mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
6b58b427c8
* prefab * Spawn Rod * Shoot Rod * Square * Shoot Rod EX * Custom Bounce * Fix spawn * fix animation * Change Block * Change Block Animation * Destroy Square * Fix block's transition * Shoot Rod (mute) * High Curve * animation tweaks, revert to old spritesheet * more accurate placement * more animations * finished anims * all animations done * shake more * Minor correction * fixed square rotations * upscale * icon * Add miss curve and Toggle Blocks --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
209 lines
No EOL
8 KiB
C#
209 lines
No EOL
8 KiB
C#
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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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
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{
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using HeavenStudio.Util;
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public class Rod : MonoBehaviour
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{
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[System.NonSerialized] public double startBeat, lengthBeat, currentBeat;
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[System.NonSerialized] public int currentPos, nextPos;
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[System.NonSerialized] public int ID;
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private BezierCurve3D currentCurve;
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private Animator rodAnim;
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[System.NonSerialized] public bool isShoot = false;
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public Square[] Squares;
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private bool isMiss = false;
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private bool isNearlyMiss = false;
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[System.NonSerialized] public int time, endTime = int.MaxValue;
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[System.NonSerialized] public BuiltToScaleRvl.CustomBounceItem[] customBounce;
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public float missAngle, fallingAngle;
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private BuiltToScaleRvl game;
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public void Init()
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{
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game = BuiltToScaleRvl.instance;
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rodAnim = GetComponent<Animator>();
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currentBeat = startBeat;
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time = 0;
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BounceRecursion(startBeat, lengthBeat, currentPos, nextPos);
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setParameters(currentPos, nextPos);
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fallingAngle = fallingAngle * UnityEngine.Random.Range(-1f, 1f);
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}
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void Update()
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{
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var cond = Conductor.instance;
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rodAnim.speed = 0.5f / cond.pitchedSecPerBeat / (float)lengthBeat;
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transform.localEulerAngles = new Vector3(0, 0, 0);
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if (currentCurve is not null)
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{
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float curveProg = cond.GetPositionFromBeat(currentBeat, lengthBeat);
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if (curveProg > 1) curveProg = 1 + (curveProg-1)*0.5f;
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if (isMiss) {
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transform.position = currentCurve.GetPoint(curveProg);
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transform.localEulerAngles = new Vector3(0, 0, fallingAngle*curveProg);
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} else if (currentPos <= nextPos) {
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transform.position = currentCurve.GetPoint(curveProg);
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if (isNearlyMiss) transform.localEulerAngles = new Vector3(0, 0, missAngle*(1 - curveProg));
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} else {
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transform.position = currentCurve.GetPoint(1 - curveProg);
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if (isNearlyMiss) transform.localEulerAngles = new Vector3(0, 0, missAngle*(1 - curveProg));
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}
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}
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}
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private void BounceRecursion(double beat, double length, int currentPos, int nextPos, bool playBounce = true)
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{
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var actions = new List<BeatAction.Action>();
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if (BuiltToScaleRvl.IsPositionInRange(currentPos) && playBounce)
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{
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actions.Add(new BeatAction.Action(beat, () => game.PlayBlockBounce(currentPos, beat + length)));
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}
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actions.Add(new BeatAction.Action(beat, delegate
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{
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this.currentBeat = beat;
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this.time++;
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setParameters(currentPos, nextPos);
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}));
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if (!BuiltToScaleRvl.IsPositionInRange(nextPos))
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{
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actions.Add(new BeatAction.Action(beat + length, () => End()));
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}
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else if (nextPos == 2)
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{
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if (isShoot && time + 1 == endTime) {
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actions.Add(new BeatAction.Action(beat, () => game.PlayBlockPrepare(nextPos, beat + length)));
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game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_FlickAltPress, ShootOnHit, ShootOnMiss, Empty, CanShootHit);
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}
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else {
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game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_BasicPress, BounceOnHit, BounceOnMiss, Empty, CanBounceHit);
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}
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}
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else
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{
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actions.Add(new BeatAction.Action(beat, delegate
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{
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int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce);
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BounceRecursion(beat + length, length, nextPos, followingPos);
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}));
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}
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if (BuiltToScaleRvl.IsPositionInRange(currentPos))
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{
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actions.Add(new BeatAction.Action(beat + length, () => game.PlayBlockIdle(currentPos, beat + length)));
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}
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BeatAction.New(game, actions);
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}
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void setParameters(int currentPos, int nextPos)
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{
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this.currentPos = currentPos;
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this.nextPos = nextPos;
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if (currentPos < nextPos) {
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rodAnim.SetFloat("speed", 1f);
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} else if (currentPos > nextPos){
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rodAnim.SetFloat("speed", -1f);
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}
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if (isShoot && time == endTime) {
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Debug.Log($"{currentPos} {nextPos}");
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currentCurve = game.curve[BuiltToScaleRvl.curveMapHigh[(currentPos, nextPos)]];
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} else if (BuiltToScaleRvl.IsPositionInRange(nextPos)) {
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currentCurve = game.curve[BuiltToScaleRvl.curveMap[(currentPos, nextPos)]];
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} else {
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currentCurve = game.curve[BuiltToScaleRvl.curveMapOut[(currentPos, nextPos)]];
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}
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}
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private void BounceOnHit(PlayerActionEvent caller, float state)
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{
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int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce);
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if (state >= 1f || state <= -1f)
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{
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isNearlyMiss = true;
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BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => isNearlyMiss = false)});
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game.PlayBlockBounceNearlyMiss(nextPos);
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BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false);
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return;
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}
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game.PlayBlockBounce(nextPos, currentBeat + 2*lengthBeat);
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BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false);
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}
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private void BounceOnMiss(PlayerActionEvent caller)
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{
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Falling();
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}
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private bool CanBounceHit()
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{
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return !game.isPlayerOpen;
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}
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private void Falling()
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{
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int missCurveIndex = (currentPos > nextPos) ? 0 : 1;
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currentCurve = game.missCurve[missCurveIndex];
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currentBeat = Conductor.instance.songPositionInBeats;
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rodAnim.SetFloat("speed", -1f);
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isMiss = true;
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game.PlayBlockBounceMiss(nextPos);
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BeatAction.New(game, new List<BeatAction.Action>() {
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new BeatAction.Action(currentBeat + lengthBeat*0.2f, delegate {
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GetComponent<SpriteRenderer>().sortingOrder = 1;
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}),
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new BeatAction.Action(currentBeat + lengthBeat, delegate {
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game.PlayBlockIdle(nextPos, currentBeat + lengthBeat);
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End();
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})
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});
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}
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private void ShootOnHit(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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Falling();
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return;
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}
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game.PlayBlockShoot(nextPos);
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foreach (var square in Squares) {
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Destroy(square.gameObject);
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}
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game.SpawnAssembled();
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End();
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}
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private void ShootOnMiss(PlayerActionEvent caller)
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{
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if (game.isPlayerPrepare)
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{
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GetComponent<SpriteRenderer>().sortingOrder = 1;
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game.PlayBlockShootMiss(nextPos);
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BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => End())});
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}
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else
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{
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Falling();
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}
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}
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private bool CanShootHit()
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{
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return game.isPlayerPrepare;
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}
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private void Empty(PlayerActionEvent caller) {}
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void End()
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{
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Destroy(gameObject);
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}
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}
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} |