Added finished Spaceship animations
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102
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102
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rect:
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name: MrGameAndWatchHeadNeutral
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rect:
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pivot: {x: 0, y: 0}
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indices:
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weights: []
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name: MrGameAndWatchHeadLooking
|
||||
rect:
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serializedVersion: 2
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pivot: {x: 0, y: 0}
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weights: []
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name: MrGameAndWatchRight
|
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rect:
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name: MrGameAndWatchLeft
|
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rect:
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name: MrGameAndWatchHeadBehind
|
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rect:
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serializedVersion: 2
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name: MrGameAndWatchClimb
|
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rect:
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name: MrGameAndWatchTrapped
|
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rect:
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weights: []
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name: ControlBoard
|
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rect:
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name: ControlStick
|
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rect:
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physicsShape: []
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bones: []
|
||||
|
|
59
Assets/Scripts/Games/WorkingDough/BGBall.cs
Normal file
59
Assets/Scripts/Games/WorkingDough/BGBall.cs
Normal file
|
@ -0,0 +1,59 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using NaughtyBezierCurves;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_WorkingDough
|
||||
{
|
||||
public class BGBall : MonoBehaviour
|
||||
{
|
||||
public float startBeat;
|
||||
public float firstBeatsToTravel = 3f;
|
||||
public float secondBeatsToTravel = 1f;
|
||||
public float thirdBeatsToTravel = 3f;
|
||||
public enum CurveStage
|
||||
{
|
||||
Conveyer = 0,
|
||||
StartFall = 1,
|
||||
Fall = 2
|
||||
}
|
||||
public CurveStage currentCurveStage;
|
||||
[NonSerialized] public BezierCurve3D firstCurve;
|
||||
[NonSerialized] public BezierCurve3D secondCurve;
|
||||
[NonSerialized] public BezierCurve3D thirdCurve;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
|
||||
float flyPos = 0f;
|
||||
|
||||
switch (currentCurveStage)
|
||||
{
|
||||
case CurveStage.Conveyer:
|
||||
flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel);
|
||||
transform.position = firstCurve.GetPoint(flyPos);
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
currentCurveStage = CurveStage.StartFall;
|
||||
}
|
||||
break;
|
||||
case CurveStage.StartFall:
|
||||
flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel);
|
||||
transform.position = secondCurve.GetPoint(flyPos);
|
||||
if (flyPos > 1f) currentCurveStage = CurveStage.Fall;
|
||||
break;
|
||||
case CurveStage.Fall:
|
||||
flyPos = cond.GetPositionFromBeat(startBeat + secondBeatsToTravel + firstBeatsToTravel, thirdBeatsToTravel);
|
||||
|
||||
transform.position = thirdCurve.GetPoint(flyPos);
|
||||
if (flyPos > 1f) GameObject.Destroy(gameObject);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
11
Assets/Scripts/Games/WorkingDough/BGBall.cs.meta
Normal file
11
Assets/Scripts/Games/WorkingDough/BGBall.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 90b8363d14ba26043977a371000195e9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -29,6 +29,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.PreSpawnBall(e.beat, true); },
|
||||
defaultLength = 0.5f,
|
||||
},
|
||||
new GameAction("launch spaceship", "Launch Spaceship")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("rise spaceship", "Rise Up Spaceship")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -63,10 +75,17 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] Transform breakParticleHolder;
|
||||
[SerializeField] GameObject breakParticleEffect;
|
||||
[SerializeField] Animator backgroundAnimator;
|
||||
[SerializeField] Animator conveyerAnimator;
|
||||
[SerializeField] GameObject smallBGBall;
|
||||
[SerializeField] GameObject bigBGBall;
|
||||
[SerializeField] Animator spaceshipAnimator;
|
||||
[SerializeField] GameObject spaceshipLights;
|
||||
|
||||
[Header("Variables")]
|
||||
public bool intervalStarted;
|
||||
float intervalStartBeat;
|
||||
float risingLength = 4f;
|
||||
float risingStartBeat;
|
||||
public float beatInterval = 4f;
|
||||
public bool bigMode;
|
||||
public bool bigModePlayer;
|
||||
|
@ -84,6 +103,8 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
private List<GameObject> currentBalls = new List<GameObject>();
|
||||
public bool shouldMiss = true;
|
||||
public bool spaceshipRisen = false;
|
||||
public bool spaceshipRising = false;
|
||||
|
||||
[Header("Curves")]
|
||||
public BezierCurve3D npcEnterUpCurve;
|
||||
|
@ -100,6 +121,12 @@ namespace HeavenStudio.Games
|
|||
public BezierCurve3D playerBarelyCurveSecond;
|
||||
public BezierCurve3D playerWrongInputTooWeakFirstCurve;
|
||||
public BezierCurve3D playerWrongInputTooWeakSecondCurve;
|
||||
public BezierCurve3D firstBGCurveBig;
|
||||
public BezierCurve3D secondBGCurveBig;
|
||||
public BezierCurve3D thirdBGCurveBig;
|
||||
public BezierCurve3D firstBGCurveSmall;
|
||||
public BezierCurve3D secondBGCurveSmall;
|
||||
public BezierCurve3D thirdBGCurveSmall;
|
||||
|
||||
[Header("Resources")]
|
||||
public Sprite whiteArrowSprite;
|
||||
|
@ -115,6 +142,7 @@ namespace HeavenStudio.Games
|
|||
void Start()
|
||||
{
|
||||
shouldMiss = true;
|
||||
conveyerAnimator.Play("ConveyerBelt", 0, 0);
|
||||
}
|
||||
|
||||
public void SetIntervalStart(float beat, float interval)
|
||||
|
@ -347,6 +375,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
Conductor cond = Conductor.instance;
|
||||
if (!cond.isPlaying || cond.isPaused) return;
|
||||
if (spaceshipRising) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength); ;
|
||||
if (queuedIntervals.Count > 0)
|
||||
{
|
||||
foreach (var interval in queuedIntervals)
|
||||
|
@ -549,6 +578,62 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
|
||||
new BeatAction.Action(beat + 0.9f, delegate { arrowSRRightPlayer.sprite = redArrowSprite; }),
|
||||
new BeatAction.Action(beat + 1f, delegate { arrowSRRightPlayer.sprite = whiteArrowSprite; }),
|
||||
new BeatAction.Action(beat + 2f, delegate { SpawnBGBall(beat + 2f, isBig); }),
|
||||
});
|
||||
}
|
||||
|
||||
void SpawnBGBall(float beat, bool isBig)
|
||||
{
|
||||
var objectToSpawn = isBig ? bigBGBall : smallBGBall;
|
||||
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
|
||||
|
||||
var ballComponent = spawnedBall.GetComponent<BGBall>();
|
||||
ballComponent.startBeat = beat;
|
||||
ballComponent.firstCurve = isBig ? firstBGCurveBig : firstBGCurveSmall;
|
||||
ballComponent.secondCurve = isBig ? secondBGCurveBig : secondBGCurveSmall;
|
||||
ballComponent.thirdCurve = isBig ? thirdBGCurveBig : thirdBGCurveSmall;
|
||||
|
||||
spawnedBall.SetActive(true);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 9f, delegate { if (!spaceshipRisen) spaceshipAnimator.Play("AbsorbBall", 0, 0); }),
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void LaunchShip(float beat, float length)
|
||||
{
|
||||
spaceshipRisen = true;
|
||||
if (!spaceshipLights.activeSelf)
|
||||
{
|
||||
spaceshipLights.SetActive(true);
|
||||
spaceshipLights.GetComponent<Animator>().Play("SpaceshipLights", 0, 0);
|
||||
}
|
||||
spaceshipAnimator.Play("SpaceshipShake", 0, 0);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length, delegate { spaceshipAnimator.Play("SpaceshipLaunch", 0, 0); }),
|
||||
new BeatAction.Action(beat + length, delegate { Jukebox.PlayOneShotGame("workingDough/LaunchRobot"); }),
|
||||
new BeatAction.Action(beat + length, delegate { Jukebox.PlayOneShotGame("workingDough/Rocket"); }),
|
||||
});
|
||||
}
|
||||
|
||||
public void RiseUpShip(float beat, float length)
|
||||
{
|
||||
spaceshipRisen = true;
|
||||
spaceshipRising = true;
|
||||
risingLength = length;
|
||||
risingStartBeat = beat;
|
||||
if (!spaceshipLights.activeSelf)
|
||||
{
|
||||
spaceshipLights.SetActive(true);
|
||||
spaceshipLights.GetComponent<Animator>().Play("SpaceshipLights", 0, 0);
|
||||
}
|
||||
spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length / 2, delegate { spaceshipRising = false; }),
|
||||
});
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue