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Totem Climb (#660)
* setup * scroll stuff * tons of stuff * totem bop * bopping and new assets * soem more * frog fit * fixed order of operation issue * triple proto * wow i love super curves * TRIPLE JUMP * frog fall * the spinny * dragon initial * functional dragon * fixed un bug * the deets * the deets have been fixed * miss stuff * smol fix * no log * fixed some issues * switch to next state * particle * remove useless logic * zoomed out * sound and line fix * new bg sheet * minor tweaks * pillar tops * background objects * background tweak * triple sound tweak * background rework * frog wings and new jump anim * fix * birds * disable pillars * landing end * fix again * minor fix * fixes and icon * background scroll logic rework * put in fixed sheet * fixed sounds
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8
Assets/Scripts/Games/TotemClimb.meta
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8
Assets/Scripts/Games/TotemClimb.meta
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84
Assets/Scripts/Games/TotemClimb/TCBackgroundManager.cs
Normal file
84
Assets/Scripts/Games/TotemClimb/TCBackgroundManager.cs
Normal file
|
@ -0,0 +1,84 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||
{
|
||||
public class TCBackgroundManager : MonoBehaviour
|
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{
|
||||
private const int BACKGROUND_OBJECT_AMOUNT = 18;
|
||||
|
||||
[SerializeField] private Transform _objectsParent;
|
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[SerializeField] private List<BackgroundScrollPair> _objects;
|
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|
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private void Awake()
|
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{
|
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foreach (var o in _objects)
|
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{
|
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o.InitClones(_objectsParent);
|
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}
|
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}
|
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private void Update()
|
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{
|
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foreach (var o in _objects)
|
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{
|
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o.ScrollClones();
|
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}
|
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}
|
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[System.Serializable]
|
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private class BackgroundScrollPair
|
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{
|
||||
public Transform first;
|
||||
public Transform second;
|
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public float moveSpeed = 1.0f;
|
||||
|
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private List<Transform> _objects = new();
|
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private List<float> _objectOffsets = new();
|
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private float _xDistance;
|
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|
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private float GetDistance()
|
||||
{
|
||||
return second.localPosition.x - first.localPosition.x;
|
||||
}
|
||||
|
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public void InitClones(Transform parent)
|
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{
|
||||
_xDistance = GetDistance();
|
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_objects.Add(first);
|
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_objectOffsets.Add(first.localPosition.x);
|
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_objects.Add(second);
|
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_objectOffsets.Add(second.localPosition.x);
|
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|
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for (int i = 0; i < BACKGROUND_OBJECT_AMOUNT; i++)
|
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{
|
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Transform spawnedObject = Instantiate(first, parent);
|
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spawnedObject.localPosition = new Vector3(second.localPosition.x + (_xDistance * (i + 1)), first.localPosition.y, first.localPosition.z);
|
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_objects.Add(spawnedObject);
|
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_objectOffsets.Add(spawnedObject.localPosition.x);
|
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}
|
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}
|
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|
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public void ScrollClones()
|
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{
|
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for (int i = 0; i < _objects.Count; i++)
|
||||
{
|
||||
var b = _objects[i];
|
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var bOffset = _objectOffsets[i];
|
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float songPos = Conductor.instance.songPosition;
|
||||
|
||||
b.localPosition = new Vector3(bOffset - (songPos * moveSpeed), b.localPosition.y);
|
||||
|
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float fullDistance = (BACKGROUND_OBJECT_AMOUNT + 2) * _xDistance;
|
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|
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if (b.localPosition.x <= -fullDistance / 2)
|
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{
|
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_objectOffsets[i] = bOffset + fullDistance;
|
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}
|
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}
|
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}
|
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}
|
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}
|
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}
|
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|
11
Assets/Scripts/Games/TotemClimb/TCBackgroundManager.cs.meta
Normal file
11
Assets/Scripts/Games/TotemClimb/TCBackgroundManager.cs.meta
Normal file
|
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67
Assets/Scripts/Games/TotemClimb/TCBirdManager.cs
Normal file
67
Assets/Scripts/Games/TotemClimb/TCBirdManager.cs
Normal file
|
@ -0,0 +1,67 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||
{
|
||||
public class TCBirdManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float _speedX;
|
||||
[SerializeField] private float _speedY;
|
||||
|
||||
[SerializeField] private Transform _birdRef;
|
||||
[SerializeField] private Transform _deathThresholdPoint;
|
||||
|
||||
[SerializeField] private Sprite _penguinSprite;
|
||||
|
||||
private List<Bird> _birds = new();
|
||||
|
||||
private void Update()
|
||||
{
|
||||
foreach (var bird in _birds)
|
||||
{
|
||||
if (bird.birdTransform == null) continue;
|
||||
bird.birdTransform.localPosition -= new Vector3(_speedX * bird.speed * Time.deltaTime, _speedY * bird.speed * Time.deltaTime);
|
||||
if (bird.birdTransform.localPosition.x <= _deathThresholdPoint.localPosition.x)
|
||||
{
|
||||
Destroy(bird.birdTransform.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
_birds.RemoveAll(x => x.birdTransform == null);
|
||||
}
|
||||
|
||||
public void AddBird(float speed, bool penguin, int amount)
|
||||
{
|
||||
amount = Mathf.Clamp(amount, 1, 3);
|
||||
|
||||
Transform spawnedBird = Instantiate(_birdRef, transform);
|
||||
|
||||
if (penguin)
|
||||
{
|
||||
spawnedBird.GetComponent<SpriteRenderer>().sprite = _penguinSprite;
|
||||
spawnedBird.GetChild(0).GetComponent<SpriteRenderer>().sprite = _penguinSprite;
|
||||
spawnedBird.GetChild(1).GetComponent<SpriteRenderer>().sprite = _penguinSprite;
|
||||
}
|
||||
|
||||
spawnedBird.gameObject.SetActive(true);
|
||||
if (amount >= 2) spawnedBird.GetChild(0).gameObject.SetActive(true);
|
||||
if (amount == 3) spawnedBird.GetChild(1).gameObject.SetActive(true);
|
||||
|
||||
_birds.Add(new Bird(speed, spawnedBird));
|
||||
}
|
||||
|
||||
private struct Bird
|
||||
{
|
||||
public float speed;
|
||||
public Transform birdTransform;
|
||||
|
||||
public Bird(float mSpeed, Transform mBirdTransform)
|
||||
{
|
||||
speed = mSpeed;
|
||||
birdTransform = mBirdTransform;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/TotemClimb/TCBirdManager.cs.meta
Normal file
11
Assets/Scripts/Games/TotemClimb/TCBirdManager.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 91d6e7654abbb4c4699731e94d8fd77e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
27
Assets/Scripts/Games/TotemClimb/TCDragon.cs
Normal file
27
Assets/Scripts/Games/TotemClimb/TCDragon.cs
Normal file
|
@ -0,0 +1,27 @@
|
|||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||
{
|
||||
public class TCDragon : MonoBehaviour
|
||||
{
|
||||
[NonSerialized] public double beat;
|
||||
[SerializeField] private Animator _anim;
|
||||
[SerializeField] private Transform _jumperPoint;
|
||||
public Transform JumperPoint => _jumperPoint;
|
||||
|
||||
public void Hold()
|
||||
{
|
||||
_anim.DoScaledAnimationAsync("Hold", 0.25f);
|
||||
}
|
||||
|
||||
public void Release()
|
||||
{
|
||||
_anim.DoScaledAnimationAsync("Release", 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/TotemClimb/TCDragon.cs.meta
Normal file
11
Assets/Scripts/Games/TotemClimb/TCDragon.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 335111224b4eaf141a5209624ea6a23b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
17
Assets/Scripts/Games/TotemClimb/TCEndTotem.cs
Normal file
17
Assets/Scripts/Games/TotemClimb/TCEndTotem.cs
Normal file
|
@ -0,0 +1,17 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||
{
|
||||
public class TCEndTotem : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TCTotemManager _totemManager;
|
||||
|
||||
public void ActivateFeatherEffect()
|
||||
{
|
||||
_totemManager.ActivateEndParticles();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/TotemClimb/TCEndTotem.cs.meta
Normal file
11
Assets/Scripts/Games/TotemClimb/TCEndTotem.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f25c0a7294f326943badf87e217ae1b1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
61
Assets/Scripts/Games/TotemClimb/TCFrog.cs
Normal file
61
Assets/Scripts/Games/TotemClimb/TCFrog.cs
Normal file
|
@ -0,0 +1,61 @@
|
|||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||
{
|
||||
public class TCFrog : MonoBehaviour
|
||||
{
|
||||
[NonSerialized] public double beat;
|
||||
|
||||
[SerializeField] private Animator _animLeft;
|
||||
[SerializeField] private Animator _animMiddle;
|
||||
[SerializeField] private Animator _animRight;
|
||||
[SerializeField] private Animator _anim;
|
||||
|
||||
[SerializeField] private Transform _jumperPointLeft;
|
||||
[SerializeField] private Transform _jumperPointMiddle;
|
||||
[SerializeField] private Transform _jumperPointRight;
|
||||
|
||||
public Transform JumperPointLeft => _jumperPointLeft;
|
||||
public Transform JumperPointMiddle => _jumperPointMiddle;
|
||||
public Transform JumperPointRight => _jumperPointRight;
|
||||
|
||||
private bool _hasWings = false;
|
||||
private bool _flapSet = false; // I hate unity
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_anim.GetCurrentAnimatorStateInfo(0).IsName("Wings") && _hasWings && !_flapSet)
|
||||
{
|
||||
_anim.Play("Wings", 0, 0);
|
||||
_flapSet = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void FallPiece(int part)
|
||||
{
|
||||
if (_hasWings) _anim.Play("WingsNoFlap", 0, 0);
|
||||
switch (part)
|
||||
{
|
||||
case -1:
|
||||
_animLeft.DoScaledAnimationAsync("Fall", 0.5f);
|
||||
break;
|
||||
case 0:
|
||||
_animMiddle.DoScaledAnimationAsync("Fall", 0.5f);
|
||||
break;
|
||||
default:
|
||||
_animRight.DoScaledAnimationAsync("Fall", 0.5f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetHasWings()
|
||||
{
|
||||
_hasWings = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/TotemClimb/TCFrog.cs.meta
Normal file
11
Assets/Scripts/Games/TotemClimb/TCFrog.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 81963aa088010e041935d18a5b18a894
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
56
Assets/Scripts/Games/TotemClimb/TCGroundManager.cs
Normal file
56
Assets/Scripts/Games/TotemClimb/TCGroundManager.cs
Normal file
|
@ -0,0 +1,56 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||
{
|
||||
public class TCGroundManager : MonoBehaviour
|
||||
{
|
||||
private const int GROUND_AMOUNT = 6;
|
||||
|
||||
[Header("Components")]
|
||||
[SerializeField] private Transform _groundFirst;
|
||||
[SerializeField] private Transform _groundSecond;
|
||||
|
||||
private List<Transform> _grounds = new();
|
||||
private Transform _scrollTransform;
|
||||
private float _groundDistance;
|
||||
private float _groundStart;
|
||||
|
||||
private int _groundIndex = 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_scrollTransform = transform.parent;
|
||||
|
||||
_groundStart = _groundFirst.localPosition.x;
|
||||
_groundDistance = _groundSecond.localPosition.x - _groundFirst.localPosition.x;
|
||||
|
||||
_grounds.Add(_groundFirst);
|
||||
_grounds.Add(_groundSecond);
|
||||
|
||||
for (int i = 2; i < GROUND_AMOUNT; i++)
|
||||
{
|
||||
Transform spawnedGround = Instantiate(_groundFirst, transform);
|
||||
spawnedGround.localPosition = new Vector3(_groundStart + (_groundDistance * i), spawnedGround.localPosition.y);
|
||||
_grounds.Add(spawnedGround);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float currentScrollX = _scrollTransform.localPosition.x;
|
||||
float currentDistance = _groundStart + (_groundDistance * _groundIndex);
|
||||
|
||||
if (currentScrollX >= currentDistance + (_groundDistance * GROUND_AMOUNT / 2))
|
||||
{
|
||||
var g = _grounds[_groundIndex % GROUND_AMOUNT];
|
||||
|
||||
g.localPosition = new Vector3(g.localPosition.x + (_groundDistance * GROUND_AMOUNT), g.localPosition.y);
|
||||
|
||||
_groundIndex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/TotemClimb/TCGroundManager.cs.meta
Normal file
11
Assets/Scripts/Games/TotemClimb/TCGroundManager.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5f01311f73b954b4bae83be6f232a500
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
420
Assets/Scripts/Games/TotemClimb/TCJumper.cs
Normal file
420
Assets/Scripts/Games/TotemClimb/TCJumper.cs
Normal file
|
@ -0,0 +1,420 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||
{
|
||||
public class TCJumper : SuperCurveObject
|
||||
{
|
||||
[SerializeField] private Transform _initialPoint;
|
||||
[SerializeField] private ParticleSystem _highParticle;
|
||||
[SerializeField] private ParticleSystem _highMissParticle;
|
||||
[SerializeField] private ParticleSystem _jumpParticle;
|
||||
[SerializeField] private float _jumpHeight = 2f;
|
||||
[SerializeField] private float _jumpHeightTriple = 1f;
|
||||
[SerializeField] private float _jumpHighHeight = 6f;
|
||||
|
||||
private Path _path;
|
||||
private Animator _anim;
|
||||
private TotemClimb _game;
|
||||
private double _startBeat;
|
||||
private double _onPlayBeat;
|
||||
|
||||
private IEnumerator _currentStateCo;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_anim = GetComponent<Animator>();
|
||||
_game = TotemClimb.instance;
|
||||
}
|
||||
|
||||
public void InitPath(double beat, double onPlayBeat)
|
||||
{
|
||||
_onPlayBeat = onPlayBeat;
|
||||
_startBeat = beat;
|
||||
_path = new Path();
|
||||
_path.positions = new PathPos[2];
|
||||
_path.positions[0] = new PathPos()
|
||||
{
|
||||
duration = 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat)),
|
||||
target = _initialPoint,
|
||||
height = _jumpHeight
|
||||
};
|
||||
if (_game.IsHighBeat(beat))
|
||||
{
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.GetDragonPointAtBeat(beat)
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.IsTripleBeat(beat) ? _game.GetJumperFrogPointAtBeat(beat, -1) : _game.GetJumperPointAtBeat(beat)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public void StartJumping(double beat, bool miss = false, bool nearMiss = false)
|
||||
{
|
||||
bool nextIsTriple = _game.IsTripleBeat(beat + 1);
|
||||
bool nextIsHigh = _game.IsHighBeat(beat + 1);
|
||||
SwitchToNextState(JumpCo(beat, miss, nearMiss));
|
||||
if (beat + 1 >= _game.EndBeat) return;
|
||||
if (nextIsHigh)
|
||||
{
|
||||
_game.ScheduleInput(beat, 1, Minigame.InputAction_BasicPress, JustHold, Empty, Empty);
|
||||
_game.ScheduleInput(beat, 3, Minigame.InputAction_FlickRelease, JustRelease, MissRelease, Empty);
|
||||
}
|
||||
else _game.ScheduleInput(beat, 1, Minigame.InputAction_BasicPress, nextIsTriple ? JustTripleEnter : Just, nextIsTriple ? MissTripleEnter : Miss, Empty);
|
||||
}
|
||||
|
||||
public void HighJump(double beat, bool miss)
|
||||
{
|
||||
bool nextIsTriple = _game.IsTripleBeat(beat + 2);
|
||||
bool nextIsHigh = _game.IsHighBeat(beat + 2);
|
||||
SwitchToNextState(JumpHighCo(beat, miss));
|
||||
if (beat + 2 >= _game.EndBeat) return;
|
||||
if (nextIsHigh)
|
||||
{
|
||||
_game.ScheduleInput(beat, 2, Minigame.InputAction_BasicPress, JustHold, Empty, Empty);
|
||||
_game.ScheduleInput(beat, 4, Minigame.InputAction_FlickRelease, JustRelease, MissRelease, Empty);
|
||||
}
|
||||
else _game.ScheduleInput(beat, 2, Minigame.InputAction_BasicPress, nextIsTriple ? JustTripleEnter : Just, nextIsTriple ? MissTripleEnter : Miss, Empty);
|
||||
}
|
||||
|
||||
public void TripleJumping(double beat, bool enter, bool miss = false, bool nearMiss = false)
|
||||
{
|
||||
SwitchToNextState(JumpTripleCo(beat, enter, miss, nearMiss));
|
||||
if (beat + 0.5 >= _game.EndBeat) return;
|
||||
_game.ScheduleInput(beat, 0.5, Minigame.InputAction_BasicPress, enter ? JustTripleExit : Just, enter ? MissTripleExit : Miss, Empty);
|
||||
}
|
||||
|
||||
public void Bop()
|
||||
{
|
||||
_anim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
|
||||
private IEnumerator JumpCo(double beat, bool miss, bool nearMiss)
|
||||
{
|
||||
if (beat >= _startBeat)
|
||||
{
|
||||
_path = new Path();
|
||||
_path.positions = new PathPos[2];
|
||||
_path.positions[0] = new PathPos()
|
||||
{
|
||||
duration = (_game.EndBeat <= beat + 1) ? 1 : 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 1)),
|
||||
height = _jumpHeight,
|
||||
target = _game.IsTripleBeat(beat) ? _game.GetJumperFrogPointAtBeat(beat, 1) : _game.GetJumperPointAtBeat(beat)
|
||||
};
|
||||
|
||||
if (beat + 1 >= _onPlayBeat && _game.EndBeat <= beat + 1 && _game.UseEndTotem)
|
||||
{
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.EndJumperPoint
|
||||
};
|
||||
}
|
||||
else if (_game.IsHighBeat(beat + 1))
|
||||
{
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.GetDragonPointAtBeat(beat + 1)
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.IsTripleBeat(beat + 1) ? _game.GetJumperFrogPointAtBeat(beat + 1, -1) : _game.GetJumperPointAtBeat(beat + 1)
|
||||
};
|
||||
}
|
||||
}
|
||||
if (!miss) _anim.DoScaledAnimationAsync(nearMiss ? "NearMiss" : "Jump", 0.5f);
|
||||
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
bool playedFall = false;
|
||||
|
||||
while(normalizedBeat < 1f)
|
||||
{
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
|
||||
|
||||
if (normalizedBeat >= 0.5f && !playedFall)
|
||||
{
|
||||
if (!miss && !nearMiss) _anim.Play("Fall", 0, 0);
|
||||
playedFall = true;
|
||||
}
|
||||
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
yield return null;
|
||||
}
|
||||
transform.position = GetPathPositionFromBeat(_path, beat + _path.positions[0].duration, beat);
|
||||
_anim.Play("Idle", 0, 0);
|
||||
if (beat + 1 >= _onPlayBeat && _game.EndBeat <= beat + 1)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("totemClimb/totemland");
|
||||
if (_game.UseEndTotem)
|
||||
{
|
||||
_game.DoEndTotemEvents(beat + 1);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator JumpTripleCo(double beat, bool enter, bool miss, bool nearMiss)
|
||||
{
|
||||
if (beat >= _startBeat)
|
||||
{
|
||||
_path = new Path();
|
||||
_path.positions = new PathPos[2];
|
||||
_path.positions[0] = new PathPos()
|
||||
{
|
||||
duration = 0.5f - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 0.5)),
|
||||
height = _jumpHeightTriple,
|
||||
target = _game.GetJumperFrogPointAtBeat(beat, enter ? -1 : 0)
|
||||
};
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.GetJumperFrogPointAtBeat(beat + 0.5, enter ? 0 : 1)
|
||||
};
|
||||
}
|
||||
if (!miss) _anim.DoScaledAnimationAsync(nearMiss ? "NearMiss" : "Jump", 0.5f);
|
||||
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
bool playedFall = false;
|
||||
|
||||
while (normalizedBeat < 1f)
|
||||
{
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
|
||||
|
||||
if (normalizedBeat >= 0.5f && !playedFall)
|
||||
{
|
||||
if (!miss && !nearMiss) _anim.Play("Fall", 0, 0);
|
||||
playedFall = true;
|
||||
}
|
||||
|
||||
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
yield return null;
|
||||
}
|
||||
_anim.Play("Idle", 0, 0);
|
||||
}
|
||||
|
||||
private IEnumerator JumpHighCo(double beat, bool miss)
|
||||
{
|
||||
if (beat >= _startBeat)
|
||||
{
|
||||
_path = new Path();
|
||||
_path.positions = new PathPos[2];
|
||||
_path.positions[0] = new PathPos()
|
||||
{
|
||||
duration = (_game.EndBeat <= beat + 2) ? 2 : 2 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 2)),
|
||||
height = _jumpHighHeight,
|
||||
target = _game.GetDragonPointAtBeat(beat)
|
||||
};
|
||||
|
||||
if (beat + 2 >= _onPlayBeat && _game.EndBeat <= beat + 2 && _game.UseEndTotem)
|
||||
{
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.EndJumperPoint
|
||||
};
|
||||
}
|
||||
else if (_game.IsHighBeat(beat + 2))
|
||||
{
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.GetDragonPointAtBeat(beat + 2)
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
_path.positions[1] = new PathPos()
|
||||
{
|
||||
target = _game.IsTripleBeat(beat + 2) ? _game.GetJumperFrogPointAtBeat(beat + 2, -1) : _game.GetJumperPointAtBeat(beat + 2)
|
||||
};
|
||||
}
|
||||
}
|
||||
if (!miss)
|
||||
{
|
||||
_anim.Play("HighJump", 0, 0);
|
||||
_highParticle.PlayScaledAsync(0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
_anim.DoScaledAnimationAsync("HighMiss", 0.5f);
|
||||
_highMissParticle.PlayScaledAsync(0.5f);
|
||||
}
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
bool playedFall = false;
|
||||
|
||||
while (normalizedBeat < 1f)
|
||||
{
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
|
||||
|
||||
if (normalizedBeat >= 0.5f && !playedFall)
|
||||
{
|
||||
if (!miss) _anim.Play("HighFall", 0, 0);
|
||||
playedFall = true;
|
||||
}
|
||||
|
||||
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
yield return null;
|
||||
}
|
||||
transform.position = GetPathPositionFromBeat(_path, beat + _path.positions[0].duration, beat);
|
||||
_anim.Play("Idle", 0, 0);
|
||||
_highParticle.Stop();
|
||||
_highMissParticle.Stop();
|
||||
if (beat + 2 >= _onPlayBeat && _game.EndBeat <= beat + 2)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("totemClimb/totemland");
|
||||
if (_game.UseEndTotem)
|
||||
{
|
||||
_game.DoEndTotemEvents(beat + 2);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator HoldCo(double beat)
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, 2);
|
||||
Transform dragonPoint = _game.GetDragonPointAtBeat(beat);
|
||||
bool canUnHold = true;
|
||||
while (normalizedBeat < 1f)
|
||||
{
|
||||
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, 2);
|
||||
transform.position = dragonPoint.position;
|
||||
|
||||
if (!_game.IsExpectingInputNow(Minigame.InputAction_FlickRelease)
|
||||
&& (PlayerInput.GetIsAction(Minigame.InputAction_FlickRelease) || PlayerInput.GetIsAction(Minigame.InputAction_BasicRelease))
|
||||
&& canUnHold)
|
||||
{
|
||||
_anim.DoScaledAnimationAsync("UnHold", 0.5f);
|
||||
_game.ScoreMiss();
|
||||
canUnHold = false;
|
||||
}
|
||||
if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !canUnHold)
|
||||
{
|
||||
_anim.DoScaledAnimationAsync("Hold", 0.5f);
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
_game.ScoreMiss();
|
||||
canUnHold = true;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void SwitchToNextState(IEnumerator coroutine)
|
||||
{
|
||||
_highParticle.Stop();
|
||||
_highMissParticle.Stop();
|
||||
if (_currentStateCo != null) StopCoroutine(_currentStateCo);
|
||||
_currentStateCo = coroutine;
|
||||
StartCoroutine(_currentStateCo);
|
||||
}
|
||||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
bool isTriple = _game.IsTripleBeat(caller.startBeat + caller.timer);
|
||||
StartJumping(caller.startBeat + caller.timer, false, state >= 1f || state <= -1f);
|
||||
_game.BopTotemAtBeat(caller.startBeat + caller.timer);
|
||||
if (isTriple) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
_jumpParticle.PlayScaledAsync(0.5f);
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame(isTriple ? "totemClimb/totemlandb" : "totemClimb/totemland");
|
||||
}
|
||||
|
||||
private void JustTripleEnter(PlayerActionEvent caller, float state)
|
||||
{
|
||||
TripleJumping(caller.startBeat + caller.timer, true, false, state >= 1f || state <= -1f);
|
||||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
_jumpParticle.PlayScaledAsync(0.5f);
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/totemland");
|
||||
}
|
||||
|
||||
private void JustTripleExit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
TripleJumping(caller.startBeat + caller.timer, false, false, state >= 1f || state <= -1f);
|
||||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
_jumpParticle.PlayScaledAsync(0.5f);
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/totemland");
|
||||
}
|
||||
|
||||
private void JustHold(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/chargejump");
|
||||
_game.HoldDragonAtBeat(caller.startBeat + caller.timer);
|
||||
SwitchToNextState(HoldCo(caller.startBeat + caller.timer));
|
||||
_anim.DoScaledAnimationAsync("Hold", 0.5f);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void JustRelease(PlayerActionEvent caller, float state)
|
||||
{
|
||||
HighJump(caller.startBeat + caller.timer, state >= 1f && state <= -1f);
|
||||
_game.ReleaseDragonAtBeat(caller.startBeat + caller.timer);
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/superjumpgood");
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
_jumpParticle.PlayScaledAsync(0.5f);
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
StartJumping(caller.startBeat + caller.timer, true);
|
||||
_game.BopTotemAtBeat(caller.startBeat + caller.timer);
|
||||
if (_game.IsTripleBeat(caller.startBeat + caller.timer)) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
|
||||
}
|
||||
|
||||
private void MissTripleEnter(PlayerActionEvent caller)
|
||||
{
|
||||
TripleJumping(caller.startBeat + caller.timer, true, true);
|
||||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
|
||||
}
|
||||
|
||||
private void MissTripleExit(PlayerActionEvent caller)
|
||||
{
|
||||
TripleJumping(caller.startBeat + caller.timer, false, true);
|
||||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
|
||||
}
|
||||
|
||||
private void MissRelease(PlayerActionEvent caller)
|
||||
{
|
||||
HighJump(caller.startBeat + caller.timer, true);
|
||||
_game.ReleaseDragonAtBeat(caller.startBeat + caller.timer);
|
||||
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
|
||||
}
|
||||
|
||||
private void Empty(PlayerActionEvent caller) { }
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/TotemClimb/TCJumper.cs.meta
Normal file
11
Assets/Scripts/Games/TotemClimb/TCJumper.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3d5cda388abec014e89845a44e2a9ab4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue