ -186,6 +265,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
if (player)
|
||||
{
|
||||
if (stopBall) return;
|
||||
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
if (ball == null)
|
||||
|
@ -211,6 +291,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
private void KickCheck(bool hit, bool overrideState = false, float beat = 0f)
|
||||
{
|
||||
if (stopBall) return;
|
||||
if (canHighKick)
|
||||
{
|
||||
HighKick(hit);
|
||||
|
@ -250,16 +331,26 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
}
|
||||
|
||||
public void StopBall(bool stop)
|
||||
{
|
||||
stopBall = stop;
|
||||
if (ball != null && stop) Destroy(ball.gameObject);
|
||||
}
|
||||
|
||||
void MissBall(float targetBeat)
|
||||
{
|
||||
if (stopBall) return;
|
||||
|
||||
var cond = Conductor.instance;
|
||||
ball = null;
|
||||
// queue the miss sound
|
||||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/missNeutral", targetBeat + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat))) });
|
||||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/missNeutral", targetBeat + (float)cond.SecsToBeats(Minigame.EndTime()-1,
|
||||
cond.GetBpmAtBeat(targetBeat)), Jukebox.GetPitchFromCents(UnityEngine.Random.Range(-75, 75), false)) });
|
||||
}
|
||||
|
||||
private void KickJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (stopBall) return;
|
||||
if (ball == null || state >= 1f || state <= -1f) { //todo: proper near miss feedback
|
||||
KickCheck(false, true);
|
||||
MissBall(caller.startBeat + caller.timer);
|
||||
|
@ -283,6 +374,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
if (stopBall) return;
|
||||
if (ball != null)
|
||||
MissBall(caller.startBeat + caller.timer);
|
||||
|
||||
|
@ -291,6 +383,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
private void ToeJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (stopBall) return;
|
||||
|
||||
if (ball == null || (!ball.canKick) || state >= 1f || state <= -1f) { //todo: proper near miss feedback
|
||||
Toe(false);
|
||||
MissBall(caller.startBeat + caller.timer);
|
||||
|
@ -303,6 +397,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
private void ToePrepareJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (stopBall) return;
|
||||
|
||||
//autoplay only
|
||||
Kick(true, true);
|
||||
}
|
||||
|
@ -315,6 +411,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
nextHit.Disable();
|
||||
if (nextAutoKick != null)
|
||||
nextAutoKick.Disable();
|
||||
if (ball != null) Destroy(ball.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -32,22 +32,79 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("npc kickers enter or exit", "NPC Kickers Enter or Exit")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["toggle"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["choice"], e["ease"], e["amount"], e["x"], e["y"], e["z"], e["override"], e["preset"]); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Should Exit?", "Whether the kickers should exit or enter.")
|
||||
new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Which preset should be used?"),
|
||||
new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Enter Or Exit", "Whether the kickers should exit or enter."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the entering or exiting."),
|
||||
new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Amount of Space Kickers."),
|
||||
new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"),
|
||||
new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"),
|
||||
new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"),
|
||||
new Param("override", true, "Override Easing", "Should this block override the easing of the space kickers' positions?")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("npc kickers instant enter or exit", "NPC Kickers Instant Enter or Exit")
|
||||
new GameAction("easePos", "Ease NPC Space Kicker Distances")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.InstantNPCKickersEnterOrExit(e["toggle"]); },
|
||||
defaultLength = 0.5f,
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.EaseSpaceKickersPositions(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Should Exit?", "Whether the kickers should be exited or entered.")
|
||||
},
|
||||
new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"),
|
||||
new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"),
|
||||
new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the space kickers moving."),
|
||||
}
|
||||
},
|
||||
new GameAction("pMove", "Move Player")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.MovePlayerKicker(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"], e["sound"], e["preset"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Which preset should be used?"),
|
||||
new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Pos", "Which position should the player move to on the x axis?"),
|
||||
new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Pos", "Which position should the player move to on the y axis?"),
|
||||
new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Pos", "Which position should the player move to on the z axis?"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the space kickers moving."),
|
||||
new Param("sound", SpaceSoccer.LaunchSoundToPlay.None, "Sound", "Which launch sound should be played at the start of this block?")
|
||||
}
|
||||
},
|
||||
new GameAction("changeBG", "Change Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.FadeBackgroundColor(e["start"], e["end"], e["startDots"], e["endDots"], e.length, e["toggle"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", SpaceSoccer.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||
new Param("end", SpaceSoccer.defaultBGColor, "End Color", "The end color for the fade."),
|
||||
new Param("startDots", Color.white, "Start Color (Dots)", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||
new Param("endDots", Color.white, "End Color (Dots)", "The end color for the fade."),
|
||||
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||
}
|
||||
},
|
||||
new GameAction("scroll", "Scrolling Background")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e.beat, e["x"], e["y"]); },
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>() {
|
||||
new Param("x", new EntityTypes.Float(-5f, 5f, 0.045f), "Horizontal", "How many horizontal loops in 1 beat?"),
|
||||
new Param("y", new EntityTypes.Float(-5f, 5f, 0.16f), "Vertical", "How many vertical loops in 1 beat?"),
|
||||
}
|
||||
},
|
||||
new GameAction("stopBall", "Stop Ball")
|
||||
{
|
||||
function = delegate { SpaceSoccer.instance.StopBall(eventCaller.currentEntity["toggle"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Stop ball?", "Should the ball be stopped? If ticked off the kickers will regain their ability to use the ball.")
|
||||
}
|
||||
},
|
||||
// This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however)
|
||||
new GameAction("keep-up", "")
|
||||
|
@ -56,6 +113,29 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("npc kickers instant enter or exit", "NPC Kickers Instant Enter or Exit")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
var e = eventCaller.currentEntity;
|
||||
int choice;
|
||||
if (e["toggle"])
|
||||
{
|
||||
choice = (int)SpaceSoccer.AnimationToPlay.Exit;
|
||||
}
|
||||
else
|
||||
{
|
||||
choice = (int)SpaceSoccer.AnimationToPlay.Enter;
|
||||
}
|
||||
SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, choice, (int)EasingFunction.Ease.Instant, 5, 1.75f, 0.25f, 0.75f, true, (int)SpaceSoccer.EnterExitPresets.Custom);
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Should Exit?", "Whether the kickers should be exited or entered.")
|
||||
},
|
||||
hidden = true
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -64,46 +144,160 @@ namespace HeavenStudio.Games.Loaders
|
|||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_SpaceSoccer;
|
||||
using HeavenStudio.Common;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
public class SpaceSoccer : Minigame
|
||||
{
|
||||
public enum EnterExitPresets
|
||||
{
|
||||
FiveKickers,
|
||||
DuoKickers,
|
||||
Custom
|
||||
}
|
||||
public enum PlayerPresets
|
||||
{
|
||||
LaunchStart = 0,
|
||||
LaunchEnd = 1,
|
||||
Custom = 2
|
||||
}
|
||||
public enum LaunchSoundToPlay
|
||||
{
|
||||
None = 0,
|
||||
LaunchStart = 1,
|
||||
LaunchEnd = 2
|
||||
}
|
||||
public enum AnimationToPlay
|
||||
{
|
||||
Enter = 0,
|
||||
Exit = 1
|
||||
}
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FF7D27", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
[Header("Components")]
|
||||
[SerializeField] private GameObject kickerPrefab;
|
||||
[SerializeField] private GameObject ballRef;
|
||||
[SerializeField] private List<Kicker> kickers;
|
||||
[SerializeField] private GameObject Background;
|
||||
[SerializeField] private Sprite[] backgroundSprite;
|
||||
[SerializeField] private Animator npcKickersAnim;
|
||||
[SerializeField] private SuperScroll backgroundSprite;
|
||||
[SerializeField] private SpriteRenderer bg;
|
||||
|
||||
[Header("Properties")]
|
||||
[SerializeField] private bool ballDispensed; //unused
|
||||
float npcMoveLength = 4f;
|
||||
float npcMoveStartBeat;
|
||||
bool npcMoving;
|
||||
string npcMoveAnimName;
|
||||
[SerializeField] SuperCurveObject.Path[] ballPaths;
|
||||
public bool ballDispensed;
|
||||
float lastDispensedBeat;
|
||||
float scrollBeat;
|
||||
float scrollOffsetX;
|
||||
float scrollOffsetY;
|
||||
float currentScrollLengthX = 0.045f;
|
||||
float currentScrollLengthY = 0.16f;
|
||||
Tween bgColorTween;
|
||||
Tween dotColorTween;
|
||||
#region Space Kicker Position Easing
|
||||
float easeBeat;
|
||||
float easeLength;
|
||||
EasingFunction.Ease lastEase;
|
||||
Vector3 lastPos = new Vector3();
|
||||
Vector3 currentPos = new Vector3();
|
||||
float easeBeatP;
|
||||
float easeLengthP;
|
||||
EasingFunction.Ease lastEaseP;
|
||||
Vector3 lastPosP = new Vector3();
|
||||
Vector3 currentPosP = new Vector3();
|
||||
#endregion
|
||||
|
||||
public static SpaceSoccer instance { get; private set; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
npcKickersAnim.Play("NPCKickersExited", 0, 0);
|
||||
/*for (int x = 0; x < Random.Range(9, 12); x++)
|
||||
}
|
||||
|
||||
new void OnDrawGizmos()
|
||||
{
|
||||
base.OnDrawGizmos();
|
||||
foreach (SuperCurveObject.Path path in ballPaths)
|
||||
{
|
||||
for (int y = 0; y < Random.Range(6, 9); y++)
|
||||
if (path.preview)
|
||||
{
|
||||
GameObject test = new GameObject("test");
|
||||
test.transform.parent = Background.transform;
|
||||
test.AddComponent<SpriteRenderer>().sprite = backgroundSprite[Random.Range(0, 2)];
|
||||
test.GetComponent<SpriteRenderer>().sortingOrder = -50;
|
||||
test.transform.localPosition = new Vector3(Random.Range(-15f, 15f), Random.Range(-15f, 15f));
|
||||
test.transform.localScale = new Vector3(0.52f, 0.52f);
|
||||
ballRef.GetComponent<Ball>().DrawEditorGizmo(path);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (npcMoving) npcKickersAnim.DoScaledAnimation(npcMoveAnimName, npcMoveStartBeat, npcMoveLength);
|
||||
var cond = Conductor.instance;
|
||||
float normalizedX = (cond.songPositionInBeats - scrollBeat) * currentScrollLengthX;
|
||||
float normalizedY = (cond.songPositionInBeats - scrollBeat) * currentScrollLengthY;
|
||||
backgroundSprite.NormalizedX = -scrollOffsetX - normalizedX;
|
||||
backgroundSprite.NormalizedY = -scrollOffsetY - normalizedY;
|
||||
|
||||
float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength);
|
||||
if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
||||
float newPosX = func(lastPos.x, currentPos.x, normalizedEaseBeat);
|
||||
float newPosY = func(lastPos.y, currentPos.y, normalizedEaseBeat);
|
||||
float newPosZ = func(lastPos.z, currentPos.z, normalizedEaseBeat);
|
||||
UpdateKickersPositions(newPosX, newPosY, newPosZ);
|
||||
}
|
||||
|
||||
float normalizedPBeat = cond.GetPositionFromBeat(easeBeatP, easeLengthP);
|
||||
if (normalizedPBeat <= 1 && normalizedPBeat > 0)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEaseP);
|
||||
float newPosX = func(lastPosP.x, currentPosP.x, normalizedPBeat);
|
||||
float newPosY = func(lastPosP.y, currentPosP.y, normalizedPBeat);
|
||||
float newPosZ = func(lastPosP.z, currentPosP.z, normalizedPBeat);
|
||||
kickers[0].transform.parent.position = new Vector3(3.384f - newPosX, newPosY, newPosZ);
|
||||
}
|
||||
}
|
||||
|
||||
public void StopBall(bool stop)
|
||||
{
|
||||
foreach (var kicker in kickers)
|
||||
{
|
||||
kicker.StopBall(stop);
|
||||
}
|
||||
}
|
||||
|
||||
public void NPCKickersEnterOrExit(float beat, float length, int animToPut, int easeToPut, int amount, float xDistance, float yDistance, float zDistance, bool overrideEasing, int preset)
|
||||
{
|
||||
switch (preset)
|
||||
{
|
||||
case (int)EnterExitPresets.Custom:
|
||||
UpdateSpaceKickers(amount, xDistance, yDistance, zDistance, overrideEasing);
|
||||
break;
|
||||
case (int)EnterExitPresets.DuoKickers:
|
||||
UpdateSpaceKickers(2, 7, -6, 10, overrideEasing);
|
||||
break;
|
||||
case (int)EnterExitPresets.FiveKickers:
|
||||
UpdateSpaceKickers(5, 2, -0.5f, 1.25f, overrideEasing);
|
||||
break;
|
||||
}
|
||||
|
||||
string animName = "Enter";
|
||||
switch (animToPut)
|
||||
{
|
||||
case (int)AnimationToPlay.Enter:
|
||||
animName = "Enter";
|
||||
break;
|
||||
case (int)AnimationToPlay.Exit:
|
||||
animName = "Exit";
|
||||
break;
|
||||
}
|
||||
foreach (var kicker in kickers)
|
||||
{
|
||||
if (kicker.player) continue;
|
||||
kicker.SetAnimParams(beat, length, animName, easeToPut);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(float beat)
|
||||
|
@ -123,35 +317,140 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void NPCKickersEnterOrExit(float beat, float length, bool shouldExit)
|
||||
public SuperCurveObject.Path GetPath(string name)
|
||||
{
|
||||
npcMoving = true;
|
||||
npcMoveLength = length;
|
||||
npcMoveStartBeat = beat;
|
||||
npcMoveAnimName = shouldExit ? "NPCKickersExit" : "NPCKickersEnter";
|
||||
npcKickersAnim.DoScaledAnimation(npcMoveAnimName, npcMoveStartBeat, npcMoveLength);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
foreach (SuperCurveObject.Path path in ballPaths)
|
||||
{
|
||||
new BeatAction.Action(beat + length - 0.1f, delegate { npcMoving = false; }),
|
||||
});
|
||||
if (path.name == name)
|
||||
{
|
||||
return path;
|
||||
}
|
||||
}
|
||||
return default(SuperCurveObject.Path);
|
||||
}
|
||||
|
||||
public void InstantNPCKickersEnterOrExit(bool shouldExit)
|
||||
public void UpdateScrollSpeed(float beat, float scrollSpeedX, float scrollSpeedY)
|
||||
{
|
||||
npcKickersAnim.Play(shouldExit ? "NPCKickersExited" : "NPCKickersPresent", 0, 0);
|
||||
var cond = Conductor.instance;
|
||||
scrollOffsetX = (cond.songPositionInBeats - scrollBeat) * currentScrollLengthX;
|
||||
scrollOffsetY = (cond.songPositionInBeats - scrollBeat) * currentScrollLengthY;
|
||||
currentScrollLengthX = scrollSpeedX;
|
||||
currentScrollLengthY = scrollSpeedY;
|
||||
scrollBeat = beat;
|
||||
}
|
||||
|
||||
public void Dispense(float beat, bool playSound = true)
|
||||
public void EaseSpaceKickersPositions(float beat, float length, int ease, float xDistance, float yDistance, float zDistance)
|
||||
{
|
||||
easeBeat = beat;
|
||||
easeLength = length;
|
||||
lastEase = (EasingFunction.Ease)ease;
|
||||
lastPos = currentPos;
|
||||
currentPos = new Vector3(xDistance, yDistance, zDistance);
|
||||
}
|
||||
|
||||
public void UpdateKickersPositions(float xDistance, float yDistance, float zDistance)
|
||||
{
|
||||
for (int i = 1; i < kickers.Count; i++)
|
||||
{
|
||||
kickers[i].transform.parent.position = new Vector3(3.384f - xDistance * i, -yDistance * i, zDistance * i);
|
||||
CircularMotion circularMotion = kickers[i].GetComponent<CircularMotion>();
|
||||
circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
|
||||
circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
|
||||
}
|
||||
}
|
||||
|
||||
public void MovePlayerKicker(float beat, float length, int ease, float xPos, float yPos, float zPos, int soundToPlay, int preset)
|
||||
{
|
||||
switch (preset)
|
||||
{
|
||||
case (int)PlayerPresets.Custom:
|
||||
break;
|
||||
case (int)PlayerPresets.LaunchStart:
|
||||
lastEaseP = EasingFunction.Ease.EaseInOutCubic;
|
||||
xPos = -6;
|
||||
yPos = 15;
|
||||
zPos = 0;
|
||||
soundToPlay = (int)LaunchSoundToPlay.LaunchStart;
|
||||
break;
|
||||
case (int)PlayerPresets.LaunchEnd:
|
||||
lastEaseP = EasingFunction.Ease.EaseInOutQuint;
|
||||
xPos = -4;
|
||||
yPos = 15;
|
||||
zPos = 0;
|
||||
soundToPlay = (int)LaunchSoundToPlay.LaunchEnd;
|
||||
break;
|
||||
}
|
||||
easeBeatP = beat;
|
||||
easeLengthP = length;
|
||||
lastEaseP = (EasingFunction.Ease)ease;
|
||||
lastPosP = currentPosP;
|
||||
currentPosP = new Vector3(-xPos, yPos, -zPos);
|
||||
switch (soundToPlay)
|
||||
{
|
||||
case (int)LaunchSoundToPlay.None:
|
||||
break;
|
||||
case (int)LaunchSoundToPlay.LaunchStart:
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/jet1");
|
||||
break;
|
||||
case (int)LaunchSoundToPlay.LaunchEnd:
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/jet2");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateSpaceKickers(int amount, float xDistance = 1.75f, float yDistance = 0.25f, float zDistance = 0.75f, bool overrideEasing = true)
|
||||
{
|
||||
for (int i = kickers.Count - 1; i > 0; i--)
|
||||
{
|
||||
if (i >= amount)
|
||||
{
|
||||
Kicker kickerToDestroy = kickers[i];
|
||||
kickers.Remove(kickerToDestroy);
|
||||
Destroy(kickerToDestroy.transform.parent.gameObject);
|
||||
}
|
||||
}
|
||||
if (overrideEasing)
|
||||
{
|
||||
UpdateKickersPositions(xDistance, yDistance, zDistance);
|
||||
currentPos = new Vector3(xDistance, yDistance, zDistance);
|
||||
}
|
||||
|
||||
for (int i = kickers.Count; i < amount; i++)
|
||||
{
|
||||
Transform kickerHolder = Instantiate(kickerPrefab, transform).transform;
|
||||
kickerHolder.transform.position = new Vector3(kickerHolder.transform.position.x - xDistance * i, kickerHolder.transform.position.y - yDistance * i, kickerHolder.transform.position.z + zDistance * i);
|
||||
Kicker spawnedKicker = kickerHolder.GetChild(0).GetComponent<Kicker>();
|
||||
CircularMotion circularMotion = spawnedKicker.GetComponent<CircularMotion>();
|
||||
circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
|
||||
circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
|
||||
circularMotion.timeOffset = kickers[0].GetComponent<CircularMotion>().timeCounter;
|
||||
if (0 > zDistance)
|
||||
{
|
||||
spawnedKicker.GetComponent<SortingGroup>().sortingOrder = i;
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnedKicker.GetComponent<SortingGroup>().sortingOrder = -i;
|
||||
}
|
||||
|
||||
kickers.Add(spawnedKicker);
|
||||
kickerHolder.gameObject.SetActive(true);
|
||||
}
|
||||
if (ballDispensed) Dispense(lastDispensedBeat, false, true);
|
||||
}
|
||||
|
||||
public void Dispense(float beat, bool playSound = true, bool ignorePlayer = false)
|
||||
{
|
||||
if (!ballDispensed) lastDispensedBeat = beat;
|
||||
ballDispensed = true;
|
||||
for (int i = 0; i < kickers.Count; i++)
|
||||
{
|
||||
Kicker kicker = kickers[i];
|
||||
if (i == 0) kicker.player = true;
|
||||
|
||||
if (kicker.ball != null) return;
|
||||
if (kicker.ball != null || (ignorePlayer && i == 0)) continue;
|
||||
|
||||
GameObject ball = Instantiate(ballRef, transform);
|
||||
GameObject ball = Instantiate(ballRef, kicker.transform.GetChild(0));
|
||||
ball.SetActive(true);
|
||||
Ball ball_ = ball.GetComponent<Ball>();
|
||||
ball_.Init(kicker, beat);
|
||||
|
@ -180,6 +479,33 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
|
||||
}, forcePlay:true);
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, Color dotColor, float beats)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
if (dotColorTween != null)
|
||||
dotColorTween.Kill(true);
|
||||
|
||||
if (seconds == 0)
|
||||
{
|
||||
bg.color = color;
|
||||
backgroundSprite.Material.SetColor("_Color", dotColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
dotColorTween = backgroundSprite.Material.DOColor(dotColor, seconds);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, Color startDot, Color endDot, float beats, bool instant)
|
||||
{
|
||||
ChangeBackgroundColor(start, startDot, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, endDot, beats);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -113,7 +113,7 @@ namespace HeavenStudio.Util
|
|||
/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
|
||||
/// Looped sounds return their created Sound object so they can be canceled after creation.
|
||||
/// </summary>
|
||||
public static Sound PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
|
||||
public static Sound PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, float offset = 0f)
|
||||
{
|
||||
AudioClip clip = null;
|
||||
if (game != null)
|
||||
|
@ -153,6 +153,7 @@ namespace HeavenStudio.Util
|
|||
snd.pitch = pitch;
|
||||
snd.volume = volume;
|
||||
snd.looping = looping;
|
||||
snd.offset = offset;
|
||||
// snd.pitch = (clip.length / Conductor.instance.secPerBeat);
|
||||
|
||||
GameManager.instance.SoundObjects.Add(oneShot);
|
||||
|
@ -224,13 +225,13 @@ namespace HeavenStudio.Util
|
|||
/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
|
||||
/// Looped sounds return their created Sound object so they can be canceled after creation.
|
||||
/// </summary>
|
||||
public static Sound PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
|
||||
public static Sound PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, float offset = 0f)
|
||||
{
|
||||
string gameName = name.Split('/')[0];
|
||||
var inf = GameManager.instance.GetGameInfo(gameName);
|
||||
if (GameManager.instance.currentGame == gameName || forcePlay)
|
||||
{
|
||||
return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.usesAssetBundle ? gameName : null);
|
||||
return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.usesAssetBundle ? gameName : null, offset);
|
||||
}
|
||||
|
||||
return null;
|
||||
|
|
|
@ -48,9 +48,9 @@ namespace HeavenStudio.Util
|
|||
{
|
||||
Util.Sound s;
|
||||
if (game)
|
||||
s = Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
|
||||
s = Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset);
|
||||
else
|
||||
s = Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping);
|
||||
s = Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset);
|
||||
ms.playingSounds.Add(s);
|
||||
}
|
||||
|
||||
|
|
|
@ -26,6 +26,7 @@ namespace HeavenStudio.Util
|
|||
private double startTime;
|
||||
|
||||
public float beat;
|
||||
public float offset;
|
||||
public float scheduledPitch = 1f;
|
||||
|
||||
bool playInstant = false;
|
||||
|
@ -52,7 +53,7 @@ namespace HeavenStudio.Util
|
|||
{
|
||||
playInstant = false;
|
||||
scheduledPitch = cnd.SongPitch;
|
||||
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
|
||||
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
|
||||
audioSource.PlayScheduled(startTime);
|
||||
}
|
||||
}
|
||||
|
|
21
Assets/Shaders/TransparentColored.shader
Normal file
21
Assets/Shaders/TransparentColored.shader
Normal file
|
@ -0,0 +1,21 @@
|
|||
Shader "Unlit/TransparentColored" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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ZWrite Off
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Fog { Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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Color [_Color]
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SetTexture [_MainTex] { combine texture * primary }
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}
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10
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10
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80
Assets/Shaders/UnlitTransparentColored.mat
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80
Assets/Shaders/UnlitTransparentColored.mat
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8
Assets/Shaders/UnlitTransparentColored.mat.meta
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Loading…
Reference in a new issue