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fu-majime 2024-03-12 21:35:47 +09:00
parent a8fa504b82
commit a21188da9f
29 changed files with 1701 additions and 1430 deletions

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View file

@ -10,14 +10,49 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
{
public class Enemy : MonoBehaviour
{
public double targetBeat;
[NonSerialized] public double createBeat;
public Transform SpawnEffect;
public float scaleSpeed;
Vector3 scaleRate => new Vector3(scaleSpeed, scaleSpeed, scaleSpeed) / (Conductor.instance.pitchedSecPerBeat * 2f);
private ShootEmUp game;
public void Init()
{
game = ShootEmUp.instance;
}
public void StartInput(double beat, double length)
{
game = ShootEmUp.instance;
game.ScheduleInput(beat, length, ShootEmUp.InputAction_Press, Just, Miss, Empty);
}
private void Just(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("shootEmUp/shoot");
game.shipAnim.Play("shipShoot");
Destroy(gameObject);
}
private void Miss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
game.Damage();
Destroy(gameObject);
}
private void Empty(PlayerActionEvent caller) {}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
var enemyScale = transform.localScale;
transform.localScale = enemyScale + (scaleRate * Time.deltaTime);
}
}
}
}

View file

@ -12,24 +12,6 @@ using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
/// Minigame loaders handle the setup of your minigame.
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
/// `Platformcode` is a three-leter platform code with the minigame's origin
/// `Name` is a short internal name
/// `Loader` is the string "Loader"
/// Platform codes are as follows:
/// Agb: Gameboy Advance ("Advance Gameboy")
/// Ntr: Nintendo DS ("Nitro")
/// Rvl: Nintendo Wii ("Revolution")
/// Ctr: Nintendo 3DS ("Centrair")
/// Mob: Mobile
/// Pco: PC / Other
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
/// For help, feel free to reach out to us on our discord, in the #development channel.
public static class NtrShootEmUpLoader
{
public static Minigame AddGame(EventCaller eventCaller)
@ -38,18 +20,21 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("start interval", "Start Interval")
{
preFunction = delegate { RhythmTweezers.PreInterval(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
preFunction = delegate { var e = eventCaller.currentEntity; ShootEmUp.PreInterval(e.beat, e.length, e["placement"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("placement", ShootEmUp.PlacementType.PatternA, "Placement Pattern")
},
},
new GameAction("spawn enemy", "Spawn Enemy")
{
defaultLength = 0.5f,
function = delegate {var e = eventCaller.currentEntity; ShootEmUp.instance.SpawnEnemy(e.beat, e["x"], e["y"]); },
parameters = new List<Param>()
{
new Param("x", new EntityTypes.Integer(-3, 3, 0), "X"),
new Param("y", new EntityTypes.Integer(-3, 3, 0), "Y"),
new Param("x", new EntityTypes.Float(-4, 4, 0), "X"),
new Param("y", new EntityTypes.Float(-3, 3, 0), "Y"),
},
},
},
@ -66,13 +51,31 @@ namespace HeavenStudio.Games
{
public GameObject baseEnemy;
public Transform enemyHolder;
public Animator shipAnim;
private struct QueuedInterval
private List<Enemy> spawnedEnemies = new List<Enemy>();
public enum PlacementType
{
public double beat;
public float interval;
PatternA = 0,
PatternB,
PatternC,
Manual,
}
private static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
[System.Serializable]
public struct PatternItem
{
public PosPatternItem[] posPattern;
[System.Serializable]
public struct PosPatternItem
{
public Vector2[] posData;
}
}
[SerializeField] PatternItem[] PlacementPattern;
protected static bool IA_PadAnyDown(out double dt)
{
@ -83,10 +86,11 @@ namespace HeavenStudio.Games
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
}
public static PlayerInput.InputAction InputAction_Press =
new("AgbShootPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
new("NtrShootPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadAnyDown, IA_TouchBasicPress, IA_BatonBasicPress);
public static ShootEmUp instance;
private static CallAndResponseHandler crHandlerInstance;
// Start is called before the first frame update
void Awake()
@ -94,12 +98,49 @@ namespace HeavenStudio.Games
instance = this;
}
public void SpawnEnemy(double beat, int x, int y)
public override void OnGameSwitch(double beat)
{
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
if (queuedIntervals.Count > 0)
{
foreach (var interval in queuedIntervals)
{
SetIntervalStart(interval.beat, beat, interval.interval, interval.placement);
}
queuedIntervals.Clear();
}
}
}
public override void OnPlay(double beat)
{
crHandlerInstance = null;
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
queuedIntervals.Clear();
}
private void OnDestroy()
{
if (!Conductor.instance.isPlaying)
{
crHandlerInstance = null;
}
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
public void SpawnEnemy(double beat, float x, float y, bool active = true)
{
SoundByte.PlayOneShotGame("shootEmUp/spawn", beat);
var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent<Enemy>();
newEnemy.targetBeat = beat;
newEnemy.gameObject.transform.localPosition = new Vector3(5.05f*x/3, 2.5f*y/3 + 1.25f, 0);
spawnedEnemies.Add(newEnemy);
newEnemy.createBeat = beat;
newEnemy.gameObject.transform.localPosition = new Vector3(5.05f/3*x, 2.5f/3*y + 1.25f, 0);
Vector3 angle = new Vector3(0, 0, 0);
if (x > 0 && y > 0) {
@ -113,21 +154,77 @@ namespace HeavenStudio.Games
}
newEnemy.SpawnEffect.eulerAngles = angle;
BeatAction.New(instance, new List<BeatAction.Action>()
if (active)
{
new BeatAction.Action(beat, delegate
SoundByte.PlayOneShotGame("shootEmUp/spawn", beat);
BeatAction.New(instance, new List<BeatAction.Action>()
{
newEnemy.gameObject.SetActive(true);
newEnemy.GetComponent<Animator>().Play("enemySpawn", 0, 0);
})
});
new BeatAction.Action(beat, delegate
{
newEnemy.gameObject.SetActive(true);
newEnemy.GetComponent<Animator>().Play("enemySpawn", 0, 0);
})
});
}
else
{
newEnemy.gameObject.SetActive(true);
}
}
public static void PreInterval(double beat, float interval = 4f, bool autoPassTurn = true)
private struct QueuedInterval
{
public double beat;
public float interval;
public int placement;
}
private static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
private void SetIntervalStart(double beat, double gameSwitchBeat, float interval = 4f, int placement = -1)
{
CallAndResponseHandler newHandler = new();
crHandlerInstance = newHandler;
crHandlerInstance.StartInterval(beat, interval);
var relevantInputs = GetAllInputsBetweenBeat(beat, beat + interval);
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
if (placement >= 0 && placement < (int)PlacementType.Manual)
{
PatternItem plcPattern = PlacementPattern[Math.Min(placement, PlacementPattern.Length - 1)];
int relevantInputsCount = relevantInputs.Count;
int posPatternLength = plcPattern.posPattern.Length;
for (int i = 0; i < relevantInputsCount; i++)
{
var evt = relevantInputs[i];
crHandlerInstance.AddEvent(evt.beat);
int relevantIndex = Math.Min(relevantInputsCount - 1, posPatternLength - 1);
var posData = plcPattern.posPattern[relevantIndex].posData;
int posDataIndex = Math.Min(posData.Length - 1, i);
var pos = posData[posDataIndex];
SpawnEnemy(evt.beat, pos.x, pos.y, evt.beat >= gameSwitchBeat);
}
}
else
{
foreach (var evt in relevantInputs)
{
crHandlerInstance.AddEvent(evt.beat);
SpawnEnemy(evt.beat, evt["x"], evt["y"], evt.beat >= gameSwitchBeat);
}
}
PassTurn(beat + interval, interval, newHandler);
}
public static void PreInterval(double beat, float interval = 4f, int placement = -1)
{
if (GameManager.instance.currentGame == "shootEmUp")
{
// instance.SetIntervalStart(beat, beat, interval, autoPassTurn);
instance.SetIntervalStart(beat, beat, interval, placement);
}
else
{
@ -135,8 +232,44 @@ namespace HeavenStudio.Games
{
beat = beat,
interval = interval,
placement = placement,
});
}
}
private List<RiqEntity> GetAllInputsBetweenBeat(double beat, double endBeat)
{
return EventCaller.GetAllInGameManagerList("shootEmUp", new string[] { "spawn enemy" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
}
private void PassTurnStandalone(double beat)
{
if (crHandlerInstance != null) PassTurn(beat, crHandlerInstance.intervalLength, crHandlerInstance);
}
private void PassTurn(double beat, double length, CallAndResponseHandler crHandler)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 0.25, delegate
{
if (crHandler.queuedEvents.Count > 0)
{
foreach (var crEvent in crHandler.queuedEvents)
{
var enemyToInput = spawnedEnemies.Find(x => x.createBeat == crEvent.beat);
enemyToInput.StartInput(beat, crEvent.relativeBeat);
}
crHandler.queuedEvents.Clear();
}
}),
});
}
public void Damage()
{
shipAnim.Play("shipDamage");
}
}
}