The Long Awaited Crossfade Update
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@ -18,7 +18,7 @@
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-<indent=5%>Bhaos</indent>
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-<indent=5%>RaffyTaffy14</indent>
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-<indent=5%>Thinedave</indent>
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-<indent=5%>playinful</indent>
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-<indent=5%>Yin</indent>
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-<indent=5%>Marc / ThePurpleAnon</indent>
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-<indent=5%>fu_majime</indent>
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-<indent=5%>Streitixy</indent>
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|
@ -436,7 +436,7 @@ AnimatorStateTransition:
|
|||
serializedVersion: 3
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
@ -458,7 +458,7 @@ AnimatorStateTransition:
|
|||
serializedVersion: 3
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
@ -480,7 +480,7 @@ AnimatorStateTransition:
|
|||
serializedVersion: 3
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
@ -634,7 +634,7 @@ AnimatorStateTransition:
|
|||
serializedVersion: 3
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
@ -888,7 +888,7 @@ AnimatorStateTransition:
|
|||
serializedVersion: 3
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
@ -1015,7 +1015,7 @@ AnimatorStateTransition:
|
|||
serializedVersion: 3
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
@ -1035,9 +1035,9 @@ AnimatorStateTransition:
|
|||
m_Mute: 0
|
||||
m_IsExit: 0
|
||||
serializedVersion: 3
|
||||
m_TransitionDuration: 0.25
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0.28571427
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
@ -1111,7 +1111,7 @@ AnimatorStateTransition:
|
|||
serializedVersion: 3
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
@ -1346,7 +1346,7 @@ AnimatorStateTransition:
|
|||
serializedVersion: 3
|
||||
m_TransitionDuration: 0
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0
|
||||
m_ExitTime: 1
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
|
|
|
@ -1,17 +1,13 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.InputSystem;
|
||||
|
||||
using Jukebox;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
using HeavenStudio.Games.Scripts_CatchOfTheDay;
|
||||
using UnityEngine.AI;
|
||||
using HeavenStudio.Common;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
@ -25,8 +21,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new GameAction("fish1", "Quicknibble")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e); CatchOfTheDay.Instance.NewLake(e); },
|
||||
inactiveFunction = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e); },
|
||||
function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e); CatchOfTheDay.Instance.NewLake(e); },
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e); },
|
||||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
@ -37,7 +33,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
}),
|
||||
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
|
||||
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 1f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
|
||||
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
|
||||
|
@ -49,8 +45,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("fish2", "Pausegill")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e); CatchOfTheDay.Instance.NewLake(e); },
|
||||
inactiveFunction = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e); },
|
||||
function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e); CatchOfTheDay.Instance.NewLake(e); },
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
@ -62,7 +58,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
}),
|
||||
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
|
||||
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 1f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
|
||||
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
|
||||
|
@ -74,8 +70,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("fish3", "Threefish")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e); CatchOfTheDay.Instance.NewLake(e); },
|
||||
inactiveFunction = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e); },
|
||||
function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e); CatchOfTheDay.Instance.NewLake(e); },
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e); },
|
||||
defaultLength = 5.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
@ -88,7 +84,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
}),
|
||||
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
|
||||
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 1f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
|
||||
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
|
||||
|
@ -98,6 +94,50 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("fishDensity", new EntityTypes.Float(0f, 1f, 1f), "Fish Density", "Set the density for the fish in the school."),
|
||||
},
|
||||
},
|
||||
new GameAction("moveAngler", "Move Angler")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Instance.SetAnglerMovement(e); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("doMove", false, "Move", "Select this option if you want to move Ann.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endMoveX", "endMoveY" } ),
|
||||
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startMoveX", "startMoveY" }),
|
||||
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
|
||||
}),
|
||||
new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
|
||||
new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
|
||||
new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."),
|
||||
new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."),
|
||||
new Param("doRotate", false, "Rotate", "Select this option if you want to rotate Ann.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
|
||||
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
|
||||
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
|
||||
}),
|
||||
new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."),
|
||||
new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."),
|
||||
new Param("doScale", false, "Scale", "Select this option if you want to change Ann's scale.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),
|
||||
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startScaleX", "startScaleY" }),
|
||||
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
|
||||
}),
|
||||
new Param("startScaleX", new EntityTypes.Float(-5f, 5f, 1f), "Start Scale X", "Set the desired scale on the X axis at which to start."),
|
||||
new Param("startScaleY", new EntityTypes.Float(-5f, 5f, 1f), "Start Scale Y", "Set the desired scale on the Y axis at which to start."),
|
||||
new Param("endScaleX", new EntityTypes.Float(-5f, 5f, 1f), "End Scale X", "Set the desired scale on the X axis at which to end."),
|
||||
new Param("endScaleY", new EntityTypes.Float(-5f, 5f, 1f), "End Scale Y", "Set the desired scale on the Y axis at which to end."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doMove"], new string[] { "startMoveX", "startMoveY" }),
|
||||
new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doRotate"], new string[] { "startRotDegrees" }),
|
||||
new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doScale"], new string[] { "startScaleX", "startScaleY" }),
|
||||
}),
|
||||
new Param("sticky", false, "Follow Camera", "Select this to make Ann follow the camera."),
|
||||
}
|
||||
}
|
||||
},
|
||||
new List<string>() {"rvl", "normal"},
|
||||
"rvlfishing", "en"
|
||||
|
@ -113,11 +153,10 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
/*
|
||||
BIG LIST OF TODOS
|
||||
- scene transitions
|
||||
- wait for upscale
|
||||
- make ann movable
|
||||
- remove pointless usings
|
||||
*/
|
||||
protected const int MAX_LAKES = 50;
|
||||
|
||||
public static CatchOfTheDay Instance
|
||||
{
|
||||
get
|
||||
|
@ -137,6 +176,28 @@ namespace HeavenStudio.Games
|
|||
|
||||
public static Dictionary<RiqEntity, MultiSound> FishSounds = new();
|
||||
|
||||
private List<RiqEntity> _AllFishes;
|
||||
|
||||
[SerializeField] Transform AnglerTransform;
|
||||
private bool _AnglerIsMoving = false;
|
||||
private AnglerMoveArgs _CurrentAnglerMoveArgs;
|
||||
private bool _AnglerIsRotating = false;
|
||||
private AnglerRotateArgs _CurrentAnglerRotateArgs;
|
||||
private bool _AnglerIsScaling = false;
|
||||
private AnglerScaleArgs _CurrentAnglerScaleArgs;
|
||||
|
||||
private Vector3 _AnglerBasePosition;
|
||||
private Vector3 _AnglerBaseEulerAngles;
|
||||
private Vector3 _AnglerBaseScale;
|
||||
|
||||
[SerializeField] StickyCanvas _StickyCanvas;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_AnglerBasePosition = AnglerTransform.localPosition;
|
||||
_AnglerBaseEulerAngles = AnglerTransform.localEulerAngles;
|
||||
_AnglerBaseScale = AnglerTransform.localScale;
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (!conductor.isPlaying && !conductor.isPaused && ActiveLakes.Count <= 0)
|
||||
|
@ -147,6 +208,60 @@ namespace HeavenStudio.Games
|
|||
else
|
||||
SpawnNextFish(conductor.songPositionInBeatsAsDouble);
|
||||
}
|
||||
|
||||
// Moving Ann
|
||||
if (_AnglerIsMoving)
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(_CurrentAnglerMoveArgs.StartBeat, _CurrentAnglerMoveArgs.Length);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(_CurrentAnglerMoveArgs.Ease);
|
||||
float newPos = func(0f, 1f, normalizedBeat);
|
||||
Vector3 diff = _CurrentAnglerMoveArgs.EndPosition - _CurrentAnglerMoveArgs.StartPosition;
|
||||
AnglerTransform.localPosition = _AnglerBasePosition + _CurrentAnglerMoveArgs.StartPosition + (diff * newPos);
|
||||
|
||||
if (normalizedBeat >= 1f)
|
||||
{
|
||||
AnglerTransform.localPosition = _AnglerBasePosition + _CurrentAnglerMoveArgs.EndPosition;
|
||||
_AnglerIsMoving = false;
|
||||
}
|
||||
}
|
||||
if (_AnglerIsRotating)
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(_CurrentAnglerRotateArgs.StartBeat, _CurrentAnglerRotateArgs.Length);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(_CurrentAnglerRotateArgs.Ease);
|
||||
float newPos = func(0f, 1f, normalizedBeat);
|
||||
float diff = _CurrentAnglerRotateArgs.EndRotation - _CurrentAnglerRotateArgs.StartRotation;
|
||||
AnglerTransform.localEulerAngles = _AnglerBaseEulerAngles + new Vector3(0, 0, _CurrentAnglerRotateArgs.StartRotation + (diff * newPos));
|
||||
|
||||
if (normalizedBeat >= 1f)
|
||||
{
|
||||
AnglerTransform.localEulerAngles = _AnglerBaseEulerAngles + new Vector3(0, 0, _CurrentAnglerRotateArgs.EndRotation);
|
||||
_AnglerIsRotating = false;
|
||||
}
|
||||
}
|
||||
if (_AnglerIsScaling)
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(_CurrentAnglerScaleArgs.StartBeat, _CurrentAnglerScaleArgs.Length);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(_CurrentAnglerScaleArgs.Ease);
|
||||
float newPos = func(0f, 1f, normalizedBeat);
|
||||
Vector3 diff = _CurrentAnglerScaleArgs.EndScale - _CurrentAnglerScaleArgs.StartScale;
|
||||
AnglerTransform.localScale = new Vector3
|
||||
(
|
||||
_AnglerBaseScale.x * (_CurrentAnglerScaleArgs.StartScale.x + (diff.x * newPos)),
|
||||
_AnglerBaseScale.y * (_CurrentAnglerScaleArgs.StartScale.y + (diff.y * newPos)),
|
||||
0
|
||||
);
|
||||
|
||||
if (normalizedBeat >= 1f)
|
||||
{
|
||||
AnglerTransform.localScale = new Vector3
|
||||
(
|
||||
_AnglerBaseScale.x * _CurrentAnglerScaleArgs.EndScale.x,
|
||||
_AnglerBaseScale.y * _CurrentAnglerScaleArgs.EndScale.y,
|
||||
0
|
||||
);
|
||||
_AnglerIsScaling = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
|
@ -156,6 +271,13 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
DestroyOrphanedLakes();
|
||||
CleanupFishSounds();
|
||||
|
||||
// set ann movement
|
||||
foreach (RiqEntity e in EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "moveAngler" }).Where(e => e.beat <= beat).OrderBy(e => e.beat))
|
||||
{
|
||||
SetAnglerMovement(e);
|
||||
}
|
||||
|
||||
// get active fishes
|
||||
foreach (RiqEntity e in GetActiveFishes(beat))
|
||||
{
|
||||
|
@ -232,6 +354,41 @@ namespace HeavenStudio.Games
|
|||
Instance.ActiveLakes[e]._MultiSound = FishSounds[e];
|
||||
}
|
||||
|
||||
public void SetAnglerMovement(RiqEntity e)
|
||||
{
|
||||
if (e["doMove"])
|
||||
{
|
||||
_AnglerIsMoving = true;
|
||||
_CurrentAnglerMoveArgs = new AnglerMoveArgs(
|
||||
e.beat, e.length,
|
||||
new Vector3(e["startMoveX"], e["startMoveY"], 0),
|
||||
new Vector3(e["endMoveX"], e["endMoveY"], 0),
|
||||
e["ease"]
|
||||
);
|
||||
}
|
||||
if (e["doRotate"])
|
||||
{
|
||||
_AnglerIsRotating = true;
|
||||
_CurrentAnglerRotateArgs = new AnglerRotateArgs(
|
||||
e.beat, e.length,
|
||||
e["startRotDegrees"],
|
||||
e["endRotDegrees"],
|
||||
e["ease"]
|
||||
);
|
||||
}
|
||||
if (e["doScale"])
|
||||
{
|
||||
_AnglerIsScaling = true;
|
||||
_CurrentAnglerScaleArgs = new AnglerScaleArgs(
|
||||
e.beat, e.length,
|
||||
new Vector3(e["startScaleX"], e["startScaleY"], 1),
|
||||
new Vector3(e["endScaleX"], e["endScaleY"], 1),
|
||||
e["ease"]
|
||||
);
|
||||
}
|
||||
_StickyCanvas.Sticky = (bool)e["sticky"];
|
||||
}
|
||||
|
||||
public void DoPickAnim()
|
||||
{
|
||||
Angler.DoScaledAnimationAsync("Pick", 0.5f);
|
||||
|
@ -280,30 +437,36 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
public List<RiqEntity> GetActiveFishes(double beat)
|
||||
{
|
||||
return EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "fish1", "fish2", "fish3" }).FindAll(e => e.beat <= beat && e.beat + e.length - 1 + e["sceneDelay"] >= beat);
|
||||
return CacheFishes().FindAll(e => e.beat <= beat && e.beat + e.length - 1 + e["sceneDelay"] >= beat);
|
||||
}
|
||||
public RiqEntity GetNextFish(double beat)
|
||||
{
|
||||
RiqEntity gameSwitch = GetNextGameSwitch(beat);
|
||||
return EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "fish1", "fish2", "fish3" }).OrderBy(e => e.beat).FirstOrDefault(e => e.beat >= beat && (gameSwitch is null || e.beat < gameSwitch.beat));
|
||||
return CacheFishes().FirstOrDefault(e => e.beat >= beat && (gameSwitch is null || e.beat < gameSwitch.beat));
|
||||
}
|
||||
public RiqEntity GetNextGameSwitch(double beat)
|
||||
{
|
||||
return EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).OrderBy(e => e.beat).FirstOrDefault(e => e.beat > beat && e.datamodel != "gameManager/switchGame/catchOfTheDay");
|
||||
}
|
||||
|
||||
public LakeScene NewLake(RiqEntity e)
|
||||
{
|
||||
if (ActiveLakes.ContainsKey(e))
|
||||
return null;
|
||||
|
||||
int sort = EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "fish1", "fish2", "fish3" }).FindIndex(x => e == x);
|
||||
if (ActiveLakes.Count >= MAX_LAKES)
|
||||
return null;
|
||||
|
||||
int sort = CacheFishes().FindIndex(x => e == x);
|
||||
if (sort < 0)
|
||||
return null;
|
||||
|
||||
CleanupFishSounds();
|
||||
|
||||
Debug.Log($"Spawning Lake {sort}");
|
||||
|
||||
LakeScene lake = Instantiate(LakeScenePrefab, LakeSceneHolder).GetComponent<LakeScene>();
|
||||
LastLayout = lake.Setup(e, this, LastLayout, int.MaxValue - sort);
|
||||
LastLayout = lake.Setup(e, this, LastLayout, 0 - sort);
|
||||
ActiveLakes.Add(e, lake);
|
||||
if (FishSounds.ContainsKey(e))
|
||||
lake._MultiSound = FishSounds[e];
|
||||
|
@ -332,6 +495,11 @@ namespace HeavenStudio.Games
|
|||
lake.Crossfade(beat);
|
||||
}
|
||||
|
||||
public List<RiqEntity> CacheFishes()
|
||||
{
|
||||
return _AllFishes ??= EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "fish1", "fish2", "fish3" }).OrderBy(e => e.beat).ToList();
|
||||
}
|
||||
|
||||
public enum FishLayout : int
|
||||
{
|
||||
Random = -1,
|
||||
|
@ -339,7 +507,59 @@ namespace HeavenStudio.Games
|
|||
LayoutB = 1,
|
||||
LayoutC = 2
|
||||
}
|
||||
|
||||
private struct AnglerMoveArgs
|
||||
{
|
||||
public Vector3 StartPosition;
|
||||
public Vector3 EndPosition;
|
||||
public double StartBeat;
|
||||
public double Length;
|
||||
public Util.EasingFunction.Ease Ease;
|
||||
|
||||
public AnglerMoveArgs(double startBeat, double length, Vector3 startPosition, Vector3 endPosition, int ease)
|
||||
{
|
||||
StartPosition = startPosition;
|
||||
EndPosition = endPosition;
|
||||
StartBeat = startBeat;
|
||||
Length = length;
|
||||
Ease = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
}
|
||||
private struct AnglerRotateArgs
|
||||
{
|
||||
public float StartRotation;
|
||||
public float EndRotation;
|
||||
public double StartBeat;
|
||||
public double Length;
|
||||
public Util.EasingFunction.Ease Ease;
|
||||
|
||||
public AnglerRotateArgs(double startBeat, double length, float startRotation, float endRotation, int ease)
|
||||
{
|
||||
StartRotation = startRotation;
|
||||
EndRotation = endRotation;
|
||||
StartBeat = startBeat;
|
||||
Length = length;
|
||||
Ease = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
}
|
||||
private struct AnglerScaleArgs
|
||||
{
|
||||
public Vector3 StartScale;
|
||||
public Vector3 EndScale;
|
||||
public double StartBeat;
|
||||
public double Length;
|
||||
public Util.EasingFunction.Ease Ease;
|
||||
|
||||
public AnglerScaleArgs(double startBeat, double length, Vector3 startScale, Vector3 endScale, int ease)
|
||||
{
|
||||
StartScale = startScale;
|
||||
EndScale = endScale;
|
||||
StartBeat = startBeat;
|
||||
Length = length;
|
||||
Ease = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This minigame ported by playinful. ☆
|
||||
// This minigame ported by Yin. ☆
|
|
@ -1,15 +1,7 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security.Permissions;
|
||||
using HeavenStudio;
|
||||
using HeavenStudio.Games;
|
||||
using HeavenStudio.Util;
|
||||
using Jukebox;
|
||||
using Newtonsoft.Json;
|
||||
using TMPro;
|
||||
using UnityEditor.Playables;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
|
@ -46,6 +38,8 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
private Texture2D _DisplayTexture;
|
||||
|
||||
private double? _CrossfadeStartBeat;
|
||||
[SerializeField] GameObject Renderer;
|
||||
private bool _FirstUpdate = false;
|
||||
|
||||
[SerializeField] Animator CrossfadeAnimator;
|
||||
|
||||
|
@ -64,11 +58,9 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
if (_CrossfadeStartBeat is double startBeat)
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1);
|
||||
//Debug.Log(1 - normalizedBeat);
|
||||
DisplaySprite.color = new Color(1, 1, 1, 1 - normalizedBeat);
|
||||
|
||||
Debug.Log(DisplaySprite.color);
|
||||
|
||||
float scale = 1 + (float)(normalizedBeat * 0.875);// * 2);
|
||||
transform.localScale = new Vector3(scale, scale, 1);
|
||||
if (normalizedBeat >= 1f) Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
@ -168,11 +160,9 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
SetBGColors(TopColors[layout], BottomColors[layout]);
|
||||
}
|
||||
|
||||
_SortingGroup.sortingOrder = sortingIndex;
|
||||
|
||||
float xOffset = UnityEngine.Random.Range(-0.5f, 0.5f);
|
||||
float yOffset = UnityEngine.Random.Range(-0.3f, 0.3f);
|
||||
transform.position += new Vector3(xOffset, yOffset, 0);
|
||||
Renderer.transform.position += new Vector3(xOffset, yOffset, 0);
|
||||
|
||||
if ((bool)e["schoolFish"])
|
||||
{
|
||||
|
@ -189,7 +179,9 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
foreach (ParticleSystem particle in Bubbles.OrderBy(_ => UnityEngine.Random.Range(0.0f, 1.0f)).ToArray()[0..bubbleCount])
|
||||
particle.PlayScaledAsync(0.5f);
|
||||
|
||||
DisplaySprite.enabled = true;
|
||||
DisplaySprite.sortingOrder = sortingIndex;
|
||||
Renderer.transform.localPosition -= new Vector3(0, 0, sortingIndex);
|
||||
RenderCamera.transform.localPosition -= new Vector3(0, 0, sortingIndex);
|
||||
|
||||
return layout; // returning this so we can catalogue the most recent layout so we don't double up
|
||||
}
|
||||
|
@ -398,25 +390,26 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
Rect rect = new Rect(0, 0, 1024, 1024);
|
||||
if (_RenderTexture == null)
|
||||
{
|
||||
_RenderTexture = new RenderTexture(1024, 1024, 24);
|
||||
_RenderTexture = new RenderTexture(1024, 1024, 32);
|
||||
RenderCamera.targetTexture = _RenderTexture;
|
||||
|
||||
_DisplayTexture = new Texture2D(1024, 1024, TextureFormat.RGBA32, true);
|
||||
_DisplayTexture = new Texture2D(1024, 1024, TextureFormat.RGBA32, false);
|
||||
Sprite sprite = Sprite.Create(_DisplayTexture, new Rect(0, 0, 1024, 1024), new Vector2(0.5f, 0.5f));
|
||||
DisplaySprite.sprite = sprite;
|
||||
}
|
||||
|
||||
int originalSort = _SortingGroup.sortingOrder;
|
||||
_SortingGroup.sortingOrder = short.MaxValue;
|
||||
//int originalSort = _SortingGroup.sortingOrder;
|
||||
//_SortingGroup.sortingOrder = short.MaxValue;
|
||||
RenderCamera.Render();
|
||||
_SortingGroup.sortingOrder = originalSort;
|
||||
//_SortingGroup.sortingOrder = originalSort;
|
||||
|
||||
_DisplayTexture.alphaIsTransparency = true;
|
||||
//_DisplayTexture.alphaIsTransparency = true;
|
||||
|
||||
RenderTexture currentRenderTexture = RenderTexture.active;
|
||||
RenderTexture.active = _RenderTexture;
|
||||
_DisplayTexture.ReadPixels(rect, 0, 0);
|
||||
_DisplayTexture.Apply();
|
||||
|
||||
RenderTexture.active = currentRenderTexture;
|
||||
}
|
||||
|
||||
|
@ -430,7 +423,7 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
[ContextMenu("Spawn a bunch of fish")]
|
||||
void SpawnABunchOfFish()
|
||||
{
|
||||
Transform container = transform.Find("FishSchool");
|
||||
Transform container = transform.Find("Renderer/FishSchool");
|
||||
|
||||
List<Transform> toDestroy = new();
|
||||
for (int i = 0; i < container.childCount; i++)
|
||||
|
@ -447,7 +440,11 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
container.eulerAngles = new Vector3(0, 0, randRot);
|
||||
|
||||
GameObject fish = Instantiate(SchoolFishPrefab, container);
|
||||
fish.name = $"SchoolFish{i:D2}";
|
||||
fish.name = $"SchoolFish{i:D3}";
|
||||
|
||||
fish.transform.Find("Body").GetComponent<SpriteRenderer>().sortingOrder = i * 2;
|
||||
fish.transform.Find("Fin").GetComponent<SpriteRenderer>().sortingOrder = (i * 2) + 1;
|
||||
fish.transform.Find("Eye").GetComponent<SpriteRenderer>().sortingOrder = (i * 2) + 1;
|
||||
|
||||
var yOffset = UnityEngine.Random.Range(3f, 11f);
|
||||
fish.transform.position += new Vector3(0, yOffset, 0);
|
||||
|
|
|
@ -113,16 +113,6 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader RvlBookLoader failed!");
|
||||
}
|
||||
|
||||
game = NtrFreezeFrameLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader NtrCameraManLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbClapLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue