Changed the way effects are generated

This commit is contained in:
fu-majime 2024-03-14 18:14:46 +09:00
parent a1a9718a5f
commit 0bf9d43299
23 changed files with 1208 additions and 203 deletions

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@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_ShootEmUp
{
public class Effect : MonoBehaviour
{
void End()
{
Destroy(gameObject);
}
}
}

View file

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@ -11,16 +11,24 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
public class Enemy : MonoBehaviour
{
[NonSerialized] public double createBeat;
public Transform SpawnEffect;
[NonSerialized] public Vector2 pos;
[Header("References")]
public Transform effectHolder;
public GameObject trajectoryEffect;
public GameObject originEffect;
public GameObject hitEffect;
public float scaleSpeed;
[NonSerialized] public float scaleSpeed;
Vector3 scaleRate => new Vector3(scaleSpeed, scaleSpeed, scaleSpeed) / (Conductor.instance.pitchedSecPerBeat * 2f);
bool isScale;
private ShootEmUp game;
public void Init()
{
game = ShootEmUp.instance;
transform.localPosition = new Vector3(5.05f/3*pos.x, 2.5f/3*pos.y + 1.25f, 0);
isScale = true;
}
public void StartInput(double beat, double length)
@ -31,16 +39,16 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
private void Just(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("shootEmUp/shoot");
game.shipAnim.Play("shipShoot");
game.shipAnim.Play("shipShoot", 0, 0);
game.hitEffect.Play();
Destroy(gameObject);
JustAnim();
}
private void Miss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
game.Damage();
Destroy(gameObject);
AttackAnim();
}
private void Empty(PlayerActionEvent caller) {}
@ -51,9 +59,84 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
if (cond.isPlaying && !cond.isPaused)
{
var enemyScale = transform.localScale;
transform.localScale = enemyScale + (scaleRate * Time.deltaTime);
if (isScale)
{
var enemyScale = transform.localScale;
transform.localScale = enemyScale + (scaleRate * Time.deltaTime);
}
}
}
public void SpawnAnim()
{
this.GetComponent<Animator>().Play("enemySpawn", 0, 0);
var trajectory = Instantiate(trajectoryEffect, effectHolder);
trajectory.transform.localPosition = this.transform.localPosition;
Vector3 angle = new Vector3(0, 0, 0);
if (pos.x > 0 && pos.y > 0) {
angle = new Vector3(0, 0, -70);
} else if (pos.x < 0 && pos.y > 0) {
angle = new Vector3(0, 0, 70);
} else if (pos.x > 0 && pos.y < 0) {
angle = new Vector3(0, 0, -110);
} else if (pos.x < 0 && pos.y < 0) {
angle = new Vector3(0, 0, 110);
}
trajectory.transform.eulerAngles = angle;
trajectory.gameObject.SetActive(true);
}
public void AttackAnim()
{
var origin = Instantiate(originEffect, effectHolder);
origin.transform.localPosition = this.transform.localPosition;
origin.gameObject.SetActive(true);
this.GetComponent<Animator>().Play("enemyAttack", 0, 0);
isScale = false;
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
var trajectory = Instantiate(trajectoryEffect, effectHolder);
var hit = Instantiate(hitEffect, effectHolder);
Vector3 attackPos = new Vector3(0, 0, 0);
Vector3 angle = new Vector3(0, 0, 0);
if (pos.x > 0) {
attackPos = new Vector3(-5, -3, 0);
angle = new Vector3(0, 0, -70);
} else if (pos.x < 0) {
attackPos = new Vector3(5, -3, 0);
angle = new Vector3(0, 0, 70);
}
transform.localPosition = attackPos;
trajectory.transform.localPosition = attackPos;
trajectory.transform.eulerAngles = angle;
trajectory.gameObject.SetActive(true);
hit.transform.localPosition = attackPos;
hit.gameObject.SetActive(true);
}
public void JustAnim()
{
this.GetComponent<Animator>().Play("enemyAttack", 0, 0);
isScale = false;
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
var hit = Instantiate(hitEffect, effectHolder);
Vector3 attackPos = new Vector3(0, 0.29f, 0);
transform.localPosition = attackPos;
hit.transform.localPosition = attackPos;
hit.gameObject.SetActive(true);
}
void End()
{
Destroy(gameObject);
}
}
}

View file

@ -59,6 +59,8 @@ namespace HeavenStudio.Games
public Animator damageAnim;
public ParticleSystem hitEffect;
public float scaleSpeed;
private List<Enemy> spawnedEnemies = new List<Enemy>();
public enum PlacementType
@ -154,24 +156,14 @@ namespace HeavenStudio.Games
}
}
public void SpawnEnemy(double beat, float x, float y, bool active = true)
public void SpawnEnemy(double beat, float x, float y, bool active = true, float interval = 4f)
{
var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent<Enemy>();
spawnedEnemies.Add(newEnemy);
newEnemy.createBeat = beat;
newEnemy.gameObject.transform.localPosition = new Vector3(5.05f/3*x, 2.5f/3*y + 1.25f, 0);
Vector3 angle = new Vector3(0, 0, 0);
if (x > 0 && y > 0) {
angle = new Vector3(0, 0, -70);
} else if (x < 0 && y > 0) {
angle = new Vector3(0, 0, 70);
} else if (x > 0 && y < 0) {
angle = new Vector3(0, 0, -110);
} else if (x < 0 && y < 0) {
angle = new Vector3(0, 0, 110);
}
newEnemy.SpawnEffect.eulerAngles = angle;
newEnemy.scaleSpeed = scaleSpeed/interval;
newEnemy.pos = new Vector2(x, y);
newEnemy.Init();
if (active)
{
@ -181,7 +173,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat, delegate
{
newEnemy.gameObject.SetActive(true);
newEnemy.GetComponent<Animator>().Play("enemySpawn", 0, 0);
newEnemy.SpawnAnim();
})
});
}
@ -223,7 +215,7 @@ namespace HeavenStudio.Games
int posDataIndex = Math.Min(posData.Length - 1, i);
var pos = posData[posDataIndex];
SpawnEnemy(evt.beat, pos.x, pos.y, evt.beat >= gameSwitchBeat);
SpawnEnemy(evt.beat, pos.x, pos.y, evt.beat >= gameSwitchBeat, interval);
}
}
else
@ -231,7 +223,7 @@ namespace HeavenStudio.Games
foreach (var evt in relevantInputs)
{
crHandlerInstance.AddEvent(evt.beat);
SpawnEnemy(evt.beat, evt["x"], evt["y"], evt.beat >= gameSwitchBeat);
SpawnEnemy(evt.beat, evt["x"], evt["y"], evt.beat >= gameSwitchBeat, interval);
}
}
@ -288,8 +280,8 @@ namespace HeavenStudio.Games
public void Damage()
{
shipAnim.Play("shipDamage");
damageAnim.Play("damage");
shipAnim.Play("shipDamage", 0, 0);
damageAnim.Play("damage", 0, 0);
}
}
}