Added finished Spaceship animations

This commit is contained in:
Rapandrasmus 2023-01-18 21:14:08 +01:00
parent 41675d9bbd
commit 2591fab189
33 changed files with 9732 additions and 26 deletions

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@ -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;
}
}
}
}

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@ -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; }),
});
}