He jumps now!

This commit is contained in:
Rapandrasmus 2023-06-21 21:30:46 +02:00
parent 5b95bd3290
commit 9e7d0bc08e
14 changed files with 1345 additions and 15 deletions

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name: jumpImpact
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@ -903,7 +903,7 @@ TextureImporter:
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weights: []
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name: stem
rect:
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@ -924,7 +924,7 @@ TextureImporter:
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name: Heart
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@ -1606,6 +1606,7 @@ TextureImporter:
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@ -1672,11 +1670,13 @@ TextureImporter:
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View file

@ -36,9 +36,35 @@ namespace HeavenStudio.Games
public class AgbNightWalk : Minigame
{
public static AgbNightWalk instance;
[SerializeField] private AgbPlayYan playYan;
public AgbPlayYan playYan;
[SerializeField] private AgbPlatformHandler platformHandler;
[NonSerialized] public double countInBeat = -1;
[Header("Curves")]
[SerializeField] SuperCurveObject.Path[] jumpPaths;
new void OnDrawGizmos()
{
base.OnDrawGizmos();
foreach (SuperCurveObject.Path path in jumpPaths)
{
if (path.preview)
{
playYan.DrawEditorGizmo(path);
}
}
}
public SuperCurveObject.Path GetPath(string name)
{
foreach (SuperCurveObject.Path path in jumpPaths)
{
if (path.name == name)
{
return path;
}
}
return default(SuperCurveObject.Path);
}
private void Awake()
{

View file

@ -1,3 +1,4 @@
using HeavenStudio.Util;
using System;
using System.Collections;
using System.Collections.Generic;
@ -7,12 +8,23 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
{
public class AgbPlatform : MonoBehaviour
{
public enum PlatformType
{
Flower = 1,
Lollipop = 2,
Umbrella = 3
}
private double startBeat;
private double endBeat;
private AgbPlatformHandler handler;
public void Init(double beat, double hitBeat, AgbPlatformHandler handlerToPut)
[NonSerialized] public AgbPlatformHandler handler;
private Animator anim;
private AgbNightWalk game;
private PlatformType type = PlatformType.Flower;
public void StartInput(double beat, double hitBeat)
{
handler = handlerToPut;
startBeat = beat;
endBeat = hitBeat;
if (startBeat < endBeat)
@ -23,6 +35,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
private void Awake()
{
game = AgbNightWalk.instance;
anim = GetComponent<Animator>();
Update();
}
@ -47,14 +61,18 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
private void ResetInput()
{
double newStartBeat = endBeat + (handler.platformCount * 0.5f);
Init(newStartBeat, newStartBeat + (handler.platformCount * 0.5f), handler);
anim.Play("Idle", 0, 0);
StartInput(newStartBeat, newStartBeat + (handler.platformCount * 0.5f));
}
private void Just(PlayerActionEvent caller, float state)
{
game.playYan.Jump(Conductor.instance.songPositionInBeats);
if (state >= 1 || state <= -1)
{
return;
}
SoundByte.PlayOneShotGame("nightWalkAgb/jump" + (int)type);
anim.DoScaledAnimationAsync("Flower", 0.5f);
}
private void Miss(PlayerActionEvent caller)

View file

@ -28,7 +28,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
for (int i = 0; i < platformCount; i++)
{
AgbPlatform platform = Instantiate(platformRef, transform);
platform.Init(game.countInBeat + i + 8 - (platformCount * 0.5), game.countInBeat + i + 8, this);
platform.StartInput(game.countInBeat + i + 8 - (platformCount * 0.5), game.countInBeat + i + 8);
platform.handler = this;
platform.gameObject.SetActive(true);
}
}
@ -37,7 +38,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
for (int i = 0; i < platformCount; i++)
{
AgbPlatform platform = Instantiate(platformRef, transform);
platform.Init(Math.Ceiling(beat) + i - (platformCount * 1.5), Math.Ceiling(beat) + i - platformCount, this);
platform.StartInput(Math.Ceiling(beat) + i - (platformCount * 1.5), Math.Ceiling(beat) + i - platformCount);
platform.handler = this;
platform.gameObject.SetActive(true);
}
}

View file

@ -6,20 +6,62 @@ using UnityEngine;
namespace HeavenStudio.Games.Scripts_AgbNightWalk
{
public class AgbPlayYan : MonoBehaviour
public class AgbPlayYan : SuperCurveObject
{
private enum JumpingState
{
Flying,
Walking,
Jumping
}
private JumpingState jumpingState;
private AgbNightWalk game;
private double jumpBeat;
[SerializeField] private List<Animator> balloons = new List<Animator>();
private Path jumpPath;
private void Awake()
{
game = AgbNightWalk.instance;
jumpPath = game.GetPath("Jump");
foreach (var balloon in balloons)
{
balloon.Play("Idle", 0, UnityEngine.Random.Range(0f, 1f));
}
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
switch (jumpingState)
{
case JumpingState.Jumping:
Vector3 pos = GetPathPositionFromBeat(jumpPath, Math.Min(jumpBeat + 1, cond.songPositionInBeatsAsDouble), jumpBeat);
transform.localPosition = pos;
float normalizedBeat = cond.GetPositionFromBeat(jumpBeat, 1);
if (normalizedBeat >= 1f)
{
jumpingState = JumpingState.Walking;
}
break;
case JumpingState.Walking:
transform.localPosition = Vector3.zero;
break;
case JumpingState.Flying:
transform.localPosition = Vector3.zero;
break;
}
}
}
public void Jump(double beat)
{
jumpingState = JumpingState.Jumping;
jumpBeat = beat;
Update();
}
public void PopBalloon(int index, bool instant)
{
if (instant)