Add miss curve and Toggle Blocks
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||||
- {fileID: 5231650026959507566, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: -5883628003128837853, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: 7197940218791003086, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: -2012133994, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: 356430700, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: 356430700, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
|
|
|
@ -234,9 +234,9 @@ AnimationClip:
|
|||
- time: 0.13333334
|
||||
value: {fileID: 444922917, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- time: 0.16666667
|
||||
value: {fileID: 4881183030622861663, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
value: {fileID: -5883628003128837853, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- time: 0.2
|
||||
value: {fileID: -4190599202341174402, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
value: {fileID: 7197940218791003086, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- time: 0.23333333
|
||||
value: {fileID: -2012133994, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- time: 0.26666668
|
||||
|
@ -312,8 +312,8 @@ AnimationClip:
|
|||
- {fileID: -1903993783, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: -652921874, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: 444922917, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: 4881183030622861663, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: -4190599202341174402, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: -5883628003128837853, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: 7197940218791003086, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: -2012133994, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: 356430700, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
- {fileID: 956981337, guid: f77716464d1f0864fbad93cdacd39630, type: 3}
|
||||
|
|
|
@ -28,23 +28,19 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
private void Awake()
|
||||
{
|
||||
_thisPosition = transform.localPosition;
|
||||
_otherPosition = _thisPosition + new Vector3(_slideOffset, 0);
|
||||
_otherPosition = _thisPosition + new Vector3(0, _slideOffset);
|
||||
game = BuiltToScaleRvl.instance;
|
||||
blockAnim = GetComponent<Animator>();
|
||||
if (!BuiltToScaleRvl.IsPositionInRange(position)) position = 0;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
|
||||
public void Move(double beat, double length, bool inToScene)
|
||||
public void Move(double beat, double length, bool inToScene, int ease)
|
||||
{
|
||||
if (_currentMove != null) StopCoroutine(_currentMove);
|
||||
_currentMove = StartCoroutine(MoveCo(beat, length, inToScene));
|
||||
_currentMove = StartCoroutine(MoveCo(beat, length, inToScene, ease));
|
||||
}
|
||||
|
||||
private IEnumerator MoveCo(double beat, double length, bool inToScene)
|
||||
private IEnumerator MoveCo(double beat, double length, bool inToScene, int ease)
|
||||
{
|
||||
if (length <= 0)
|
||||
{
|
||||
|
@ -52,11 +48,12 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
yield break;
|
||||
}
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(beat, length, false);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)ease);
|
||||
while (normalized <= 1f)
|
||||
{
|
||||
normalized = Conductor.instance.GetPositionFromBeat(beat, length);
|
||||
Vector3 newPos = Vector3.Lerp(inToScene ? _otherPosition : _thisPosition, inToScene ? _thisPosition : _otherPosition, normalized);
|
||||
transform.localPosition = newPos;
|
||||
float newPosY = func(inToScene ? _otherPosition.y : _thisPosition.y, inToScene ? _thisPosition.y : _otherPosition.y, normalized);
|
||||
transform.localPosition = new Vector3(_thisPosition.x, newPosY, _thisPosition.z);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -53,7 +53,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
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("target", BuiltToScaleRvl.TargetBlock.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."),
|
||||
},
|
||||
},
|
||||
|
@ -66,6 +66,21 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("id", new EntityTypes.Integer(1, 4, 0), "Rod ID", "Set the ID of the rod to bounce."),
|
||||
},
|
||||
},
|
||||
new GameAction("presence", "Toggle Blocks")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.ToggleBlocksPresence(e.beat, e.length, e["in"], e["ease"], e["first"], e["second"], e["third"], e["fourth"]); },
|
||||
defaultLength = 2f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("first", false, "First Block", "Toggle if this block should be animated."),
|
||||
new Param("second", false, "Second Block", "Toggle if this block should be animated."),
|
||||
new Param("third", false, "Third Block", "Toggle if this block should be animated."),
|
||||
new Param("fourth", false, "Fourth Block", "Toggle if this block should be animated."),
|
||||
new Param("in", false, "In / Out", "Toggle if blocks should be present."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
}
|
||||
},
|
||||
}, new List<string>() { "rvl", "normal" }, "rvlbuilt", "en", new List<string>() { });
|
||||
}
|
||||
}
|
||||
|
@ -95,7 +110,7 @@ namespace HeavenStudio.Games
|
|||
Fourth,
|
||||
OuterRight,
|
||||
}
|
||||
public enum TargetBox {
|
||||
public enum TargetBlock {
|
||||
First = 1,
|
||||
Second,
|
||||
Third,
|
||||
|
@ -129,6 +144,7 @@ namespace HeavenStudio.Games
|
|||
int widgetIndex;
|
||||
|
||||
public BezierCurve3D[] curve;
|
||||
public BezierCurve3D[] missCurve;
|
||||
public static readonly Dictionary<(int, int), int> curveMap = new Dictionary<(int, int), int> {
|
||||
{(-1, 0), 0}, // 01 in
|
||||
{(0, 1), 2}, {(1, 0), 2}, // 12
|
||||
|
@ -217,10 +233,10 @@ namespace HeavenStudio.Games
|
|||
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,
|
||||
(int)TargetBlock.First => 0,
|
||||
(int)TargetBlock.Second => 1,
|
||||
(int)TargetBlock.Third => 2,
|
||||
(int)TargetBlock.Fourth => 3,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
break;
|
||||
|
@ -481,6 +497,20 @@ namespace HeavenStudio.Games
|
|||
blocks[position].Idle(beat);
|
||||
}
|
||||
|
||||
public void ToggleBlocksPresence(double beat, double length, bool inToScene, int ease, bool first, bool second, bool third, bool fourth)
|
||||
{
|
||||
var blocks = new bool[] {first, second, third, fourth};
|
||||
for (int i = 0; i < blocks.Length; i++) {
|
||||
if (blocks[i]) ActivateBlockVisualPresence(beat, length, i, inToScene, ease);
|
||||
}
|
||||
}
|
||||
|
||||
private void ActivateBlockVisualPresence(double beat, double length, int position, bool inToScene, int ease)
|
||||
{
|
||||
if (!IsPositionInRange(position)) return;
|
||||
blocks[position].Move(beat, length, inToScene, ease);
|
||||
}
|
||||
|
||||
public static int getFollowingPos(int currentPos, int nextPos, int nextTime, CustomBounceItem[] bounceItems)
|
||||
{
|
||||
var bounce = Array.Find(bounceItems, x => x.time == nextTime);
|
||||
|
|
|
@ -32,6 +32,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
time = 0;
|
||||
BounceRecursion(startBeat, lengthBeat, currentPos, nextPos);
|
||||
setParameters(currentPos, nextPos);
|
||||
fallingAngle = fallingAngle * UnityEngine.Random.Range(-1f, 1f);
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
|
@ -139,31 +140,37 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
}
|
||||
private void BounceOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
game.PlayBlockBounceMiss(nextPos);
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, delegate {
|
||||
game.PlayBlockIdle(nextPos, currentBeat + 2*lengthBeat);
|
||||
End();
|
||||
})});
|
||||
currentCurve = game.curve[^1]; // miss
|
||||
currentBeat = Conductor.instance.songPositionInBeats;
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
isMiss = true;
|
||||
Falling();
|
||||
}
|
||||
private bool CanBounceHit()
|
||||
{
|
||||
return !game.isPlayerOpen;
|
||||
}
|
||||
private void Falling()
|
||||
{
|
||||
int missCurveIndex = (currentPos > nextPos) ? 0 : 1;
|
||||
currentCurve = game.missCurve[missCurveIndex];
|
||||
|
||||
currentBeat = Conductor.instance.songPositionInBeats;
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
isMiss = true;
|
||||
game.PlayBlockBounceMiss(nextPos);
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(currentBeat + lengthBeat*0.2f, delegate {
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 1;
|
||||
}),
|
||||
new BeatAction.Action(currentBeat + lengthBeat, delegate {
|
||||
game.PlayBlockIdle(nextPos, currentBeat + lengthBeat);
|
||||
End();
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
private void ShootOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
currentCurve = game.curve[^1]; // miss
|
||||
currentBeat = Conductor.instance.songPositionInBeats;
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
isMiss = true;
|
||||
game.PlayBlockShootNearlyMiss(nextPos);
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + lengthBeat, () => End())});
|
||||
Falling();
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -184,12 +191,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
}
|
||||
else
|
||||
{
|
||||
currentCurve = game.curve[^1]; // miss
|
||||
currentBeat = Conductor.instance.songPositionInBeats;
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
isMiss = true;
|
||||
game.PlayBlockBounceMiss(nextPos);
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + lengthBeat, () => End())});
|
||||
Falling();
|
||||
}
|
||||
}
|
||||
private bool CanShootHit()
|
||||
|
|
Loading…
Reference in a new issue