diff --git a/Assets/Resources/Games/builtToScaleRvl.prefab b/Assets/Resources/Games/builtToScaleRvl.prefab
index b9e7c25af..b68254874 100644
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diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/block_bounce.anim b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/block_bounce.anim
index 39789114d..d6f04ec4f 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/block_bounce.anim
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similarity index 100%
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index 240a9ea42..000000000
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deleted file mode 100644
index b9876efc6..000000000
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m_PPtrCurves:
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- time: 0
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path: sprite
classID: 212
script: {fileID: 0}
+ - curve:
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m_SampleRate: 30
m_WrapMode: 0
m_Bounds:
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typeID: 4
customType: 0
isPPtrCurve: 0
+ - serializedVersion: 2
+ path: 1970700845
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path: 891129758
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typeID: 212
customType: 23
isPPtrCurve: 1
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serializedVersion: 2
m_AdditiveReferencePoseClip: {fileID: 0}
@@ -672,6 +743,43 @@ AnimationClip:
path: sprite
classID: 4
script: {fileID: 0}
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+ m_Curve:
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+ time: 0.033333335
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diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/square_right.anim b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/square_right.anim
index 740f14fe8..a3dbe97e6 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/square_right.anim
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/square_right.anim
@@ -174,7 +174,44 @@ AnimationClip:
m_RotationOrder: 4
path: sprite
m_ScaleCurves: []
- m_FloatCurves: []
+ m_FloatCurves:
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+ m_Curve:
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+ time: 0.033333335
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+ time: 0.06666667
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+ m_RotationOrder: 4
+ attribute: m_IsActive
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m_PPtrCurves:
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- time: 0
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path: sprite
classID: 212
script: {fileID: 0}
+ - curve:
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+ value: {fileID: -361290069, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
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+ path: shadow
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+ script: {fileID: 0}
m_SampleRate: 30
m_WrapMode: 0
m_Bounds:
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customType: 0
isPPtrCurve: 0
+ - serializedVersion: 2
+ path: 1970700845
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path: 891129758
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customType: 23
isPPtrCurve: 1
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m_AdditiveReferencePoseClip: {fileID: 0}
@@ -672,6 +743,43 @@ AnimationClip:
path: sprite
classID: 4
script: {fileID: 0}
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+ time: 0.033333335
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diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/square_rotate.anim b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/square_rotate.anim
index 7ebe85c2c..b750574ac 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/square_rotate.anim
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/square_rotate.anim
@@ -165,7 +165,53 @@ AnimationClip:
m_RotationOrder: 4
path: shadow
m_ScaleCurves: []
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+ m_FloatCurves:
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+ time: 0.033333335
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path: sprite
classID: 212
script: {fileID: 0}
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m_WrapMode: 0
m_Bounds:
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customType: 0
isPPtrCurve: 0
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path: 891129758
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customType: 23
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m_AdditiveReferencePoseClip: {fileID: 0}
@@ -627,6 +722,52 @@ AnimationClip:
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classID: 4
script: {fileID: 0}
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diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/whiteblock.controller b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/whiteblock.controller
index bddd69e89..6de392ca5 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/whiteblock.controller
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/Animations/whiteblock.controller
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m_EntryPosition: {x: 50, y: 120, z: 0}
- m_ExitPosition: {x: 800, y: 120, z: 0}
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m_DefaultState: {fileID: 7692729504836814816}
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+ m_Motion: {fileID: 7400000, guid: 9894d6147ad0a7d4d9208a868b134ecd, type: 2}
+ m_Tag:
+ m_SpeedParameter:
+ m_MirrorParameter:
+ m_CycleOffsetParameter:
+ m_TimeParameter:
+--- !u!1101 &-4213130632123462687
+AnimatorStateTransition:
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name:
+ m_Conditions: []
+ m_DstStateMachine: {fileID: 0}
+ m_DstState: {fileID: 7692729504836814816}
+ m_Solo: 0
+ m_Mute: 0
+ m_IsExit: 0
+ serializedVersion: 3
+ m_TransitionDuration: 0
+ m_TransitionOffset: 0
+ m_ExitTime: 1
+ m_HasExitTime: 1
+ m_HasFixedDuration: 1
+ m_InterruptionSource: 0
+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 1
--- !u!1102 &-2359814062293944954
AnimatorState:
serializedVersion: 6
@@ -58,6 +251,32 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
+--- !u!1102 &-1342274123219206497
+AnimatorState:
+ serializedVersion: 6
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: open
+ m_Speed: 1
+ m_CycleOffset: 0
+ m_Transitions: []
+ m_StateMachineBehaviours: []
+ m_Position: {x: 50, y: 50, z: 0}
+ m_IKOnFeet: 0
+ m_WriteDefaultValues: 1
+ m_Mirror: 0
+ m_SpeedParameterActive: 0
+ m_MirrorParameterActive: 0
+ m_CycleOffsetParameterActive: 0
+ m_TimeParameterActive: 0
+ m_Motion: {fileID: 7400000, guid: ad8c3f810c14ee74d8d5986395f360db, type: 2}
+ m_Tag:
+ m_SpeedParameter:
+ m_MirrorParameter:
+ m_CycleOffsetParameter:
+ m_TimeParameter:
--- !u!1102 &-1268668811067968051
AnimatorState:
serializedVersion: 6
@@ -84,6 +303,28 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
+--- !u!1101 &-257945245966876999
+AnimatorStateTransition:
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name:
+ m_Conditions: []
+ m_DstStateMachine: {fileID: 0}
+ m_DstState: {fileID: 7692729504836814816}
+ m_Solo: 0
+ m_Mute: 0
+ m_IsExit: 0
+ serializedVersion: 3
+ m_TransitionDuration: 0
+ m_TransitionOffset: 0
+ m_ExitTime: 1
+ m_HasExitTime: 1
+ m_HasFixedDuration: 1
+ m_InterruptionSource: 0
+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 1
--- !u!91 &9100000
AnimatorController:
m_ObjectHideFlags: 0
@@ -106,6 +347,28 @@ AnimatorController:
m_IKPass: 0
m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000}
+--- !u!1101 &3195612229308067015
+AnimatorStateTransition:
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name:
+ m_Conditions: []
+ m_DstStateMachine: {fileID: 0}
+ m_DstState: {fileID: -5903090204930915577}
+ m_Solo: 0
+ m_Mute: 0
+ m_IsExit: 0
+ serializedVersion: 3
+ m_TransitionDuration: 0
+ m_TransitionOffset: 0
+ m_ExitTime: 1
+ m_HasExitTime: 1
+ m_HasFixedDuration: 1
+ m_InterruptionSource: 0
+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 1
--- !u!1102 &3544364154507246790
AnimatorState:
serializedVersion: 6
@@ -113,10 +376,11 @@ AnimatorState:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_Name: prepare
- m_Speed: 1
+ m_Name: prepare AB
+ m_Speed: 2
m_CycleOffset: 0
- m_Transitions: []
+ m_Transitions:
+ - {fileID: 3195612229308067015}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -154,6 +418,59 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
+--- !u!1102 &6682943630204313939
+AnimatorState:
+ serializedVersion: 6
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: miss
+ m_Speed: 1
+ m_CycleOffset: 0
+ m_Transitions: []
+ m_StateMachineBehaviours: []
+ m_Position: {x: 50, y: 50, z: 0}
+ m_IKOnFeet: 0
+ m_WriteDefaultValues: 1
+ m_Mirror: 0
+ m_SpeedParameterActive: 0
+ m_MirrorParameterActive: 0
+ m_CycleOffsetParameterActive: 0
+ m_TimeParameterActive: 0
+ m_Motion: {fileID: 7400000, guid: 29ea36ecf21be3344a96de1ad31e32dd, type: 2}
+ m_Tag:
+ m_SpeedParameter:
+ m_MirrorParameter:
+ m_CycleOffsetParameter:
+ m_TimeParameter:
+--- !u!1102 &7661877666988716552
+AnimatorState:
+ serializedVersion: 6
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: shoot miss B
+ m_Speed: 1
+ m_CycleOffset: 0
+ m_Transitions:
+ - {fileID: -257945245966876999}
+ m_StateMachineBehaviours: []
+ m_Position: {x: 50, y: 50, z: 0}
+ m_IKOnFeet: 0
+ m_WriteDefaultValues: 1
+ m_Mirror: 0
+ m_SpeedParameterActive: 0
+ m_MirrorParameterActive: 0
+ m_CycleOffsetParameterActive: 0
+ m_TimeParameterActive: 0
+ m_Motion: {fileID: 7400000, guid: 720145d08b3983d419447536547a518d, type: 2}
+ m_Tag:
+ m_SpeedParameter:
+ m_MirrorParameter:
+ m_CycleOffsetParameter:
+ m_TimeParameter:
--- !u!1102 &7692729504836814816
AnimatorState:
serializedVersion: 6
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/bts_widget.png.meta b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/bts_widget.png.meta
index 4d927437b..a946610d0 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleRvl/bts_widget.png.meta
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleRvl/bts_widget.png.meta
@@ -113,7 +113,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -134,7 +134,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -155,7 +155,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -176,7 +176,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -197,7 +197,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -218,7 +218,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -239,7 +239,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -260,7 +260,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -281,7 +281,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -323,7 +323,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -344,7 +344,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -365,7 +365,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -386,7 +386,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -407,7 +407,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -428,7 +428,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -449,7 +449,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -470,7 +470,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -491,7 +491,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -511,8 +511,8 @@ TextureImporter:
y: 2674
width: 209
height: 974
- alignment: 0
- pivot: {x: 0.5, y: 0.5}
+ alignment: 9
+ pivot: {x: 0.50239235, y: 0.9650924}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -827,7 +827,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -848,7 +848,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -869,7 +869,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
@@ -890,7 +890,7 @@ TextureImporter:
width: 800
height: 800
alignment: 0
- pivot: {x: 0, y: 0}
+ pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
outline: []
physicsShape: []
diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs b/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs
index 7d07a54f3..8ea7ae9e6 100644
--- a/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs
+++ b/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs
@@ -3,6 +3,7 @@ using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using NaughtyBezierCurves;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
@@ -20,13 +21,12 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("spawn rod", "Spawn Rod")
{
- preFunction = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.PreSpawnRodfromDirection(e.beat, e.length, e["direction"], e["id"]); },
defaultLength = 1f,
resizable = true,
parameters = new List()
{
new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."),
- new Param("id", new EntityTypes.Integer(0, 4, 0), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
+ new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
},
},
new GameAction("shoot rod", "Shoot Rod")
@@ -34,16 +34,26 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 1f,
parameters = new List()
{
- new Param("id", new EntityTypes.Integer(0, 4, 0), "Rod ID", "Set the ID of the rod to shoot."),
+ new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to shoot."),
},
},
new GameAction("out sides", "Bounce Out Sides")
{
- // function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.OutRod(e.beat, e["id"]); },
defaultLength = 1f,
parameters = new List()
{
- new Param("id", new EntityTypes.Integer(0, 4, 0), "Rod ID", "Set the ID of the rod to out."),
+ new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to out."),
+ },
+ },
+ new GameAction("custom spawn", "Custom Spawn Rod")
+ {
+ defaultLength = 1f,
+ resizable = true,
+ parameters = new List()
+ {
+ new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."),
+ new Param("target", BuiltToScaleRvl.TargetBox.First, "Target", "Set the target in which the rod will bounce."),
+ new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
},
},
new GameAction("custom bounce", "Custom Bounce")
@@ -52,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List()
{
new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target in which the rod will bounce."),
- new Param("id", new EntityTypes.Integer(0, 4, 0), "Rod ID", "Set the ID of the rod to bounce."),
+ new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to bounce."),
},
},
}, new List() { "rvl", "normal" }, "rvlbuilt", "en", new List() { });
@@ -65,27 +75,31 @@ namespace HeavenStudio.Games
using Scripts_BuiltToScaleRvl;
public class BuiltToScaleRvl : Minigame
{
- public Animator[] blockAnims;
+ [SerializeField] Animator[] blockAnims;
[SerializeField] GameObject baseRod;
[SerializeField] GameObject baseLeftSquare;
[SerializeField] GameObject baseRightSquare;
[SerializeField] GameObject baseAssembled;
- public Transform widgetHolder;
-
- const double WIDGET_SEEK_TIME = 16.0;
+ [SerializeField] Transform widgetHolder;
public enum Direction {
Left,
Right,
}
public enum Target {
- OuterLeft,
+ OuterLeft = 0,
First,
Second,
Third,
Fourth,
OuterRight,
}
+ public enum TargetBox {
+ First = 1,
+ Second,
+ Third,
+ Fourth,
+ }
public static BuiltToScaleRvl instance;
@@ -110,18 +124,42 @@ namespace HeavenStudio.Games
}
private double gameStartBeat = double.MinValue, gameEndBeat = double.MaxValue;
- public static List queuedRods = new List();
List scheduledWidgets = new List();
+ int widgetIndex;
public List spawnedRods = new List();
- public struct QueuedRod
- {
- public double beat;
- public double length;
- public int currentPos;
- public int nextPos;
- public int id;
- }
+ public BezierCurve3D[] curve;
+ public static readonly Dictionary<(int, int), int> curveMap = new Dictionary<(int, int), int> {
+ {(-1, 0), 0}, {(0, -1), 0}, // 01 in
+ {(0, 1), 2}, {(1, 0), 2}, // 12
+ {(1, 2), 3}, {(2, 1), 3}, // 23
+ {(2, 3), 4}, {(3, 2), 4}, // 34
+ {(3, 4), 5}, {(4, 3), 5}, // 45 in
+ {(0, 0), 7}, // 11
+ {(1, 1), 8}, // 22
+ {(2, 2), 9}, // 33
+ {(3, 3), 10}, // 44
+ {(-1, 1), 11}, {(1, -1), 11}, // 02 in
+ {(0, 2), 13}, {(2, 0), 13}, // 13
+ {(1, 3), 14}, {(3, 1), 14}, // 24
+ {(2, 4), 15}, {(4, 2), 15}, // 35 in
+ {(-1, 2), 17}, {(2, -1), 17}, // 03 in
+ {(0, 3), 19}, {(3, 0), 19}, // 14
+ {(1, 4), 20}, {(4, 1), 20}, // 25
+ {(-1, 3), 22}, {(3, -1), 22}, // 04 in
+ {(0, 4), 24}, {(4, 0), 24}, // 15 in
+ };
+ public static readonly Dictionary<(int, int), int> curveMapOut = new Dictionary<(int, int), int> {
+ {(-1, 0), 1}, {(0, -1), 1}, // 01 out
+ {(3, 4), 6}, {(4, 3), 6}, // 45 out
+ {(-1, 1), 12}, {(1, -1), 12}, // 02 out
+ {(2, 4), 16}, {(4, 2), 16}, // 35 out
+ {(-1, 2), 18}, {(2, -1), 18}, // 03 out
+ {(-1, 3), 23}, {(3, -1), 23}, // 04 out
+ {(0, 4), 25}, {(4, 0), 25}, // 15 out
+ };
+
+ const double WIDGET_SEEK_TIME = 10.0;
struct ScheduledWidget
{
@@ -135,110 +173,122 @@ namespace HeavenStudio.Games
public bool isShoot;
}
- struct ScheduledSquare
- {
- public double targetBeat;
- public double lengthBeat;
- }
-
public class CustomBounceItem
{
public int time = -1;
public int pos;
}
- public override void OnPlay(double beat)
- {
- queuedRods.Clear();
- OnBeginning(beat);
- }
public override void OnGameSwitch(double beat)
- {
- OnBeginning(beat);
- }
- private void OnDestroy() {
- queuedRods.Clear();
- foreach (var evt in scheduledInputs)
- {
- evt.Disable();
- }
- }
- private void OnBeginning(double beat)
{
gameStartBeat = beat;
var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > gameStartBeat);
gameEndBeat = firstEnd?.beat ?? gameEndBeat;
scheduledWidgets.Clear();
- // foreach (var evt in events)
- // {
- // if (evt.length == 0) continue;
- // int patternDivisions = (int)Math.Ceiling(evt.length / WIDGET_SEEK_TIME);
- // var pattern = new ScheduledPattern
- // {
- // beat = evt.beat + (PATTERN_SEEK_TIME * i),
- // length = Math.Min(evt.length - (PATTERN_SEEK_TIME * i), PATTERN_SEEK_TIME),
- // type = patternType
- // };
- // scheduledSquares.Add(pattern);
- // }
+ widgetIndex = 0;
+ var events = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "spawn rod", "custom spawn" }).FindAll(x => x.beat + x.length >= gameStartBeat && x.beat < gameEndBeat);
+ foreach (var evt in events)
+ {
+ if (evt.length == 0) continue;
+ int currentPos, nextPos;
+ currentPos = evt["direction"] switch {
+ (int)Direction.Left => -1,
+ (int)Direction.Right => 4,
+ _ => throw new System.NotImplementedException()
+ };
+ switch (evt.datamodel){
+ case "builtToScaleRvl/spawn rod":
+ nextPos = evt["direction"] switch {
+ (int)Direction.Left => 0,
+ (int)Direction.Right => 3,
+ _ => throw new System.NotImplementedException()
+ };
+ break;
+ case "builtToScaleRvl/custom spawn":
+ nextPos = evt["target"] switch {
+ (int)TargetBox.First => 0,
+ (int)TargetBox.Second => 1,
+ (int)TargetBox.Third => 2,
+ (int)TargetBox.Fourth => 3,
+ _ => throw new System.NotImplementedException()
+ };
+ break;
+ default:
+ throw new System.NotImplementedException();
+ break;
+ }
+
+ List bounceItems = CalcRodBounce(evt.beat, evt.length, evt["id"]);
+ AddBounceOutSides(evt.beat, evt.length, currentPos, nextPos, evt["id"], ref bounceItems);
+ bool isShoot;
+ int rodEndTime = CalcRodEndTime(evt.beat, evt.length, currentPos, nextPos, evt["id"], ref bounceItems, out isShoot);
+ var widget = new ScheduledWidget
+ {
+ beat = evt.beat,
+ length = evt.length,
+ currentPos = currentPos,
+ nextPos = nextPos,
+ id = evt["id"],
+ bounceItems = bounceItems.ToArray(),
+ endTime = rodEndTime,
+ isShoot = isShoot,
+ };
+ scheduledWidgets.Add(widget);
+ }
+ scheduledWidgets.Sort((x, y) => x.beat.CompareTo(y.beat));
}
+ public override void OnPlay(double beat)
+ {
+ OnGameSwitch(beat);
+ }
+
+ public bool isPlayerOpen = false;
+ public bool isPlayerPrepare = false;
void Update()
{
var cond = Conductor.instance;
- if (cond.isPlaying && !cond.isPaused)
+ if (!cond.isPlaying || cond.isPaused) return;
+
+ if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
- if (queuedRods.Count != 0)
+ if (!isPlayerPrepare)
{
- foreach (QueuedRod rod in queuedRods)
- {
- SpawnRod(rod.beat, rod.length, rod.currentPos, rod.nextPos, rod.id);
- }
- queuedRods.Clear();
+ PlayBlockOpen(2);
}
}
- else
+ if (PlayerInput.GetIsAction(InputAction_FlickAltPress) && !IsExpectingInputNow(InputAction_FlickAltPress))
{
- if ((!cond.isPaused) && queuedRods.Count != 0)
+ if (isPlayerPrepare)
{
- queuedRods.Clear();
+ PlayBlockShootMiss(2);
+ }
+ }
+ UpdateWidgets();
+ }
+
+ void UpdateWidgets()
+ {
+ double beat = conductor.songPositionInBeatsAsDouble;
+ while(widgetIndex < scheduledWidgets.Count)
+ {
+ var widget = scheduledWidgets[widgetIndex];
+ if (widget.beat < beat + WIDGET_SEEK_TIME)
+ {
+ SpawnRod(widget.beat, widget.length, widget.currentPos, widget.nextPos, widget.id, widget.bounceItems, widget.endTime, widget.isShoot);
+ widgetIndex++;
+ }
+ else
+ {
+ break;
}
}
}
- public static void PreSpawnRodfromDirection(double beat, double length, int direction, int id)
+ public void SpawnRod(double beat, double length, int currentPos, int nextPos, int id, CustomBounceItem[] bounceItems, int endTime, bool isShoot)
{
- 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()
- };
- if (GameManager.instance.currentGame == "builtToScaleRvl")
- {
- instance.SpawnRod(beat, length, currentPos, nextPos, id);
- }
- else
- {
- queuedRods.Add(new QueuedRod()
- {
- beat = beat,
- length = length,
- currentPos = currentPos,
- nextPos = nextPos,
- id = id,
- });
- }
- }
-
- public void SpawnRod(double beat, double length, int currentPos, int nextPos, int id)
- {
- if (spawnedRods.Any(x => x.ID == id)) return;
+ // if (spawnedRods.Any(x => x.ID == id)) return;
var newRod = Instantiate(baseRod, widgetHolder).GetComponent();
spawnedRods.Add(newRod);
@@ -247,26 +297,26 @@ namespace HeavenStudio.Games
newRod.currentPos = currentPos;
newRod.nextPos = nextPos;
newRod.ID = id;
-
- List bounceItems = CalcRodBounce(beat, length, id);
- AddBounceOutSides(beat, length, currentPos, nextPos, id, ref bounceItems);
-
- bool isShoot;
- int rodEndTime = CalcRodEndTime(beat, length, currentPos, nextPos, id, ref bounceItems, out isShoot);
- newRod.customBounce = bounceItems.ToArray();
- newRod.shootTime = rodEndTime;
+ newRod.customBounce = bounceItems;
+ newRod.endTime = endTime;
newRod.isShoot = isShoot;
if (isShoot)
{
- double rodEndBeat = beat + length * rodEndTime;
- SoundByte.PlayOneShotGame("builtToScaleRvl/prepare", rodEndBeat - 2*length);
- newRod.Squares = SpawnSquare(rodEndBeat, id);
+ double endBeat = beat + length * endTime;
+ SoundByte.PlayOneShotGame("builtToScaleRvl/prepare", endBeat - 2*length);
+ newRod.Squares = SpawnSquare(endBeat, id);
}
+ BeatAction.New(instance, new List()
+ {
+ new BeatAction.Action(beat, delegate
+ {
+ newRod.Init();
+ newRod.gameObject.SetActive(true);
+ })
+ });
- newRod.Init();
- newRod.gameObject.SetActive(true);
}
-
+
private Square[] SpawnSquare(double targetBeat, int id)
{
var newLeftSquare = Instantiate(baseLeftSquare, widgetHolder).GetComponent();
@@ -315,7 +365,7 @@ namespace HeavenStudio.Games
private void AddBounceOutSides(double beat, double length, int currentPos, int nextPos, int id, ref List bounceItems)
{
- var firstOut = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "out sides" }).Find(x => x.beat > beat && x["id"] == id);
+ var firstOut = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "out sides" }).Find(x => x.beat >= beat + length && x["id"] == id);
if (firstOut is not null)
{
int earliestOutTime = (int)Math.Ceiling((firstOut.beat - beat)/length);
@@ -345,7 +395,7 @@ namespace HeavenStudio.Games
{
isShoot = false;
int earliestEndTime = int.MaxValue;
- var firstShoot = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "shoot rod" }).Find(x => x.beat > beat && x["id"] == id);
+ var firstShoot = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "shoot rod" }).Find(x => x.beat >= beat + length && x["id"] == id);
if (firstShoot is not null)
{
earliestEndTime = (int)Math.Ceiling((firstShoot.beat - beat)/length);
@@ -377,6 +427,81 @@ namespace HeavenStudio.Games
return shootTime;
}
+ public void PlayBlockBounce(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ SoundByte.PlayOneShotGame(position switch {
+ 0 => "builtToScaleRvl/left",
+ 1 => "builtToScaleRvl/middleLeft",
+ 2 => "builtToScaleRvl/middleRight",
+ 3 => "builtToScaleRvl/right",
+ _ => throw new System.NotImplementedException()
+ });
+ blockAnims[position].Play("bounce", 0, 0);
+ }
+ public void PlayBlockBounceNearlyMiss(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ blockAnims[position].Play("open", 0, 0);
+ }
+ public void PlayBlockBounceMiss(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ blockAnims[position].Play("miss", 0, 0);
+ }
+
+ public void PlayBlockPrepare(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ SoundByte.PlayOneShotGame("builtToScaleRvl/playerRetract");
+ if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
+ blockAnims[position].Play("prepare B", 0, 0);
+ } else {
+ blockAnims[position].Play("prepare AB", 0, 0);
+ }
+ isPlayerOpen = false;
+ isPlayerPrepare = true;
+ }
+ public void PlayBlockShoot(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
+ blockAnims[position].Play("shoot", 0, 0);
+ isPlayerPrepare = false;
+ }
+ public void PlayBlockShootNearlyMiss(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
+ blockAnims[position].Play("shoot miss B", 0, 0);
+ } else {
+ blockAnims[position].Play("shoot miss AB", 0, 0);
+ }
+ isPlayerPrepare = false;
+ }
+ public void PlayBlockShootMiss(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
+ blockAnims[position].Play("shoot miss B", 0, 0);
+ } else {
+ blockAnims[position].Play("shoot miss AB", 0, 0);
+ }
+ isPlayerPrepare = false;
+ }
+
+ public void PlayBlockOpen(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ blockAnims[position].Play("open", 0, 0);
+ isPlayerOpen = true;
+ }
+ public void PlayBlockIdle(int position)
+ {
+ if (!IsPositionInRange(position)) return;
+ blockAnims[position].Play("idle", 0, 0);
+ }
+
public static int getFollowingPos(int currentPos, int nextPos, int nextTime, CustomBounceItem[] bounceItems)
{
var bounce = Array.Find(bounceItems, x => x.time == nextTime);
@@ -388,5 +513,9 @@ namespace HeavenStudio.Games
else if (currentPos > nextPos) return nextPos - 1;
return nextPos;
}
+ public static bool IsPositionInRange(int position)
+ {
+ return position >= 0 && position <= 3;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs b/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs
index dcabe3596..e242c1115 100644
--- a/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs
+++ b/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs
@@ -9,37 +9,19 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
using HeavenStudio.Util;
public class Rod : MonoBehaviour
{
- public double startBeat, lengthBeat, currentBeat;
- public int currentPos, nextPos;
- public int ID;
- public BezierCurve3D[] curve;
- static readonly Dictionary<(int, int), int> curveMap = new Dictionary<(int, int), int> {
- {(-1, 0), 0}, {(0, -1), 0}, // 01
- {(0, 1), 1}, {(1, 0), 1}, // 12
- {(1, 2), 2}, {(2, 1), 2}, // 23
- {(2, 3), 3}, {(3, 2), 3}, // 34
- {(3, 4), 4}, {(4, 3), 4}, // 45
- {(0, 0), 5}, // 11
- {(1, 1), 6}, // 22
- {(2, 2), 7}, // 33
- {(3, 3), 8}, // 44
- {(-1, 1), 9}, {(1, -1), 9}, // 02
- {(0, 2), 10}, {(2, 0), 10}, // 13
- {(1, 3), 11}, {(3, 1), 11}, // 24
- {(2, 4), 12}, {(4, 2), 12}, // 35
- {(-1, 2), 13}, {(2, -1), 13}, // 03
- {(0, 3), 10}, {(3, 0), 14}, // 14
- {(1, 4), 11}, {(4, 1), 15}, // 25
- {(-1, 3), 16}, {(3, -1), 16}, // 04
- {(0, 4), 17}, {(4, 0), 17}, // 15
- };
+ [System.NonSerialized] public double startBeat, lengthBeat, currentBeat;
+ [System.NonSerialized] public int currentPos, nextPos;
+ [System.NonSerialized] public int ID;
private BezierCurve3D currentCurve;
private Animator rodAnim;
- public bool isShoot = false;
+ [System.NonSerialized] public bool isShoot = false;
public Square[] Squares;
private bool isMiss = false;
- public int time, shootTime = int.MaxValue;
- public BuiltToScaleRvl.CustomBounceItem[] customBounce;
+ private bool isNearlyMiss = false;
+ private bool isMissShoot = false;
+ [System.NonSerialized] public int time, endTime = int.MaxValue;
+ [System.NonSerialized] public BuiltToScaleRvl.CustomBounceItem[] customBounce;
+ public float missAngle, fallingAngle;
private BuiltToScaleRvl game;
@@ -56,118 +38,69 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
{
var cond = Conductor.instance;
rodAnim.speed = 0.5f / cond.pitchedSecPerBeat / (float)lengthBeat;
+ transform.localEulerAngles = new Vector3(0, 0, 0);
if (currentCurve is not null)
{
float curveProg = cond.GetPositionFromBeat(currentBeat, lengthBeat);
- if (curveProg > 1) curveProg = 1 + (curveProg-1)*0.5f;
- if (currentPos <= nextPos || isMiss) {
+ if (curveProg > 1 && !isMissShoot) curveProg = 1 + (curveProg-1)*0.5f;
+ if (isMiss) {
transform.position = currentCurve.GetPoint(curveProg);
+ transform.localEulerAngles = new Vector3(0, 0, fallingAngle*curveProg);
+ } else if (currentPos <= nextPos) {
+ transform.position = currentCurve.GetPoint(curveProg);
+ if (isNearlyMiss) transform.localEulerAngles = new Vector3(0, 0, missAngle*(1 - curveProg));
} else {
transform.position = currentCurve.GetPoint(1 - curveProg);
+ if (isNearlyMiss) transform.localEulerAngles = new Vector3(0, 0, missAngle*(1 - curveProg));
}
}
}
- private void BounceRecursion(double beat, double length, int currentPos, int nextPos)
+ private void BounceRecursion(double beat, double length, int currentPos, int nextPos, bool playBounce = true)
{
- if (currentPos < 0 || currentPos > 3) {
- BeatAction.New(this, new List()
- {
- new BeatAction.Action(beat, delegate
- {
- this.currentBeat = beat;
- this.time++;
- setParameters(currentPos, nextPos);
- int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce);
- BounceRecursion(beat + length, length, nextPos, followingPos);
- })
- });
- } else if (nextPos < 0 || nextPos > 3) {
- BeatAction.New(this, new List()
- {
- 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.time++;
- setParameters(currentPos, nextPos);
- }),
- new BeatAction.Action(beat + length, delegate
- {
- game.blockAnims[currentPos].Play("idle", 0, 0);
- game.spawnedRods.Remove(this);
- Destroy(gameObject);
- })
- });
- } else if (nextPos == 2) {
- BeatAction.New(this, new List()
- {
- 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.time++;
- setParameters(currentPos, nextPos);
- }),
- new BeatAction.Action(beat + length, delegate
- {
- game.blockAnims[currentPos].Play("idle", 0, 0);
- })
- });
- if (isShoot && time + 1 == shootTime) {
- SoundByte.PlayOneShotGame("builtToScaleRvl/playerRetract", beat);
- BeatAction.New(this, new List()
- {
- new BeatAction.Action(beat, delegate
- {
- game.blockAnims[nextPos].Play("prepare", 0, 0);
- })
- });
- game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_FlickAltPress, ShootOnHit, ShootOnMiss, Empty);
- }
- else game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_BasicPress, BounceOnHit, BounceOnMiss, Empty);
- } else {
- BeatAction.New(this, new List()
- {
- 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.time++;
- setParameters(currentPos, nextPos);
- int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce);
- BounceRecursion(beat + length, length, nextPos, followingPos);
- }),
- new BeatAction.Action(beat + length, delegate
- {
- game.blockAnims[currentPos].Play("idle", 0, 0);
- })
- });
+ var actions = new List();
+
+ if (BuiltToScaleRvl.IsPositionInRange(currentPos) && playBounce)
+ {
+ actions.Add(new BeatAction.Action(beat, () => game.PlayBlockBounce(currentPos)));
}
+
+ actions.Add(new BeatAction.Action(beat, delegate
+ {
+ this.currentBeat = beat;
+ this.time++;
+ setParameters(currentPos, nextPos);
+ }));
+
+ if (!BuiltToScaleRvl.IsPositionInRange(nextPos))
+ {
+ actions.Add(new BeatAction.Action(beat + length, () => RemoveAndDestroy()));
+ }
+ else if (nextPos == 2)
+ {
+ if (isShoot && time + 1 == endTime) {
+ actions.Add(new BeatAction.Action(beat, () => game.PlayBlockPrepare(nextPos)));
+ game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_FlickAltPress, ShootOnHit, ShootOnMiss, Empty, CanShootHit);
+ }
+ else {
+ game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_BasicPress, BounceOnHit, BounceOnMiss, Empty, CanBounceHit);
+ }
+ }
+ else
+ {
+ actions.Add(new BeatAction.Action(beat, delegate
+ {
+ int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce);
+ BounceRecursion(beat + length, length, nextPos, followingPos);
+ }));
+ }
+
+ if (BuiltToScaleRvl.IsPositionInRange(currentPos))
+ {
+ actions.Add(new BeatAction.Action(beat + length, () => game.PlayBlockIdle(currentPos)));
+ }
+
+ BeatAction.New(game, actions);
}
void setParameters(int currentPos, int nextPos)
@@ -180,102 +113,92 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
} else if (currentPos > nextPos){
rodAnim.SetFloat("speed", -1f);
}
-
- currentCurve = curve[curveMap[(currentPos, nextPos)]];
- if ((currentPos==-1 && nextPos==0) || (currentPos==0 && nextPos==-1)) {
- currentCurve = curve[0]; // 01
- } else if ((currentPos==0 && nextPos==1) || (currentPos==1 && nextPos==0)) {
- currentCurve = curve[1]; // 12
- } else if ((currentPos==1 && nextPos==2) || (currentPos==2 && nextPos==1)) {
- currentCurve = curve[2]; // 23
- } else if ((currentPos==2 && nextPos==3) || (currentPos==3 && nextPos==2)) {
- currentCurve = curve[3]; // 34
- } else if ((currentPos==3 && nextPos==4) || (currentPos==4 && nextPos==3)) {
- currentCurve = curve[4]; // 45
- }
- else if ((currentPos==0 && nextPos==0)) {
- currentCurve = curve[5]; // 11
- } else if ((currentPos==1 && nextPos==1)) {
- currentCurve = curve[6]; // 22
- } else if ((currentPos==2 && nextPos==2)) {
- currentCurve = curve[7]; // 33
- } else if ((currentPos==3 && nextPos==3)) {
- currentCurve = curve[8]; // 44
- }
- else if ((currentPos==-1 && nextPos==1) || (currentPos==1 && nextPos==-1)) {
- currentCurve = curve[9]; // 02
- } else if ((currentPos==0 && nextPos==2) || (currentPos==2 && nextPos==0)) {
- currentCurve = curve[10]; // 13
- } else if ((currentPos==1 && nextPos==3) || (currentPos==3 && nextPos==1)) {
- currentCurve = curve[11]; // 24
- } else if ((currentPos==2 && nextPos==4) || (currentPos==4 && nextPos==2)) {
- currentCurve = curve[12]; // 35
- }
- else if ((currentPos==-1 && nextPos==2) || (currentPos==2 && nextPos==-1)) {
- currentCurve = curve[13]; // 03
- } else if ((currentPos==0 && nextPos==3) || (currentPos==3 && nextPos==0)) {
- currentCurve = curve[14]; // 14
- } else if ((currentPos==1 && nextPos==4) || (currentPos==4 && nextPos==1)) {
- currentCurve = curve[15]; // 25
- }
- else if ((currentPos==-1 && nextPos==3) || (currentPos==3 && nextPos==-1)) {
- currentCurve = curve[16]; // 04
- } else if ((currentPos==0 && nextPos==4) || (currentPos==4 && nextPos==0)) {
- currentCurve = curve[17]; // 15
+ if (BuiltToScaleRvl.IsPositionInRange(nextPos)) {
+ currentCurve = game.curve[BuiltToScaleRvl.curveMap[(currentPos, nextPos)]];
+ } else {
+ currentCurve = game.curve[BuiltToScaleRvl.curveMapOut[(currentPos, nextPos)]];
}
}
- public void BounceOnHit(PlayerActionEvent caller, float state)
+ private void BounceOnHit(PlayerActionEvent caller, float state)
{
int followingPos = BuiltToScaleRvl.getFollowingPos(this.currentPos, this.nextPos, this.time, this.customBounce);
- BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos);
+ if (state >= 1f || state <= -1f)
+ {
+ isNearlyMiss = true;
+ BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => isNearlyMiss = false)});
+ game.PlayBlockBounceNearlyMiss(this.nextPos);
+ BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false);
+ return;
+ }
+
+ game.PlayBlockBounce(this.nextPos);
+ BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false);
}
- public void BounceOnMiss(PlayerActionEvent caller)
+ private void BounceOnMiss(PlayerActionEvent caller)
{
- currentCurve = curve[^1]; // miss
+ currentCurve = game.curve[^1]; // miss
currentBeat = Conductor.instance.songPositionInBeats;
rodAnim.SetFloat("speed", -1f);
isMiss = true;
- BeatAction.New(this, new List()
- {
- new BeatAction.Action(currentBeat + lengthBeat, delegate
- {
- Destroy(gameObject);
- })
- });
+ game.PlayBlockBounceMiss(this.nextPos);
+ BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + lengthBeat, () => RemoveAndDestroy())});
}
-
- public void ShootOnHit(PlayerActionEvent caller, float state)
+ private bool CanBounceHit()
{
- SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
- game.blockAnims[nextPos].Play("shoot", 0, 0);
+ return !game.isPlayerOpen;
+ }
+
+ private void ShootOnHit(PlayerActionEvent caller, float state)
+ {
+ if (state >= 1f || state <= -1f)
+ {
+ currentCurve = game.curve[^1]; // miss
+ currentBeat = Conductor.instance.songPositionInBeats;
+ rodAnim.SetFloat("speed", -1f);
+ isMiss = true;
+ game.PlayBlockShootNearlyMiss(this.nextPos);
+ BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + lengthBeat, () => RemoveAndDestroy())});
+ return;
+ }
+
+ game.PlayBlockShoot(nextPos);
foreach (var square in Squares) {
Destroy(square.gameObject);
}
game.SpawnAssembled();
- BeatAction.New(this, new List()
- {
- new BeatAction.Action(currentBeat + lengthBeat, delegate
- {
- game.spawnedRods.Remove(this);
- Destroy(gameObject);
- })
- });
+ RemoveAndDestroy();
}
- public void ShootOnMiss(PlayerActionEvent caller)
+ private void ShootOnMiss(PlayerActionEvent caller)
{
- game.blockAnims[nextPos].Play("shoot", 0, 0);
- game.spawnedRods.Remove(this);
- BeatAction.New(this, new List()
+ if (game.isPlayerPrepare)
{
- new BeatAction.Action(currentBeat + lengthBeat, delegate
- {
- game.spawnedRods.Remove(this);
- Destroy(gameObject);
- })
- });
+ isMissShoot = true;
+ GetComponent().sortingOrder = 1;
+ game.PlayBlockShootMiss(nextPos);
+ BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => RemoveAndDestroy())});
+ }
+ else
+ {
+ currentCurve = game.curve[^1]; // miss
+ currentBeat = Conductor.instance.songPositionInBeats;
+ rodAnim.SetFloat("speed", -1f);
+ isMiss = true;
+ game.PlayBlockBounceMiss(this.nextPos);
+ BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + lengthBeat, () => RemoveAndDestroy())});
+ }
+ }
+ private bool CanShootHit()
+ {
+ return game.isPlayerPrepare;
}
- public void Empty(PlayerActionEvent caller) {}
+ private void Empty(PlayerActionEvent caller) {}
+
+ void RemoveAndDestroy()
+ {
+ game.spawnedRods.Remove(this);
+ Destroy(gameObject);
+ }
}
}
\ No newline at end of file