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99
Assets/Scripts/Games/BuiltToScaleRvl/Block.cs
Normal file
99
Assets/Scripts/Games/BuiltToScaleRvl/Block.cs
Normal file
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@ -0,0 +1,99 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
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{
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using HeavenStudio.Util;
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public class Block : MonoBehaviour
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{
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public int position;
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private Animator blockAnim;
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public bool isOpen = false;
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public bool isPrepare = false;
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private double closeBeat;
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private BuiltToScaleRvl game;
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private void Awake()
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{
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game = BuiltToScaleRvl.instance;
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blockAnim = GetComponent<Animator>();
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if (!BuiltToScaleRvl.IsPositionInRange(position)) position = 0;
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}
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public void Bounce(double beat)
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{
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SoundByte.PlayOneShotGame(position switch {
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0 => "builtToScaleRvl/left",
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1 => "builtToScaleRvl/middleLeft",
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2 => "builtToScaleRvl/middleRight",
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3 => "builtToScaleRvl/right",
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_ => throw new System.NotImplementedException()
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});
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blockAnim.Play("bounce", 0, 0);
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if (closeBeat < beat) closeBeat = beat;
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}
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public void BounceNearlyMiss()
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{
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blockAnim.Play("open", 0, 0);
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}
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public void BounceMiss()
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{
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blockAnim.Play("miss", 0, 0);
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}
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public void Prepare()
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{
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SoundByte.PlayOneShotGame("builtToScaleRvl/playerRetract");
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if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
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blockAnim.Play("prepare B", 0, 0);
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} else {
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blockAnim.Play("prepare AB", 0, 0);
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}
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isOpen = false;
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isPrepare = true;
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}
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public void Shoot()
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{
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SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
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blockAnim.Play("shoot", 0, 0);
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isPrepare = false;
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}
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public void ShootNearlyMiss()
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{
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if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
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blockAnim.Play("shoot miss B", 0, 0);
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} else {
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blockAnim.Play("shoot miss AB", 0, 0);
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}
|
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isPrepare = false;
|
||||
}
|
||||
public void ShootMiss()
|
||||
{
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||||
if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
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blockAnim.Play("shoot miss B", 0, 0);
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} else {
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blockAnim.Play("shoot miss AB", 0, 0);
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}
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isPrepare = false;
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||||
}
|
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|
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public void Open()
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{
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blockAnim.Play("open", 0, 0);
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isOpen = true;
|
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}
|
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public void Idle(double beat = double.MinValue)
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{
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Debug.Log($"Idle:{closeBeat}, {beat}");
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if (closeBeat > beat) return;
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blockAnim.Play("idle", 0, 0);
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isOpen = false;
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||||
}
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||||
}
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||||
}
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11
Assets/Scripts/Games/BuiltToScaleRvl/Block.cs.meta
Normal file
11
Assets/Scripts/Games/BuiltToScaleRvl/Block.cs.meta
Normal file
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@ -0,0 +1,11 @@
|
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|
@ -75,7 +75,7 @@ namespace HeavenStudio.Games
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|||
using Scripts_BuiltToScaleRvl;
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public class BuiltToScaleRvl : Minigame
|
||||
{
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||||
[SerializeField] Animator[] blockAnims;
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||||
[SerializeField] Block[] blocks;
|
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[SerializeField] GameObject baseRod;
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[SerializeField] GameObject baseLeftSquare;
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[SerializeField] GameObject baseRightSquare;
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|
@ -126,7 +126,6 @@ namespace HeavenStudio.Games
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private double gameStartBeat = double.MinValue, gameEndBeat = double.MaxValue;
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List<ScheduledWidget> scheduledWidgets = new List<ScheduledWidget>();
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int widgetIndex;
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public List<Rod> spawnedRods = new List<Rod>();
|
||||
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||||
public BezierCurve3D[] curve;
|
||||
public static readonly Dictionary<(int, int), int> curveMap = new Dictionary<(int, int), int> {
|
||||
|
@ -243,8 +242,8 @@ namespace HeavenStudio.Games
|
|||
OnGameSwitch(beat);
|
||||
}
|
||||
|
||||
public bool isPlayerOpen = false;
|
||||
public bool isPlayerPrepare = false;
|
||||
public bool isPlayerOpen { get { return blocks[2].isOpen; } }
|
||||
public bool isPlayerPrepare { get { return blocks[2].isPrepare; } }
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
@ -287,10 +286,8 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
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;
|
||||
{
|
||||
var newRod = Instantiate(baseRod, widgetHolder).GetComponent<Rod>();
|
||||
spawnedRods.Add(newRod);
|
||||
|
||||
newRod.startBeat = beat;
|
||||
newRod.lengthBeat = length;
|
||||
|
@ -427,79 +424,52 @@ namespace HeavenStudio.Games
|
|||
return shootTime;
|
||||
}
|
||||
|
||||
public void PlayBlockBounce(int position)
|
||||
public void PlayBlockBounce(int position, double beat)
|
||||
{
|
||||
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);
|
||||
blocks[position].Bounce(beat);
|
||||
}
|
||||
public void PlayBlockBounceNearlyMiss(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blockAnims[position].Play("open", 0, 0);
|
||||
blocks[position].BounceNearlyMiss();
|
||||
}
|
||||
public void PlayBlockBounceMiss(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blockAnims[position].Play("miss", 0, 0);
|
||||
blocks[position].BounceMiss();
|
||||
}
|
||||
|
||||
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;
|
||||
blocks[position].Prepare();
|
||||
}
|
||||
public void PlayBlockShoot(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
|
||||
blockAnims[position].Play("shoot", 0, 0);
|
||||
isPlayerPrepare = false;
|
||||
blocks[position].Shoot();
|
||||
}
|
||||
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;
|
||||
blocks[position].ShootNearlyMiss();
|
||||
}
|
||||
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;
|
||||
blocks[position].ShootMiss();
|
||||
}
|
||||
|
||||
public void PlayBlockOpen(int position)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blockAnims[position].Play("open", 0, 0);
|
||||
isPlayerOpen = true;
|
||||
blocks[position].Open();
|
||||
}
|
||||
public void PlayBlockIdle(int position)
|
||||
public void PlayBlockIdle(int position, double beat = double.MinValue)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blockAnims[position].Play("idle", 0, 0);
|
||||
blocks[position].Idle(beat);
|
||||
}
|
||||
|
||||
public static int getFollowingPos(int currentPos, int nextPos, int nextTime, CustomBounceItem[] bounceItems)
|
||||
|
|
|
@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
|
||||
if (BuiltToScaleRvl.IsPositionInRange(currentPos) && playBounce)
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat, () => game.PlayBlockBounce(currentPos)));
|
||||
actions.Add(new BeatAction.Action(beat, () => game.PlayBlockBounce(currentPos, beat + length)));
|
||||
}
|
||||
|
||||
actions.Add(new BeatAction.Action(beat, delegate
|
||||
|
@ -97,7 +97,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
|
||||
if (BuiltToScaleRvl.IsPositionInRange(currentPos))
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat + length, () => game.PlayBlockIdle(currentPos)));
|
||||
actions.Add(new BeatAction.Action(beat + length, () => game.PlayBlockIdle(currentPos, beat + length)));
|
||||
}
|
||||
|
||||
BeatAction.New(game, actions);
|
||||
|
@ -132,20 +132,20 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
return;
|
||||
}
|
||||
|
||||
game.PlayBlockBounce(this.nextPos);
|
||||
game.PlayBlockBounce(this.nextPos, currentBeat + 2*lengthBeat);
|
||||
BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false);
|
||||
}
|
||||
private void BounceOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
game.PlayBlockBounceMiss(this.nextPos);
|
||||
BeatAction.New(this, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, delegate {
|
||||
game.PlayBlockIdle(this.nextPos, currentBeat + 2*lengthBeat);
|
||||
RemoveAndDestroy();
|
||||
})});
|
||||
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, delegate {
|
||||
game.PlayBlockIdle(this.nextPos);
|
||||
RemoveAndDestroy();
|
||||
})});
|
||||
}
|
||||
private bool CanBounceHit()
|
||||
{
|
||||
|
@ -200,7 +200,6 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
|
||||
void RemoveAndDestroy()
|
||||
{
|
||||
game.spawnedRods.Remove(this);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue