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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Merge pull request #37 from jakobwcrowe/master
Rhythm Rally: Basic gameplay setup
This commit is contained in:
commit
b443bf2128
22 changed files with 842 additions and 49 deletions
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@ -37,14 +37,16 @@ namespace NaughtyBezierCurves.Editor
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EditorGUILayout.PropertyField(this.leftHandleLocalPosition);
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if (EditorGUI.EndChangeCheck())
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{
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this.rightHandleLocalPosition.vector3Value = -this.leftHandleLocalPosition.vector3Value;
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if (this.handleType.enumValueIndex == (int)BezierPoint3D.HandleType.Connected)
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this.rightHandleLocalPosition.vector3Value = -this.leftHandleLocalPosition.vector3Value;
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}
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(this.rightHandleLocalPosition);
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if (EditorGUI.EndChangeCheck())
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{
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this.leftHandleLocalPosition.vector3Value = -this.rightHandleLocalPosition.vector3Value;
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if (this.handleType.enumValueIndex == (int)BezierPoint3D.HandleType.Connected)
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this.leftHandleLocalPosition.vector3Value = -this.rightHandleLocalPosition.vector3Value;
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}
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this.serializedObject.ApplyModifiedProperties();
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@ -31,7 +31,7 @@ Transform:
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@ -698,7 +769,7 @@ Transform:
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Assets/Scripts/Games/RhythmRally/Paddlers.cs
Normal file
101
Assets/Scripts/Games/RhythmRally/Paddlers.cs
Normal file
|
@ -0,0 +1,101 @@
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|||
using System.Collections;
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using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
|
||||
using RhythmHeavenMania.Util;
|
||||
|
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namespace RhythmHeavenMania.Games.RhythmRally
|
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{
|
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public class Paddlers : PlayerActionObject
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{
|
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private RhythmRally game;
|
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private Animator playerAnim;
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private Animator opponentAnim;
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private Conductor cond;
|
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void Awake()
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{
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game = RhythmRally.instance;
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playerAnim = game.playerAnim;
|
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opponentAnim = game.opponentAnim;
|
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cond = Conductor.instance;
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}
|
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void Update()
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{
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if (!game.served || game.missed || !game.started) return;
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float stateBeat = Conductor.instance.GetPositionFromMargin(game.targetBeat, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.Pressed())
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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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}
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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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}
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}
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void Ace()
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{
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game.served = false;
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var hitBeat = cond.songPositionInBeats;
|
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var bounceBeat = 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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}
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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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}
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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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}
|
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void Miss()
|
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{
|
||||
game.served = false;
|
||||
game.missed = true;
|
||||
|
||||
var whistleBeat = game.targetBeat + 1f;
|
||||
|
||||
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
|
||||
{
|
||||
whistleBeat = game.targetBeat + 2f;
|
||||
}
|
||||
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
|
||||
{
|
||||
whistleBeat = game.targetBeat + 0.5f;
|
||||
}
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
{
|
||||
Ace();
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/RhythmRally/Paddlers.cs.meta
Normal file
11
Assets/Scripts/Games/RhythmRally/Paddlers.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dbf752ba115326446a543da7b734edb8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,22 +1,42 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using NaughtyBezierCurves;
|
||||
using DG.Tweening;
|
||||
|
||||
using RhythmHeavenMania.Util;
|
||||
namespace RhythmHeavenMania.Games.RhythmRally
|
||||
{
|
||||
public class RhythmRally : Minigame
|
||||
{
|
||||
public Transform renderQuadTrans;
|
||||
public enum RallySpeed { Slow, Normal, Fast, SuperFast }
|
||||
|
||||
[Header("Camera")]
|
||||
public Transform renderQuadTrans;
|
||||
public Transform cameraPos;
|
||||
|
||||
public GameObject ball;
|
||||
public NaughtyBezierCurves.BezierCurve3D curve3D;
|
||||
|
||||
[Header("Ball and curve info")]
|
||||
public GameObject ball;
|
||||
public GameObject ballShadow;
|
||||
public BezierCurve3D serveCurve;
|
||||
public BezierCurve3D returnCurve;
|
||||
|
||||
|
||||
[Header("Animators")]
|
||||
public Animator playerAnim;
|
||||
public Animator opponentAnim;
|
||||
|
||||
[Header("Properties")]
|
||||
public RallySpeed rallySpeed = RallySpeed.Normal;
|
||||
public bool started;
|
||||
public bool missed;
|
||||
public bool served;
|
||||
public float serveBeat;
|
||||
public float targetBeat;
|
||||
|
||||
public Paddlers paddlers;
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
public static RhythmRally instance;
|
||||
|
@ -26,7 +46,7 @@ namespace RhythmHeavenMania.Games.RhythmRally
|
|||
instance = this;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
|
||||
void Start()
|
||||
{
|
||||
renderQuadTrans.gameObject.SetActive(true);
|
||||
|
@ -40,27 +60,161 @@ namespace RhythmHeavenMania.Games.RhythmRally
|
|||
opponentAnim.Play("Idle", 0, 0);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
const float tableHitTime = 0.58f;
|
||||
bool opponentServing = false; // Opponent serving this frame?
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
var currentBeat = cond.songPositionInBeats;
|
||||
|
||||
var hitBeat = serveBeat; // Beat when the last paddler hit the ball
|
||||
var beatDur1 = 1f; // From paddle to table
|
||||
var beatDur2 = 1f; // From table to other paddle
|
||||
|
||||
ball.transform.position = curve3D.GetPoint(Mathf.Clamp(cond.GetPositionFromBeat(0, 2f), 0, 1));
|
||||
ball.transform.GetChild(0).transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
|
||||
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
|
||||
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
|
||||
|
||||
bool playerPrepping = false; // Player using prep animation?
|
||||
bool opponentPrepping = false; // Opponent using prep animation?
|
||||
|
||||
if (started)
|
||||
{
|
||||
// Determine hitBeat and beatDurs.
|
||||
switch (rallySpeed)
|
||||
{
|
||||
case RallySpeed.Normal:
|
||||
if (!served)
|
||||
{
|
||||
hitBeat = serveBeat + 2f;
|
||||
}
|
||||
break;
|
||||
case RallySpeed.Fast:
|
||||
if (!served)
|
||||
{
|
||||
hitBeat = serveBeat + 1f;
|
||||
beatDur1 = 1f;
|
||||
beatDur2 = 2f;
|
||||
}
|
||||
else
|
||||
{
|
||||
beatDur1 = 0.5f;
|
||||
beatDur2 = 0.5f;
|
||||
}
|
||||
break;
|
||||
case RallySpeed.SuperFast:
|
||||
if (!served)
|
||||
{
|
||||
hitBeat = serveBeat + 1f;
|
||||
}
|
||||
|
||||
beatDur1 = 0.5f;
|
||||
beatDur2 = 0.5f;
|
||||
break;
|
||||
case RallySpeed.Slow:
|
||||
if (!served)
|
||||
{
|
||||
hitBeat = serveBeat + 4f;
|
||||
}
|
||||
|
||||
beatDur1 = 2f;
|
||||
beatDur2 = 2f;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// Ball position.
|
||||
var curveToUse = served ? serveCurve : returnCurve;
|
||||
float curvePosition;
|
||||
|
||||
var hitPosition1 = cond.GetPositionFromBeat(hitBeat, beatDur1);
|
||||
if (hitPosition1 >= 1f)
|
||||
{
|
||||
var hitPosition2 = cond.GetPositionFromBeat(hitBeat + beatDur1, beatDur2);
|
||||
curvePosition = tableHitTime + hitPosition2 * (1f - tableHitTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
curvePosition = hitPosition1 * tableHitTime;
|
||||
}
|
||||
|
||||
if (!missed)
|
||||
{
|
||||
float curveHeight = 1f;
|
||||
if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f)
|
||||
curveHeight = 2f;
|
||||
else if (rallySpeed == RallySpeed.Slow)
|
||||
curveHeight = 3f;
|
||||
|
||||
curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
|
||||
ball.transform.position = curveToUse.GetPoint(Mathf.Clamp(curvePosition, 0, 1));
|
||||
}
|
||||
|
||||
// TODO: Make conditional so ball shadow only appears when over table.
|
||||
ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
|
||||
|
||||
|
||||
var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
|
||||
|
||||
// Check if the opponent should swing.
|
||||
if (!served && timeBeforeNextHit <= 0f)
|
||||
{
|
||||
List<Beatmap.Entity> rallies = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "rhythmRally/rally" || c.datamodel == "rhythmRally/slow rally");
|
||||
for (int i = 0; i < rallies.Count; i++)
|
||||
{
|
||||
var rally = rallies[i];
|
||||
if (rally.beat - currentBeat <= 0f && rally.beat + rally.length - currentBeat > 0f)
|
||||
{
|
||||
Serve(hitBeat + beatDur1 + beatDur2, rallySpeed);
|
||||
opponentServing = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if paddler should do ready animation.
|
||||
bool readyToPrep;
|
||||
if (rallySpeed == RallySpeed.Slow || (!served && rallySpeed == RallySpeed.Fast))
|
||||
readyToPrep = timeBeforeNextHit <= 2f;
|
||||
else
|
||||
readyToPrep = timeBeforeNextHit <= 1f;
|
||||
|
||||
// Paddler ready animation.
|
||||
if (readyToPrep && !opponentServing)
|
||||
{
|
||||
if (served)
|
||||
{
|
||||
playerPrepping = true;
|
||||
if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1")))
|
||||
playerAnim.Play("Ready1");
|
||||
}
|
||||
else if (!opponentServing)
|
||||
{
|
||||
opponentPrepping = true;
|
||||
if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
|
||||
opponentAnim.Play("Ready1");
|
||||
|
||||
// If player never swung and is still in ready state, snap them out of it.
|
||||
if (missed && playerState.IsName("Ready1"))
|
||||
playerAnim.Play("Beat");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Paddler bop animation.
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
|
||||
if (currentBeat >= bop.startBeat && currentBeat < bop.startBeat + bop.length)
|
||||
{
|
||||
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
|
||||
if (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))
|
||||
if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
|
||||
playerAnim.Play("Beat", 0, 0);
|
||||
|
||||
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
|
||||
if (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))
|
||||
if (!opponentPrepping && !opponentServing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
|
||||
opponentAnim.Play("Beat", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
opponentServing = false;
|
||||
}
|
||||
|
||||
public void Bop(float beat, float length)
|
||||
|
@ -68,5 +222,80 @@ namespace RhythmHeavenMania.Games.RhythmRally
|
|||
bop.length = length;
|
||||
bop.startBeat = beat;
|
||||
}
|
||||
|
||||
public void Serve(float beat, RallySpeed speed)
|
||||
{
|
||||
served = true;
|
||||
missed = false;
|
||||
started = true;
|
||||
opponentServing = true;
|
||||
|
||||
serveBeat = beat;
|
||||
rallySpeed = speed;
|
||||
|
||||
var bounceBeat = 0f;
|
||||
|
||||
switch (rallySpeed)
|
||||
{
|
||||
case RallySpeed.Normal:
|
||||
targetBeat = serveBeat + 2f;
|
||||
bounceBeat = serveBeat + 1f;
|
||||
break;
|
||||
case RallySpeed.Fast:
|
||||
case RallySpeed.SuperFast:
|
||||
targetBeat = serveBeat + 1f;
|
||||
bounceBeat = serveBeat + 0.5f;
|
||||
break;
|
||||
case RallySpeed.Slow:
|
||||
targetBeat = serveBeat + 4f;
|
||||
bounceBeat = serveBeat + 2f;
|
||||
break;
|
||||
}
|
||||
|
||||
opponentAnim.Play("Swing", 0, 0);
|
||||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
|
||||
|
||||
paddlers.ResetState();
|
||||
}
|
||||
|
||||
public void PrepareFastRally(float beat, RallySpeed speedChange)
|
||||
{
|
||||
if (speedChange == RallySpeed.Fast)
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("rhythmRally/Tonk", beat),
|
||||
new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
|
||||
new MultiSound.Sound("rhythmRally/Tonk", beat + 1f)
|
||||
});
|
||||
}
|
||||
else if (speedChange == RallySpeed.SuperFast)
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 4f, delegate { Serve(beat + 4f, RallySpeed.SuperFast); }),
|
||||
new BeatAction.Action(beat + 6f, delegate { Serve(beat + 6f, RallySpeed.SuperFast); }),
|
||||
new BeatAction.Action(beat + 8f, delegate { Serve(beat + 8f, RallySpeed.SuperFast); }),
|
||||
new BeatAction.Action(beat + 10f, delegate { Serve(beat + 10f, RallySpeed.SuperFast); })
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("rhythmRally/Tonk", beat),
|
||||
new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
|
||||
new MultiSound.Sound("rhythmRally/Tonk", beat + 1f),
|
||||
new MultiSound.Sound("rhythmRally/Tink", beat + 1.5f),
|
||||
new MultiSound.Sound("rhythmRally/Tonk", beat + 2f),
|
||||
new MultiSound.Sound("rhythmRally/Tink", beat + 2.5f),
|
||||
new MultiSound.Sound("rhythmRally/Tonk", beat + 3f),
|
||||
new MultiSound.Sound("rhythmRally/Tink", beat + 3.5f)
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -217,9 +217,13 @@ namespace RhythmHeavenMania
|
|||
new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f),
|
||||
}),
|
||||
|
||||
new Minigame("rhythmRally", "Rhythm Rally", "B888F8", true, false, new List<GameAction>()
|
||||
new Minigame("rhythmRally", "Rhythm Rally \n<color=#eb5454>[WIP don't use]</color>", "B888F8", true, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
|
||||
new GameAction("rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); }, 4f, true),
|
||||
new GameAction("slow rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); }, 8f, true),
|
||||
new GameAction("fast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast); }, 6f),
|
||||
new GameAction("superfast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast); }, 12f),
|
||||
}),
|
||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue