From ef8f6c99d96b503d21941c10880c6787c24e7f5b Mon Sep 17 00:00:00 2001 From: Braedon Lewis Date: Wed, 25 Jan 2023 10:29:31 -0500 Subject: [PATCH] Spaceball cleanup and small bug fix (#236) * Spaceball cleanup and small bug fix * Replace old hit sound in spaceball --- Assets/Resources/Games/spaceball.prefab | 424 ++++++++---- .../Sfx/games/spaceball/hit.ogg.meta | 2 +- .../Sfx/games/spaceball/hit_old.ogg.meta | 22 + .../Games/Spaceball/Animations/Ball.meta | 8 - .../Spaceball/Animations/Ball/Ball.controller | 101 --- .../Animations/Ball/Ball.controller.meta | 8 - .../Spaceball/Animations/Ball/BallHigh.anim | 588 ---------------- .../Animations/Ball/BallHigh.anim.meta | 8 - .../Spaceball/Animations/Ball/BallLow.anim | 637 ------------------ .../Animations/Ball/BallLow.anim.meta | 8 - Assets/Scripts/Games/Spaceball/Alien.cs | 14 +- Assets/Scripts/Games/Spaceball/Spaceball.cs | 7 +- .../Scripts/Games/Spaceball/SpaceballBall.cs | 121 ++-- .../Games/Spaceball/SpaceballPlayer.cs | 2 - 14 files changed, 411 insertions(+), 1539 deletions(-) create mode 100644 Assets/Resources/Sfx/games/spaceball/hit_old.ogg.meta delete mode 100644 Assets/Resources/Sprites/Games/Spaceball/Animations/Ball.meta delete mode 100644 Assets/Resources/Sprites/Games/Spaceball/Animations/Ball/Ball.controller delete mode 100644 Assets/Resources/Sprites/Games/Spaceball/Animations/Ball/Ball.controller.meta delete mode 100644 Assets/Resources/Sprites/Games/Spaceball/Animations/Ball/BallHigh.anim delete mode 100644 Assets/Resources/Sprites/Games/Spaceball/Animations/Ball/BallHigh.anim.meta delete mode 100644 Assets/Resources/Sprites/Games/Spaceball/Animations/Ball/BallLow.anim delete mode 100644 Assets/Resources/Sprites/Games/Spaceball/Animations/Ball/BallLow.anim.meta diff --git a/Assets/Resources/Games/spaceball.prefab b/Assets/Resources/Games/spaceball.prefab index d89f343c..373ee7f4 100644 --- a/Assets/Resources/Games/spaceball.prefab +++ b/Assets/Resources/Games/spaceball.prefab @@ -1,5 +1,111 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &122013419559861807 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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anim.Play("AlienIdle", 0, 0); + anim.Play(IdleAnim, 0, 0); } if (isShowing) { float normalizedBeat = Conductor.instance.GetPositionFromBeat(showBeat, 1f); - anim.Play("AlienShow", 0, normalizedBeat); + anim.Play(ShowAnim, 0, normalizedBeat); anim.speed = 0; if (normalizedBeat >= 2) diff --git a/Assets/Scripts/Games/Spaceball/Spaceball.cs b/Assets/Scripts/Games/Spaceball/Spaceball.cs index e54a1171..108ad24c 100644 --- a/Assets/Scripts/Games/Spaceball/Spaceball.cs +++ b/Assets/Scripts/Games/Spaceball/Spaceball.cs @@ -1,4 +1,3 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -92,7 +91,7 @@ namespace HeavenStudio.Games private int currentZoomIndex; - public Sprite[] Balls; + public Sprite[] BallSprites; private List allCameraEvents = new List(); @@ -132,7 +131,7 @@ namespace HeavenStudio.Games allCameraEvents = tempEvents; - UpdateCameraZoom(); // can't believe this shit actually works + UpdateCameraZoom(); } private void Update() @@ -234,7 +233,7 @@ namespace HeavenStudio.Games if (type == 1) { - ball.GetComponent().Sprite.sprite = Balls[1]; + ball.GetComponent().Sprite.sprite = BallSprites[1]; } Dispenser.GetComponent().Play("DispenserShoot", 0, 0); diff --git a/Assets/Scripts/Games/Spaceball/SpaceballBall.cs b/Assets/Scripts/Games/Spaceball/SpaceballBall.cs index 0078034f..158addf4 100644 --- a/Assets/Scripts/Games/Spaceball/SpaceballBall.cs +++ b/Assets/Scripts/Games/Spaceball/SpaceballBall.cs @@ -5,53 +5,92 @@ using UnityEngine; using HeavenStudio.Util; using DG.Tweening; +using NaughtyBezierCurves; namespace HeavenStudio.Games.Scripts_Spaceball { public class SpaceballBall : PlayerActionObject { + #region Public + public float startBeat; - public Animator anim; public bool high; - private Minigame.Eligible e = new Minigame.Eligible(); - - public GameObject Holder; + public Transform Holder; public SpriteRenderer Sprite; - public bool hit; - public float hitBeat; - public Vector3 hitPos; - public float hitRot; - public float randomEndPosX; + #endregion + + #region Private + + private Minigame.Eligible e = new Minigame.Eligible(); + + [SerializeField] private BezierCurve3D pitchLowCurve; + [SerializeField] private BezierCurve3D pitchHighCurve; + + private bool hit; + private float hitBeat; + private Vector3 hitPos; + private float hitRot; + private float randomEndPosX; + private float startRot; + + #endregion + + #region MonoBehaviour private void Awake() { - anim = GetComponent(); - e.gameObject = this.gameObject; - float rot = Random.Range(0, 360); - Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot); + startRot = Random.Range(0, 360); isEligible = true; } - private void Start() + private void Start() { Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, InputType.STANDARD_DOWN, Just, Miss, Out); } + private void Update() + { + if (hit) + { + float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 14); + 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); + } + else + { + var beatLength = (high) ? 2f : 1f; + + var normalizedBeatAnim = Conductor.instance.GetPositionFromBeat( + startBeat, + beatLength + 0.15f + ); + + var animCurve = (high) ? pitchHighCurve : pitchLowCurve; + + Holder.position = animCurve.GetPoint(normalizedBeatAnim); + Sprite.transform.localEulerAngles = new Vector3(0, 0, Mathf.Lerp(startRot, startRot - 210, normalizedBeatAnim)); + } + } + + #endregion + + #region PlayerActionObject + private void Hit() { hit = true; hitBeat = Conductor.instance.songPositionInBeats; - hitPos = Holder.transform.localPosition; - hitRot = Holder.transform.eulerAngles.z; + hitPos = Holder.localPosition; + hitRot = Holder.eulerAngles.z; Jukebox.PlayOneShotGame("spaceball/hit"); - + // jank fix for a bug with autoplay - freeform if (GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput) { @@ -60,71 +99,51 @@ namespace HeavenStudio.Games.Scripts_Spaceball randomEndPosX = Random.Range(40f, 55f); - anim.enabled = false; SpaceballPlayer.instance.Swing(this); } private void NearMiss() { - Holder.transform.GetChild(0).gameObject.AddComponent().rotateSpeed = -55; + Holder.GetChild(0).gameObject.AddComponent().rotateSpeed = -325; enabled = false; - anim.enabled = false; + // Rigidbody physics, in MY rhythm game??!!! Rigidbody2D rb = gameObject.AddComponent(); + rb.interpolation = RigidbodyInterpolation2D.Interpolate; rb.bodyType = RigidbodyType2D.Dynamic; rb.AddForce(transform.up * 1100); rb.AddForce(transform.right * 400); rb.gravityScale = 9; Jukebox.PlayOneShot("miss"); - } - private void Update() - { - var cond = Conductor.instance; - if (hit) - { - float nba = cond.GetPositionFromBeat(hitBeat, 14); - Holder.transform.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba); - Holder.transform.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba); - } - else - { - float beatLength = 1f; - if (high) beatLength = 2f; + Destroy(gameObject, 5f); - float normalizedBeatAnim = cond.GetPositionFromBeat(startBeat, beatLength + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(startBeat + beatLength))); - - if (high) - { - anim.Play("BallHigh", 0, normalizedBeatAnim); - } - else - { - anim.Play("BallLow", 0, normalizedBeatAnim); - } - - anim.speed = 0; - } + Spaceball.instance.ScoreMiss(); } private void Just(PlayerActionEvent caller, float state) { - if (state >= 1f || state <= -1f) { + if (state >= 1f || state <= -1f) + { NearMiss(); - return; + return; } Hit(); } - private void Miss(PlayerActionEvent caller) + private void Miss(PlayerActionEvent caller) { Jukebox.PlayOneShotGame("spaceball/fall"); Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true); Destroy(this.gameObject); + + Spaceball.instance.ScoreMiss(); } - private void Out(PlayerActionEvent caller) {} + private void Out(PlayerActionEvent caller) { } + + #endregion } } diff --git a/Assets/Scripts/Games/Spaceball/SpaceballPlayer.cs b/Assets/Scripts/Games/Spaceball/SpaceballPlayer.cs index 0bc627d4..c171ea7a 100644 --- a/Assets/Scripts/Games/Spaceball/SpaceballPlayer.cs +++ b/Assets/Scripts/Games/Spaceball/SpaceballPlayer.cs @@ -1,8 +1,6 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; -using DG.Tweening; using HeavenStudio.Util; namespace HeavenStudio.Games.Scripts_Spaceball