mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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a1543ce3ef
* meat grinder has been entirely reworked * update MeatGrinder.cs, replace assets background is still temporary but this is all im doing til ev can help * Boss New Anims * New Tack Animations * edited anims * new bg * working out merge conflics (cries) * push for anims stuff why r unity animations so suck * Cart guy cart guy cart guy * cart guy :) * explodes 👼 * curves for meat trajectory * typo * cart guy is awesome. and tack reaction. 🐱 🐱 🐱 🐱 🐱 * I love unity animation * everything but the boss call cancel fix * bacon anim (+ remove interp on other meat anims) * lastbeatpulse + gears are the only thing left i was GONNA add both the beat based and constant gear animations but it just doesn't work out the way i want it to. OHHHH WELLLLL im gonna use straight up transforms anyways so i wont have to deal with unity animation (🤢) * truly, and dearly, finished? NOPE! UNITY ANIMATION BUG :D * mwuhahahaha disable ass buns * meatsplash start, fix riqentity find bug * fixes + particle improvements all that's left is the phone bop and arc/particle adjustments, im pretty sure * particle + arc adjustment, fix weird anim play on gameswitch * fixed phonebop oops i was playing the idle animation in update... * make particles beat based just waiting on mine to fix the offset bug * fix trajectory jank --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: Seanski2 <seanbenedit@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
223 lines
8.6 KiB
C#
223 lines
8.6 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_MeatGrinder
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{
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public class Meat : MonoBehaviour
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{
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[SerializeField] Transform startPosition;
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[SerializeField] Transform startPositionAlt;
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[SerializeField] Transform hitPosition;
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[SerializeField] Transform missPosition;
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[SerializeField] float meatFlyHeight = 1f;
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[SerializeField] float meatFlyHeightAlt = 1f;
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[SerializeField] bool showAltCurve;
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[NonSerialized] public double startBeat;
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[NonSerialized] public MeatType meatType;
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[NonSerialized] public MeatGrinder.Reaction tackReaction;
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[NonSerialized] public MeatGrinder.Reaction bossReaction;
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private bool isHit = false;
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// const float meatStart = 0;
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// const float meatEnd = 3.43f;
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[Header("Animators")]
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private Animator anim;
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private SpriteRenderer sr;
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[SerializeField] private Sprite[] meats;
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public enum MeatType
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{
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DarkMeat,
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LightMeat,
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BaconBall,
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}
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private MeatGrinder game;
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private void Awake()
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{
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game = MeatGrinder.instance;
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anim = GetComponent<Animator>();
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sr = GetComponent<SpriteRenderer>();
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// anim.writeDefaultValuesOnDisable = false;
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}
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private void Start()
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{
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sr.sprite = meats[(int)meatType];
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game.ScheduleInput(startBeat, 1, MeatGrinder.InputAction_Press, Hit, Miss, Nothing);
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}
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private void Update()
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{
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Conductor cond = Conductor.instance;
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if (!isHit)
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{
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double startTime = cond.GetSongPosFromBeat(startBeat);
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double hitTime = cond.GetSongPosFromBeat(startBeat + 1);
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double missTime = hitTime + MeatGrinder.ngLateTime;
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double currentTime = cond.songPositionAsDouble;
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Vector3 lastPos = transform.position;
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Vector3 startPos = meatType == MeatType.LightMeat ? startPositionAlt.position : startPosition.position;
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float hitAlongMissRatio = Vector3.Dot((startPos - missPosition.position), (startPos - hitPosition.position));
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hitAlongMissRatio /= Vector3.Dot((startPos - missPosition.position), (startPos - missPosition.position));
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Vector3 hitOnMissPos = startPos + ((missPosition.position - startPos) * hitAlongMissRatio);
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float prog;
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if (currentTime >= hitTime)
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{
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prog = (float)((currentTime - hitTime) / (missTime - hitTime));
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transform.position = Vector3.Lerp(hitOnMissPos, missPosition.position, prog);
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prog = (prog * (1 - hitAlongMissRatio)) + hitAlongMissRatio;
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}
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else
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{
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prog = (float)((currentTime - startTime) / (hitTime - startTime));
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transform.position = Vector3.Lerp(startPos, hitOnMissPos, prog);
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prog *= hitAlongMissRatio;
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}
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float yMul = prog * 2f - 1f;
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float yWeight = -(yMul * yMul) + 1f;
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transform.position += (meatType == MeatType.LightMeat ? meatFlyHeightAlt : meatFlyHeight) * yWeight * Vector3.up;
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// point towards the next position
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if (cond.isPlaying)
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{
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transform.right = transform.position - lastPos;
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}
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}
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}
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private void Hit(PlayerActionEvent caller, float state)
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{
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anim.enabled = true;
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isHit = true;
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game.TackAnim.SetBool("tackMeated", false);
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anim.DoScaledAnimationAsync(meatType.ToString() + "Hit", 0.5f);
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bool isBarely = state is >= 1f or <= -1f;
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game.bossAnnoyed = isBarely;
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SoundByte.PlayOneShotGame("meatGrinder/" + (isBarely ? "tink" : "meatHit"));
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game.TackAnim.DoScaledAnimationAsync("TackHit" + (isBarely ? "Barely" : "Success"), 0.5f);
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(float rangeStart, float rangeEnd) = meatType switch { // im not good enough at math to figure out how to make this an equation
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MeatType.DarkMeat => (0, 0.333f),
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MeatType.LightMeat => (0.334f, 0.666f),
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MeatType.BaconBall or _ => (0.667f, 1),
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};
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var sheetAnim = game.MeatSplash.textureSheetAnimation;
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var main = game.MeatSplash.main;
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sheetAnim.frameOverTime = new ParticleSystem.MinMaxCurve(rangeStart, rangeEnd);
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main.simulationSpeed = 0.5f / Conductor.instance.pitchedSecPerBeat;
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// has a probability of zero normally so it's not played with Play() but this exposes it to the editor
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var emission = game.MeatSplash.emission;
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game.MeatSplash.Emit(new ParticleSystem.EmitParams(), (int)emission.GetBurst(0).count.constant);
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if (tackReaction.expression > 0) {
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BeatAction.New(game, new List<BeatAction.Action>() {
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new(startBeat + tackReaction.beat + 1, delegate { game.DoExpressions(tackReaction.expression); }),
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});
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}
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if (bossReaction.expression > 0) {
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BeatAction.New(game, new List<BeatAction.Action>() {
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new(startBeat + bossReaction.beat + 1, delegate { game.DoExpressions(0, bossReaction.expression); }),
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});
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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anim.enabled = true;
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game.bossAnnoyed = true;
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SoundByte.PlayOneShotGame("meatGrinder/miss");
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game.TackAnim.DoScaledAnimationAsync("TackMiss" + meatType.ToString(), 0.5f);
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game.TackAnim.SetBool("tackMeated", true);
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game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f);
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Destroy(gameObject);
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}
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private void Nothing(PlayerActionEvent caller) { }
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public void SetSprite()
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{
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sr.sprite = meats[(int)meatType];
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}
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public void DestroySelf()
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{
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Destroy(gameObject);
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}
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/// <summary>
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/// Callback to draw gizmos that are pickable and always drawn.
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/// </summary>
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private void OnDrawGizmos()
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{
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// draw a line showing the direction from the miss position to the hit position
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if (startPosition == null) return;
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if (startPositionAlt == null) return;
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Vector3 startPos = showAltCurve ? startPositionAlt.position : startPosition.position;
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if (hitPosition != null && missPosition != null && startPos != null)
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{
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Gizmos.color = Color.red;
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Gizmos.DrawLine(startPos, hitPosition.position);
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Gizmos.color = Color.blue;
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Gizmos.DrawLine(startPos, missPosition.position);
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Gizmos.color = Color.green;
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Vector3 direction = (hitPosition.position - missPosition.position).normalized;
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Gizmos.DrawRay(missPosition.position, direction * 10);
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// project start position -> hit position onto start position -> miss position
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float hitAlongMissRatio = Vector3.Dot((startPos - missPosition.position), (startPos - hitPosition.position));
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hitAlongMissRatio /= Vector3.Dot((startPos - missPosition.position), (startPos - missPosition.position));
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Gizmos.color = Color.yellow;
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Gizmos.DrawRay(startPos, (missPosition.position - startPos) * hitAlongMissRatio);
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DrawCurveGizmo(startPos, missPosition.position, Vector3.up * (showAltCurve ? meatFlyHeightAlt : meatFlyHeight), Color.yellow, 0.1f);
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}
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}
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void DrawCurveGizmo(Vector3 start, Vector3 end, Vector3 height, Color colour, float interval)
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{
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Gizmos.color = colour;
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Vector3 lastPos = start;
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Vector3 pos;
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float t, yMul, yWeight;
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for (float i = 0; i < 1; i += interval)
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{
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t = i;
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pos = Vector3.Lerp(start, end, t);
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yMul = t * 2f - 1f;
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yWeight = -(yMul * yMul) + 1f;
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pos += height * yWeight;
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Gizmos.DrawLine(lastPos, pos);
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lastPos = pos;
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}
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t = 1f;
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pos = end;
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yMul = t * 2f - 1f;
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yWeight = -(yMul * yMul) + 1f;
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pos += height * yWeight;
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Gizmos.DrawLine(lastPos, pos);
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}
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}
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}
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