Spaceball cleanup and small bug fix (#236)

* Spaceball cleanup and small bug fix

* Replace old hit sound in spaceball
This commit is contained in:
Braedon Lewis 2023-01-25 10:29:31 -05:00 committed by GitHub
parent e74f309bba
commit ef8f6c99d9
14 changed files with 411 additions and 1539 deletions

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View file

@ -1,5 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace HeavenStudio.Games.Scripts_Spaceball namespace HeavenStudio.Games.Scripts_Spaceball
@ -11,28 +9,32 @@ namespace HeavenStudio.Games.Scripts_Spaceball
private float showBeat = 0; private float showBeat = 0;
private bool isShowing = false; private bool isShowing = false;
const string IdleAnim = "AlienIdle";
const string SwingAnim = "AlienSwing";
const string ShowAnim = "AlienShow";
private void Awake() private void Awake()
{ {
anim = GetComponent<Animator>(); anim = GetComponent<Animator>();
anim.Play("AlienIdle", 0, 0); anim.Play(IdleAnim, 0, 0);
} }
private void Update() private void Update()
{ {
if (Conductor.instance.isPlaying && !isShowing) if (Conductor.instance.isPlaying && !isShowing)
{ {
anim.Play("AlienSwing", 0, Conductor.instance.GetLoopPositionFromBeat(0, 1f)); anim.Play(SwingAnim, 0, Conductor.instance.GetLoopPositionFromBeat(0, 1f));
anim.speed = 0; anim.speed = 0;
} }
else if (!Conductor.instance.isPlaying) else if (!Conductor.instance.isPlaying)
{ {
anim.Play("AlienIdle", 0, 0); anim.Play(IdleAnim, 0, 0);
} }
if (isShowing) if (isShowing)
{ {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(showBeat, 1f); float normalizedBeat = Conductor.instance.GetPositionFromBeat(showBeat, 1f);
anim.Play("AlienShow", 0, normalizedBeat); anim.Play(ShowAnim, 0, normalizedBeat);
anim.speed = 0; anim.speed = 0;
if (normalizedBeat >= 2) if (normalizedBeat >= 2)

View file

@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -92,7 +91,7 @@ namespace HeavenStudio.Games
private int currentZoomIndex; private int currentZoomIndex;
public Sprite[] Balls; public Sprite[] BallSprites;
private List<DynamicBeatmap.DynamicEntity> allCameraEvents = new List<DynamicBeatmap.DynamicEntity>(); private List<DynamicBeatmap.DynamicEntity> allCameraEvents = new List<DynamicBeatmap.DynamicEntity>();
@ -132,7 +131,7 @@ namespace HeavenStudio.Games
allCameraEvents = tempEvents; allCameraEvents = tempEvents;
UpdateCameraZoom(); // can't believe this shit actually works UpdateCameraZoom();
} }
private void Update() private void Update()
@ -234,7 +233,7 @@ namespace HeavenStudio.Games
if (type == 1) if (type == 1)
{ {
ball.GetComponent<SpaceballBall>().Sprite.sprite = Balls[1]; ball.GetComponent<SpaceballBall>().Sprite.sprite = BallSprites[1];
} }
Dispenser.GetComponent<Animator>().Play("DispenserShoot", 0, 0); Dispenser.GetComponent<Animator>().Play("DispenserShoot", 0, 0);

View file

@ -5,53 +5,92 @@ using UnityEngine;
using HeavenStudio.Util; using HeavenStudio.Util;
using DG.Tweening; using DG.Tweening;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_Spaceball namespace HeavenStudio.Games.Scripts_Spaceball
{ {
public class SpaceballBall : PlayerActionObject public class SpaceballBall : PlayerActionObject
{ {
#region Public
public float startBeat; public float startBeat;
public Animator anim;
public bool high; public bool high;
private Minigame.Eligible e = new Minigame.Eligible(); public Transform Holder;
public GameObject Holder;
public SpriteRenderer Sprite; public SpriteRenderer Sprite;
public bool hit; #endregion
public float hitBeat;
public Vector3 hitPos; #region Private
public float hitRot;
public float randomEndPosX; 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() private void Awake()
{ {
anim = GetComponent<Animator>();
e.gameObject = this.gameObject; e.gameObject = this.gameObject;
float rot = Random.Range(0, 360); startRot = Random.Range(0, 360);
Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot);
isEligible = true; isEligible = true;
} }
private void Start() private void Start()
{ {
Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, InputType.STANDARD_DOWN, Just, Miss, Out); 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() private void Hit()
{ {
hit = true; hit = true;
hitBeat = Conductor.instance.songPositionInBeats; hitBeat = Conductor.instance.songPositionInBeats;
hitPos = Holder.transform.localPosition; hitPos = Holder.localPosition;
hitRot = Holder.transform.eulerAngles.z; hitRot = Holder.eulerAngles.z;
Jukebox.PlayOneShotGame("spaceball/hit"); Jukebox.PlayOneShotGame("spaceball/hit");
// jank fix for a bug with autoplay - freeform // jank fix for a bug with autoplay - freeform
if (GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput) if (GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput)
{ {
@ -60,71 +99,51 @@ namespace HeavenStudio.Games.Scripts_Spaceball
randomEndPosX = Random.Range(40f, 55f); randomEndPosX = Random.Range(40f, 55f);
anim.enabled = false;
SpaceballPlayer.instance.Swing(this); SpaceballPlayer.instance.Swing(this);
} }
private void NearMiss() private void NearMiss()
{ {
Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -55; Holder.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -325;
enabled = false; enabled = false;
anim.enabled = false;
// Rigidbody physics, in MY rhythm game??!!!
Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>(); Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
rb.bodyType = RigidbodyType2D.Dynamic; rb.bodyType = RigidbodyType2D.Dynamic;
rb.AddForce(transform.up * 1100); rb.AddForce(transform.up * 1100);
rb.AddForce(transform.right * 400); rb.AddForce(transform.right * 400);
rb.gravityScale = 9; rb.gravityScale = 9;
Jukebox.PlayOneShot("miss"); Jukebox.PlayOneShot("miss");
}
private void Update() Destroy(gameObject, 5f);
{
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;
float normalizedBeatAnim = cond.GetPositionFromBeat(startBeat, beatLength + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(startBeat + beatLength))); Spaceball.instance.ScoreMiss();
if (high)
{
anim.Play("BallHigh", 0, normalizedBeatAnim);
}
else
{
anim.Play("BallLow", 0, normalizedBeatAnim);
}
anim.speed = 0;
}
} }
private void Just(PlayerActionEvent caller, float state) private void Just(PlayerActionEvent caller, float state)
{ {
if (state >= 1f || state <= -1f) { if (state >= 1f || state <= -1f)
{
NearMiss(); NearMiss();
return; return;
} }
Hit(); Hit();
} }
private void Miss(PlayerActionEvent caller) private void Miss(PlayerActionEvent caller)
{ {
Jukebox.PlayOneShotGame("spaceball/fall"); Jukebox.PlayOneShotGame("spaceball/fall");
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true); Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
Destroy(this.gameObject); Destroy(this.gameObject);
Spaceball.instance.ScoreMiss();
} }
private void Out(PlayerActionEvent caller) {} private void Out(PlayerActionEvent caller) { }
#endregion
} }
} }

View file

@ -1,8 +1,6 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util; using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_Spaceball namespace HeavenStudio.Games.Scripts_Spaceball