mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 19:15:16 +00:00
Second PlayerActionEvent Pass (#206)
* fix crop stomp input scheduling bugs * update space soccer to use PlayerActionEvent * update spaceball to use PlayerActionEvent make PlayerActionEvents clean themselves up on game switch * update rhythm rally to use PlayerActionEvent * update rhythm tweezers to use PlayerActionEvent * update mahou tsukai to use PlayerActionEvent * reduce logging level
This commit is contained in:
parent
825c4728d6
commit
a57c373dfb
13 changed files with 283 additions and 399 deletions
|
@ -94,6 +94,7 @@ namespace HeavenStudio.Games
|
|||
var entities = GameManager.instance.Beatmap.entities;
|
||||
|
||||
float startBeat = cond.songPositionInBeats;
|
||||
float endBeat = Single.MaxValue;
|
||||
|
||||
if (inactiveStart == -1f)
|
||||
{
|
||||
|
@ -136,6 +137,21 @@ namespace HeavenStudio.Games
|
|||
inactiveStart = -1f;
|
||||
}
|
||||
|
||||
// find out when the next game switch (or remix end) happens
|
||||
var allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" });
|
||||
allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
|
||||
//get the beat of the closest end event
|
||||
foreach (var end in allEnds)
|
||||
{
|
||||
if (end.datamodel.Split(2) == "cropStomp") continue;
|
||||
if (end.beat > startBeat)
|
||||
{
|
||||
endBeat = end.beat;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Veggie and mole events.
|
||||
var vegEvents = entities.FindAll(v => v.datamodel == "cropStomp/veggies");
|
||||
var moleEvents = entities.FindAll(m => m.datamodel == "cropStomp/mole");
|
||||
|
@ -154,7 +170,7 @@ namespace HeavenStudio.Games
|
|||
for (int b = 0; b < veggiesInEvent; b++)
|
||||
{
|
||||
var targetVeggieBeat = vegBeat + 2f * b;
|
||||
if (startBeat <= targetVeggieBeat)
|
||||
if (startBeat <= targetVeggieBeat && targetVeggieBeat < endBeat)
|
||||
{
|
||||
SpawnVeggie(targetVeggieBeat, startBeat, false);
|
||||
}
|
||||
|
@ -167,7 +183,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
var moleBeat = moleEvents[i].beat;
|
||||
|
||||
if (startBeat <= moleBeat)
|
||||
if (startBeat <= moleBeat && moleBeat < endBeat)
|
||||
{
|
||||
SpawnVeggie(moleBeat, startBeat, true);
|
||||
}
|
||||
|
|
|
@ -223,7 +223,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
|
|||
|
||||
stompedBeat = cond.songPositionInBeats;
|
||||
|
||||
landBeat = targetBeat + (float)cond.BeatsToSecs(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat));
|
||||
landBeat = targetBeat + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat));
|
||||
|
||||
if (autoTriggered)
|
||||
{
|
||||
|
|
|
@ -249,5 +249,12 @@ namespace HeavenStudio.Games
|
|||
Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
|
||||
return null;
|
||||
}
|
||||
|
||||
private void OnDestroy() {
|
||||
foreach (var evt in scheduledInputs)
|
||||
{
|
||||
evt.Disable();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -27,38 +27,10 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
|
|||
{
|
||||
if (!game.served || game.missed || !game.started) return;
|
||||
|
||||
var cond = Conductor.instance;
|
||||
|
||||
float stateBeat = cond.GetPositionFromMargin(game.targetBeat, 1f);
|
||||
StateCheck(stateBeat);
|
||||
|
||||
if (PlayerInput.Pressed())
|
||||
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Ace();
|
||||
}
|
||||
else if (state.notPerfect())
|
||||
{
|
||||
Miss();
|
||||
Jukebox.PlayOneShot("miss");
|
||||
playerAnim.Play("Swing", 0, 0);
|
||||
|
||||
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
|
||||
game.missCurve.transform.localScale = new Vector3(state.early ? 1f : -1f, 1f, 1f);
|
||||
game.missBeat = cond.songPositionInBeats;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Play "whoosh" sound here
|
||||
playerAnim.Play("Swing", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (stateBeat > Minigame.EndTime())
|
||||
{
|
||||
Miss();
|
||||
game.ball.SetActive(false);
|
||||
// Play "whoosh" sound here
|
||||
playerAnim.Play("Swing", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -68,36 +40,49 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
|
|||
|
||||
var hitBeat = cond.songPositionInBeats;
|
||||
|
||||
var bounceBeat = game.targetBeat + 1f;
|
||||
var bounceBeat = game.serveBeat + game.targetBeat + 1f;
|
||||
|
||||
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
|
||||
{
|
||||
bounceBeat = game.targetBeat + 2f;
|
||||
bounceBeat = game.serveBeat + game.targetBeat + 2f;
|
||||
}
|
||||
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
|
||||
{
|
||||
bounceBeat = game.targetBeat + 0.5f;
|
||||
bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
|
||||
}
|
||||
|
||||
playerAnim.Play("Swing", 0, 0);
|
||||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
|
||||
BounceFX(bounceBeat);
|
||||
game.ball.SetActive(true);
|
||||
}
|
||||
|
||||
void Miss()
|
||||
void NearMiss(float state)
|
||||
{
|
||||
MissBall();
|
||||
Jukebox.PlayOneShot("miss");
|
||||
playerAnim.Play("Swing", 0, 0);
|
||||
|
||||
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
|
||||
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
|
||||
game.missBeat = cond.songPositionInBeats;
|
||||
game.ball.SetActive(true);
|
||||
}
|
||||
|
||||
void MissBall()
|
||||
{
|
||||
game.served = false;
|
||||
game.missed = true;
|
||||
|
||||
var whistleBeat = game.targetBeat + 1f;
|
||||
var whistleBeat = game.serveBeat + game.targetBeat + 1f;
|
||||
|
||||
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
|
||||
{
|
||||
whistleBeat = game.targetBeat + 2f;
|
||||
whistleBeat = game.serveBeat + game.targetBeat + 2f;
|
||||
}
|
||||
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
|
||||
{
|
||||
whistleBeat = game.targetBeat + 0.5f;
|
||||
whistleBeat = game.serveBeat + game.targetBeat + 0.5f;
|
||||
}
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
|
||||
|
@ -117,9 +102,20 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
|
|||
});
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
public void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f) {
|
||||
NearMiss(state);
|
||||
return;
|
||||
}
|
||||
Ace();
|
||||
}
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
MissBall();
|
||||
}
|
||||
|
||||
public void Out(PlayerActionEvent caller) {}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,7 +28,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
new GameAction("toss ball", "Toss Ball")
|
||||
{
|
||||
function = delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); },
|
||||
defaultLength = 2f
|
||||
defaultLength = 2f,
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("rally", "Rally")
|
||||
{
|
||||
|
@ -375,16 +376,16 @@ namespace HeavenStudio.Games
|
|||
switch (rallySpeed)
|
||||
{
|
||||
case RallySpeed.Normal:
|
||||
targetBeat = serveBeat + 2f;
|
||||
targetBeat = 2f;
|
||||
bounceBeat = serveBeat + 1f;
|
||||
break;
|
||||
case RallySpeed.Fast:
|
||||
case RallySpeed.SuperFast:
|
||||
targetBeat = serveBeat + 1f;
|
||||
targetBeat = 1f;
|
||||
bounceBeat = serveBeat + 0.5f;
|
||||
break;
|
||||
case RallySpeed.Slow:
|
||||
targetBeat = serveBeat + 4f;
|
||||
targetBeat = 4f;
|
||||
bounceBeat = serveBeat + 2f;
|
||||
break;
|
||||
}
|
||||
|
@ -393,7 +394,7 @@ namespace HeavenStudio.Games
|
|||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
|
||||
paddlers.BounceFX(bounceBeat);
|
||||
|
||||
paddlers.ResetState();
|
||||
ScheduleInput(serveBeat, targetBeat, InputType.STANDARD_DOWN, paddlers.Just, paddlers.Miss, paddlers.Out);
|
||||
}
|
||||
|
||||
public void Toss(float beat, float length, float height, bool firstToss = false)
|
||||
|
@ -401,6 +402,9 @@ namespace HeavenStudio.Games
|
|||
// Hide trail while tossing to prevent weirdness while teleporting ball.
|
||||
ballTrail.gameObject.SetActive(false);
|
||||
|
||||
if (firstToss)
|
||||
height *= length/2f;
|
||||
|
||||
tossCurve.transform.localScale = new Vector3(1f, height, 1f);
|
||||
tossBeat = beat;
|
||||
tossLength = length;
|
||||
|
|
|
@ -21,24 +21,12 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|||
tweezers = game.Tweezers;
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (plucked) return;
|
||||
|
||||
float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval, 1f);
|
||||
StateCheck(stateBeat);
|
||||
|
||||
if (PlayerInput.Pressed(true))
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Ace();
|
||||
}
|
||||
else if (state.notPerfect())
|
||||
{
|
||||
Miss();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Ace()
|
||||
|
@ -48,16 +36,27 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|||
plucked = true;
|
||||
}
|
||||
|
||||
public void Miss()
|
||||
public void NearMiss()
|
||||
{
|
||||
tweezers.Pluck(false, this);
|
||||
tweezers.hitOnFrame++;
|
||||
plucked = true;
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f) {
|
||||
NearMiss();
|
||||
return;
|
||||
}
|
||||
Ace();
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
// this is where perfect challenge breaks
|
||||
}
|
||||
|
||||
private void Out(PlayerActionEvent caller) {}
|
||||
}
|
||||
}
|
|
@ -21,6 +21,9 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|||
|
||||
private Sound pullSound;
|
||||
|
||||
PlayerActionEvent endEvent;
|
||||
InputType endInput;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
game = RhythmTweezers.instance;
|
||||
|
@ -28,70 +31,23 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|||
tweezers = game.Tweezers;
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float stateBeat;
|
||||
|
||||
switch (pluckState)
|
||||
{
|
||||
// Able to be held.
|
||||
case 0:
|
||||
stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval, 1f);
|
||||
StateCheck(stateBeat);
|
||||
|
||||
if (PlayerInput.Pressed(true))
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
|
||||
pluckState = 1;
|
||||
ResetState();
|
||||
}
|
||||
else if (state.notPerfect())
|
||||
{
|
||||
// I don't know what happens if you mess up here.
|
||||
pluckState = -1;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
// In held state. Able to be released.
|
||||
case 1:
|
||||
stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval + 0.5f, 1f);
|
||||
StateCheck(stateBeat);
|
||||
|
||||
if (PlayerInput.PressedUp(true))
|
||||
{
|
||||
// It's possible to release earlier than earlyTime,
|
||||
// and the hair will automatically be released before lateTime,
|
||||
// so standard state checking isn't applied here
|
||||
// (though StateCheck is still used for autoplay).
|
||||
if (stateBeat >= Minigame.perfectTime)
|
||||
{
|
||||
Ace();
|
||||
}
|
||||
else
|
||||
{
|
||||
var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
|
||||
// Hair gets released early and returns whoops.
|
||||
anim.Play("LoopPullReverse", 0, normalized);
|
||||
tweezers.anim.Play("Idle", 0, 0);
|
||||
|
||||
if (pullSound != null)
|
||||
pullSound.Stop();
|
||||
|
||||
pluckState = -1;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
// Released or missed. Can't be held or released.
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (pluckState == 1)
|
||||
{
|
||||
bool input = PlayerInput.PressedUp();
|
||||
if (endInput == InputType.DIRECTION_UP) input = PlayerInput.GetAnyDirectionUp();
|
||||
if (input && !game.IsExpectingInputNow(endInput))
|
||||
{
|
||||
endEvent.MakeInEligible();
|
||||
EndEarly();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 tst = tweezers.tweezerSpriteTrans.position;
|
||||
var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
|
||||
holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
|
||||
|
@ -102,13 +58,13 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|||
|
||||
// Auto-release if holding at release time.
|
||||
if (normalizedBeat >= 1f)
|
||||
Ace();
|
||||
endEvent.Hit(0f);
|
||||
}
|
||||
|
||||
loop.transform.localScale = Vector2.one / holder.transform.localScale;
|
||||
}
|
||||
|
||||
public void Ace()
|
||||
public void EndAce()
|
||||
{
|
||||
tweezers.LongPluck(true, this);
|
||||
tweezers.hitOnFrame++;
|
||||
|
@ -119,18 +75,52 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|||
pluckState = -1;
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
public void EndEarly()
|
||||
{
|
||||
if (pluckState == 0)
|
||||
{
|
||||
pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
|
||||
pluckState = 1;
|
||||
ResetState();
|
||||
var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
|
||||
anim.Play("LoopPullReverse", 0, normalized);
|
||||
tweezers.anim.Play("Idle", 0, 0);
|
||||
|
||||
if (pullSound != null)
|
||||
pullSound.Stop();
|
||||
|
||||
pluckState = -1;
|
||||
}
|
||||
|
||||
private void StartJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
// don't count near misses
|
||||
if (state >= 1f || state <= -1f) {
|
||||
pluckState = -1;
|
||||
return;
|
||||
}
|
||||
else if (pluckState == 1)
|
||||
if (PlayerInput.GetAnyDirectionDown())
|
||||
{
|
||||
Ace();
|
||||
endInput = InputType.DIRECTION_UP;
|
||||
}
|
||||
else
|
||||
{
|
||||
endInput = InputType.STANDARD_UP;
|
||||
}
|
||||
pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
|
||||
pluckState = 1;
|
||||
endEvent = game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval + 0.5f, endInput, EndJust, Out, Out);
|
||||
}
|
||||
|
||||
private void StartMiss(PlayerActionEvent caller)
|
||||
{
|
||||
// this is where perfect challenge breaks
|
||||
}
|
||||
|
||||
private void Out(PlayerActionEvent caller) {}
|
||||
|
||||
private void EndJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f) {
|
||||
EndEarly();
|
||||
return;
|
||||
}
|
||||
EndAce();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -27,7 +27,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
public float nextAnimBeat;
|
||||
public float highKickSwing = 0f;
|
||||
private float lastSpriteRot;
|
||||
public bool canKick; //unused
|
||||
public bool canKick;
|
||||
public bool waitKickRelease;
|
||||
private bool lastKickLeft;
|
||||
|
||||
public void Init(Kicker kicker, float dispensedBeat)
|
||||
|
@ -182,14 +183,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim);
|
||||
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0f, -1440f, normalizedBeatAnim));
|
||||
|
||||
/*if (PlayerInput.Pressed())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Kick();
|
||||
}
|
||||
}*/
|
||||
break;
|
||||
}
|
||||
case State.Kicked:
|
||||
|
@ -208,22 +201,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
}
|
||||
|
||||
holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim);
|
||||
|
||||
/*if (PlayerInput.Pressed())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
if (kicker.canHighKick)
|
||||
{
|
||||
HighKick();
|
||||
}
|
||||
else if (kicker.canKick)
|
||||
{
|
||||
Kick();
|
||||
}
|
||||
// print(normalizedBeat);
|
||||
}
|
||||
}*/
|
||||
break;
|
||||
}
|
||||
case State.HighKicked:
|
||||
|
@ -234,24 +211,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim);
|
||||
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
|
||||
|
||||
// if (state.perfect) Debug.Break();
|
||||
|
||||
/*if (PlayerInput.Pressed())
|
||||
{
|
||||
kickPrepare = true;
|
||||
kicker.Kick(this);
|
||||
}
|
||||
if (kickPrepare)
|
||||
{
|
||||
if (PlayerInput.PressedUp())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Toe();
|
||||
}
|
||||
}
|
||||
}*/
|
||||
break;
|
||||
}
|
||||
case State.Toe:
|
||||
|
|
|
@ -8,6 +8,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
{
|
||||
public class Kicker : PlayerActionObject
|
||||
{
|
||||
SpaceSoccer game;
|
||||
|
||||
[Header("Properties")]
|
||||
public bool canKick = true; //why was this false by default???
|
||||
public bool canHighKick;
|
||||
|
@ -21,40 +23,25 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
private Animator anim;
|
||||
public Ball ball;
|
||||
|
||||
PlayerActionEvent nextHit;
|
||||
PlayerActionEvent nextAutoKick;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
game = SpaceSoccer.instance;
|
||||
anim = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
public void DispenseBall(float beat)
|
||||
{
|
||||
if (ball.state == Ball.State.HighKicked)
|
||||
if (player)
|
||||
{
|
||||
if (!kickPrepare)
|
||||
{
|
||||
Kick(false, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Toe(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (canHighKick)
|
||||
{
|
||||
HighKick(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Kick(true);
|
||||
}
|
||||
nextHit = game.ScheduleInput(beat, ball.GetAnimLength(Ball.State.Dispensing), InputType.STANDARD_DOWN, KickJust, Miss, Out);
|
||||
}
|
||||
}
|
||||
|
||||
public void Kick(bool hit, bool highKick = false)
|
||||
{
|
||||
kickTimes++;
|
||||
aceTimes = 0;
|
||||
|
||||
if (player)
|
||||
|
@ -87,6 +74,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
|
||||
if (highKick == false)
|
||||
{
|
||||
kickTimes++;
|
||||
if (ball != null && hit)
|
||||
ball.Kick(player);
|
||||
}
|
||||
|
@ -94,8 +82,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
{
|
||||
kickPrepare = true;
|
||||
}
|
||||
|
||||
ResetState();
|
||||
}
|
||||
|
||||
public void HighKick(bool hit)
|
||||
|
@ -123,8 +109,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
if (player)
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe1");
|
||||
}
|
||||
|
||||
ResetState();
|
||||
}
|
||||
|
||||
public void Toe(bool hit)
|
||||
|
@ -153,8 +137,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
if (hit && ball)
|
||||
ball.Toe();
|
||||
|
||||
kickTimes++;
|
||||
kickPrepare = false;
|
||||
ResetState();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -168,21 +152,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
kickLeft = true;
|
||||
}
|
||||
|
||||
// List<Beatmap.Entity> keepUps = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/keep-up");
|
||||
// for (int i = 0; i < keepUps.Count; i++)
|
||||
// {
|
||||
// if ((keepUps[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (keepUps[i].beat + keepUps[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
|
||||
// {
|
||||
// canKick = true;
|
||||
// canHighKick = false;
|
||||
// break;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// canKick = false;
|
||||
// }
|
||||
// }
|
||||
|
||||
var highKicks = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!");
|
||||
for (int i = 0; i < highKicks.Count; i++)
|
||||
{
|
||||
|
@ -206,128 +175,29 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
}
|
||||
}
|
||||
|
||||
if (ball)
|
||||
if (player)
|
||||
{
|
||||
switch (ball.state)
|
||||
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
case Ball.State.Dispensing:
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(ball.startBeat, ball.GetAnimLength(Ball.State.Dispensing));
|
||||
StateCheck(normalizedBeat, !player);
|
||||
CheckIfFall(normalizedBeat);
|
||||
|
||||
if (player)
|
||||
{
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
KickCheck(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
KickCheck(false, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case Ball.State.Kicked:
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(ball.startBeat, ball.GetAnimLength(Ball.State.Kicked));
|
||||
StateCheck(normalizedBeat, !player);
|
||||
CheckIfFall(normalizedBeat);
|
||||
|
||||
if (player)
|
||||
{
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
KickCheck(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
KickCheck(false, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case Ball.State.HighKicked:
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromMargin(ball.startBeat + ball.GetAnimLength(Ball.State.HighKicked), 1f);
|
||||
if (!kickPrepare)
|
||||
{
|
||||
float normalizedBeatPrepare = Conductor.instance.GetPositionFromBeat(ball.startBeat, 1f);
|
||||
StateCheck(normalizedBeatPrepare, !player);
|
||||
CheckIfFall(normalizedBeat);
|
||||
|
||||
if (player)
|
||||
{
|
||||
if (PlayerInput.Pressed() || PlayerInput.AltPressed())
|
||||
{
|
||||
Kick(false, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
StateCheck(normalizedBeat, !player);
|
||||
CheckIfFall(normalizedBeat);
|
||||
|
||||
if (player)
|
||||
{
|
||||
if (PlayerInput.PressedUp() || PlayerInput.AltPressedUp())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Toe(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Toe(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case Ball.State.Toe:
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromMargin(ball.startBeat + ball.GetAnimLength(Ball.State.Toe), 1f);
|
||||
StateCheck(normalizedBeat, !player);
|
||||
CheckIfFall(normalizedBeat);
|
||||
|
||||
if (player)
|
||||
{
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
KickCheck(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
KickCheck(false, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player)
|
||||
{
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
if (ball == null)
|
||||
KickCheck(false, true);
|
||||
else
|
||||
Kick(false, ball.canKick);
|
||||
|
||||
}
|
||||
if (PlayerInput.PressedUp() && ball != null)
|
||||
{
|
||||
if (ball.waitKickRelease)
|
||||
{
|
||||
ball.waitKickRelease = false;
|
||||
}
|
||||
else if (ball.canKick && !game.IsExpectingInputNow(InputType.STANDARD_UP))
|
||||
{
|
||||
ball.canKick = false;
|
||||
Kick(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void KickCheck(bool hit, bool overrideState = false)
|
||||
|
@ -346,14 +216,71 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
}
|
||||
}
|
||||
|
||||
private void CheckIfFall(float normalizedBeat)
|
||||
void MissBall(float targetBeat)
|
||||
{
|
||||
if (normalizedBeat > Minigame.LateTime() && (!GameManager.instance.autoplay || !GameManager.instance.canInput))
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceSoccer/missNeutral");
|
||||
ball = null;
|
||||
ResetState();
|
||||
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))) });
|
||||
}
|
||||
|
||||
private void KickJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (ball == null || state >= 1f || state <= -1f) { //todo: proper near miss feedback
|
||||
KickCheck(false, true);
|
||||
MissBall(caller.startBeat + caller.timer);
|
||||
return;
|
||||
}
|
||||
KickCheck(true);
|
||||
if (canHighKick)
|
||||
{
|
||||
// queue high kick inputs
|
||||
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Toe), InputType.STANDARD_UP, ToeJust, Miss, Out);
|
||||
nextAutoKick = game.ScheduleAutoplayInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), InputType.STANDARD_DOWN, ToePrepareJust, Out, Out);
|
||||
ball.canKick = true;
|
||||
ball.waitKickRelease = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// queue normal kick input
|
||||
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), InputType.STANDARD_DOWN, KickJust, Miss, Out);
|
||||
}
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
if (ball != null)
|
||||
MissBall(caller.startBeat + caller.timer);
|
||||
|
||||
// if this were any other keep the beat game you'd cue the next input here
|
||||
}
|
||||
|
||||
private void ToeJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (ball == null || (!ball.canKick) || state >= 1f || state <= -1f) { //todo: proper near miss feedback
|
||||
Toe(false);
|
||||
MissBall(caller.startBeat + caller.timer);
|
||||
return;
|
||||
}
|
||||
Toe(true);
|
||||
nextHit = game.ScheduleInput(caller.startBeat, 3f, InputType.STANDARD_DOWN, KickJust, Miss, Out);
|
||||
ball.canKick = false;
|
||||
}
|
||||
|
||||
private void ToePrepareJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
//autoplay only
|
||||
Kick(true, true);
|
||||
}
|
||||
|
||||
private void Out(PlayerActionEvent caller) {}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (nextHit != null)
|
||||
nextHit.Disable();
|
||||
if (nextAutoKick != null)
|
||||
nextAutoKick.Disable();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -116,6 +116,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
DispenseSound(beat);
|
||||
}
|
||||
kicker.DispenseBall(beat);
|
||||
|
||||
kicker.canKick = true;
|
||||
}
|
||||
|
|
|
@ -35,15 +35,12 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
float rot = Random.Range(0, 360);
|
||||
Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot);
|
||||
|
||||
|
||||
// PlayerActionInit(this.gameObject, startBeat, Spaceball.instance.EligibleHits);
|
||||
|
||||
isEligible = true;
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
private void Start()
|
||||
{
|
||||
this.Hit();
|
||||
Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
|
||||
}
|
||||
|
||||
private void Hit()
|
||||
|
@ -67,7 +64,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
SpaceballPlayer.instance.Swing(this);
|
||||
}
|
||||
|
||||
private void Miss()
|
||||
private void NearMiss()
|
||||
{
|
||||
Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -55;
|
||||
|
||||
|
@ -85,9 +82,10 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (hit)
|
||||
{
|
||||
float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 14);
|
||||
float nba = cond.GetPositionFromBeat(hitBeat, 14);
|
||||
Holder.transform.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
|
||||
Holder.transform.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
|
||||
}
|
||||
|
@ -96,8 +94,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
float beatLength = 1f;
|
||||
if (high) beatLength = 2f;
|
||||
|
||||
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, beatLength + 0.15f);
|
||||
// print(normalizedBeatAnim + " " + Time.frameCount);
|
||||
float normalizedBeatAnim = cond.GetPositionFromBeat(startBeat, beatLength + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(startBeat + beatLength)));
|
||||
|
||||
if (high)
|
||||
{
|
||||
|
@ -109,35 +106,25 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
}
|
||||
|
||||
anim.speed = 0;
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, beatLength);
|
||||
|
||||
StateCheck(normalizedBeat);
|
||||
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Hit();
|
||||
}
|
||||
else if (state.notPerfect())
|
||||
{
|
||||
Miss();
|
||||
}
|
||||
}
|
||||
|
||||
// too lazy to make a proper fix for this
|
||||
float endTime = 1.2f;
|
||||
if (high) endTime = 1.1f;
|
||||
|
||||
if (normalizedBeat > endTime)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceball/fall");
|
||||
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f) {
|
||||
NearMiss();
|
||||
return;
|
||||
}
|
||||
Hit();
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("spaceball/fall");
|
||||
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
|
||||
private void Out(PlayerActionEvent caller) {}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -24,6 +24,10 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
|
|||
animator.Play("Appear", 0, 0);
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
game.ScheduleInput(createBeat, game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
|
||||
|
@ -31,23 +35,6 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
|
|||
StartCoroutine(FadeOut());
|
||||
passed = true;
|
||||
}
|
||||
|
||||
if (hit) return;
|
||||
|
||||
float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.beatInterval, 1f);
|
||||
StateCheck(stateBeat);
|
||||
|
||||
if (PlayerInput.Pressed(true))
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Ace();
|
||||
} else if (state.notPerfect())
|
||||
{
|
||||
Miss();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Bloom()
|
||||
|
@ -81,17 +68,28 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
|
|||
hit = true;
|
||||
}
|
||||
|
||||
public void Miss()
|
||||
public void NearMiss()
|
||||
{
|
||||
game.wizard.Magic(this, false);
|
||||
hit = true;
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f) {
|
||||
NearMiss();
|
||||
return;
|
||||
}
|
||||
Ace();
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
// this is where perfect challenge breaks
|
||||
}
|
||||
|
||||
private void Out(PlayerActionEvent caller) {}
|
||||
|
||||
public IEnumerator FadeOut()
|
||||
{
|
||||
yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
|
||||
|
|
|
@ -51,7 +51,7 @@ PlayerSettings:
|
|||
m_MTRendering: 1
|
||||
mipStripping: 0
|
||||
numberOfMipsStripped: 0
|
||||
m_StackTraceTypes: 020000000200000002000000020000000200000001000000
|
||||
m_StackTraceTypes: 010000000100000001000000010000000100000001000000
|
||||
iosShowActivityIndicatorOnLoading: -1
|
||||
androidShowActivityIndicatorOnLoading: -1
|
||||
iosUseCustomAppBackgroundBehavior: 0
|
||||
|
|
Loading…
Reference in a new issue