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Merge pull request #40 from CarsonKompon/wizards-waltz-more
Wizard's Waltz - New SFX and better FOV
This commit is contained in:
commit
a5164ddcbe
6 changed files with 40 additions and 14 deletions
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@ -241,7 +241,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1172109260453278802}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -6, y: -2.5, z: 10}
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m_LocalPosition: {x: -6, y: -2.5, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 7248900333300803150}
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@ -286,7 +286,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: -32767
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m_Sprite: {fileID: -4983146447318673554, guid: a7ebfee08631d124d9385ba110cd71c0, type: 3}
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m_Color: {r: 0.9056604, g: 0.9056604, b: 0.9056604, a: 0.33333334}
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m_FlipX: 0
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@ -1389,7 +1389,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7509558683071972976}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: -2.76, z: 3.57}
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m_LocalPosition: {x: 0, y: -2.25, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 6267059327452545344}
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@ -1659,7 +1659,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: -1
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m_SortingOrder: -32767
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m_Sprite: {fileID: -4983146447318673554, guid: a7ebfee08631d124d9385ba110cd71c0, type: 3}
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m_Color: {r: 0.90588236, g: 0.90588236, b: 0.90588236, a: 0.33333334}
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m_FlipX: 0
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22
Assets/Resources/Sfx/games/wizardsWaltz/wand.ogg.meta
Normal file
22
Assets/Resources/Sfx/games/wizardsWaltz/wand.ogg.meta
Normal file
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@ -0,0 +1,22 @@
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fileFormatVersion: 2
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guid: 077d5786fe75f9a46862bce0f8ee5b8b
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AudioImporter:
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externalObjects: {}
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serializedVersion: 6
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defaultSettings:
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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preloadAudioData: 1
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loadInBackground: 0
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -18739,9 +18739,9 @@ RectTransform:
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m_Father: {fileID: 1671351975}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 112, y: -25.34875}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 224, y: 50.6975}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1906769994
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@ -15,6 +15,8 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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private bool hit = false;
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private bool passed = false;
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public int order = 0;
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private void Awake()
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{
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game = WizardsWaltz.instance;
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@ -22,7 +24,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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private void Start()
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{
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spriteRenderer.sortingOrder = (int)Math.Round((transform.position.z - 2) * 1000);
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spriteRenderer.sortingOrder = order;
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animator.Play("Appear", 0, 0);
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}
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@ -26,11 +26,11 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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songPos = Conductor.instance.songPositionInBeats;
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var am = game.beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = Mathf.Cos(Mathf.PI * songPos / am) * 2f;
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var y = Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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transform.position = new Vector3(x, 1f + y, scale * 2);
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shadow.transform.position = new Vector3(x, -3.5f + y, scale * 2 + 0.1f);
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transform.position = new Vector3(x, 1.5f + y, 0);
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shadow.transform.position = new Vector3(x, -3f + y, 0);
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var xscale = scale;
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if (y > 0) xscale *= -1;
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@ -43,6 +43,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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if (PlayerInput.Pressed(true))
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{
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animator.Play("Magic", 0, 0);
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Jukebox.PlayOneShotGame("wizardsWaltz/wand");
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}
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}
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@ -53,7 +53,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
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magic.transform.position = new Vector3(x, 0.5f + y, scale * 2);
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magic.transform.position = new Vector3(x, 0.5f + y, 0);
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magic.transform.localScale = wizard.gameObject.transform.localScale;
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magic.gameObject.SetActive(true);
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}
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@ -86,14 +86,15 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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var songPos = Conductor.instance.songPositionInBeats;
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var am = (beatInterval / 2f);
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = -3.5f + Mathf.Cos(Mathf.PI * songPos / am) * 2f;
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var y = -3f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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var xscale = scale;
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if (y > -3.5f) xscale *= -1;
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plant.transform.localPosition = new Vector3(x, y, scale * 2);
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plant.transform.localPosition = new Vector3(x, y, 0);
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plant.transform.localScale = new Vector3(xscale, scale, 1);
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plant.order = (int)Math.Round((scale - 1) * 1000);
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plant.gameObject.SetActive(true);
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plant.createBeat = beat;
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