Spawn Rod
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@ -18,9 +18,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("builtToScaleRvl", "Built To Scale (Wii)", "1ad21a", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("throw rod", "Throw Rod")
|
||||
new GameAction("spawn rod", "Spawn Rod")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.ThrowRod(e.beat, e.length, e["direction"]); },
|
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function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.PreSpawnRod(e.beat, e.length, e["direction"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
|
@ -40,8 +40,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_BuiltToScaleRvl;
|
||||
public class BuiltToScaleRvl : Minigame
|
||||
{
|
||||
public Animator[] blockAnims;
|
||||
[SerializeField] GameObject baseRod;
|
||||
public Transform widgetHolder;
|
||||
|
||||
public enum Direction {
|
||||
Left,
|
||||
Right,
|
||||
|
@ -64,45 +69,79 @@ namespace HeavenStudio.Games
|
|||
new("NtrBuiltAltFlickAltPress", new int[] { IAAltDownCat, IAFlickCat, IAAltDownCat },
|
||||
IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress);
|
||||
|
||||
|
||||
// 1.05(3,1)
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
public void ThrowRod(double beat, double length, int direction)
|
||||
private double endBeat = double.MaxValue;
|
||||
private static QueuedRod queuedRod;
|
||||
|
||||
public struct QueuedRod
|
||||
{
|
||||
public double beat;
|
||||
public double length;
|
||||
public int direction;
|
||||
// public int position;
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > beat);
|
||||
endBeat = firstEnd?.beat ?? endBeat;
|
||||
}
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
OnPlay(beat);
|
||||
|
||||
if (queuedRod.beat >= beat && queuedRod.beat < endBeat)
|
||||
{
|
||||
SpawnRod(queuedRod.beat, queuedRod.length, queuedRod.direction);
|
||||
}
|
||||
}
|
||||
|
||||
public static void PreSpawnRod(double beat, double length, int direction)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "builtToScaleRvl")
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/left", beat);
|
||||
instance.SpawnRod(beat, length, direction);
|
||||
}
|
||||
ScheduleInput(beat, length, InputAction_BasicPress, BounceOnHit, BounceOnMiss, Empty);
|
||||
else
|
||||
{
|
||||
queuedRod = new QueuedRod()
|
||||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
direction= direction,
|
||||
};
|
||||
}
|
||||
}
|
||||
public void SpawnRod(double beat, double length, int direction)
|
||||
{
|
||||
var newRod = Instantiate(baseRod, widgetHolder).GetComponent<Rod>();
|
||||
newRod.startBeat = beat;
|
||||
newRod.lengthBeat = length;
|
||||
|
||||
int currentPos = direction switch {
|
||||
(int)Direction.Left => -1,
|
||||
(int)Direction.Right => 4,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
int nextPos = direction switch {
|
||||
(int)Direction.Left => 0,
|
||||
(int)Direction.Right => 3,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
|
||||
newRod.currentPos = currentPos;
|
||||
newRod.nextPos = nextPos;
|
||||
newRod.Init();
|
||||
newRod.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void ShootRod(double beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/prepare", beat);
|
||||
ScheduleInput(beat, 2f, InputAction_FlickAltPress, ShootOnHit, ShootOnMiss, Empty);
|
||||
}
|
||||
|
||||
public void BounceOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/middleRight");
|
||||
}
|
||||
public void BounceOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void ShootOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
|
||||
}
|
||||
public void ShootOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Empty(PlayerActionEvent caller) {}
|
||||
}
|
||||
}
|
143
Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs
Normal file
143
Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs
Normal file
|
@ -0,0 +1,143 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
||||
{
|
||||
using HeavenStudio.Util;
|
||||
public class Rod : MonoBehaviour
|
||||
{
|
||||
public double startBeat, lengthBeat, currentBeat;
|
||||
public int currentPos, nextPos;
|
||||
public BezierCurve3D[] curve;
|
||||
private BezierCurve3D currentCurve;
|
||||
private Animator rodAnim;
|
||||
|
||||
private BuiltToScaleRvl game;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
game = BuiltToScaleRvl.instance;
|
||||
rodAnim = GetComponent<Animator>();
|
||||
currentBeat = startBeat;
|
||||
BounceRecursion(startBeat, lengthBeat, currentPos, nextPos);
|
||||
setCurve(currentPos, nextPos);
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
rodAnim.speed = 0.5f / cond.pitchedSecPerBeat / (float)lengthBeat;
|
||||
if (currentCurve is not null)
|
||||
{
|
||||
float curveProg = cond.GetPositionFromBeat(currentBeat, lengthBeat);
|
||||
if (curveProg <= 1) {
|
||||
if (currentPos <= nextPos) {
|
||||
transform.position = currentCurve.GetPoint(curveProg);
|
||||
} else {
|
||||
transform.position = currentCurve.GetPoint(1 - curveProg);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void BounceRecursion(double beat, double length, int currentPos, int nextPos)
|
||||
{
|
||||
int futurePos = getFuturePos(currentPos, nextPos);
|
||||
if (currentPos < 0 || currentPos > 3) {
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
this.currentBeat = beat;
|
||||
this.currentPos = currentPos;
|
||||
this.nextPos = nextPos;
|
||||
setCurve(currentPos, nextPos);
|
||||
BounceRecursion(beat + length, length, nextPos, futurePos);
|
||||
})
|
||||
});
|
||||
} else {
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
SoundByte.PlayOneShotGame(currentPos switch {
|
||||
0 => "builtToScaleRvl/left",
|
||||
1 => "builtToScaleRvl/middleLeft",
|
||||
2 => "builtToScaleRvl/middleRight",
|
||||
3 => "builtToScaleRvl/right",
|
||||
_ => throw new System.NotImplementedException()
|
||||
}, beat);
|
||||
game.blockAnims[currentPos].Play("bounce", 0, 0);
|
||||
this.currentBeat = beat;
|
||||
this.currentPos = currentPos;
|
||||
this.nextPos = nextPos;
|
||||
if (currentPos < nextPos) {
|
||||
rodAnim.SetFloat("speed", 1f);
|
||||
} else if (currentPos > nextPos){
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
}
|
||||
|
||||
setCurve(currentPos, nextPos);
|
||||
BounceRecursion(beat + length, length, nextPos, futurePos);
|
||||
}),
|
||||
new BeatAction.Action(beat + length, delegate
|
||||
{
|
||||
game.blockAnims[currentPos].Play("idle", 0, 0);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
// game.ScheduleInput(beat, length, game.InputAction_BasicPress, BounceOnHit, BounceOnMiss, Empty);
|
||||
}
|
||||
int getFuturePos(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;
|
||||
}
|
||||
void setCurve(int currentPos, int nextPos)
|
||||
{
|
||||
if ((currentPos==-1 && nextPos==0) || (currentPos==0 && nextPos==-1)) {
|
||||
currentCurve = curve[0];
|
||||
} else if ((currentPos==0 && nextPos==1) || (currentPos==1 && nextPos==0)) {
|
||||
currentCurve = curve[1];
|
||||
} else if ((currentPos==1 && nextPos==2) || (currentPos==2 && nextPos==1)) {
|
||||
currentCurve = curve[2];
|
||||
} else if ((currentPos==2 && nextPos==3) || (currentPos==3 && nextPos==2)) {
|
||||
currentCurve = curve[3];
|
||||
} else if ((currentPos==3 && nextPos==4) || (currentPos==4 && nextPos==3)) {
|
||||
currentCurve = curve[4];
|
||||
}
|
||||
}
|
||||
|
||||
public void ShootRod(double beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/prepare", beat);
|
||||
game.ScheduleInput(beat, 2f, BuiltToScaleRvl.InputAction_FlickAltPress, ShootOnHit, ShootOnMiss, Empty);
|
||||
}
|
||||
|
||||
public void BounceOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/middleRight");
|
||||
game.blockAnims[2].Play("bounce", 0, 0);
|
||||
}
|
||||
public void BounceOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void ShootOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
|
||||
}
|
||||
public void ShootOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Empty(PlayerActionEvent caller) {}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs.meta
Normal file
11
Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8ec1cab7d9e6a524ea33d97cc16dd757
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue