Spaceball HD Textures (#289)

This commit is contained in:
Braedon Lewis 2023-02-20 00:48:50 -05:00 committed by GitHub
parent 3e0b835b11
commit d6c650aa93
19 changed files with 3113 additions and 233 deletions

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textureFormat: -1
textureCompression: 2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:

View file

@ -6,6 +6,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbBatterLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
@ -98,8 +99,9 @@ namespace HeavenStudio.Games
private int currentZoomIndex;
public Sprite[] BallSprites;
public Material[] CostumeColors;
private List<DynamicBeatmap.DynamicEntity> allCameraEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> _allCameraEvents = new List<DynamicBeatmap.DynamicEntity>();
public Alien alien;
@ -135,18 +137,18 @@ namespace HeavenStudio.Games
}
}
allCameraEvents = tempEvents;
_allCameraEvents = tempEvents;
UpdateCameraZoom();
}
private void Update()
{
if (allCameraEvents.Count > 0)
if (_allCameraEvents.Count > 0)
{
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
if (currentZoomIndex < _allCameraEvents.Count && currentZoomIndex >= 0)
{
if (Conductor.instance.songPositionInBeats >= allCameraEvents[currentZoomIndex].beat)
if (Conductor.instance.songPositionInBeats >= _allCameraEvents[currentZoomIndex].beat)
{
UpdateCameraZoom();
currentZoomIndex++;
@ -186,32 +188,32 @@ namespace HeavenStudio.Games
private void UpdateCameraZoom()
{
if (allCameraEvents.Count == 0)
if (_allCameraEvents.Count == 0)
currentZoomCamDistance = -10;
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
if (currentZoomIndex < _allCameraEvents.Count && currentZoomIndex >= 0)
{
if (currentZoomIndex - 1 >= 0)
lastCamDistance = allCameraEvents[currentZoomIndex - 1]["valA"] * -1;
lastCamDistance = _allCameraEvents[currentZoomIndex - 1]["valA"] * -1;
else
{
if (currentZoomIndex == 0)
lastCamDistance = -10;
else
lastCamDistance = allCameraEvents[0]["valA"] * -1;
lastCamDistance = _allCameraEvents[0]["valA"] * -1;
}
currentZoomCamBeat = allCameraEvents[currentZoomIndex].beat;
currentZoomCamLength = allCameraEvents[currentZoomIndex].length;
currentZoomCamBeat = _allCameraEvents[currentZoomIndex].beat;
currentZoomCamLength = _allCameraEvents[currentZoomIndex].length;
float dist = allCameraEvents[currentZoomIndex]["valA"] * -1;
float dist = _allCameraEvents[currentZoomIndex]["valA"] * -1;
if (dist > 0)
currentZoomCamDistance = 0;
else
currentZoomCamDistance = dist;
lastEase = (EasingFunction.Ease) allCameraEvents[currentZoomIndex]["ease"];
lastEase = (EasingFunction.Ease) _allCameraEvents[currentZoomIndex]["ease"];
}
}
@ -248,7 +250,7 @@ namespace HeavenStudio.Games
case (int)BallType.Alien:
break;
case (int)BallType.Tacobell:
ball.transform.localScale = new Vector3(0.5f, 0.5f, 1);
ball.transform.localScale = new Vector3(2f, 2f, 1);
ball.GetComponent<SpaceballBall>().isTacobell = true;
break;
}
@ -263,7 +265,7 @@ namespace HeavenStudio.Games
public void Costume(int type)
{
SpaceballPlayer.instance.SetCostume(type);
SpaceballPlayer.instance.SetCostume(CostumeColors[type], type);
}
}
}

View file

@ -59,7 +59,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
{
if (hit)
{
float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 14);
float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 10);
Holder.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
Holder.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
}
@ -102,7 +102,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
Jukebox.PlayOneShotGame("spaceball/swing");
}
randomEndPosX = Random.Range(40f, 55f);
randomEndPosX = Random.Range(4f, 16f);
SpaceballPlayer.instance.Swing(this);
}

View file

@ -1,4 +1,6 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
@ -7,19 +9,20 @@ namespace HeavenStudio.Games.Scripts_Spaceball
{
public class SpaceballPlayer : MonoBehaviour
{
private Animator anim;
private int currentHitInList = 0;
public int costume;
private Animator _anim;
private int _currentCostume;
public SpriteRenderer PlayerSprite;
public List<SpriteSheet> PlayerSpriteSheets = new List<SpriteSheet>();
public SpriteRenderer Hat;
[System.Serializable]
public class SpriteSheet
public HatSprite HatSprites1 = new HatSprite();
public HatSprite HatSprites2 = new HatSprite();
[Serializable]
public struct HatSprite
{
public List<Sprite> sprites;
public List<Vector2> Offsets;
public List<Sprite> Sprites;
}
public static SpaceballPlayer instance { get; set; }
@ -27,24 +30,22 @@ namespace HeavenStudio.Games.Scripts_Spaceball
private void Awake()
{
instance = this;
anim = GetComponent<Animator>();
_anim = GetComponent<Animator>();
}
private void Update()
{
if (Spaceball.instance.EligibleHits.Count == 0)
currentHitInList = 0;
if (PlayerInput.Pressed())
{
Swing(null);
}
}
public void SetCostume(int costume)
public void SetCostume(Material mat, int costumeIndex)
{
this.costume = costume;
anim.Play("Idle", 0, 0);
PlayerSprite.material = mat;
_currentCostume = costumeIndex;
_anim.Play("Idle", 0, 0);
}
public void Swing(SpaceballBall b)
@ -57,12 +58,32 @@ namespace HeavenStudio.Games.Scripts_Spaceball
{
}
anim.Play("Swing", 0, 0);
_anim.Play("Swing", 0, 0);
}
public void SetSprite(int id)
public void SetHatFrame(int frame)
{
PlayerSprite.sprite = PlayerSpriteSheets[costume].sprites[id];
// Unity can't serialize lists inside lists in this version, so that's annoying.
var sprites = new HatSprite();
switch (_currentCostume)
{
case 0:
return;
case 1:
sprites = HatSprites1;
break;
case 2:
sprites = HatSprites2;
break;
}
if (sprites.Sprites.Count - 1 < frame)
frame = 0;
Hat.sprite = sprites.Sprites[frame];
var offset = Vector2.zero;
if (sprites.Offsets.Count - 1 >= frame)
offset = sprites.Offsets[frame];
Hat.transform.localPosition = offset;
}
}
}