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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().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().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().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); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs b/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs index bb8585989..fd9e82cd7 100644 --- a/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs +++ b/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs @@ -59,6 +59,8 @@ namespace HeavenStudio.Games public Animator damageAnim; public ParticleSystem hitEffect; + public float scaleSpeed; + private List spawnedEnemies = new List(); 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(); 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().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); } } } \ No newline at end of file