mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-16 06:35:08 +00:00
3e20013a1a
* setup * scroll stuff * tons of stuff * totem bop * bopping and new assets * soem more * frog fit * fixed order of operation issue * triple proto * wow i love super curves * TRIPLE JUMP * frog fall * the spinny * dragon initial * functional dragon * fixed un bug * the deets * the deets have been fixed * miss stuff * smol fix * no log * fixed some issues * switch to next state * particle * remove useless logic * zoomed out * sound and line fix * new bg sheet * minor tweaks * pillar tops * background objects * background tweak * triple sound tweak * background rework * frog wings and new jump anim * fix * birds * disable pillars * landing end * fix again * minor fix * fixes and icon * background scroll logic rework * put in fixed sheet * fixed sounds
173 lines
7.3 KiB
C#
173 lines
7.3 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System.Linq;
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_TotemClimb
|
|
{
|
|
public class TCPillarManager : MonoBehaviour
|
|
{
|
|
private const int PILLAR_AMOUNT_X = 12;
|
|
private const int PILLAR_AMOUNT_Y = 3;
|
|
|
|
|
|
[Header("Components")]
|
|
[SerializeField] private Transform _pillarFirst;
|
|
[SerializeField] private Transform _pillarSecond;
|
|
[SerializeField] private Transform _pillarUp;
|
|
|
|
|
|
private List<List<Transform>> _pillars = new();
|
|
private Transform _scrollTransform;
|
|
|
|
private float _pillarDistanceX;
|
|
private float _pillarStartX;
|
|
|
|
private float _pillarDistanceY;
|
|
private float _pillarStartY;
|
|
|
|
private int _pillarIndexX = 0;
|
|
private int _pillarIndexY = 0;
|
|
|
|
private float _endDistance = float.MaxValue;
|
|
private bool _hasReachedEnd = false;
|
|
|
|
private void Awake()
|
|
{
|
|
gameObject.SetActive(!GetStartBeatParam());
|
|
_scrollTransform = transform.parent;
|
|
_endDistance = ((float)GetBeatDistance() * 1.45f) + _pillarStartY;
|
|
|
|
_pillarStartX = _pillarFirst.localPosition.x;
|
|
_pillarDistanceX = _pillarSecond.localPosition.x - _pillarFirst.localPosition.x;
|
|
_pillarStartY = _pillarFirst.localPosition.y;
|
|
_pillarDistanceY = _pillarUp.localPosition.y - _pillarFirst.localPosition.y;
|
|
|
|
for (int i = 0; i < PILLAR_AMOUNT_Y; i++) _pillars.Add(new());
|
|
|
|
_pillars[0].Add(_pillarFirst);
|
|
_pillars[0].Add(_pillarSecond);
|
|
_pillars[1].Add(_pillarUp);
|
|
|
|
if (_pillarFirst.localPosition.y + _pillarDistanceY >= _endDistance)
|
|
{
|
|
_pillarFirst.GetChild(0).gameObject.SetActive(true);
|
|
_pillarSecond.GetChild(0).gameObject.SetActive(true);
|
|
_pillarUp.gameObject.SetActive(false);
|
|
}
|
|
else if (_pillarUp.localPosition.y + _pillarDistanceY >= _endDistance)
|
|
{
|
|
_pillarUp.GetChild(0).gameObject.SetActive(true);
|
|
}
|
|
|
|
for (int i = 0; i < PILLAR_AMOUNT_Y; i++)
|
|
{
|
|
if (_hasReachedEnd) break;
|
|
for (int j = 0; j < PILLAR_AMOUNT_X; j++)
|
|
{
|
|
if (_pillars.ElementAtOrDefault(i).ElementAtOrDefault(j) != null) continue;
|
|
Transform spawnedPillar = Instantiate(_pillarFirst, transform);
|
|
spawnedPillar.localPosition = new Vector3(_pillarStartX + (_pillarDistanceX * j), spawnedPillar.localPosition.y + (_pillarDistanceY * i));
|
|
_pillars[i].Add(spawnedPillar);
|
|
|
|
if (spawnedPillar.localPosition.y + _pillarDistanceY >= _endDistance)
|
|
{
|
|
spawnedPillar.GetChild(0).gameObject.SetActive(true);
|
|
_hasReachedEnd = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
PillarUpdate();
|
|
}
|
|
|
|
private void PillarUpdate()
|
|
{
|
|
float currentScrollX = _scrollTransform.localPosition.x;
|
|
float currentDistanceX = _pillarStartX + (_pillarDistanceX * _pillarIndexX);
|
|
|
|
if (currentScrollX >= currentDistanceX + (_pillarDistanceX * PILLAR_AMOUNT_X / 2))
|
|
{
|
|
foreach (var pillarRow in _pillars)
|
|
{
|
|
if (pillarRow.Count <= _pillarIndexX % PILLAR_AMOUNT_X) continue;
|
|
var p = pillarRow[_pillarIndexX % PILLAR_AMOUNT_X];
|
|
if (p == null) continue;
|
|
p.localPosition = new Vector3(p.localPosition.x + (_pillarDistanceX * PILLAR_AMOUNT_X), p.localPosition.y);
|
|
}
|
|
_pillarIndexX++;
|
|
PillarUpdate();
|
|
}
|
|
|
|
if (_hasReachedEnd) return;
|
|
|
|
float currentScrollY = _scrollTransform.localPosition.y;
|
|
float currentDistanceY = _pillarStartY + (_pillarDistanceY * _pillarIndexY) + (_pillarDistanceY * PILLAR_AMOUNT_Y / 2);
|
|
|
|
if (currentScrollY >= currentDistanceY)
|
|
{
|
|
foreach (var p in _pillars[_pillarIndexY % PILLAR_AMOUNT_Y])
|
|
{
|
|
if (p == null) continue;
|
|
p.localPosition = new Vector3(p.localPosition.x, p.localPosition.y + (_pillarDistanceY * PILLAR_AMOUNT_Y));
|
|
|
|
if (currentDistanceY + _pillarDistanceY >= _endDistance)
|
|
{
|
|
p.GetChild(0).gameObject.SetActive(true);
|
|
_hasReachedEnd = true;
|
|
}
|
|
}
|
|
|
|
_pillarIndexY++;
|
|
PillarUpdate();
|
|
}
|
|
}
|
|
|
|
private double GetBeatDistance()
|
|
{
|
|
var allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat <= Conductor.instance.songPositionInBeatsAsDouble && x.datamodel is "gameManager/switchGame/totemClimb");
|
|
double lastGameSwitchBeat = 0;
|
|
if (allGameSwitches.Count > 0) lastGameSwitchBeat = allGameSwitches[^1].beat;
|
|
|
|
var nextGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat > lastGameSwitchBeat && x.datamodel != "gameManager/switchGame/totemClimb");
|
|
double nextGameSwitchBeat = double.MaxValue;
|
|
if (nextGameSwitches.Count > 0)
|
|
{
|
|
nextGameSwitchBeat = nextGameSwitches[0].beat;
|
|
}
|
|
|
|
var allStarts = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "start" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
|
|
if (allStarts.Count == 0) return double.MaxValue;
|
|
|
|
double startBeat = allStarts[0].beat;
|
|
|
|
var allPillarEnds = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "above" }).FindAll(x => x.beat >= startBeat && x.beat < nextGameSwitchBeat);
|
|
if (allPillarEnds.Count == 0) return double.MaxValue;
|
|
return allPillarEnds[0].beat - startBeat;
|
|
}
|
|
|
|
private bool GetStartBeatParam()
|
|
{
|
|
var allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat <= Conductor.instance.songPositionInBeatsAsDouble && x.datamodel is "gameManager/switchGame/totemClimb");
|
|
double lastGameSwitchBeat = 0;
|
|
if (allGameSwitches.Count > 0) lastGameSwitchBeat = allGameSwitches[^1].beat;
|
|
|
|
var nextGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat > lastGameSwitchBeat && x.datamodel != "gameManager/switchGame/totemClimb");
|
|
double nextGameSwitchBeat = double.MaxValue;
|
|
if (nextGameSwitches.Count > 0)
|
|
{
|
|
nextGameSwitchBeat = nextGameSwitches[0].beat;
|
|
}
|
|
|
|
var allStarts = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "start" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
|
|
if (allStarts.Count == 0) return false;
|
|
|
|
return allStarts[0]["hide"];
|
|
}
|
|
}
|
|
}
|
|
|