Most kick animations and functionality complete
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2831
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2831
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outSlope: Infinity
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tangentMode: 103
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|
|
@ -103,8 +103,8 @@ namespace RhythmHeavenMania
|
|||
new GameAction("rock", delegate { KarateMan.instance.Shoot(currentBeat, 2); }, true ),
|
||||
new GameAction("ball", delegate { KarateMan.instance.Shoot(currentBeat, 3); }, true ),
|
||||
new GameAction("kick", delegate { KarateMan.instance.Shoot(currentBeat, 4); }, true ),
|
||||
new GameAction("bgfxOn", delegate { KarateMan.instance.BGFXOn(); } ),
|
||||
new GameAction("bgfxOff", delegate { KarateMan.instance.BGFXOff(); }),
|
||||
new GameAction("bgfxon", delegate { KarateMan.instance.BGFXOn(); } ),
|
||||
new GameAction("bgfxoff", delegate { KarateMan.instance.BGFXOff(); }),
|
||||
})
|
||||
};
|
||||
|
||||
|
|
|
@ -2,45 +2,81 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using RhythmHeavenMania.Util;
|
||||
|
||||
namespace RhythmHeavenMania.Games.KarateMan
|
||||
{
|
||||
public class Bomb : MonoBehaviour
|
||||
public class Bomb : PlayerActionObject
|
||||
{
|
||||
private Animator anim;
|
||||
|
||||
private float startBeat;
|
||||
private float hitBeat;
|
||||
|
||||
public bool hit;
|
||||
public bool kicked;
|
||||
private bool eligible;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
|
||||
startBeat = Conductor.instance.songPositionInBeats;
|
||||
eligible = true;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!hit)
|
||||
if (!kicked)
|
||||
{
|
||||
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, 1.25f);
|
||||
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.75f);
|
||||
|
||||
anim.Play("BombOut", 0, normalizedBeatAnim);
|
||||
anim.speed = 0;
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, 0.75f);
|
||||
|
||||
StateCheckNoList(normalizedBeat);
|
||||
|
||||
if (normalizedBeat > 1.5f)
|
||||
{
|
||||
eligible = false;
|
||||
// explode animation
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
|
||||
|
||||
if (PlayerInput.PressedUp() && eligible)
|
||||
{
|
||||
eligible = false;
|
||||
if (state.perfect)
|
||||
{
|
||||
Hit();
|
||||
}
|
||||
else
|
||||
{
|
||||
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(hitBeat, 1.5f);
|
||||
anim.Play("BombHit", 0, 0);
|
||||
Jukebox.PlayOneShot("miss");
|
||||
// some miss animation here or somethin
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(hitBeat, 3f);
|
||||
anim.Play("BombHit", 0, normalizedBeatAnim);
|
||||
anim.speed = 0;
|
||||
|
||||
if (normalizedBeatAnim > 1)
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Hit()
|
||||
{
|
||||
|
||||
Jukebox.PlayOneShotGame("karateman/bombKick");
|
||||
hitBeat = Conductor.instance.songPositionInBeats;
|
||||
kicked = true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -19,18 +19,54 @@ namespace RhythmHeavenMania.Games.KarateMan
|
|||
public ParticleSystem RockParticle;
|
||||
public GameObject BulbHit;
|
||||
|
||||
public bool hitBarrel = false;
|
||||
private Coroutine kickC;
|
||||
|
||||
private float barrelBeat;
|
||||
|
||||
public static KarateJoe instance { get; set; }
|
||||
|
||||
private void Start()
|
||||
{
|
||||
instance = this;
|
||||
anim = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (hitBarrel)
|
||||
{
|
||||
if (PlayerInput.PressedUp())
|
||||
{
|
||||
if (kickC != null) StopCoroutine(kickC);
|
||||
hitBarrel = false;
|
||||
anim.Play("Kick", 0, 0);
|
||||
}
|
||||
|
||||
if (Conductor.instance.songPositionInBeats > barrelBeat + 3)
|
||||
{
|
||||
if (kickC != null) StopCoroutine(kickC);
|
||||
hitBarrel = false;
|
||||
// should be inebetween for this
|
||||
anim.Play("Idle", 0, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
Swing();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator PrepareKick()
|
||||
{
|
||||
barrelBeat = Conductor.instance.songPositionInBeats;
|
||||
hitBarrel = true;
|
||||
yield return new WaitForSeconds(0.17f);
|
||||
anim.Play("KickPrepare", 0, 0);
|
||||
}
|
||||
|
||||
private void Swing()
|
||||
{
|
||||
|
@ -75,6 +111,10 @@ namespace RhythmHeavenMania.Games.KarateMan
|
|||
case 2:
|
||||
RockParticle.Play();
|
||||
break;
|
||||
case 4:
|
||||
if (kickC != null) StopCoroutine(kickC);
|
||||
kickC = StartCoroutine(PrepareKick());
|
||||
break;
|
||||
}
|
||||
|
||||
Destroy(hit, 0.04f);
|
||||
|
|
|
@ -95,7 +95,10 @@ namespace RhythmHeavenMania.Games.KarateMan
|
|||
case 4:
|
||||
p.kick = true;
|
||||
Jukebox.PlayOneShotGame("karateman/barrelOutKicks");
|
||||
p.hitSnd = "karateman/barrelOutKicks";
|
||||
p.hitSnd = "karateman/barrelBreak";
|
||||
|
||||
GameObject pks = new GameObject(); pks.AddComponent<PunchKickSound>().startBeat = beat;
|
||||
pks.transform.parent = this.transform.parent;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
40
Assets/Scripts/Games/KarateMan/PunchKickSound.cs
Normal file
40
Assets/Scripts/Games/KarateMan/PunchKickSound.cs
Normal file
|
@ -0,0 +1,40 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using RhythmHeavenMania.Util;
|
||||
|
||||
namespace RhythmHeavenMania.Games.KarateMan
|
||||
{
|
||||
public class PunchKickSound : MonoBehaviour
|
||||
{
|
||||
public float startBeat;
|
||||
private int index;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, 1);
|
||||
|
||||
if (normalizedBeat >= 1 && index < 1)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("karateman/punchKick1");
|
||||
index++;
|
||||
}
|
||||
else if (normalizedBeat >= 1.5f && index < 2)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("karateman/punchKick2");
|
||||
index++;
|
||||
}
|
||||
else if (normalizedBeat >= 1.75f && index < 3)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("karateman/punchKick3");
|
||||
index++;
|
||||
}
|
||||
else if (normalizedBeat >= 2.25f && index < 4)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("karateman/punchKick4");
|
||||
index++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/KarateMan/PunchKickSound.cs.meta
Normal file
11
Assets/Scripts/Games/KarateMan/PunchKickSound.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2036349e64d9e874b84fdab3cc5ff619
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -8,12 +8,12 @@ namespace RhythmHeavenMania.Games
|
|||
{
|
||||
public bool inList = false;
|
||||
public int lastState;
|
||||
private Minigame.Eligible e = new Minigame.Eligible();
|
||||
public Minigame.Eligible state = new Minigame.Eligible();
|
||||
public bool isEligible;
|
||||
|
||||
public void PlayerActionInit(GameObject g)
|
||||
{
|
||||
e.gameObject = g;
|
||||
state.gameObject = g;
|
||||
}
|
||||
|
||||
// could possibly add support for custom early, perfect, and end times if needed.
|
||||
|
@ -47,16 +47,16 @@ namespace RhythmHeavenMania.Games
|
|||
{
|
||||
if (!inList)
|
||||
{
|
||||
e.early = early;
|
||||
e.perfect = perfect;
|
||||
e.late = late;
|
||||
state.early = early;
|
||||
state.perfect = perfect;
|
||||
state.late = late;
|
||||
|
||||
eligibleHitsList.Add(e);
|
||||
eligibleHitsList.Add(state);
|
||||
inList = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(e)];
|
||||
Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(state)];
|
||||
es.early = early;
|
||||
es.perfect = perfect;
|
||||
es.late = late;
|
||||
|
@ -67,7 +67,7 @@ namespace RhythmHeavenMania.Games
|
|||
{
|
||||
if (!inList) return;
|
||||
|
||||
eligibleHitsList.Remove(e);
|
||||
eligibleHitsList.Remove(state);
|
||||
inList = false;
|
||||
}
|
||||
|
||||
|
@ -79,5 +79,38 @@ namespace RhythmHeavenMania.Games
|
|||
currentHitInList++;
|
||||
}
|
||||
}
|
||||
|
||||
// No list
|
||||
public void StateCheckNoList(float normalizedBeat)
|
||||
{
|
||||
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
|
||||
{
|
||||
ModifyState(true, false, false);
|
||||
lastState++;
|
||||
}
|
||||
// Perfect State
|
||||
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
|
||||
{
|
||||
ModifyState(false, true, false);
|
||||
lastState++;
|
||||
}
|
||||
// Late State
|
||||
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
|
||||
{
|
||||
ModifyState(false, false, true);
|
||||
lastState++;
|
||||
}
|
||||
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
|
||||
{
|
||||
// ineligible
|
||||
}
|
||||
}
|
||||
|
||||
private void ModifyState(bool early, bool perfect, bool late)
|
||||
{
|
||||
state.early = early;
|
||||
state.perfect = perfect;
|
||||
state.late = late;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,6 +1,10 @@
|
|||
{
|
||||
"bpm": 119,
|
||||
"entities": [
|
||||
{
|
||||
"beat": 0,
|
||||
"datamodel": "karateman/bgfxon"
|
||||
},
|
||||
{
|
||||
"beat": 1,
|
||||
"datamodel": "karateman/bop"
|
||||
|
@ -10,7 +14,7 @@
|
|||
"datamodel": "karateman/kick"
|
||||
},
|
||||
{
|
||||
"beat": 16,
|
||||
"beat": 14,
|
||||
"datamodel": "karateman/rock"
|
||||
},
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue