Fix spawn

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fu-majime 2024-03-24 10:56:58 +09:00
parent 9310cc9a83
commit 56a8a1781c
41 changed files with 7074 additions and 3177 deletions

File diff suppressed because it is too large Load diff

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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:
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m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1102 &7692729504836814816
AnimatorState:
serializedVersion: 6

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View file

@ -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;
}
}
}

View file

@ -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);
}
}
}