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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Boom (#319)
This commit is contained in:
parent
67ebfdfc1c
commit
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3 changed files with 89 additions and 25 deletions
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@ -15,25 +15,27 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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new GameAction("firework", "Firework")
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new GameAction("firework", "Firework")
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{
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, false, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, false, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"], e["offSet"]); },
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defaultLength = 4f,
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defaultLength = 4f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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}
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}
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},
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},
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new GameAction("sparkler", "Sparkler")
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new GameAction("sparkler", "Sparkler")
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{
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, true, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, true, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"], e["offSet"]); },
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defaultLength = 2f,
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defaultLength = 2f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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}
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}
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},
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},
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@ -91,6 +93,7 @@ namespace HeavenStudio.Games
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public bool practice;
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public bool practice;
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public int explosionType;
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public int explosionType;
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public bool applause;
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public bool applause;
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public float verticalOffset;
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}
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}
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public enum WhereToSpawn
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public enum WhereToSpawn
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{
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{
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@ -142,7 +145,7 @@ namespace HeavenStudio.Games
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{
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{
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foreach (var firework in queuedFireworks)
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foreach (var firework in queuedFireworks)
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{
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{
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SpawnFirework(firework.beat, firework.isSparkler, firework.whereToSpawn, firework.practice, firework.explosionType, firework.applause);
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SpawnFirework(firework.beat, firework.isSparkler, firework.whereToSpawn, firework.practice, firework.explosionType, firework.applause, firework.verticalOffset);
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}
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}
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queuedFireworks.Clear();
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queuedFireworks.Clear();
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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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public static void PreSpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause)
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public static void PreSpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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{
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if (isSparkler)
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if (isSparkler)
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{
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{
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@ -208,18 +211,18 @@ namespace HeavenStudio.Games
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{
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{
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new BeatAction.Action(beat, delegate
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new BeatAction.Action(beat, delegate
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{
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{
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Fireworks.instance.SpawnFirework(beat, isSparkler, whereToSpawn, practice, explosionType, applause);
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Fireworks.instance.SpawnFirework(beat, isSparkler, whereToSpawn, practice, explosionType, applause, verticalOffset);
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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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else
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else
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{
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{
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queuedFireworks.Add(new QueuedFirework { beat = beat, isSparkler = isSparkler, whereToSpawn = whereToSpawn, practice = practice, explosionType = explosionType, applause = applause });
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queuedFireworks.Add(new QueuedFirework { beat = beat, isSparkler = isSparkler, whereToSpawn = whereToSpawn, practice = practice, explosionType = explosionType, applause = applause, verticalOffset = verticalOffset });
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause)
|
void SpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
|
||||||
{
|
{
|
||||||
if (isSparkler && practice)
|
if (isSparkler && practice)
|
||||||
{
|
{
|
||||||
|
@ -254,6 +257,7 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
Rocket spawnedRocket = Instantiate(firework, spawnPoint, false);
|
Rocket spawnedRocket = Instantiate(firework, spawnPoint, false);
|
||||||
spawnedRocket.isSparkler = isSparkler;
|
spawnedRocket.isSparkler = isSparkler;
|
||||||
|
spawnedRocket.offSet = verticalOffset;
|
||||||
spawnedRocket.applause = applause;
|
spawnedRocket.applause = applause;
|
||||||
spawnedRocket.Init(beat, explosionType);
|
spawnedRocket.Init(beat, explosionType);
|
||||||
}
|
}
|
||||||
|
|
|
@ -18,16 +18,55 @@ namespace HeavenStudio.Games.Scripts_Fireworks
|
||||||
public bool applause;
|
public bool applause;
|
||||||
private bool exploded;
|
private bool exploded;
|
||||||
private float startY;
|
private float startY;
|
||||||
|
public float offSet;
|
||||||
|
[SerializeField] List<ParticleSystem> mixedCircularPS = new List<ParticleSystem>();
|
||||||
|
[SerializeField] Sprite GreenOne;
|
||||||
|
[SerializeField] Sprite GreenTwo;
|
||||||
|
[SerializeField] Sprite BlueOne;
|
||||||
|
[SerializeField] Sprite BlueTwo;
|
||||||
|
[SerializeField] Sprite RedOne;
|
||||||
|
[SerializeField] Sprite RedTwo;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
game = Fireworks.instance;
|
game = Fireworks.instance;
|
||||||
startY = transform.position.y;
|
List<string> colors = new List<string>()
|
||||||
|
{
|
||||||
|
"Green",
|
||||||
|
"Red",
|
||||||
|
"Blue"
|
||||||
|
};
|
||||||
|
for (int i = 0; i < mixedCircularPS.Count; i++)
|
||||||
|
{
|
||||||
|
var ts = mixedCircularPS[i].textureSheetAnimation;
|
||||||
|
var pickedColor = colors[UnityEngine.Random.Range(0, colors.Count)];
|
||||||
|
switch (pickedColor)
|
||||||
|
{
|
||||||
|
case "Green":
|
||||||
|
ts.AddSprite(GreenOne);
|
||||||
|
ts.AddSprite(GreenTwo);
|
||||||
|
break;
|
||||||
|
case "Red":
|
||||||
|
ts.AddSprite(RedOne);
|
||||||
|
ts.AddSprite(RedTwo);
|
||||||
|
break;
|
||||||
|
case "Blue":
|
||||||
|
ts.AddSprite(BlueOne);
|
||||||
|
ts.AddSprite(BlueTwo);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
ts.AddSprite(GreenOne);
|
||||||
|
ts.AddSprite(GreenTwo);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
colors.Remove(pickedColor);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Init(float beat, int explosionToChoose)
|
public void Init(float beat, int explosionToChoose)
|
||||||
{
|
{
|
||||||
startBeat = beat;
|
startBeat = beat;
|
||||||
|
startY = transform.position.y - offSet;
|
||||||
game.ScheduleInput(beat, isSparkler ? 1f : 3f, InputType.STANDARD_DOWN, Just, Out, Out);
|
game.ScheduleInput(beat, isSparkler ? 1f : 3f, InputType.STANDARD_DOWN, Just, Out, Out);
|
||||||
anim.DoScaledAnimationAsync(isSparkler ? "Sparkler" : "Rocket", isSparkler ? 1f : 0.5f);
|
anim.DoScaledAnimationAsync(isSparkler ? "Sparkler" : "Rocket", isSparkler ? 1f : 0.5f);
|
||||||
selectedParticleEffect = particleEffects[explosionToChoose];
|
selectedParticleEffect = particleEffects[explosionToChoose];
|
||||||
|
@ -40,7 +79,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
|
||||||
if (!exploded && cond.isPlaying && !cond.isPaused)
|
if (!exploded && cond.isPlaying && !cond.isPaused)
|
||||||
{
|
{
|
||||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
|
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
|
||||||
float newPosY = func(startY, 7f, normalizedBeat * (isSparkler ? 0.5f : 0.4f));
|
float newPosY = func(startY, 7f - offSet, normalizedBeat * (isSparkler ? 0.5f : 0.4f));
|
||||||
transform.position = new Vector3(transform.position.x, newPosY, transform.position.z);
|
transform.position = new Vector3(transform.position.x, newPosY, transform.position.z);
|
||||||
}
|
}
|
||||||
if (normalizedBeat > 3f && !selectedParticleEffect.isPlaying) Destroy(gameObject);
|
if (normalizedBeat > 3f && !selectedParticleEffect.isPlaying) Destroy(gameObject);
|
||||||
|
|
Loading…
Reference in a new issue