Shoot Rod EX
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@ -288,15 +741,6 @@ AnimationClip:
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|
|
@ -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"]); },
|
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defaultLength = 1f,
|
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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>()
|
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{
|
||||
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue