diff --git a/Assets/Resources/Games/rhythmRally.prefab b/Assets/Resources/Games/rhythmRally.prefab
index 52cf4fcb1..69e440832 100644
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- m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
- m_ShaderKeywords:
- m_LightmapFlags: 4
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ValidKeywords:
+ - _EMISSION
+ - _GLOSSYREFLECTIONS_OFF
+ - _SPECULARHIGHLIGHTS_OFF
+ m_InvalidKeywords: []
+ m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
@@ -40,7 +44,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
- m_Texture: {fileID: 0}
+ m_Texture: {fileID: 2800000, guid: 0f640706f6e1ac240aeaef7d039c8f6a, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
@@ -79,6 +83,7 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
+ m_Ints: []
m_Floats:
- _AdditionalLightIgnoreCelShade: 0.9
- _AlphaClip: 0
@@ -97,12 +102,13 @@ Material:
- _EmissionMulByBaseColor: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- - _Glossiness: 0
+ - _Glossiness: 1
- _GlossyReflections: 0
- _IndirectLightMultiplier: 1
- _IsFace: 0
- _MainLightIgnoreCelShade: 0
- - _Metallic: 0
+ - _Metallic: 0.8
+ - _Mode: 0
- _OcclusionRemapEnd: 1
- _OcclusionRemapStart: 0
- _OcclusionStrength: 1
@@ -118,9 +124,10 @@ Material:
- _SampleGI: 0
- _Smoothness: 0.414
- _SmoothnessTextureChannel: 0
- - _SpecularHighlights: 1
+ - _SpecularHighlights: 0
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _UseAlphaClipping: 0
- _UseEmission: 0
- _UseOcclusion: 0
@@ -129,7 +136,7 @@ Material:
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _EmissionColor: {r: 1.0039216, g: 1.0039216, b: 1.0039216, a: 1}
- _EmissionMapChannelMask: {r: 1, g: 1, b: 1, a: 0}
- _IndirectLightMinColor: {r: 1, g: 1, b: 1, a: 1}
- _OcclusionMapChannelMask: {r: 1, g: 0, b: 0, a: 0}
diff --git a/Assets/Resources/Models/Games/RhythmRally/materials/stand.mat.meta b/Assets/Resources/Models/Games/RhythmRally/materials/field/stand.mat.meta
similarity index 100%
rename from Assets/Resources/Models/Games/RhythmRally/materials/stand.mat.meta
rename to Assets/Resources/Models/Games/RhythmRally/materials/field/stand.mat.meta
diff --git a/Assets/Resources/Models/Games/RhythmRally/materials/stand.png b/Assets/Resources/Models/Games/RhythmRally/materials/field/stand.png
similarity index 100%
rename from Assets/Resources/Models/Games/RhythmRally/materials/stand.png
rename to Assets/Resources/Models/Games/RhythmRally/materials/field/stand.png
diff --git a/Assets/Resources/Models/Games/RhythmRally/materials/stand.png.meta b/Assets/Resources/Models/Games/RhythmRally/materials/field/stand.png.meta
similarity index 100%
rename from Assets/Resources/Models/Games/RhythmRally/materials/stand.png.meta
rename to Assets/Resources/Models/Games/RhythmRally/materials/field/stand.png.meta
diff --git a/Assets/Resources/Models/Games/RhythmRally/materials/field/str_Mt_mat.mat b/Assets/Resources/Models/Games/RhythmRally/materials/field/str_Mt_mat.mat
new file mode 100644
index 000000000..15b2e011a
--- /dev/null
+++ b/Assets/Resources/Models/Games/RhythmRally/materials/field/str_Mt_mat.mat
@@ -0,0 +1,82 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 8
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: str_Mt_mat
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ValidKeywords:
+ - _EMISSION
+ - _GLOSSYREFLECTIONS_OFF
+ m_InvalidKeywords: []
+ m_LightmapFlags: 2
+ m_EnableInstancingVariants: 0
+ m_DoubleSidedGI: 0
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
+ disabledShaderPasses: []
+ m_SavedProperties:
+ serializedVersion: 3
+ m_TexEnvs:
+ - _BumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailAlbedoMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailNormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionMap:
+ m_Texture: {fileID: 2800000, guid: fb14d798b597e444c80b90db0be4726e, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 2800000, guid: fb14d798b597e444c80b90db0be4726e, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OcclusionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _BumpScale: 1
+ - _Cutoff: 0.5
+ - _DetailNormalMapScale: 1
+ - _DstBlend: 0
+ - _GlossMapScale: 1
+ - _Glossiness: 0.4
+ - _GlossyReflections: 0
+ - _Metallic: 0
+ - _Mode: 0
+ - _OcclusionStrength: 1
+ - _Parallax: 0.02
+ - _SmoothnessTextureChannel: 0
+ - _SpecularHighlights: 1
+ - _SrcBlend: 1
+ - _UVSec: 0
+ - _ZWrite: 1
+ m_Colors:
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _EmissionColor: {r: 0.60016924, g: 0.60016924, b: 0.60016924, a: 1}
+ m_BuildTextureStacks: []
diff --git a/Assets/Resources/Models/Games/RhythmRally/materials/field/str_Mt_mat.mat.meta b/Assets/Resources/Models/Games/RhythmRally/materials/field/str_Mt_mat.mat.meta
new file mode 100644
index 000000000..777ffdb0a
--- /dev/null
+++ b/Assets/Resources/Models/Games/RhythmRally/materials/field/str_Mt_mat.mat.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 027d1098f5f0e17468be9faa0fb19df3
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 2100000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Resources/Models/Games/RhythmRally/stageLmodel.fbx b/Assets/Resources/Models/Games/RhythmRally/stageLmodel.fbx
new file mode 100644
index 000000000..974a8eb05
Binary files /dev/null and b/Assets/Resources/Models/Games/RhythmRally/stageLmodel.fbx differ
diff --git a/Assets/Resources/Models/Games/RhythmRally/Testing/stage_tutorial_model.obj.meta b/Assets/Resources/Models/Games/RhythmRally/stageLmodel.fbx.meta
similarity index 73%
rename from Assets/Resources/Models/Games/RhythmRally/Testing/stage_tutorial_model.obj.meta
rename to Assets/Resources/Models/Games/RhythmRally/stageLmodel.fbx.meta
index 26e825838..f4ef313d9 100644
--- a/Assets/Resources/Models/Games/RhythmRally/Testing/stage_tutorial_model.obj.meta
+++ b/Assets/Resources/Models/Games/RhythmRally/stageLmodel.fbx.meta
@@ -1,9 +1,24 @@
fileFormatVersion: 2
-guid: 8103cc38c4670444aa1d4d4cc3a0be68
+guid: be6c8fd0360db5745a76b5181a353a19
ModelImporter:
- serializedVersion: 20200
+ serializedVersion: 21300
internalIDToNameTable: []
- externalObjects: {}
+ externalObjects:
+ - first:
+ type: UnityEngine:Material
+ assembly: UnityEngine.CoreModule
+ name: cakeMt_mat
+ second: {fileID: 2100000, guid: f978f03562560bf4f8632886f1e9c9b2, type: 2}
+ - first:
+ type: UnityEngine:Material
+ assembly: UnityEngine.CoreModule
+ name: shadowMt_mat
+ second: {fileID: 2100000, guid: 980294f1ede904841840bb6e34b4f097, type: 2}
+ - first:
+ type: UnityEngine:Material
+ assembly: UnityEngine.CoreModule
+ name: str_Mt_mat
+ second: {fileID: 2100000, guid: 027d1098f5f0e17468be9faa0fb19df3, type: 2}
materials:
materialImportMode: 2
materialName: 0
@@ -14,6 +29,7 @@ ModelImporter:
bakeSimulation: 0
resampleCurves: 1
optimizeGameObjects: 0
+ removeConstantScaleCurves: 1
motionNodeName:
rigImportErrors:
rigImportWarnings:
@@ -34,7 +50,7 @@ ModelImporter:
isReadable: 0
meshes:
lODScreenPercentages: []
- globalScale: 1
+ globalScale: 0.425
meshCompression: 0
addColliders: 0
useSRGBMaterialColor: 1
@@ -43,6 +59,7 @@ ModelImporter:
importBlendShapes: 1
importCameras: 1
importLights: 1
+ nodeNameCollisionStrategy: 1
fileIdsGeneration: 2
swapUVChannels: 0
generateSecondaryUV: 0
@@ -54,6 +71,7 @@ ModelImporter:
skinWeightsMode: 0
maxBonesPerVertex: 4
minBoneWeight: 0.001
+ optimizeBones: 1
meshOptimizationFlags: -1
indexFormat: 0
secondaryUVAngleDistortion: 8
@@ -70,7 +88,7 @@ ModelImporter:
tangentImportMode: 3
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
- blendShapeNormalImportMode: 1
+ blendShapeNormalImportMode: 0
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
@@ -85,7 +103,7 @@ ModelImporter:
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
- globalScale: 1
+ globalScale: 0.425
rootMotionBoneName:
hasTranslationDoF: 0
hasExtraRoot: 0
@@ -96,7 +114,8 @@ ModelImporter:
humanoidOversampling: 1
avatarSetup: 0
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
+ remapMaterialsIfMaterialImportModeIsNone: 0
additionalBone: 0
userData:
- assetBundleName:
+ assetBundleName: ntrpingpong/common
assetBundleVariant:
diff --git a/Assets/Scripts/Games/RhythmRally/Paddlers.cs b/Assets/Scripts/Games/RhythmRally/Paddlers.cs
index ece5cfebb..777037410 100644
--- a/Assets/Scripts/Games/RhythmRally/Paddlers.cs
+++ b/Assets/Scripts/Games/RhythmRally/Paddlers.cs
@@ -16,6 +16,9 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
private Animator opponentAnim;
private Conductor cond;
+ public bool PlayerDown { get { return playerDown; } }
+ bool playerDown = false;
+
public void Init()
{
game = RhythmRally.instance;
@@ -31,20 +34,23 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicPress))
{
playerAnim.Play("Ready1");
+ playerDown = true;
}
if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicRelease))
{
playerAnim.Play("UnReady1");
+ playerDown = false;
}
}
else
{
- if (!game.served || game.missed || !game.started) return;
+ if (!game.started) return;
}
if (PlayerInput.GetIsAction(RhythmRally.InputAction_FlickPress) && !game.IsExpectingInputNow(RhythmRally.InputAction_FlickPress))
{
// Play "whoosh" sound here
playerAnim.DoScaledAnimationAsync("Swing", 0.5f);
+ playerDown = false;
}
}
@@ -65,7 +71,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
}
- playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
+ playerAnim.DoScaledAnimationAsync("Swing", 0.5f);
+ playerDown = false;
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
BounceFX(bounceBeat);
game.ball.SetActive(true);
@@ -75,7 +82,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
{
MissBall();
SoundByte.PlayOneShot("miss");
- playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
+ playerAnim.DoScaledAnimationAsync("Swing", 0.5f);
+ playerDown = false;
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
diff --git a/Assets/Scripts/Games/RhythmRally/RhythmRally.cs b/Assets/Scripts/Games/RhythmRally/RhythmRally.cs
index 8bb9d1cfe..9d08c54c9 100644
--- a/Assets/Scripts/Games/RhythmRally/RhythmRally.cs
+++ b/Assets/Scripts/Games/RhythmRally/RhythmRally.cs
@@ -2,11 +2,12 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
-using DG.Tweening;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
+using Jukebox;
+
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
@@ -88,18 +89,32 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate {
var e = eventCaller.currentEntity;
- var rotation = new Vector3(0, e["valA"], 0);
- RhythmRally.instance.ChangeCameraAngle(rotation, e["valB"], e.length, (Ease)e["type"], (RotateMode)e["type2"]);
+ // var rotation = new Vector3(0, e["valA"], 0);
+ RhythmRally.instance.ChangeCameraAngle(e.beat, e["valA"], e["valB"], e.length, (Util.EasingFunction.Ease)e["type"]);
},
defaultLength = 4,
resizable = true,
parameters = new List() {
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"),
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"),
- new Param("type", Ease.Linear, "Ease", "The easing function to use"),
- new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
+ new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use"),
+ // new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
}
},
+ // todo: background recolouring
+ // new GameAction("bg colour", "Background Colour")
+ // {
+ // function = delegate {
+ // var e = eventCaller.currentEntity;
+ // },
+ // defaultLength = 1,
+ // resizable = true,
+ // parameters = new List() {
+ // new Param("bottomColour", new Color(0,0,0,0), "Bottom Colour", "The colour at the bottom of the skybox"),
+ // new Param("topColour", new Color(1,1,1,1), "Top Colour", "The colour at the top of the skybox"),
+ // new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use"),
+ // }
+ // },
},
new List() { "ntr", "keep" },
"ntrpingpong", "en",
@@ -125,7 +140,7 @@ namespace HeavenStudio.Games
[Header("Ball and curve info")]
public GameObject ball;
public GameObject ballShadow;
- public TrailRenderer ballTrail;
+ public ParticleSystem ballTrail;
public BezierCurve3D serveCurve;
public BezierCurve3D returnCurve;
public BezierCurve3D tossCurve;
@@ -167,8 +182,19 @@ namespace HeavenStudio.Games
SetupBopRegion("rhythmRally", "bop", "bopAuto");
}
+ private void Start()
+ {
+ EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
+ }
+
const float tableHitTime = 0.58f;
bool opponentServing = false; // Opponent serving this frame?
+ double cameraRotateBeat = double.MaxValue;
+ double cameraRotateLength;
+ Util.EasingFunction.Ease cameraRotateEase;
+ float cameraRotateLast = 0, cameraScaleLast = 1;
+ float cameraRotateNext = 0, cameraScaleNext = 1;
+
void Update()
{
var cond = Conductor.instance;
@@ -274,10 +300,8 @@ namespace HeavenStudio.Games
}
}
- // TODO: Make conditional so ball shadow only appears when over table.
ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
-
var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
// Check if the opponent should swing.
@@ -342,7 +366,8 @@ namespace HeavenStudio.Games
}
// If player never swung and is still in ready state, snap them out of it.
- if (missed && playerState.IsName("Ready1"))
+ // only if they're not manually preparing via touch controls
+ if (missed && playerState.IsName("Ready1") && (!paddlers.PlayerDown))
playerAnim.Play("Beat");
}
}
@@ -358,6 +383,47 @@ namespace HeavenStudio.Games
opponentServing = false;
//update camera
+ UpdateCamera(currentBeat);
+ }
+
+ public override void OnPlay(double beat)
+ {
+ EntityPreCheck(beat);
+ }
+
+ void EntityPreCheck(double beat)
+ {
+ cameraRotateBeat = double.MaxValue;
+ cameraRotateLength = 0;
+ cameraRotateEase = Util.EasingFunction.Ease.Linear;
+ cameraRotateLast = 0; cameraScaleLast = 1;
+ cameraRotateNext = 0; cameraScaleNext = 1;
+
+ List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat < beat && c.datamodel.Split(0) == "rhythmRally");
+ RiqEntity lastGameSwitch = GameManager.instance.Beatmap.Entities.FindLast(c => c.beat <= beat && c.datamodel == "gameManager/switchGame/rhythmRally");
+
+ if (lastGameSwitch == null) return;
+ List cameraEntities = prevEntities.FindAll(c => c.beat >= lastGameSwitch.beat && c.datamodel == "rhythmRally/camera");
+
+ foreach (var entity in cameraEntities)
+ {
+ ChangeCameraAngle(entity.beat, entity["valA"], entity["valB"], entity.length, (Util.EasingFunction.Ease)entity["type"]);
+ }
+
+ UpdateCamera(beat);
+ }
+
+ void UpdateCamera(double beat)
+ {
+ if (beat >= cameraRotateBeat)
+ {
+ Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cameraRotateEase);
+ float rotProg = Conductor.instance.GetPositionFromBeat(cameraRotateBeat, cameraRotateLength, true);
+ float rot = func(cameraRotateLast, cameraRotateNext, rotProg);
+ cameraPivot.rotation = Quaternion.Euler(0, rot, 0);
+ cameraPivot.localScale = Vector3.one * func(cameraScaleLast, cameraScaleNext, rotProg);
+ }
+
GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
GameCamera.AdditionalFoV = cameraFOV;
@@ -395,10 +461,10 @@ namespace HeavenStudio.Games
bool playerPrepping = false; // Player using prep animation?
bool opponentPrepping = false; // Opponent using prep animation?
- if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
+ if ((!playerPrepping) && (!paddlers.PlayerDown) && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
playerAnim.DoScaledAnimationAsync("Beat", 0.5f);
- if (!opponentPrepping && !opponentServing && !tossing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
+ if ((!opponentPrepping) && (!opponentServing) && (!tossing) && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
opponentAnim.DoScaledAnimationAsync("Beat", 0.5f);
}
@@ -492,11 +558,15 @@ namespace HeavenStudio.Games
inPose = true;
}
- public void ChangeCameraAngle(Vector3 rotation, float camZoom, float length, Ease ease, RotateMode rotateMode)
+ public void ChangeCameraAngle(double beat, float rotation, float camZoom, double length, Util.EasingFunction.Ease ease)
{
- var len = length * Conductor.instance.secPerBeat;
- cameraPivot.DORotate(rotation, len, rotateMode).SetEase(ease);
- cameraPivot.DOScale(camZoom, len).SetEase(ease);
+ cameraRotateBeat = beat;
+ cameraRotateLength = length;
+ cameraRotateEase = ease;
+ cameraRotateLast = cameraRotateNext;
+ cameraScaleLast = cameraScaleNext;
+ cameraRotateNext = rotation;
+ cameraScaleNext = camZoom;
}
public void PrepareFastRally(double beat, RallySpeed speedChange, bool muteAudio = false)