mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
commit
d3bd5dbf40
98 changed files with 38386 additions and 11 deletions
8
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8744
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7
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|
@ -2,6 +2,9 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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using HeavenStudio.Util;
|
||||
using System.Linq;
|
||||
|
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namespace HeavenStudio
|
||||
{
|
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public class GameCamera : MonoBehaviour
|
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|
@ -9,6 +12,42 @@ namespace HeavenStudio
|
|||
public static GameCamera instance { get; private set; }
|
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public new Camera camera;
|
||||
|
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private List<Beatmap.Entity> positionEvents = new List<Beatmap.Entity>();
|
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private List<Beatmap.Entity> rotationEvents = new List<Beatmap.Entity>();
|
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private List<Beatmap.Entity> scaleEvents = new List<Beatmap.Entity>();
|
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|
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/**
|
||||
default cam position, for quick-resetting
|
||||
**/
|
||||
static Vector3 defaultPosition = new Vector3(0, 0, -10);
|
||||
static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
|
||||
static Vector3 defaultScale = new Vector3(16, 9, 1);
|
||||
|
||||
/**
|
||||
camera's current transformation
|
||||
TODO: stretching (the scale param) not working, will need help with this cause I don't understand Unity's camera
|
||||
**/
|
||||
private static Vector3 position;
|
||||
private static Vector3 rotEluer;
|
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private static Vector3 scale;
|
||||
|
||||
/**
|
||||
camera's last transformation
|
||||
TODO: stretching (the scaleLast param) not working, will need help with this cause I don't understand Unity's camera
|
||||
**/
|
||||
private static Vector3 positionLast;
|
||||
private static Vector3 rotEluerLast;
|
||||
private static Vector3 scaleLast;
|
||||
|
||||
/**
|
||||
transformations to apply *after* the global transform,
|
||||
to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
|
||||
and NOT in the editor
|
||||
**/
|
||||
public static Vector3 additionalPosition;
|
||||
public static Vector3 additionalRotEluer;
|
||||
public static Vector3 additionalScale;
|
||||
|
||||
[Header("Components")]
|
||||
public Color baseColor;
|
||||
|
||||
|
@ -20,7 +59,108 @@ namespace HeavenStudio
|
|||
|
||||
private void Start()
|
||||
{
|
||||
GameManager.instance.onBeatChanged += OnBeatChanged;
|
||||
camera.backgroundColor = baseColor;
|
||||
|
||||
ResetTransforms();
|
||||
ResetAdditionalTransforms();
|
||||
|
||||
positionLast = defaultPosition;
|
||||
rotEluerLast = defaultRotEluer;
|
||||
scaleLast = defaultScale;
|
||||
}
|
||||
|
||||
public void OnBeatChanged(float beat)
|
||||
{
|
||||
ResetTransforms();
|
||||
ResetAdditionalTransforms();
|
||||
|
||||
positionLast = defaultPosition;
|
||||
rotEluerLast = defaultRotEluer;
|
||||
scaleLast = defaultScale;
|
||||
|
||||
// this entire thing is a mess redo it later
|
||||
//pos
|
||||
positionEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" });
|
||||
|
||||
//rot
|
||||
rotationEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" });
|
||||
|
||||
//scale (TODO)
|
||||
// scaleEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "scale camera" });
|
||||
|
||||
UpdateCameraTranslate();
|
||||
UpdateCameraRotate();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
UpdateCameraTranslate();
|
||||
UpdateCameraRotate();
|
||||
|
||||
Camera cam = GetCamera();
|
||||
cam.transform.localPosition = position + additionalPosition;
|
||||
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
|
||||
cam.transform.localScale = Vector3.Scale(scale, additionalScale);
|
||||
}
|
||||
|
||||
private void UpdateCameraTranslate()
|
||||
{
|
||||
foreach (var e in positionEvents)
|
||||
{
|
||||
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (prog >= 0f)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
|
||||
float dx = func(positionLast.x, e.valA, Mathf.Min(prog, 1f));
|
||||
float dy = func(positionLast.y, e.valB, Mathf.Min(prog, 1f));
|
||||
float dz = func(positionLast.z, -e.valC, Mathf.Min(prog, 1f));
|
||||
position = new Vector3(dx, dy, dz);
|
||||
}
|
||||
if (prog > 1f)
|
||||
{
|
||||
positionLast = new Vector3(e.valA, e.valB, -e.valC);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCameraRotate()
|
||||
{
|
||||
foreach (var e in rotationEvents)
|
||||
{
|
||||
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (prog >= 0f)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
|
||||
float dx = func(rotEluerLast.x, e.valA, Mathf.Min(prog, 1f));
|
||||
float dy = func(rotEluerLast.y, e.valB, Mathf.Min(prog, 1f));
|
||||
float dz = func(rotEluerLast.z, e.valC, Mathf.Min(prog, 1f));
|
||||
rotEluer = new Vector3(dx, dy, dz);
|
||||
}
|
||||
if (prog > 1f)
|
||||
{
|
||||
rotEluerLast = new Vector3(e.valA, e.valB, -e.valC);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void ResetTransforms()
|
||||
{
|
||||
position = defaultPosition;
|
||||
rotEluer = defaultRotEluer;
|
||||
scale = defaultScale;
|
||||
}
|
||||
|
||||
public static void ResetAdditionalTransforms()
|
||||
{
|
||||
additionalPosition = new Vector3(0, 0, 0);
|
||||
additionalRotEluer = new Vector3(0, 0, 0);
|
||||
additionalScale = new Vector3(1, 1, 1);
|
||||
}
|
||||
|
||||
public static Camera GetCamera()
|
||||
{
|
||||
return instance.camera;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -444,7 +444,7 @@ namespace HeavenStudio
|
|||
|
||||
public void ResetCamera()
|
||||
{
|
||||
GameCamera.transform.localPosition = new Vector3(0, 0, -10);
|
||||
HeavenStudio.GameCamera.ResetAdditionalTransforms();
|
||||
}
|
||||
}
|
||||
}
|
8
Assets/Scripts/Games/SamuraiSliceNtr.meta
Normal file
8
Assets/Scripts/Games/SamuraiSliceNtr.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 440c5554544146b448285c8d5ea9bd26
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
59
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
Normal file
59
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
Normal file
|
@ -0,0 +1,59 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||
{
|
||||
public class NtrSamurai : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
public Animator animator;
|
||||
|
||||
[Header("Properties")]
|
||||
public bool stepping;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
stepping = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Bop()
|
||||
{
|
||||
if (!stepping && !(animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash"))
|
||||
animator.Play("Beat", -1, 0);
|
||||
}
|
||||
|
||||
public void Step(bool off)
|
||||
{
|
||||
stepping = !off;
|
||||
if (off)
|
||||
{
|
||||
animator.Play("Beat", -1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash")
|
||||
animator.Play("StepSeathe", -1, 0);
|
||||
else
|
||||
animator.Play("Step", -1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void Slash()
|
||||
{
|
||||
stepping = false;
|
||||
animator.Play("Slash", -1, 0);
|
||||
}
|
||||
|
||||
public bool isStepping()
|
||||
{
|
||||
return stepping;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 91edf50b6967f864ca699d5f3dd0de5c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
56
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs
Normal file
56
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs
Normal file
|
@ -0,0 +1,56 @@
|
|||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||
{
|
||||
public class NtrSamuraiChild : MonoBehaviour
|
||||
{
|
||||
[Header("Transforms")]
|
||||
public Transform DebrisPosL;
|
||||
public Transform DebrisPosR;
|
||||
public Transform WalkPos0;
|
||||
public Transform WalkPos1;
|
||||
|
||||
[Header("Objects")]
|
||||
public Animator anim;
|
||||
|
||||
public float startBeat = Single.MinValue;
|
||||
public bool isMain = true;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (!isMain)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 2f);
|
||||
if (prog >= 0)
|
||||
{
|
||||
Walk();
|
||||
transform.position = Vector3.Lerp(WalkPos0.position, WalkPos1.position, prog);
|
||||
if (prog >= 1f)
|
||||
{
|
||||
GameObject.Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Bop()
|
||||
{
|
||||
anim.Play("ChildBeat", -1, 0);
|
||||
}
|
||||
|
||||
public void Walk()
|
||||
{
|
||||
anim.Play("ChildWalk");
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bfdb7063344c23f42b3c36732758c247
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
302
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs
Normal file
302
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs
Normal file
|
@ -0,0 +1,302 @@
|
|||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||
{
|
||||
public class NtrSamuraiObject : MonoBehaviour
|
||||
{
|
||||
[Header("Objects")]
|
||||
public ParticleSystem moneyBurst;
|
||||
public Animator anim;
|
||||
public NtrSamuraiObject secondHalf;
|
||||
|
||||
[Header("Transforms")]
|
||||
public Transform doubleLaunchPos;
|
||||
public Transform heldPos;
|
||||
|
||||
public float startBeat;
|
||||
public int type;
|
||||
public bool isDebris = false;
|
||||
public int holdingCash = 1;
|
||||
|
||||
BezierCurve3D currentCurve;
|
||||
int flyProg = 0;
|
||||
bool flying = true;
|
||||
bool missedLaunch = false;
|
||||
bool missedHit = false;
|
||||
|
||||
PlayerActionEvent launchProg;
|
||||
PlayerActionEvent hitProg;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (isDebris)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||
anim.Play("ObjFishDebris");
|
||||
break;
|
||||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
anim.Play("ObjDemonDebris02");
|
||||
break;
|
||||
default:
|
||||
anim.Play("ObjMelonDebris");
|
||||
break;
|
||||
}
|
||||
currentCurve = SamuraiSliceNtr.instance.DebrisLeftCurve;
|
||||
|
||||
var cond = Conductor.instance;
|
||||
float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||
anim.Play("ObjFish");
|
||||
break;
|
||||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
anim.Play("ObjDemon");
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1f, 1.5f),
|
||||
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1.5f, 1.25f),
|
||||
new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 2f),
|
||||
});
|
||||
break;
|
||||
default:
|
||||
anim.Play("ObjMelon");
|
||||
break;
|
||||
}
|
||||
|
||||
launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
|
||||
//autoplay: launch anim
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
|
||||
//autoplay: unstep
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
|
||||
|
||||
currentCurve = SamuraiSliceNtr.instance.InCurve;
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * startBeat));
|
||||
|
||||
var cond = Conductor.instance;
|
||||
float flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 180f));
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
float flyPos;
|
||||
if (flying)
|
||||
{
|
||||
switch (flyProg)
|
||||
{
|
||||
case -2: // being carried by a child
|
||||
flyPos = cond.GetPositionFromBeat(startBeat + 2f, 2f);
|
||||
if (heldPos == null || flyPos > 1f)
|
||||
{
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
transform.position = heldPos.position;
|
||||
break;
|
||||
case -1: // sliced by samurai, falling towards child
|
||||
flyPos = cond.GetPositionFromBeat(startBeat, 1f);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + ((isDebris? 360f : -360f) * Time.deltaTime));
|
||||
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_catch");
|
||||
if (!isDebris)
|
||||
{
|
||||
NtrSamuraiChild child = SamuraiSliceNtr.instance.CreateChild(startBeat + 1f);
|
||||
heldPos = child.DebrisPosR;
|
||||
secondHalf.heldPos = child.DebrisPosL;
|
||||
}
|
||||
flyProg = -2;
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case 2: // fish first bounce
|
||||
float jumpPos = cond.GetPositionFromBeat(launchProg.startBeat, 2f);
|
||||
float yMul = jumpPos * 2f - 1f;
|
||||
float yWeight = -(yMul*yMul) + 1f;
|
||||
transform.position = doubleLaunchPos.position + new Vector3(0, 4.5f * yWeight);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-2 * 360f * Time.deltaTime));
|
||||
|
||||
if (jumpPos > 2f)
|
||||
{
|
||||
// missed...
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case 1: // launched from board to samurai
|
||||
float flyDur = 3f;
|
||||
switch (type)
|
||||
{
|
||||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
flyDur = 5f;
|
||||
break;
|
||||
default:
|
||||
flyDur = 3f;
|
||||
break;
|
||||
}
|
||||
flyPos = cond.GetPositionFromBeat(hitProg.startBeat, flyDur);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (3 * 360f * Time.deltaTime));
|
||||
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
// missed...
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
default: // object initial spawn, flying towards board
|
||||
flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime));
|
||||
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
// missed...
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DoLaunch()
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case (int) SamuraiSliceNtr.ObjectType.Fish:
|
||||
if (flyProg == 2)
|
||||
{
|
||||
flyProg = 1;
|
||||
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||
currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
|
||||
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f/4);
|
||||
}
|
||||
else
|
||||
{
|
||||
flyProg = 2;
|
||||
launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
|
||||
//autoplay: unstep
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
|
||||
currentCurve = null;
|
||||
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
|
||||
}
|
||||
break;
|
||||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
flyProg = 1;
|
||||
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||
currentCurve = SamuraiSliceNtr.instance.LaunchHighCurve;
|
||||
break;
|
||||
default:
|
||||
flyProg = 1;
|
||||
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||
currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void DoLaunchAutoplay(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SamuraiSliceNtr.instance.DoStep();
|
||||
}
|
||||
|
||||
void DoSliceAutoplay(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SamuraiSliceNtr.instance.DoSlice();
|
||||
}
|
||||
|
||||
void DoUnStepAutoplay(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (SamuraiSliceNtr.instance.player.stepping)
|
||||
{
|
||||
SamuraiSliceNtr.instance.DoUnStep();
|
||||
}
|
||||
}
|
||||
|
||||
public void LaunchSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
launchProg.Disable();
|
||||
DoLaunch();
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: UnityEngine.Random.Range(0.85f, 1.05f));
|
||||
|
||||
}
|
||||
|
||||
public void LaunchMiss(PlayerActionEvent caller)
|
||||
{
|
||||
missedLaunch = true;
|
||||
}
|
||||
|
||||
public void LaunchThrough(PlayerActionEvent caller) {}
|
||||
|
||||
public void HitSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
flyProg = -1;
|
||||
hitProg.Disable();
|
||||
if (UnityEngine.Random.Range(0f, 1f) >= 0.5f)
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_just00", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||
else
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_just01", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||
|
||||
currentCurve = SamuraiSliceNtr.instance.DebrisRightCurve;
|
||||
|
||||
var mobj = GameObject.Instantiate(SamuraiSliceNtr.instance.objectPrefab, SamuraiSliceNtr.instance.objectHolder);
|
||||
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
|
||||
mobjDat.startBeat = caller.startBeat + caller.timer;
|
||||
mobjDat.type = type;
|
||||
mobjDat.isDebris = true;
|
||||
mobjDat.flyProg = -1;
|
||||
|
||||
mobj.transform.position = transform.position;
|
||||
mobj.transform.rotation = transform.rotation;
|
||||
mobj.GetComponent<SpriteRenderer>().sortingOrder = 4;
|
||||
mobj.SetActive(true);
|
||||
|
||||
secondHalf = mobjDat;
|
||||
|
||||
this.startBeat = caller.startBeat + caller.timer;
|
||||
if (type == (int) SamuraiSliceNtr.ObjectType.Demon)
|
||||
{
|
||||
anim.Play("ObjDemonDebris01");
|
||||
}
|
||||
|
||||
if (holdingCash > 0)
|
||||
{
|
||||
moneyBurst.Emit(holdingCash);
|
||||
Jukebox.PlayOneShotGame((holdingCash > 2) ? "samuraiSliceNtr/ntrSamurai_scoreMany" : "samuraiSliceNtr/ntrSamurai_ng", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
|
||||
}
|
||||
}
|
||||
|
||||
public void HitMiss(PlayerActionEvent caller)
|
||||
{
|
||||
missedHit = true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ae0b3df22f9080c4cad91e4b72fe7105
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
142
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
Normal file
142
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
Normal file
|
@ -0,0 +1,142 @@
|
|||
using HeavenStudio.Util;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
public static class NtrSamuraiLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS) \n<color=#eb5454>[WIP]</color>", "00165D", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("spawn object", delegate
|
||||
{
|
||||
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.type, (int) eventCaller.currentEntity.valA);
|
||||
}, 8, false, new List<Param>()
|
||||
{
|
||||
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the object spills out when sliced"),
|
||||
}),
|
||||
//new GameAction("start bopping", delegate { SamuraiSliceNtr.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_NtrSamurai;
|
||||
|
||||
public class SamuraiSliceNtr : Minigame
|
||||
{
|
||||
public enum ObjectType {
|
||||
Melon,
|
||||
Fish,
|
||||
Demon
|
||||
}
|
||||
|
||||
[Header("References")]
|
||||
public NtrSamurai player;
|
||||
public GameObject launcher;
|
||||
public GameObject objectPrefab;
|
||||
public GameObject childParent;
|
||||
public Transform objectHolder;
|
||||
|
||||
public BezierCurve3D InCurve;
|
||||
public BezierCurve3D LaunchCurve;
|
||||
public BezierCurve3D LaunchHighCurve;
|
||||
|
||||
public BezierCurve3D NgLaunchCurve;
|
||||
public BezierCurve3D DebrisLeftCurve;
|
||||
public BezierCurve3D DebrisRightCurve;
|
||||
|
||||
//game scene
|
||||
public static SamuraiSliceNtr instance;
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
player.Bop();
|
||||
childParent.GetComponent<NtrSamuraiChild>().Bop();
|
||||
}
|
||||
|
||||
if (PlayerInput.AltPressed())
|
||||
DoStep();
|
||||
if (PlayerInput.AltPressedUp() && player.isStepping())
|
||||
DoUnStep();
|
||||
if (PlayerInput.Pressed())
|
||||
DoSlice();
|
||||
}
|
||||
|
||||
public void DoStep()
|
||||
{
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
|
||||
player.Step(false);
|
||||
launcher.GetComponent<Animator>().Play("Launch", -1, 0);
|
||||
}
|
||||
|
||||
public void DoUnStep()
|
||||
{
|
||||
player.Step(true);
|
||||
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||
}
|
||||
|
||||
public void DoSlice()
|
||||
{
|
||||
if (player.isStepping())
|
||||
{
|
||||
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||
}
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
|
||||
player.Slash();
|
||||
}
|
||||
|
||||
public void Bop(float beat, float length)
|
||||
{
|
||||
bop.length = length;
|
||||
bop.startBeat = beat;
|
||||
}
|
||||
|
||||
public void ObjectIn(float beat, int type = (int) ObjectType.Melon, int value = 1)
|
||||
{
|
||||
var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
|
||||
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
|
||||
mobjDat.startBeat = beat;
|
||||
mobjDat.type = type;
|
||||
mobjDat.holdingCash = value;
|
||||
|
||||
mobj.SetActive(true);
|
||||
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
|
||||
}
|
||||
|
||||
public NtrSamuraiChild CreateChild(float beat)
|
||||
{
|
||||
var mobj = GameObject.Instantiate(childParent, objectHolder);
|
||||
var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
|
||||
mobjDat.startBeat = beat;
|
||||
mobjDat.isMain = false;
|
||||
|
||||
mobjDat.Bop();
|
||||
|
||||
mobj.SetActive(true);
|
||||
|
||||
return mobjDat;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 00eae865695fcff4e8ccadf976355847
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -117,27 +117,27 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (normalizedBeat > 1)
|
||||
{
|
||||
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
|
||||
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currentZoomCamLength < 0)
|
||||
{
|
||||
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
|
||||
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
|
||||
}
|
||||
else
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
||||
|
||||
float newPosZ = func(lastCamDistance, currentZoomCamDistance, normalizedBeat);
|
||||
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, newPosZ);
|
||||
float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat);
|
||||
GameCamera.additionalPosition = new Vector3(0, 0, newPosZ);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// ?
|
||||
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, -10f);
|
||||
GameCamera.additionalPosition = new Vector3(0, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -149,6 +149,28 @@ namespace HeavenStudio
|
|||
{
|
||||
new Param("toggle", true, "Enable Inputs")
|
||||
}),
|
||||
|
||||
new GameAction("move camera", delegate
|
||||
{
|
||||
//TODO: move cam
|
||||
}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
|
||||
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
|
||||
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||
} ),
|
||||
|
||||
new GameAction("rotate camera", delegate
|
||||
{
|
||||
//TODO: rot cam
|
||||
}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
|
||||
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
|
||||
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||
} ),
|
||||
}),
|
||||
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
|
||||
{
|
||||
|
|
|
@ -19,8 +19,15 @@
|
|||
![image](https://user-images.githubusercontent.com/40370440/154824159-07800021-9264-4293-92cf-d3f6e0155f5b.png)
|
||||
|
||||
|
||||
## Prebuilt Binaries
|
||||
This project is still in development, so there are currently no release builds yet. GitHub Actions creates experimental builds on each commmit, but minimal support will be provided.
|
||||
|
||||
- [Windows](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneWindows64-build.zip)
|
||||
- [Linux](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneLinux64-build.zip)
|
||||
- [MacOS](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneOSX-build.zip)
|
||||
|
||||
## Self-Building
|
||||
#### Note: Mac-OS and Linux-based builds not tested.
|
||||
#### Note: Mac-OS and Linux-based builds are not fully tested, you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72).
|
||||
Heaven Studio is made in [Unity 2020.3.25f1](https://unity3d.com/unity/whats-new/2020.3.25),
|
||||
and programmed with [Visual Studio Code](https://code.visualstudio.com/).
|
||||
|
||||
|
|
Loading…
Reference in a new issue