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|
|||
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: []
|
||||
|
|
|
@ -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<Param>()
|
||||
{
|
||||
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<Param>()
|
||||
{
|
||||
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<Param>()
|
||||
{
|
||||
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<Param>()
|
||||
{
|
||||
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<Param>()
|
||||
{
|
||||
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<string>() { "rvl", "normal" }, "rvlbuilt", "en", new List<string>() { });
|
||||
|
@ -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<QueuedRod> queuedRods = new List<QueuedRod>();
|
||||
List<ScheduledWidget> scheduledWidgets = new List<ScheduledWidget>();
|
||||
int widgetIndex;
|
||||
public List<Rod> spawnedRods = new List<Rod>();
|
||||
|
||||
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);
|
||||
// }
|
||||
}
|
||||
|
||||
void Update()
|
||||
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)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
if (queuedRods.Count != 0)
|
||||
{
|
||||
foreach (QueuedRod rod in queuedRods)
|
||||
{
|
||||
SpawnRod(rod.beat, rod.length, rod.currentPos, rod.nextPos, rod.id);
|
||||
}
|
||||
queuedRods.Clear();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((!cond.isPaused) && queuedRods.Count != 0)
|
||||
{
|
||||
queuedRods.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void PreSpawnRodfromDirection(double beat, double length, int direction, int id)
|
||||
{
|
||||
int currentPos = direction switch {
|
||||
if (evt.length == 0) continue;
|
||||
int currentPos, nextPos;
|
||||
currentPos = evt["direction"] switch {
|
||||
(int)Direction.Left => -1,
|
||||
(int)Direction.Right => 4,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
int nextPos = direction switch {
|
||||
switch (evt.datamodel){
|
||||
case "builtToScaleRvl/spawn rod":
|
||||
nextPos = evt["direction"] switch {
|
||||
(int)Direction.Left => 0,
|
||||
(int)Direction.Right => 3,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
if (GameManager.instance.currentGame == "builtToScaleRvl")
|
||||
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<CustomBounceItem> 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
|
||||
{
|
||||
instance.SpawnRod(beat, length, currentPos, nextPos, id);
|
||||
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) return;
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
{
|
||||
if (!isPlayerPrepare)
|
||||
{
|
||||
PlayBlockOpen(2);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_FlickAltPress) && !IsExpectingInputNow(InputAction_FlickAltPress))
|
||||
{
|
||||
if (isPlayerPrepare)
|
||||
{
|
||||
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
|
||||
{
|
||||
queuedRods.Add(new QueuedRod()
|
||||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
currentPos = currentPos,
|
||||
nextPos = nextPos,
|
||||
id = id,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnRod(double beat, double length, int currentPos, int nextPos, int id)
|
||||
public void SpawnRod(double beat, double length, int currentPos, int nextPos, int id, CustomBounceItem[] bounceItems, int endTime, bool isShoot)
|
||||
{
|
||||
if (spawnedRods.Any(x => x.ID == id)) return;
|
||||
// if (spawnedRods.Any(x => x.ID == id)) return;
|
||||
var newRod = Instantiate(baseRod, widgetHolder).GetComponent<Rod>();
|
||||
spawnedRods.Add(newRod);
|
||||
|
||||
|
@ -247,24 +297,24 @@ namespace HeavenStudio.Games
|
|||
newRod.currentPos = currentPos;
|
||||
newRod.nextPos = nextPos;
|
||||
newRod.ID = id;
|
||||
|
||||
List<CustomBounceItem> 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<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
newRod.Init();
|
||||
newRod.gameObject.SetActive(true);
|
||||
})
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
private Square[] SpawnSquare(double targetBeat, int id)
|
||||
|
@ -315,7 +365,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void AddBounceOutSides(double beat, double length, int currentPos, int nextPos, int id, ref List<CustomBounceItem> 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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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<BeatAction.Action>()
|
||||
var actions = new List<BeatAction.Action>();
|
||||
|
||||
if (BuiltToScaleRvl.IsPositionInRange(currentPos) && playBounce)
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
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);
|
||||
})
|
||||
});
|
||||
} else if (nextPos < 0 || nextPos > 3) {
|
||||
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.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<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.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<BeatAction.Action>()
|
||||
{
|
||||
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<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.time++;
|
||||
setParameters(currentPos, nextPos);
|
||||
int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce);
|
||||
BounceRecursion(beat + length, length, nextPos, followingPos);
|
||||
}),
|
||||
new BeatAction.Action(beat + length, delegate
|
||||
if (BuiltToScaleRvl.IsPositionInRange(currentPos))
|
||||
{
|
||||
game.blockAnims[currentPos].Play("idle", 0, 0);
|
||||
})
|
||||
});
|
||||
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);
|
||||
}
|
||||
public void BounceOnMiss(PlayerActionEvent caller)
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
currentCurve = curve[^1]; // miss
|
||||
isNearlyMiss = true;
|
||||
BeatAction.New(this, new List<BeatAction.Action>() {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);
|
||||
}
|
||||
private void BounceOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
currentCurve = game.curve[^1]; // miss
|
||||
currentBeat = Conductor.instance.songPositionInBeats;
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
isMiss = true;
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
game.PlayBlockBounceMiss(this.nextPos);
|
||||
BeatAction.New(this, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + lengthBeat, () => RemoveAndDestroy())});
|
||||
}
|
||||
private bool CanBounceHit()
|
||||
{
|
||||
new BeatAction.Action(currentBeat + lengthBeat, delegate
|
||||
{
|
||||
Destroy(gameObject);
|
||||
})
|
||||
});
|
||||
return !game.isPlayerOpen;
|
||||
}
|
||||
|
||||
public void ShootOnHit(PlayerActionEvent caller, float state)
|
||||
private void ShootOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
|
||||
game.blockAnims[nextPos].Play("shoot", 0, 0);
|
||||
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<BeatAction.Action>() {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<BeatAction.Action>()
|
||||
{
|
||||
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<BeatAction.Action>()
|
||||
if (game.isPlayerPrepare)
|
||||
{
|
||||
new BeatAction.Action(currentBeat + lengthBeat, delegate
|
||||
isMissShoot = true;
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 1;
|
||||
game.PlayBlockShootMiss(nextPos);
|
||||
BeatAction.New(this, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => RemoveAndDestroy())});
|
||||
}
|
||||
else
|
||||
{
|
||||
game.spawnedRods.Remove(this);
|
||||
Destroy(gameObject);
|
||||
})
|
||||
});
|
||||
currentCurve = game.curve[^1]; // miss
|
||||
currentBeat = Conductor.instance.songPositionInBeats;
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
isMiss = true;
|
||||
game.PlayBlockBounceMiss(this.nextPos);
|
||||
BeatAction.New(this, new List<BeatAction.Action>() {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);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue