Rhythm tweezers logic but not really

This commit is contained in:
Braedon 2022-02-08 22:58:25 -05:00
parent 5c50b8cc08
commit 9656b54d9e
49 changed files with 1884 additions and 11 deletions

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@ -157,7 +157,7 @@ namespace RhythmHeavenMania
public float GetLoopPositionFromBeat(float beatOffset, float length)
{
return Mathf.Repeat(songPositionInBeats + beatOffset, length);
return Mathf.Repeat((songPositionInBeats / length) + beatOffset, 1);
}
public float GetPositionFromBeat(float startBeat, float length)

View file

@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RhythmHeavenMania.Games.RhythmTweezers
{
public class Hair : PlayerActionObject
{
public float createBeat;
private void Update()
{
float stateBeat = Conductor.instance.GetPositionFromBeat(createBeat, 4f);
StateCheck(stateBeat);
if (PlayerInput.Pressed() && RhythmTweezers.instance.Tweezers.GetComponent<Tweezers>().hitOnFrame == 0)
{
if (state.perfect)
{
Ace();
}
}
}
public void Ace()
{
Tweezers tweezers = RhythmTweezers.instance.Tweezers.GetComponent<Tweezers>();
tweezers.Pluck(true, this);
tweezers.hitOnFrame++;
}
}
}

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@ -6,18 +6,59 @@ using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.RhythmTweezers
{
// use PlayerActionObject for the actual tweezers but this isn't playable rn so IDC
public class RhythmTweezers : Minigame
{
// Start is called before the first frame update
void Start()
{
public GameObject Vegetable;
public GameObject Tweezers;
[SerializeField] private GameObject HairsHolder;
public float tweezersBeatOffset;
public Vector2 tweezersRotOffset;
public float rotSpd;
public float offset;
public static RhythmTweezers instance { get; set; }
private void Awake()
{
instance = this;
}
// Update is called once per frame
void Update()
private void Start()
{
float beat = 0;
float offset = 0f;
BeatAction.New(HairsHolder, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + offset, delegate { SpawnHair(beat + offset); }),
new BeatAction.Action(beat + 1f + offset, delegate { SpawnHair(beat + 1f + offset); }),
new BeatAction.Action(beat + 2f + offset, delegate
{
SpawnHair(beat + 2f + offset);
}),
new BeatAction.Action(beat + 3f + offset, delegate { SpawnHair(beat + 3f + offset); }),
});
}
private void SpawnHair(float beat)
{
Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
GameObject hair = Instantiate(HairsHolder.transform.GetChild(0).gameObject, HairsHolder.transform);
hair.SetActive(true);
float rot = ((offset / 3f) * (beat * 2f)) - offset;
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.GetComponent<Hair>().createBeat = beat;
}
private void Update()
{
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(tweezersBeatOffset, rotSpd);
float rot = Mathf.Lerp(tweezersRotOffset.x, tweezersRotOffset.y, normalizedBeat);
Tweezers.transform.eulerAngles = new Vector3(0, 0, rot);
}
}
}

View file

@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.RhythmTweezers
{
public class Tweezers : MonoBehaviour
{
public int hitOnFrame;
private Animator anim;
private void Start()
{
anim = GetComponent<Animator>();
}
private void LateUpdate()
{
if (PlayerInput.Pressed())
{
hitOnFrame = 0;
}
}
public void Pluck(bool ace, Hair hair)
{
anim.Play("Tweezers_Pluck", 0, 0);
if (hitOnFrame > 0) return;
// tweezer pluck anim here
if (ace)
{
RhythmTweezers.instance.Vegetable.GetComponent<Animator>().Play("Hop", 0, 0);
Jukebox.PlayOneShotGame($"rhythmTweezers/shortPluck{Random.Range(1, 21)}");
Destroy(hair.gameObject);
}
}
}
}

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@ -187,7 +187,10 @@ namespace RhythmHeavenMania
new GameAction("break c'mon ooh", delegate { DJSchool.instance.BreakCmon(eventCaller.currentEntity.beat); }, 3f),
new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat); }, 3f),
}),
/*new Minigame("rhythmRally", "Rhythm Rally", "B888F8", true, false, new List<GameAction>()
/*new Minigame("rhythmTweezers", "VeggieTales", "008c97", false, false, new List<GameAction>()
{
}),
new Minigame("rhythmRally", "Rhythm Rally", "B888F8", true, false, new List<GameAction>()
{
}),