Crop Stomp: He go
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@ -190,12 +190,15 @@ namespace RhythmHeavenMania
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}
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}
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public bool ReportBeat(ref float lastReportedBeat, float offset = 0)
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public bool ReportBeat(ref float lastReportedBeat, float offset = 0, bool shiftBeatToOffset = false)
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{
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}
|
||||
|
|
|
@ -8,16 +8,92 @@ namespace RhythmHeavenMania.Games.CropStomp
|
|||
{
|
||||
public class CropStomp : Minigame
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
const float stepDistance = 2.115f;
|
||||
|
||||
float scrollRate => stepDistance / (Conductor.instance.secPerBeat * 2f / Conductor.instance.musicSource.pitch);
|
||||
float grassWidth;
|
||||
|
||||
private float newBeat = -1f; // So that marching can happen on beat 0.
|
||||
private float marchStartBeat = -1f;
|
||||
private float marchOffset;
|
||||
private int currentMarchBeat;
|
||||
private int stepCount;
|
||||
|
||||
public bool isMarching => marchStartBeat != -1f;
|
||||
|
||||
public Animator legsAnim;
|
||||
public Transform farmerTrans;
|
||||
public SpriteRenderer grass;
|
||||
public Transform grassTrans;
|
||||
public Transform scrollingHolder;
|
||||
|
||||
public static CropStomp instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
instance = this;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
private void Start()
|
||||
{
|
||||
|
||||
// Finding grass sprite width for grass scrolling.
|
||||
var grassSprite = grass.sprite;
|
||||
var borderLeft = grassSprite.rect.xMin + grassSprite.border.x;
|
||||
var borderRight = grassSprite.rect.xMax - grassSprite.border.z;
|
||||
var borderWidthPixels = borderRight - borderLeft;
|
||||
grassWidth = borderWidthPixels / grassSprite.pixelsPerUnit;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isMarching)
|
||||
return;
|
||||
|
||||
var cond = Conductor.instance;
|
||||
|
||||
if (cond.ReportBeat(ref newBeat, marchOffset, true))
|
||||
{
|
||||
currentMarchBeat += 1;
|
||||
|
||||
// Step.
|
||||
if (currentMarchBeat % 2 != 0)
|
||||
{
|
||||
stepCount += 1;
|
||||
var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
|
||||
|
||||
legsAnim.Play(stepAnim, 0, 0);
|
||||
}
|
||||
// Lift.
|
||||
else
|
||||
{
|
||||
var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
|
||||
legsAnim.Play(liftAnim, 0, 0);
|
||||
|
||||
var farmerPos = farmerTrans.localPosition;
|
||||
farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
|
||||
}
|
||||
}
|
||||
|
||||
// Object scroll.
|
||||
var scrollPos = scrollingHolder.localPosition;
|
||||
var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime);
|
||||
scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z);
|
||||
|
||||
// Grass scroll.
|
||||
var grassPos = grassTrans.localPosition;
|
||||
|
||||
var newGrassX = grassPos.x + (scrollRate * Time.deltaTime);
|
||||
newGrassX = (newGrassX % (grassWidth * 4.5f));
|
||||
|
||||
grassTrans.localPosition = new Vector3(newGrassX, grassPos.y, grassPos.z);
|
||||
}
|
||||
|
||||
public void StartMarching(float beat)
|
||||
{
|
||||
marchStartBeat = beat;
|
||||
marchOffset = (marchStartBeat % 1) * Conductor.instance.secPerBeat / Conductor.instance.musicSource.pitch;
|
||||
currentMarchBeat = 0;
|
||||
stepCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,6 +14,7 @@ using RhythmHeavenMania.Games.RhythmTweezers;
|
|||
using RhythmHeavenMania.Games.RhythmRally;
|
||||
using RhythmHeavenMania.Games.BuiltToScaleDS;
|
||||
using RhythmHeavenMania.Games.TapTrial;
|
||||
using RhythmHeavenMania.Games.CropStomp;
|
||||
|
||||
namespace RhythmHeavenMania
|
||||
{
|
||||
|
@ -338,6 +339,10 @@ namespace RhythmHeavenMania
|
|||
new GameAction("jump tap", delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||
new GameAction("final jump tap", delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||
}),
|
||||
new Minigame("cropStomp", "Crop Stomp \n<color=#eb5454>[WIP don't use]</color>", "BFDEA6", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("start marching", delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); }, 0.5f, false),
|
||||
}),
|
||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||
{
|
||||
}),
|
||||
|
|
Loading…
Reference in a new issue