Merge pull request #37 from jakobwcrowe/master

Rhythm Rally: Basic gameplay setup
This commit is contained in:
Jenny Crowe 2022-02-14 01:54:24 -07:00 committed by GitHub
commit b443bf2128
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22 changed files with 842 additions and 49 deletions

View File

@ -37,14 +37,16 @@ namespace NaughtyBezierCurves.Editor
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m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &-3986917046676279002
AnimatorState:
serializedVersion: 6
@ -8,7 +30,7 @@ AnimatorState:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Ready0
m_Speed: 2
m_Speed: 4
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
@ -37,7 +59,7 @@ AnimatorStateMachine:
m_ChildStates:
- serializedVersion: 1
m_State: {fileID: 6416047872712211942}
m_Position: {x: 200, y: 190, z: 0}
m_Position: {x: 240, y: 260, z: 0}
- serializedVersion: 1
m_State: {fileID: 4424825005415695879}
m_Position: {x: 290, y: 330, z: 0}
@ -52,7 +74,7 @@ AnimatorStateMachine:
m_Position: {x: 550, y: 330, z: 0}
- serializedVersion: 1
m_State: {fileID: 7948488236895607926}
m_Position: {x: 250, y: 260, z: 0}
m_Position: {x: 200, y: 190, z: 0}
- serializedVersion: 1
m_State: {fileID: 7618035723044257044}
m_Position: {x: 270, y: 120, z: 0}
@ -96,7 +118,7 @@ AnimatorState:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Ready1
m_Speed: 2
m_Speed: 4
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
@ -122,7 +144,7 @@ AnimatorState:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Pose
m_Speed: 2
m_Speed: 4
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
@ -148,7 +170,7 @@ AnimatorState:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Beat
m_Speed: 2
m_Speed: 4
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
@ -174,7 +196,7 @@ AnimatorState:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: ReadyBeat
m_Speed: 2
m_Speed: 4
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
@ -226,9 +248,10 @@ AnimatorState:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Swing
m_Speed: 2
m_Speed: 4
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
- {fileID: -7775552956130427675}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0

View File

@ -0,0 +1,101 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.RhythmRally
{
public class Paddlers : PlayerActionObject
{
private RhythmRally game;
private Animator playerAnim;
private Animator opponentAnim;
private Conductor cond;
void Awake()
{
game = RhythmRally.instance;
playerAnim = game.playerAnim;
opponentAnim = game.opponentAnim;
cond = Conductor.instance;
}
void Update()
{
if (!game.served || game.missed || !game.started) return;
float stateBeat = Conductor.instance.GetPositionFromMargin(game.targetBeat, 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Ace();
}
else if (state.notPerfect())
{
Miss();
Jukebox.PlayOneShot("miss");
playerAnim.Play("Swing", 0, 0);
}
else
{
// Play "whoosh" sound here
playerAnim.Play("Swing", 0, 0);
}
}
if (stateBeat > Minigame.EndTime())
{
Miss();
}
}
void Ace()
{
game.served = false;
var hitBeat = cond.songPositionInBeats;
var bounceBeat = game.targetBeat + 1f;
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
{
bounceBeat = game.targetBeat + 2f;
}
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
{
bounceBeat = 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) });
}
void Miss()
{
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();
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: dbf752ba115326446a543da7b734edb8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -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;
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 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
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)
});
}
}
}
}

View File

@ -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>()
{