mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 04:53:06 +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
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@ -94,6 +94,7 @@ namespace HeavenStudio.Games
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var entities = GameManager.instance.Beatmap.entities;
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float startBeat = cond.songPositionInBeats;
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float endBeat = Single.MaxValue;
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if (inactiveStart == -1f)
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{
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@ -136,6 +137,21 @@ namespace HeavenStudio.Games
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inactiveStart = -1f;
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}
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// find out when the next game switch (or remix end) happens
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var allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" });
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allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
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//get the beat of the closest end event
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foreach (var end in allEnds)
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{
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if (end.datamodel.Split(2) == "cropStomp") continue;
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if (end.beat > startBeat)
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{
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endBeat = end.beat;
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break;
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}
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}
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// Veggie and mole events.
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var vegEvents = entities.FindAll(v => v.datamodel == "cropStomp/veggies");
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var moleEvents = entities.FindAll(m => m.datamodel == "cropStomp/mole");
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@ -154,7 +170,7 @@ namespace HeavenStudio.Games
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for (int b = 0; b < veggiesInEvent; b++)
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{
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var targetVeggieBeat = vegBeat + 2f * b;
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if (startBeat <= targetVeggieBeat)
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if (startBeat <= targetVeggieBeat && targetVeggieBeat < endBeat)
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{
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SpawnVeggie(targetVeggieBeat, startBeat, false);
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}
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@ -167,7 +183,7 @@ namespace HeavenStudio.Games
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{
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var moleBeat = moleEvents[i].beat;
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if (startBeat <= moleBeat)
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if (startBeat <= moleBeat && moleBeat < endBeat)
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{
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SpawnVeggie(moleBeat, startBeat, true);
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}
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@ -223,7 +223,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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stompedBeat = cond.songPositionInBeats;
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landBeat = targetBeat + (float)cond.BeatsToSecs(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat));
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landBeat = targetBeat + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat));
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if (autoTriggered)
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{
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@ -249,5 +249,12 @@ namespace HeavenStudio.Games
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Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
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return null;
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}
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private void OnDestroy() {
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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}
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}
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@ -27,38 +27,10 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
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{
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if (!game.served || game.missed || !game.started) return;
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var cond = Conductor.instance;
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float stateBeat = cond.GetPositionFromMargin(game.targetBeat, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.Pressed())
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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if (state.perfect)
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{
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Ace();
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}
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else if (state.notPerfect())
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{
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Miss();
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Jukebox.PlayOneShot("miss");
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playerAnim.Play("Swing", 0, 0);
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game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
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game.missCurve.transform.localScale = new Vector3(state.early ? 1f : -1f, 1f, 1f);
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game.missBeat = cond.songPositionInBeats;
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}
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else
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{
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// Play "whoosh" sound here
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playerAnim.Play("Swing", 0, 0);
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}
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}
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if (stateBeat > Minigame.EndTime())
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{
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Miss();
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game.ball.SetActive(false);
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// Play "whoosh" sound here
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playerAnim.Play("Swing", 0, 0);
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}
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}
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@ -68,36 +40,49 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
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var hitBeat = cond.songPositionInBeats;
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var bounceBeat = game.targetBeat + 1f;
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var bounceBeat = game.serveBeat + game.targetBeat + 1f;
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if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
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{
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bounceBeat = game.targetBeat + 2f;
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bounceBeat = game.serveBeat + game.targetBeat + 2f;
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}
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else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
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{
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bounceBeat = game.targetBeat + 0.5f;
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bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
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}
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playerAnim.Play("Swing", 0, 0);
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
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BounceFX(bounceBeat);
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game.ball.SetActive(true);
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}
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void Miss()
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void NearMiss(float state)
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{
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MissBall();
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Jukebox.PlayOneShot("miss");
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playerAnim.Play("Swing", 0, 0);
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game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
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game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
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game.missBeat = cond.songPositionInBeats;
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game.ball.SetActive(true);
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}
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void MissBall()
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{
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game.served = false;
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game.missed = true;
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var whistleBeat = game.targetBeat + 1f;
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var whistleBeat = game.serveBeat + game.targetBeat + 1f;
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if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
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{
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whistleBeat = game.targetBeat + 2f;
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whistleBeat = game.serveBeat + game.targetBeat + 2f;
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}
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else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
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{
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whistleBeat = game.targetBeat + 0.5f;
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whistleBeat = game.serveBeat + game.targetBeat + 0.5f;
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}
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
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@ -117,9 +102,20 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
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});
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}
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public override void OnAce()
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public void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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NearMiss(state);
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return;
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}
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Ace();
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}
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public void Miss(PlayerActionEvent caller)
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{
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MissBall();
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}
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public void Out(PlayerActionEvent caller) {}
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}
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}
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@ -28,7 +28,8 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("toss ball", "Toss Ball")
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{
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function = delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); },
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defaultLength = 2f
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defaultLength = 2f,
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resizable = true
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},
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new GameAction("rally", "Rally")
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{
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@ -375,16 +376,16 @@ namespace HeavenStudio.Games
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switch (rallySpeed)
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{
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case RallySpeed.Normal:
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targetBeat = serveBeat + 2f;
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targetBeat = 2f;
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bounceBeat = serveBeat + 1f;
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break;
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case RallySpeed.Fast:
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case RallySpeed.SuperFast:
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targetBeat = serveBeat + 1f;
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targetBeat = 1f;
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bounceBeat = serveBeat + 0.5f;
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break;
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case RallySpeed.Slow:
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targetBeat = serveBeat + 4f;
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targetBeat = 4f;
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bounceBeat = serveBeat + 2f;
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break;
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}
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@ -393,7 +394,7 @@ namespace HeavenStudio.Games
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
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paddlers.BounceFX(bounceBeat);
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paddlers.ResetState();
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ScheduleInput(serveBeat, targetBeat, InputType.STANDARD_DOWN, paddlers.Just, paddlers.Miss, paddlers.Out);
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}
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public void Toss(float beat, float length, float height, bool firstToss = false)
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// Hide trail while tossing to prevent weirdness while teleporting ball.
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ballTrail.gameObject.SetActive(false);
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if (firstToss)
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height *= length/2f;
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tossCurve.transform.localScale = new Vector3(1f, height, 1f);
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tossBeat = beat;
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tossLength = length;
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@ -21,24 +21,12 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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tweezers = game.Tweezers;
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}
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private void Start() {
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game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
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}
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private void Update()
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{
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if (plucked) return;
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float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.Pressed(true))
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{
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if (state.perfect)
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{
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Ace();
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}
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else if (state.notPerfect())
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{
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Miss();
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}
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}
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}
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public void Ace()
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plucked = true;
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}
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public void Miss()
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public void NearMiss()
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{
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tweezers.Pluck(false, this);
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tweezers.hitOnFrame++;
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plucked = true;
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}
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public override void OnAce()
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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NearMiss();
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return;
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}
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Ace();
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}
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private void Miss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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}
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}
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@ -21,6 +21,9 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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private Sound pullSound;
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PlayerActionEvent endEvent;
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InputType endInput;
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private void Awake()
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{
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game = RhythmTweezers.instance;
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@ -28,70 +31,23 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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tweezers = game.Tweezers;
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}
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private void Start() {
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game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
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}
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private void Update()
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{
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float stateBeat;
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switch (pluckState)
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{
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// Able to be held.
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case 0:
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stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.Pressed(true))
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{
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if (state.perfect)
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{
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pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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ResetState();
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}
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else if (state.notPerfect())
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{
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// I don't know what happens if you mess up here.
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pluckState = -1;
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}
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}
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break;
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// In held state. Able to be released.
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case 1:
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stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval + 0.5f, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.PressedUp(true))
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{
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// It's possible to release earlier than earlyTime,
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// and the hair will automatically be released before lateTime,
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// so standard state checking isn't applied here
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// (though StateCheck is still used for autoplay).
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if (stateBeat >= Minigame.perfectTime)
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{
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Ace();
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}
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else
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{
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var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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// Hair gets released early and returns whoops.
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anim.Play("LoopPullReverse", 0, normalized);
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tweezers.anim.Play("Idle", 0, 0);
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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}
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break;
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// Released or missed. Can't be held or released.
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default:
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break;
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}
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if (pluckState == 1)
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{
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bool input = PlayerInput.PressedUp();
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if (endInput == InputType.DIRECTION_UP) input = PlayerInput.GetAnyDirectionUp();
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if (input && !game.IsExpectingInputNow(endInput))
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{
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endEvent.MakeInEligible();
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EndEarly();
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return;
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}
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Vector3 tst = tweezers.tweezerSpriteTrans.position;
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var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
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holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
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@ -102,13 +58,13 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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// Auto-release if holding at release time.
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if (normalizedBeat >= 1f)
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Ace();
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endEvent.Hit(0f);
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}
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loop.transform.localScale = Vector2.one / holder.transform.localScale;
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}
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public void Ace()
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public void EndAce()
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{
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tweezers.LongPluck(true, this);
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tweezers.hitOnFrame++;
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@ -119,18 +75,52 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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pluckState = -1;
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}
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public override void OnAce()
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public void EndEarly()
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{
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if (pluckState == 0)
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{
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pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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ResetState();
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var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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anim.Play("LoopPullReverse", 0, normalized);
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tweezers.anim.Play("Idle", 0, 0);
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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private void StartJust(PlayerActionEvent caller, float state)
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{
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// don't count near misses
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if (state >= 1f || state <= -1f) {
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pluckState = -1;
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return;
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}
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else if (pluckState == 1)
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if (PlayerInput.GetAnyDirectionDown())
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{
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Ace();
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endInput = InputType.DIRECTION_UP;
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}
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else
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{
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endInput = InputType.STANDARD_UP;
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}
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pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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endEvent = game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval + 0.5f, endInput, EndJust, Out, Out);
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}
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private void StartMiss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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private void EndJust(PlayerActionEvent caller, float state)
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{
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if (state <= -1f) {
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EndEarly();
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return;
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}
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EndAce();
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}
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}
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}
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@ -27,7 +27,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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public float nextAnimBeat;
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public float highKickSwing = 0f;
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private float lastSpriteRot;
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public bool canKick; //unused
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public bool canKick;
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public bool waitKickRelease;
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private bool lastKickLeft;
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public void Init(Kicker kicker, float dispensedBeat)
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@ -182,14 +183,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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|
||||
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