Merge branch 'release_1' into pr/577

This commit is contained in:
minenice55 2023-11-21 20:18:20 -05:00
commit 156014f5ed
48 changed files with 5028 additions and 613 deletions

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@ -38,15 +38,42 @@ namespace HeavenStudio
/**
camera's current transformation
**/
private static Vector3 position;
private static Vector3 rotEluer;
private static Vector3 shakeResult;
private static Vector3 _position;
private static Vector3 Position
{
get => _position;
set
{
_position = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _rotEuler;
private static Vector3 RotEuler
{
get => _rotEuler;
set
{
_rotEuler = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _shakeResult;
private static Vector3 ShakeResult
{
get => _shakeResult;
set
{
_shakeResult = value;
instance.ApplyCameraValues();
}
}
/**
camera's last transformation
**/
private static Vector3 positionLast;
private static Vector3 rotEluerLast;
private static Vector3 rotEulerLast;
private static Vector3 shakeLast;
/**
@ -54,10 +81,46 @@ namespace HeavenStudio
to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
and NOT in the editor
**/
public static Vector3 additionalPosition;
public static Vector3 additionalRotEluer;
public static Vector3 additionalScale;
public static float additionalFoV;
private static Vector3 _additionalPosition;
public static Vector3 AdditionalPosition
{
get => _additionalPosition;
set
{
_additionalPosition = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _additionalRotEuler;
public static Vector3 AdditionalRotEuler
{
get => _additionalRotEuler;
set
{
_additionalRotEuler = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _additionalScale;
public static Vector3 AdditionalScale
{
get => _additionalScale;
set
{
_additionalScale = value;
instance.ApplyCameraValues();
}
}
private static float _additionalFoV;
public static float AdditionalFoV
{
get => _additionalFoV;
set
{
_additionalFoV = value;
instance.ApplyCameraValues();
}
}
[Header("Components")]
public Color baseColor;
@ -80,7 +143,7 @@ namespace HeavenStudio
currentColor = baseColor;
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
rotEulerLast = defaultRotEluer;
}
public void OnBeatChanged(double beat)
@ -90,7 +153,7 @@ namespace HeavenStudio
currentColor = baseColor;
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
rotEulerLast = defaultRotEluer;
// this entire thing is a mess redo it later
//pos
@ -127,15 +190,21 @@ namespace HeavenStudio
private void LateUpdate()
{
Camera cam = GetCamera();
// rotate position by additional rotation
Vector3 userPos = Quaternion.Euler(additionalRotEluer) * position;
cam.transform.localPosition = userPos + additionalPosition + shakeResult;
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
cam.fieldOfView = additionalFoV;
cam.backgroundColor = currentColor;
if (!StaticCamera.instance.usingMinigameAmbientColor) StaticCamera.instance.SetAmbientGlowColour(currentColor, false, false);
}
private void ApplyCameraValues()
{
Camera cam = GetCamera();
// rotate position by additional rotation
Vector3 userPos = Quaternion.Euler(_additionalRotEuler) * _position;
cam.transform.localPosition = userPos + _additionalPosition + _shakeResult;
cam.transform.eulerAngles = _rotEuler + _additionalRotEuler;
cam.fieldOfView = _additionalFoV;
//Debug.Log("Camera Pos: " + _additionalPosition);
}
private void UpdateCameraColor()
{
foreach (var e in colorEvents)
@ -168,19 +237,19 @@ namespace HeavenStudio
switch (e["axis"])
{
case (int) CameraAxis.X:
position.x = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
Position = new Vector3(func(positionLast.x, e["valA"], Mathf.Min(prog, 1f)), Position.y, Position.z);
break;
case (int) CameraAxis.Y:
position.y = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
Position = new Vector3(Position.x, func(positionLast.y, e["valB"], Mathf.Min(prog, 1f)), Position.z);
break;
case (int) CameraAxis.Z:
position.z = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
Position = new Vector3(Position.x, Position.y, func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f)));
break;
default:
float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
position = new Vector3(dx, dy, dz);
Position = new Vector3(dx, dy, dz);
break;
}
}
@ -216,19 +285,19 @@ namespace HeavenStudio
switch (e["axis"])
{
case (int) CameraAxis.X:
rotEluer.x = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(func(rotEulerLast.x, e["valA"], Mathf.Min(prog, 1f)), RotEuler.y, RotEuler.z);
break;
case (int) CameraAxis.Y:
rotEluer.y = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(RotEuler.x, func(rotEulerLast.y, e["valB"], Mathf.Min(prog, 1f)), RotEuler.z);
break;
case (int) CameraAxis.Z:
rotEluer.z = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(RotEuler.x, RotEuler.y, func(rotEulerLast.z, -e["valC"], Mathf.Min(prog, 1f)));
break;
default:
float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
float dx = func(rotEulerLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(rotEulerLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(rotEulerLast.z, -e["valC"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
break;
}
}
@ -237,19 +306,19 @@ namespace HeavenStudio
switch (e["axis"])
{
case (int) CameraAxis.X:
rotEluerLast.x = e["valA"];
rotEulerLast.x = e["valA"];
break;
case (int) CameraAxis.Y:
rotEluerLast.y = e["valB"];
rotEulerLast.y = e["valB"];
break;
case (int) CameraAxis.Z:
rotEluerLast.z = -e["valC"];
rotEulerLast.z = -e["valC"];
break;
default:
rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
rotEulerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
break;
}
rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
rotEulerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
}
}
}
@ -262,27 +331,27 @@ namespace HeavenStudio
if (prog >= 0f)
{
float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
shakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
ShakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
}
if (prog > 1f)
{
shakeResult = new Vector3(0, 0);
ShakeResult = new Vector3(0, 0);
}
}
}
public static void ResetTransforms()
{
position = defaultPosition;
rotEluer = defaultRotEluer;
shakeResult = defaultShake;
Position = defaultPosition;
RotEuler = defaultRotEluer;
ShakeResult = defaultShake;
}
public static void ResetAdditionalTransforms()
{
additionalPosition = new Vector3(0, 0, 0);
additionalRotEluer = new Vector3(0, 0, 0);
additionalFoV = defaultFoV;
AdditionalPosition = new Vector3(0, 0, 0);
AdditionalRotEuler = new Vector3(0, 0, 0);
AdditionalFoV = defaultFoV;
}
public static Camera GetCamera()

View file

@ -605,7 +605,7 @@ namespace HeavenStudio
}
StartCoroutine(PlayCo(beat, delay));
onBeatChanged?.Invoke(beat);
//onBeatChanged?.Invoke(beat);
}
private IEnumerator PlayCo(double beat, float delay = 0f)
@ -649,7 +649,7 @@ namespace HeavenStudio
Conductor.instance.Stop(beat);
SetCurrentEventToClosest(beat);
onBeatChanged?.Invoke(beat);
//onBeatChanged?.Invoke(beat);
// I feel like I should standardize the names
SkillStarManager.instance.KillStar();
@ -946,6 +946,8 @@ namespace HeavenStudio
private void SetGame(string game, bool useMinigameColor = true)
{
ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
Destroy(currentGameO);
currentGameO = Instantiate(GetGame(game));
@ -953,8 +955,6 @@ namespace HeavenStudio
currentGameO.name = game;
SetCurrentGame(game, useMinigameColor);
ResetCamera();
}
public void PreloadGameSequences(string game)

View file

@ -17,21 +17,31 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("donut", "Donut")
{
function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); },
preFunction = delegate { BlueBear.TreatSound(eventCaller.currentEntity.beat, false); },
function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false, eventCaller.currentEntity.beat); },
defaultLength = 3,
},
new GameAction("cake", "Cake")
{
function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); },
preFunction = delegate { BlueBear.TreatSound(eventCaller.currentEntity.beat, true); },
function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.beat); },
defaultLength = 4,
},
new GameAction("setEmotion", "Set Emotion")
new GameAction("setEmotion", "Emotion")
{
function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetEmotion(e.beat, e.length, e["type"]); },
defaultLength = 0.5f,
function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetEmotion(e["type"]); },
parameters = new List<Param>()
{
new Param("type", BlueBear.EmotionType.ClosedEyes, "Type", "Which emotion should the blue bear use?")
new Param("type", BlueBear.EmotionType.ClosedEyes, "Emotion", "Which emotion should the blue bear use?")
}
},
new GameAction("stretchEmotion", "Long Emotion")
{
defaultLength = 4,
resizable = true,
parameters = new List<Param>()
{
new Param("type", BlueBear.EmotionStretchType.LookUp, "Emotion", "Which emotion should the blue bear use?")
}
},
new GameAction("wind", "Wind")
@ -39,6 +49,16 @@ namespace HeavenStudio.Games.Loaders
function = delegate { BlueBear.instance.Wind(); },
defaultLength = 0.5f
},
new GameAction("story", "Story")
{
defaultLength = 4,
parameters = new List<Param>()
{
new Param("story", BlueBear.StoryType.Date, "Story"),
new Param("enter", true, "Enter")
},
resizable = true
},
new GameAction("crumb", "Set Crumb Threshold")
{
function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetCrumbThreshold(e["right"], e["left"], e["reset"]); },
@ -61,18 +81,31 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
using Jukebox;
using Scripts_BlueBear;
public class BlueBear : Minigame
{
public enum EmotionType
{
Neutral,
ClosedEyes,
LookUp,
Smile,
Sad,
InstaSad,
Sigh
Neutral = 0,
ClosedEyes = 1,
Cry = 2,
Sigh = 3
}
public enum EmotionStretchType
{
LookUp = 0,
Smile = 1,
StartCrying = 2,
}
public enum StoryType
{
Date,
Gift,
Girl,
Eat,
BreakUp
}
[Header("Animators")]
public Animator headAndBodyAnim; // Head and body
@ -84,6 +117,7 @@ namespace HeavenStudio.Games
[Header("References")]
[SerializeField] GameObject leftCrumb;
[SerializeField] GameObject rightCrumb;
[SerializeField] private Animator _storyAnim;
public GameObject donutBase;
public GameObject cakeBase;
public GameObject crumbsBase;
@ -95,14 +129,9 @@ namespace HeavenStudio.Games
static int rightCrumbAppearThreshold = 15;
static int leftCrumbAppearThreshold = 30;
static int eatenTreats = 0;
double emotionStartBeat;
float emotionLength;
string emotionAnimName;
bool crying;
[Header("Curves")]
public BezierCurve3D donutCurve;
public BezierCurve3D cakeCurve;
private List<RiqEntity> _allStoryEvents = new();
[SerializeField] private SuperCurveObject.Path[] _treatCurves;
[Header("Gradients")]
public Gradient donutGradient;
@ -167,63 +196,219 @@ namespace HeavenStudio.Games
new("CtrBearRight", new int[] { IARight, IARight, IARight },
IA_PadRight, IA_TouchRight, IA_BatonRight);
// Editor gizmo to draw trajectories
new void OnDrawGizmos()
{
base.OnDrawGizmos();
foreach (SuperCurveObject.Path path in _treatCurves)
{
if (path.preview)
{
donutBase.GetComponent<SuperCurveObject>().DrawEditorGizmo(path);
}
}
}
public SuperCurveObject.Path GetPath(string name)
{
foreach (SuperCurveObject.Path path in _treatCurves)
{
if (path.name == name)
{
return path;
}
}
return default(SuperCurveObject.Path);
}
void OnDestroy()
{
if (Conductor.instance.isPlaying || Conductor.instance.isPaused) return;
rightCrumbAppearThreshold = 15;
leftCrumbAppearThreshold = 30;
eatenTreats = 0;
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
if (Conductor.instance.isPlaying || Conductor.instance.isPaused) return;
rightCrumbAppearThreshold = 15;
leftCrumbAppearThreshold = 30;
eatenTreats = 0;
}
private void Awake()
{
instance = this;
if (Conductor.instance.isPlaying || Conductor.instance.isPaused) EatTreat(true);
_allStoryEvents = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "story" });
UpdateStory();
}
private int _storyIndex = 0;
private void UpdateStory()
{
var cond = Conductor.instance;
if (_storyIndex >= _allStoryEvents.Count) return;
var currentStory = _allStoryEvents[_storyIndex];
if (cond.songPositionInBeatsAsDouble >= currentStory.beat + currentStory.length && _storyIndex + 1 != _allStoryEvents.Count)
{
_storyIndex++;
UpdateStory();
return;
}
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(currentStory.beat, currentStory.length));
bool enter = currentStory["enter"];
switch (currentStory["story"])
{
case (int)StoryType.Date:
_storyAnim.DoNormalizedAnimation(enter ? "Flashback0" : "Flashback0Exit", normalizedBeat);
break;
case (int)StoryType.Gift:
_storyAnim.DoNormalizedAnimation(enter ? "Flashback1" : "Flashback1Exit", normalizedBeat);
break;
case (int)StoryType.Girl:
_storyAnim.DoNormalizedAnimation(enter ? "Flashback2" : "Flashback2Exit", normalizedBeat);
break;
case (int)StoryType.Eat:
_storyAnim.DoNormalizedAnimation(enter ? "Flashback3" : "Flashback3Exit", normalizedBeat);
break;
default:
_storyAnim.DoNormalizedAnimation(enter ? "Breakup" : "BreakupExit", normalizedBeat);
break;
}
}
private void Update()
{
headAndBodyAnim.SetBool("ShouldOpenMouth", foodHolder.childCount != 0);
if (headAndBodyAnim.GetBool("ShouldOpenMouth"))
{
_emotionCancelled = true;
}
if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left.inputLockCategory))
{
SoundByte.PlayOneShotGame("blueBear/whiff");
Bite(true);
}
else if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right.inputLockCategory))
{
SoundByte.PlayOneShotGame("blueBear/whiff");
Bite(false);
}
Conductor cond = Conductor.instance;
UpdateEmotions();
if (cond.isPlaying && !cond.isPaused)
UpdateStory();
headAndBodyAnim.SetScaledAnimationSpeed();
bagsAnim.SetScaledAnimationSpeed();
cakeBagAnim.SetScaledAnimationSpeed();
donutBagAnim.SetScaledAnimationSpeed();
windAnim.SetScaledAnimationSpeed();
}
private bool _emotionCancelled = false;
private int _emotionIndex = 0;
private List<RiqEntity> _allEmotionsStretch = new();
private EmotionStretchType _lastEmotion = EmotionStretchType.LookUp;
private void UpdateEmotions()
{
var cond = Conductor.instance;
if (_allEmotionsStretch.Count == 0 || _emotionIndex >= _allEmotionsStretch.Count) return;
var beat = cond.songPositionInBeatsAsDouble;
var e = _allEmotionsStretch[_emotionIndex];
if (beat > e.beat + e.length)
{
float normalizedBeat = cond.GetPositionFromBeat(emotionStartBeat, emotionLength);
if (normalizedBeat >= 0 && normalizedBeat <= 1f)
_emotionIndex++;
_lastEmotion = (EmotionStretchType)_allEmotionsStretch[_emotionIndex - 1]["type"];
crying = _lastEmotion == EmotionStretchType.StartCrying;
_emotionCancelled = false;
UpdateEmotions();
return;
}
if (beat >= e.beat && beat < e.beat + e.length && !_emotionCancelled)
{
_lastEmotion = (EmotionStretchType)e["type"];
crying = _lastEmotion == EmotionStretchType.StartCrying;
float normalizedBeat = cond.GetPositionFromBeat(e.beat, e.length);
string animName = (EmotionStretchType)e["type"] switch
{
//headAndBodyAnim.DoNormalizedAnimation(emotionAnimName, normalizedBeat);
EmotionStretchType.LookUp => "OpenEyes",
EmotionStretchType.Smile => "Smile",
EmotionStretchType.StartCrying => "Sad",
_ => throw new NotImplementedException(),
};
headAndBodyAnim.DoNormalizedAnimation(animName, normalizedBeat);
}
}
private void HandleEmotions(double beat)
{
_allEmotionsStretch = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "stretchEmotion" });
if (_allEmotionsStretch.Count == 0) return;
UpdateEmotions();
var allEmosBeforeBeat = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "stretchEmotion" }).FindAll(x => x.beat < beat);
if ((EmotionStretchType)allEmosBeforeBeat[^1]["type"] == EmotionStretchType.StartCrying)
{
headAndBodyAnim.DoScaledAnimationAsync("CryIdle", 0.5f);
}
else if ((EmotionStretchType)allEmosBeforeBeat[^1]["type"] == EmotionStretchType.Smile)
{
headAndBodyAnim.DoScaledAnimationAsync("SmileIdle", 0.5f);
}
}
public override void OnPlay(double beat)
{
HandleTreatsOnStart(beat);
HandleEmotions(beat);
}
public override void OnGameSwitch(double beat)
{
HandleTreatsOnStart(beat);
HandleEmotions(beat);
}
private void HandleTreatsOnStart(double gameswitchBeat)
{
var allTreatEvents = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "donut", "cake" });
foreach (var e in allTreatEvents)
{
if (e.beat + e.length - 1 > gameswitchBeat && e.beat < gameswitchBeat)
{
SpawnTreat(e.beat, e.datamodel == "blueBear/cake", gameswitchBeat);
}
}
}
public void Wind()
{
windAnim.Play("Wind", 0, 0);
windAnim.DoScaledAnimationAsync("Wind", 0.5f);
}
public void Bite(bool left)
{
_emotionCancelled = true;
if (crying)
{
headAndBodyAnim.Play(left ? "CryBiteL" : "CryBiteR", 0, 0);
headAndBodyAnim.DoScaledAnimationAsync(left ? "CryBiteL" : "CryBiteR", 0.5f);
}
else
{
headAndBodyAnim.Play(left ? "BiteL" : "BiteR", 0, 0);
headAndBodyAnim.DoScaledAnimationAsync(left ? "BiteL" : "BiteR", 0.5f);
}
}
@ -268,58 +453,31 @@ namespace HeavenStudio.Games
if (noDonutSquash && noCakeSquash)
{
squashing = false;
bagsAnim.Play("Idle", 0, 0);
bagsAnim.DoScaledAnimationAsync("Idle", 0.5f);
}
}
}
public void SetEmotion(double beat, float length, int emotion)
public void SetEmotion(int emotion)
{
_emotionCancelled = true;
switch (emotion)
{
case (int)EmotionType.Neutral:
if (emotionAnimName == "Smile")
{
headAndBodyAnim.Play("StopSmile", 0, 0);
emotionAnimName = "";
}
else
{
headAndBodyAnim.Play("Idle", 0, 0);
}
//check if smiling then play "StopSmile"
headAndBodyAnim.DoScaledAnimationAsync("Idle", 0.5f);
crying = false;
break;
case (int)EmotionType.ClosedEyes:
headAndBodyAnim.Play("EyesClosed", 0, 0);
headAndBodyAnim.DoScaledAnimationAsync("EyesClosed", 0.5f);
crying = false;
break;
case (int)EmotionType.LookUp:
emotionStartBeat = beat;
emotionLength = length;
emotionAnimName = "OpenEyes";
headAndBodyAnim.Play(emotionAnimName, 0, 0);
crying = false;
break;
case (int)EmotionType.Smile:
emotionStartBeat = beat;
emotionLength = length;
emotionAnimName = "Smile";
headAndBodyAnim.Play(emotionAnimName, 0, 0);
crying = false;
break;
case (int)EmotionType.Sad:
emotionStartBeat = beat;
emotionLength = length;
emotionAnimName = "Sad";
headAndBodyAnim.Play(emotionAnimName, 0, 0);
crying = true;
break;
case (int)EmotionType.InstaSad:
headAndBodyAnim.Play("CryIdle", 0, 0);
case (int)EmotionType.Cry:
headAndBodyAnim.DoScaledAnimationAsync("CryIdle", 0.5f);
crying = true;
break;
case (int)EmotionType.Sigh:
headAndBodyAnim.Play("Sigh", 0, 0);
headAndBodyAnim.DoScaledAnimationAsync("Sigh", 0.5f);
crying = false;
break;
default:
@ -327,36 +485,38 @@ namespace HeavenStudio.Games
}
}
public void SpawnTreat(double beat, bool isCake)
public void SpawnTreat(double beat, bool isCake, double gameSwitchBeat)
{
var objectToSpawn = isCake ? cakeBase : donutBase;
var newTreat = GameObject.Instantiate(objectToSpawn, foodHolder);
var treatComp = newTreat.GetComponent<Treat>();
treatComp.startBeat = beat;
treatComp.curve = isCake ? cakeCurve : donutCurve;
newTreat.SetActive(true);
SoundByte.PlayOneShotGame(isCake ? "blueBear/cake" : "blueBear/donut");
if (beat >= gameSwitchBeat) SquashBag(isCake);
}
SquashBag(isCake);
public static void TreatSound(double beat, bool isCake)
{
SoundByte.PlayOneShot(isCake ? "games/blueBear/cake" : "games/blueBear/donut", beat);
}
public void SquashBag(bool isCake)
{
squashing = true;
bagsAnim.Play("Squashing", 0, 0);
bagsAnim.DoScaledAnimationAsync("Squashing", 0.5f);
individualBagHolder.SetActive(true);
if (isCake)
{
cakeBagAnim.Play("CakeSquash", 0, 0);
cakeBagAnim.DoScaledAnimationAsync("CakeSquash", 0.5f);
}
else
{
donutBagAnim.Play("DonutSquash", 0, 0);
donutBagAnim.DoScaledAnimationAsync("DonutSquash", 0.5f);
}
}
}

View file

@ -8,17 +8,18 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_BlueBear
{
public class Treat : MonoBehaviour
public class Treat : SuperCurveObject
{
const float rotSpeed = 360f;
const float barelyDistX = 1.5f;
const float barelyDistY = -6f;
const float barelyHeight = 4f;
const float rotSpeed = 360f * 3;
public bool isCake;
public double startBeat;
bool flying = true;
double flyBeats;
[NonSerialized] public BezierCurve3D curve;
private Path path;
private BlueBear game;
@ -30,33 +31,34 @@ namespace HeavenStudio.Games.Scripts_BlueBear
private void Start()
{
flyBeats = isCake ? 3f : 2f;
Path pathToCopy = isCake ? game.GetPath("Cake") : game.GetPath("Donut");
path = new();
path.positions = new PathPos[2];
path.positions[0].pos = pathToCopy.positions[0].pos;
path.positions[0].duration = pathToCopy.positions[0].duration;
path.positions[0].height = pathToCopy.positions[0].height;
path.positions[1].pos = pathToCopy.positions[1].pos;
game.ScheduleInput(startBeat, flyBeats, isCake ? BlueBear.InputAction_Left : BlueBear.InputAction_Right, Just, Out, Out);
Update();
}
private void Update()
{
if (flying)
var cond = Conductor.instance;
transform.localPosition = GetPathPositionFromBeat(path, cond.songPositionInBeatsAsDouble, startBeat);
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
if (flyPos > 2f)
{
var cond = Conductor.instance;
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
flyPos *= isCake ? 0.75f : 0.6f;
transform.position = curve.GetPoint(flyPos);
if (flyPos > 1f)
{
Destroy(gameObject);
return;
}
float rot = isCake ? rotSpeed : -rotSpeed;
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
Destroy(gameObject);
return;
}
float rot = isCake ? rotSpeed : -rotSpeed;
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime * cond.pitchedSecPerBeat));
}
void EatFood()
{
flying = false;
if (isCake)
{
SoundByte.PlayOneShotGame("blueBear/chompCake");
@ -71,28 +73,33 @@ namespace HeavenStudio.Games.Scripts_BlueBear
SpawnCrumbs();
GameObject.Destroy(gameObject);
Destroy(gameObject);
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{ //todo: proper near miss feedback
{
SoundByte.PlayOneShot("miss");
if (isCake)
{
game.headAndBodyAnim.Play("BiteL", 0, 0);
game.headAndBodyAnim.DoScaledAnimationAsync("BiteL", 0, 0);
}
else
{
game.headAndBodyAnim.Play("BiteR", 0, 0);
game.headAndBodyAnim.DoScaledAnimationAsync("BiteR", 0, 0);
}
path.positions[0].pos = transform.localPosition;
path.positions[0].height = barelyHeight;
path.positions[0].duration = 1;
path.positions[1].pos = new Vector3(path.positions[0].pos.x + (isCake ? -barelyDistX : barelyDistX), path.positions[0].pos.y + barelyDistY);
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
Update();
return;
}
EatFood();
}
private void Miss(PlayerActionEvent caller) { }
private void Out(PlayerActionEvent caller) { }
void SpawnCrumbs()
@ -106,7 +113,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
var newGradient = new ParticleSystem.MinMaxGradient(isCake ? game.cakeGradient : game.donutGradient);
newGradient.mode = ParticleSystemGradientMode.RandomColor;
main.startColor = newGradient;
ps.Play();
ps.PlayScaledAsync(1);
}
}
}

View file

@ -431,7 +431,7 @@ namespace HeavenStudio.Games
if (shakeTween != null)
shakeTween.Kill(true);
DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(shakeIntensity, 0, 0),
DOTween.Punch(() => GameCamera.AdditionalPosition, x => GameCamera.AdditionalPosition = x, new Vector3(shakeIntensity, 0, 0),
Conductor.instance.pitchedSecPerBeat * 0.5f, 18, 1f);
executives[executiveCount - 1].Stop();
assistantAnim.DoScaledAnimationAsync("Stop", 0.5f);

View file

@ -128,6 +128,10 @@ namespace HeavenStudio.Games
{
instance = this;
GameCamera.AdditionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f);
GameCamera.AdditionalRotEuler = camPos.eulerAngles;
GameCamera.AdditionalFoV = cameraFoV;
environmentMaterials = environmentRenderer.materials;
elevatorMaterials = elevatorRenderer.materials;
beltMaterial = Instantiate(environmentMaterials[8]);
@ -191,13 +195,6 @@ namespace HeavenStudio.Games
}
}
private void Start()
{
GameCamera.additionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f);
GameCamera.additionalRotEluer = camPos.eulerAngles;
GameCamera.additionalFoV = cameraFoV;
}
public void UpdateMappingColors(Color objectColor, Color shooterColor, Color environmentColor)
{
currentObjectColor = objectColor;

View file

@ -290,39 +290,39 @@ namespace HeavenStudio.Games
{
if (normalizedZoomOutAgainBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, 0);
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseInOutQuint);
float newZoom = func(shouldDoSuccessZoom ? 4f : 1.5f, 0, normalizedZoomOutAgainBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newZoom);
GameCamera.AdditionalPosition = new Vector3(0, 0, newZoom);
}
}
else if (normalizedZoomInBeat >= 0)
{
if (normalizedZoomInBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, shouldDoSuccessZoom ? 4f : 1.5f);
GameCamera.AdditionalPosition = new Vector3(0, 0, shouldDoSuccessZoom ? 4f : 1.5f);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseOutQuint);
float newZoom = func(-1, shouldDoSuccessZoom ? 4f : 1.5f, normalizedZoomInBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newZoom);
GameCamera.AdditionalPosition = new Vector3(0, 0, newZoom);
}
}
else if (normalizedZoomOutBeat >= 0)
{
if (normalizedZoomOutBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, -1);
GameCamera.AdditionalPosition = new Vector3(0, 0, -1);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseOutQuint);
float newZoom = func(0f, 1f, normalizedZoomOutBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newZoom * -1);
GameCamera.AdditionalPosition = new Vector3(0, 0, newZoom * -1);
}
}
}

View file

@ -425,7 +425,7 @@ namespace HeavenStudio.Games
if (shakeTween != null)
shakeTween.Kill(true);
DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(0, 0.75f, 0),
DOTween.Punch(() => GameCamera.AdditionalPosition, x => GameCamera.AdditionalPosition = x, new Vector3(0, 0.75f, 0),
Conductor.instance.pitchedSecPerBeat*0.5f, 18, 1f);
isStepping = true;

View file

@ -287,7 +287,7 @@ namespace HeavenStudio.Games
{
currentXPos = flippersMovement.position.x + (moveLeft ? -rollDistance : rollDistance);
isMoving = true;
currentCameraXPos = GameCamera.additionalPosition.x + (moveLeft ? -rollDistance : rollDistance);
currentCameraXPos = GameCamera.AdditionalPosition.x + (moveLeft ? -rollDistance : rollDistance);
if (moveLeft)
{
rightSnow.Play();
@ -310,7 +310,7 @@ namespace HeavenStudio.Games
{
EasingFunction.Function funcCam = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
float newCameraPosX = funcCam(lastCameraXPos, currentCameraXPos, normalizedCamBeat);
GameCamera.additionalPosition = new Vector3(newCameraPosX, 0, 0);
GameCamera.AdditionalPosition = new Vector3(newCameraPosX, 0, 0);
}
if (1f >= normalizedBeat)
{

View file

@ -839,7 +839,7 @@ namespace HeavenStudio.Games
}
BackgroundColorUpdate();
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
GameCamera.AdditionalPosition = cameraPosition - GameCamera.defaultPosition;
BGEffect.transform.position = new Vector3(GameCamera.instance.transform.position.x, GameCamera.instance.transform.position.y, 0);
}

View file

@ -392,7 +392,7 @@ namespace HeavenStudio.Games
public void SetZoom(int zoom)
{
GameCamera.additionalPosition = new Vector3(0, 0, (ZoomPresets)zoom switch
GameCamera.AdditionalPosition = new Vector3(0, 0, (ZoomPresets)zoom switch
{
ZoomPresets.Regular => 0,
ZoomPresets.NotThatFar => -4.5f,

View file

@ -159,6 +159,9 @@ namespace HeavenStudio.Games
private void Awake()
{
GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
GameCamera.AdditionalFoV = cameraFOV;
instance = this;
paddlers.Init();
@ -367,9 +370,9 @@ namespace HeavenStudio.Games
opponentServing = false;
//update camera
GameCamera.additionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
GameCamera.additionalRotEluer = cameraPos.rotation.eulerAngles;
GameCamera.additionalFoV = cameraFOV;
GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
GameCamera.AdditionalFoV = cameraFOV;
}
public void Bop(double beat, float length, bool bop, bool bopAuto)

View file

@ -293,11 +293,11 @@ namespace HeavenStudio.Games
{
if (normalizedShouldStopBeat > 1 && !keepZoomOut)
{
GameCamera.additionalPosition = new Vector3(0, 0, 0);
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
}
else if (normalizedBeat > 1)
{
GameCamera.additionalPosition = new Vector3(currentCamPos.x, currentCamPos.y, currentCamPos.z + 10);
GameCamera.AdditionalPosition = new Vector3(currentCamPos.x, currentCamPos.y, currentCamPos.z + 10);
}
else
{
@ -305,7 +305,7 @@ namespace HeavenStudio.Games
float newPosX = func(lastCamPos.x, currentCamPos.x, normalizedBeat);
float newPosY = func(lastCamPos.y, currentCamPos.y, normalizedBeat);
float newPosZ = func(lastCamPos.z + 10, currentCamPos.z + 10, normalizedBeat);
GameCamera.additionalPosition = new Vector3(newPosX, newPosY, newPosZ);
GameCamera.AdditionalPosition = new Vector3(newPosX, newPosY, newPosZ);
}
}
}

View file

@ -670,7 +670,7 @@ namespace HeavenStudio.Games
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseInOutQuad);
float newX = func(lastTargetCameraX, targetCameraX, normalizedBeat);
GameCamera.additionalPosition = new Vector3(newX, 0, 0);
GameCamera.AdditionalPosition = new Vector3(newX, 0, 0);
}
}
}
@ -680,7 +680,7 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("rockers/lastOne");
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + 2;
}
@ -736,7 +736,7 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("rockers/cmon");
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + 2;
}
@ -806,7 +806,7 @@ namespace HeavenStudio.Games
List<BeatAction.Action> actions = new List<BeatAction.Action>();
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + goToMiddleBeat;
}
@ -896,7 +896,7 @@ namespace HeavenStudio.Games
private void MoveCamera(double beat)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = JJ.transform.localPosition.x;
cameraMoveBeat = beat;
@ -1058,7 +1058,7 @@ namespace HeavenStudio.Games
{
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = Soshi.transform.localPosition.x;
cameraMoveBeat = beat - 1;
}

View file

@ -188,7 +188,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
public void Land(LandType landType, bool getUpOut)
{
transform.rotation = Quaternion.Euler(0, 0, 0);
GameCamera.additionalPosition = Vector3.zero;
GameCamera.AdditionalPosition = Vector3.zero;
bool landedOut = false;
switch (currentState)
{

View file

@ -165,27 +165,27 @@ namespace HeavenStudio.Games
{
if (normalizedBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
GameCamera.AdditionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
}
else
{
if (currentZoomCamLength < 0)
{
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
GameCamera.AdditionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newPosZ);
GameCamera.AdditionalPosition = new Vector3(0, 0, newPosZ);
}
}
}
else
{
// ?
GameCamera.additionalPosition = new Vector3(0, 0, 0);
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
}
}
}

View file

@ -281,19 +281,19 @@ namespace HeavenStudio.Games
{
if (!keepZoomOut)
{
GameCamera.additionalPosition = new Vector3(0, 0, 0);
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
zoomOutAnim.Play("NoZoomOut", 0, 0);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
if (normalizedBeat > 1)
GameCamera.additionalPosition = new Vector3(0, 30, -100);
GameCamera.AdditionalPosition = new Vector3(0, 30, -100);
else
{
float newPosY = func(0, 30, normalizedBeat);
float newPosZ = func(0, -100, normalizedBeat);
GameCamera.additionalPosition = new Vector3(0, newPosY, newPosZ);
GameCamera.AdditionalPosition = new Vector3(0, newPosY, newPosZ);
}
if (normalizedAnimBeat > 1)
{

View file

@ -17,7 +17,7 @@ namespace HeavenStudio.Games.Scripts_TapTroupe
void Update()
{
transform.localPosition = new Vector3(transform.localPosition.x, GameCamera.additionalPosition.y + yOffset, GameCamera.additionalPosition.z + zoomOffset);
transform.localPosition = new Vector3(transform.localPosition.x, GameCamera.AdditionalPosition.y + yOffset, GameCamera.AdditionalPosition.z + zoomOffset);
}
}
}

View file

@ -86,6 +86,10 @@ namespace HeavenStudio
UpdatePan();
UpdateRotation();
UpdateScale();
canvas.localPosition = pan;
canvas.eulerAngles = new Vector3(0, 0, rotation);
canvas.localScale = scale;
}
// Update is called once per frame

View file

@ -90,6 +90,11 @@ namespace HeavenStudio.Util
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
}
public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f)
{
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
}
/// <summary>
/// Plays animation on animator, at default speed
/// this is the least nessecary function here lol