Shoot Rod EX

This commit is contained in:
fu-majime 2024-03-21 01:02:32 +09:00
parent 6359f9d686
commit 2d15319535
5 changed files with 990 additions and 78 deletions

View file

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View file

@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("shoot rod", "Shoot Rod")
{
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.ShootRod(e.beat, e["id"]); },
// function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.ShootRod(e.beat, e["id"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("out sides", "Bounce Out Sides")
{
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.OutRod(e.beat, e["id"]); },
// function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.OutRod(e.beat, e["id"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
@ -61,6 +61,7 @@ namespace HeavenStudio.Games
[SerializeField] GameObject baseRod;
[SerializeField] GameObject baseLeftSquare;
[SerializeField] GameObject baseRightSquare;
[SerializeField] GameObject baseAssembled;
public Transform widgetHolder;
public enum Direction {
@ -91,7 +92,8 @@ namespace HeavenStudio.Games
instance = this;
}
private double endBeat = double.MaxValue;
private double gameStartBeat = double.MinValue;
private double gameEndBeat = double.MaxValue;
public static List<QueuedRod> queuedRods = new List<QueuedRod>();
public List<Rod> spawnedRods = new List<Rod>();
@ -107,13 +109,15 @@ namespace HeavenStudio.Games
public override void OnPlay(double beat)
{
queuedRods.Clear();
var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > beat);
endBeat = firstEnd?.beat ?? endBeat;
gameStartBeat = beat;
var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > gameStartBeat);
gameEndBeat = firstEnd?.beat ?? gameEndBeat;
}
public override void OnGameSwitch(double beat)
{
var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > beat);
endBeat = firstEnd?.beat ?? endBeat;
gameStartBeat = beat;
var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > gameStartBeat);
gameEndBeat = firstEnd?.beat ?? gameEndBeat;
}
private void OnDestroy() {
queuedRods.Clear();
@ -180,26 +184,94 @@ namespace HeavenStudio.Games
if (spawnedRods.Any(x => x.ID == id)) return;
var newRod = Instantiate(baseRod, widgetHolder).GetComponent<Rod>();
spawnedRods.Add(newRod);
newRod.startBeat = beat;
newRod.lengthBeat = length;
newRod.ID = id;
newRod.currentPos = currentPos;
newRod.nextPos = nextPos;
newRod.ID = id;
bool isShoot;
double rodEndBeat = CalcRodEndBeat(beat, length, currentPos, nextPos, id, out isShoot);
newRod.endBeat = rodEndBeat;
newRod.isShoot = isShoot;
if (rodEndBeat != double.MaxValue)
{
newRod.Squares = SpawnSquare(beat, rodEndBeat, id);
}
newRod.Init();
newRod.gameObject.SetActive(true);
}
public void ShootRod(double beat, int id)
private Square[] SpawnSquare(double startBeat, double endBeat, int id)
{
var newLeftSquare = Instantiate(baseLeftSquare, widgetHolder).GetComponent<Square>();
var newRightSquare = Instantiate(baseRightSquare, widgetHolder).GetComponent<Square>();
newLeftSquare.beat = beat;
newRightSquare.beat = beat;
newLeftSquare.Init();
newRightSquare.Init();
newLeftSquare.startBeat = startBeat;
newRightSquare.startBeat = startBeat;
newLeftSquare.endBeat = endBeat;
newRightSquare.endBeat = endBeat;
newLeftSquare.gameObject.SetActive(true);
newRightSquare.gameObject.SetActive(true);
newLeftSquare.Init();
newRightSquare.Init();
return new Square[]{newLeftSquare, newRightSquare};
}
public void SpawnAssembled()
{
var newAssembled =Instantiate(baseAssembled, widgetHolder);
newAssembled.SetActive(true);
}
private double CalcRodEndBeat(double beat, double length, int currentPos, int nextPos, int id, out bool isShoot)
{
isShoot = false;
var firstShoot = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "shoot rod" }).Find(x => x.beat > beat && x["id"] == id);
if (firstShoot is null)
return double.MaxValue;
double shootEventBeat = firstShoot.beat;
if (EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "out sides" }).Any(x => x.beat > beat && x.beat < shootEventBeat && x["id"] == id))
return double.MaxValue;
var n = (int)Math.Ceiling((shootEventBeat-beat)/length);
int current = currentPos, next = nextPos;
int shootTiming;
for (int i = 0; ; i++) {
if (current == 2 && i >= n) {
shootTiming = i;
break;
}
int following = getFollowingPos(current, next);
current = next;
next = following;
}
isShoot = true;
return beat + length * shootTiming;
}
int getFollowingPos(int currentPos, int nextPos)
{
if (nextPos == 0) return 1;
else if (nextPos == 3) return 2;
else if (currentPos < nextPos) return nextPos + 1;
else if (currentPos > nextPos) return nextPos - 1;
return nextPos;
}
public void ShootRod(double beat, int id)
{
// var newLeftSquare = Instantiate(baseLeftSquare, widgetHolder).GetComponent<Square>();
// var newRightSquare = Instantiate(baseRightSquare, widgetHolder).GetComponent<Square>();
// newLeftSquare.beat = beat;
// newRightSquare.beat = beat;
// newLeftSquare.Init();
// newRightSquare.Init();
// newLeftSquare.gameObject.SetActive(true);
// newRightSquare.gameObject.SetActive(true);
var rod = spawnedRods.Find(x => x.ID == id);
if (rod is not null)
{

View file

@ -8,12 +8,14 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
using HeavenStudio.Util;
public class Rod : MonoBehaviour
{
public double startBeat, lengthBeat, currentBeat;
public double startBeat, lengthBeat, currentBeat, endBeat;
public int currentPos, nextPos;
public int ID;
public BezierCurve3D[] curve;
private BezierCurve3D currentCurve;
private Animator rodAnim;
public bool isShoot = false;
public Square[] Squares;
private bool isPreShoot = false;
private bool isPreOut = false;
private bool isMiss = false;
@ -103,7 +105,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
game.blockAnims[currentPos].Play("idle", 0, 0);
})
});
if (isPreShoot) {
if (isShoot && beat + length == endBeat) {
SoundByte.PlayOneShotGame("builtToScaleRvl/prepare");
SoundByte.PlayOneShotGame("builtToScaleRvl/playerRetract", beat);
BeatAction.New(this, new List<BeatAction.Action>()
@ -211,6 +213,10 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
{
SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
game.blockAnims[nextPos].Play("shoot", 0, 0);
foreach (var square in Squares) {
Destroy(square.gameObject);
}
game.SpawnAssembled();
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(currentBeat + lengthBeat, delegate

View file

@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
@ -9,7 +11,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
public class Square : MonoBehaviour
{
public string anim;
public double beat;
public double startBeat, endBeat, lengthBeat = 1;
public Vector3 CorrectionPos;
private Animator squareAnim;
@ -19,15 +21,19 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
{
game = BuiltToScaleRvl.instance;
squareAnim = GetComponent<Animator>();
transform.position = transform.position - (10+1)*CorrectionPos;
Recursion(beat, 1);
var n = (int)Math.Floor((endBeat - startBeat)/lengthBeat);
transform.position = transform.position - n*CorrectionPos;
double beat = endBeat - lengthBeat * n;
Debug.Log(beat);
squareAnim.Play(anim, 0, 0);
Recursion(beat, lengthBeat);
}
private void Recursion(double beat, double length)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
new BeatAction.Action(beat + length, delegate
{
transform.position = transform.position + CorrectionPos;
squareAnim.Play(anim, 0, 0);
@ -36,11 +42,22 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
});
}
void PositionCorrection() {
void PositionCorrection()
{
var pos = transform.position;
Debug.Log(transform.position);
transform.position = pos + CorrectionPos;
Debug.Log(transform.position);
}
void ChangeSortingOrder(int order)
{
GetComponent<SortingGroup>().sortingOrder = order;
}
void End()
{
Destroy(gameObject);
}
}
}