mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 14:15:07 +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;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TotemClimb
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{
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public class TCPillarManager : MonoBehaviour
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{
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private const int PILLAR_AMOUNT_X = 12;
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private const int PILLAR_AMOUNT_Y = 3;
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[Header("Components")]
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[SerializeField] private Transform _pillarFirst;
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[SerializeField] private Transform _pillarSecond;
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[SerializeField] private Transform _pillarUp;
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private List<List<Transform>> _pillars = new();
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private Transform _scrollTransform;
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private float _pillarDistanceX;
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private float _pillarStartX;
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private float _pillarDistanceY;
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private float _pillarStartY;
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private int _pillarIndexX = 0;
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private int _pillarIndexY = 0;
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private float _endDistance = float.MaxValue;
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private bool _hasReachedEnd = false;
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private void Awake()
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{
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gameObject.SetActive(!GetStartBeatParam());
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_scrollTransform = transform.parent;
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_endDistance = ((float)GetBeatDistance() * 1.45f) + _pillarStartY;
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_pillarStartX = _pillarFirst.localPosition.x;
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_pillarDistanceX = _pillarSecond.localPosition.x - _pillarFirst.localPosition.x;
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_pillarStartY = _pillarFirst.localPosition.y;
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_pillarDistanceY = _pillarUp.localPosition.y - _pillarFirst.localPosition.y;
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for (int i = 0; i < PILLAR_AMOUNT_Y; i++) _pillars.Add(new());
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_pillars[0].Add(_pillarFirst);
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_pillars[0].Add(_pillarSecond);
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_pillars[1].Add(_pillarUp);
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if (_pillarFirst.localPosition.y + _pillarDistanceY >= _endDistance)
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{
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_pillarFirst.GetChild(0).gameObject.SetActive(true);
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_pillarSecond.GetChild(0).gameObject.SetActive(true);
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_pillarUp.gameObject.SetActive(false);
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}
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else if (_pillarUp.localPosition.y + _pillarDistanceY >= _endDistance)
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{
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_pillarUp.GetChild(0).gameObject.SetActive(true);
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}
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for (int i = 0; i < PILLAR_AMOUNT_Y; i++)
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{
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if (_hasReachedEnd) break;
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for (int j = 0; j < PILLAR_AMOUNT_X; j++)
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{
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if (_pillars.ElementAtOrDefault(i).ElementAtOrDefault(j) != null) continue;
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Transform spawnedPillar = Instantiate(_pillarFirst, transform);
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spawnedPillar.localPosition = new Vector3(_pillarStartX + (_pillarDistanceX * j), spawnedPillar.localPosition.y + (_pillarDistanceY * i));
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_pillars[i].Add(spawnedPillar);
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if (spawnedPillar.localPosition.y + _pillarDistanceY >= _endDistance)
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{
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spawnedPillar.GetChild(0).gameObject.SetActive(true);
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_hasReachedEnd = true;
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}
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}
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}
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}
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private void Update()
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{
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PillarUpdate();
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}
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private void PillarUpdate()
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{
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float currentScrollX = _scrollTransform.localPosition.x;
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float currentDistanceX = _pillarStartX + (_pillarDistanceX * _pillarIndexX);
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if (currentScrollX >= currentDistanceX + (_pillarDistanceX * PILLAR_AMOUNT_X / 2))
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{
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foreach (var pillarRow in _pillars)
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{
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if (pillarRow.Count <= _pillarIndexX % PILLAR_AMOUNT_X) continue;
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var p = pillarRow[_pillarIndexX % PILLAR_AMOUNT_X];
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if (p == null) continue;
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p.localPosition = new Vector3(p.localPosition.x + (_pillarDistanceX * PILLAR_AMOUNT_X), p.localPosition.y);
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}
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_pillarIndexX++;
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PillarUpdate();
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}
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if (_hasReachedEnd) return;
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float currentScrollY = _scrollTransform.localPosition.y;
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float currentDistanceY = _pillarStartY + (_pillarDistanceY * _pillarIndexY) + (_pillarDistanceY * PILLAR_AMOUNT_Y / 2);
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if (currentScrollY >= currentDistanceY)
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{
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foreach (var p in _pillars[_pillarIndexY % PILLAR_AMOUNT_Y])
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{
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if (p == null) continue;
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p.localPosition = new Vector3(p.localPosition.x, p.localPosition.y + (_pillarDistanceY * PILLAR_AMOUNT_Y));
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if (currentDistanceY + _pillarDistanceY >= _endDistance)
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{
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p.GetChild(0).gameObject.SetActive(true);
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_hasReachedEnd = true;
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}
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}
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_pillarIndexY++;
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PillarUpdate();
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}
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}
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private double GetBeatDistance()
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{
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var allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat <= Conductor.instance.songPositionInBeatsAsDouble && x.datamodel is "gameManager/switchGame/totemClimb");
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double lastGameSwitchBeat = 0;
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if (allGameSwitches.Count > 0) lastGameSwitchBeat = allGameSwitches[^1].beat;
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var nextGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat > lastGameSwitchBeat && x.datamodel != "gameManager/switchGame/totemClimb");
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double nextGameSwitchBeat = double.MaxValue;
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if (nextGameSwitches.Count > 0)
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{
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nextGameSwitchBeat = nextGameSwitches[0].beat;
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}
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var allStarts = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "start" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
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if (allStarts.Count == 0) return double.MaxValue;
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double startBeat = allStarts[0].beat;
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var allPillarEnds = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "above" }).FindAll(x => x.beat >= startBeat && x.beat < nextGameSwitchBeat);
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if (allPillarEnds.Count == 0) return double.MaxValue;
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return allPillarEnds[0].beat - startBeat;
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}
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private bool GetStartBeatParam()
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{
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var allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat <= Conductor.instance.songPositionInBeatsAsDouble && x.datamodel is "gameManager/switchGame/totemClimb");
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double lastGameSwitchBeat = 0;
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if (allGameSwitches.Count > 0) lastGameSwitchBeat = allGameSwitches[^1].beat;
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var nextGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat > lastGameSwitchBeat && x.datamodel != "gameManager/switchGame/totemClimb");
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double nextGameSwitchBeat = double.MaxValue;
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if (nextGameSwitches.Count > 0)
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{
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nextGameSwitchBeat = nextGameSwitches[0].beat;
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}
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var allStarts = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "start" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
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if (allStarts.Count == 0) return false;
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return allStarts[0]["hide"];
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}
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}
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}
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