mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
Wizard's Waltz is feature complete
Just missing 90% of the visual assets
This commit is contained in:
parent
a97fd43ec3
commit
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26 changed files with 1109 additions and 23 deletions
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--- !u!114 &1906769994
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|
91
Assets/Scripts/Games/WizardsWaltz/Plant.cs
Normal file
91
Assets/Scripts/Games/WizardsWaltz/Plant.cs
Normal file
|
@ -0,0 +1,91 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||
{
|
||||
public class Plant : PlayerActionObject
|
||||
{
|
||||
public Animator animator;
|
||||
public float createBeat;
|
||||
|
||||
private WizardsWaltz game;
|
||||
private bool hit = false;
|
||||
private bool passed = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
game = WizardsWaltz.instance;
|
||||
}
|
||||
|
||||
private void Start()
|
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{
|
||||
animator.Play("Appear", 0, 0);
|
||||
}
|
||||
|
||||
private void Update()
|
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{
|
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if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
|
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{
|
||||
StartCoroutine(FadeOut());
|
||||
passed = true;
|
||||
}
|
||||
|
||||
if (hit) return;
|
||||
|
||||
float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.beatInterval, 1f);
|
||||
StateCheck(stateBeat);
|
||||
|
||||
if (PlayerInput.Pressed(true))
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Ace();
|
||||
} else if (state.notPerfect())
|
||||
{
|
||||
Miss();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Bloom()
|
||||
{
|
||||
animator.Play("Hit", 0, 0);
|
||||
}
|
||||
|
||||
public void Eat()
|
||||
{
|
||||
animator.Play("Eat", 0, 0);
|
||||
}
|
||||
|
||||
public void EatLoop()
|
||||
{
|
||||
animator.Play("EatLoop", 0, 0);
|
||||
}
|
||||
|
||||
public void Ace()
|
||||
{
|
||||
game.wizard.Magic(this, true);
|
||||
hit = true;
|
||||
}
|
||||
|
||||
public void Miss()
|
||||
{
|
||||
game.wizard.Magic(this, false);
|
||||
hit = true;
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
{
|
||||
Ace();
|
||||
}
|
||||
|
||||
public IEnumerator FadeOut()
|
||||
{
|
||||
yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/WizardsWaltz/Plant.cs.meta
Normal file
11
Assets/Scripts/Games/WizardsWaltz/Plant.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -7,24 +7,51 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
|||
{
|
||||
public class Wizard : MonoBehaviour
|
||||
{
|
||||
public GameObject shadow;
|
||||
|
||||
private WizardsWaltz game;
|
||||
private float songPos;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
game = WizardsWaltz.instance;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
songPos = Conductor.instance.songPositionInBeats;
|
||||
var x = Mathf.Sin(Mathf.PI * songPos / 2) * 6;
|
||||
var y = 2 + Mathf.Cos(Mathf.PI * songPos / 2) * 1.5f;
|
||||
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / 2) * 0.25f;
|
||||
transform.position = new Vector3(x, y, 0);
|
||||
transform.localScale = new Vector3(scale, scale, 1);
|
||||
var am = game.beatInterval / 2f;
|
||||
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
|
||||
var y = Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
|
||||
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
|
||||
|
||||
transform.position = new Vector3(x, 2 + y, -scale);
|
||||
shadow.transform.position = new Vector3(x, -2.5f + y, -scale + 0.1f);
|
||||
|
||||
var xscale = scale;
|
||||
if (y > 0) xscale *= -1;
|
||||
transform.localScale = new Vector3(xscale, scale, 1);
|
||||
shadow.transform.localScale = new Vector3(scale, scale, 1);
|
||||
}
|
||||
|
||||
public void Magic(Plant plant, bool hit)
|
||||
{
|
||||
if(plant == null)
|
||||
{
|
||||
// TODO: Play empty A press sound
|
||||
return;
|
||||
}
|
||||
if (hit)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("wizardsWaltz/grow");
|
||||
plant.Bloom();
|
||||
}
|
||||
else
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
plant.Eat();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -1,6 +1,8 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using Starpelly;
|
||||
|
||||
using RhythmHeavenMania.Util;
|
||||
|
||||
|
@ -8,8 +10,17 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
|||
{
|
||||
public class WizardsWaltz : Minigame
|
||||
{
|
||||
|
||||
[Header("References")]
|
||||
public Wizard wizard;
|
||||
public GameObject plantHolder;
|
||||
public GameObject plantBase;
|
||||
|
||||
public float beatInterval = 4f;
|
||||
float intervalStartBeat;
|
||||
bool intervalStarted;
|
||||
public float wizardBeatOffset = 0f;
|
||||
|
||||
[NonSerialized] public int plantsLeft = 0;
|
||||
|
||||
public static WizardsWaltz instance;
|
||||
|
||||
|
@ -18,16 +29,52 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
|||
instance = this;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
private void Update()
|
||||
{
|
||||
|
||||
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
|
||||
{
|
||||
intervalStarted = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
public void SetIntervalStart(float beat, float interval = 4f)
|
||||
{
|
||||
// Don't do these things if the interval was already started.
|
||||
if (!intervalStarted)
|
||||
{
|
||||
plantsLeft = 0;
|
||||
intervalStarted = true;
|
||||
}
|
||||
|
||||
intervalStartBeat = beat;
|
||||
beatInterval = interval;
|
||||
}
|
||||
|
||||
public void SpawnFlower(float beat)
|
||||
{
|
||||
// If interval hasn't started, assume this is the first hair of the interval.
|
||||
if (!intervalStarted)
|
||||
SetIntervalStart(beat, beatInterval);
|
||||
|
||||
Jukebox.PlayOneShotGame("wizardsWaltz/plant", beat);
|
||||
Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
|
||||
|
||||
var songPos = Conductor.instance.songPositionInBeats;
|
||||
var am = (beatInterval / 2f);
|
||||
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
|
||||
var y = -2.5f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
|
||||
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
|
||||
var xscale = scale;
|
||||
if (y > -2.5f) xscale *= -1;
|
||||
|
||||
plant.transform.localPosition = new Vector3(x, y, -scale);
|
||||
plant.transform.localScale = new Vector3(xscale, scale, 1);
|
||||
|
||||
plant.gameObject.SetActive(true);
|
||||
|
||||
plant.createBeat = beat;
|
||||
plantsLeft++;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -370,7 +370,8 @@ namespace RhythmHeavenMania
|
|||
}),
|
||||
new Minigame("wizardsWaltz", "Wizard's Waltz \n<color=#adadad>(Mahou Tsukai)</color>", "FFEF9C", false, false, new List<GameAction>()
|
||||
{
|
||||
// new GameAction("plant flower", delegate { }, 2f, false),
|
||||
new GameAction("start interval", delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
|
||||
new GameAction("plant flower", delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); }, 0.5f, false),
|
||||
}),
|
||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue