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serializedVersion: 2 + name: shoot_effect_0 + rect: + serializedVersion: 2 + x: 522 + y: 450 + width: 108 + height: 100 + alignment: 0 + pivot: {x: 0, y: 0} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: cb2867b5195b2c442bf9e16a38f53bba + internalID: 433249484 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: shoot_effect_1 + rect: + serializedVersion: 2 + x: 522 + y: 338 + width: 108 + height: 108 + alignment: 0 + pivot: {x: 0, y: 0} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: e0a54148d54f0f140a41e194fb56890d + internalID: 81652156 + vertices: [] + indices: + edges: [] + weights: [] outline: [] physicsShape: [] bones: [] @@ -567,6 +609,8 @@ TextureImporter: shoot_beam_8: -1120405300 shoot_beam_9: 515187223 shoot_earth: 769114757 + shoot_effect_0: 433249484 + shoot_effect_1: 81652156 shoot_enemy_0: -2136356488 shoot_enemy_1: -2032356040 shoot_enemy_2: -2103752361 diff --git a/Assets/Scripts/Games/ShootEmUp/Enemy.cs b/Assets/Scripts/Games/ShootEmUp/Enemy.cs index dc17a66cb..46c332cc5 100644 --- a/Assets/Scripts/Games/ShootEmUp/Enemy.cs +++ b/Assets/Scripts/Games/ShootEmUp/Enemy.cs @@ -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); + } + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs b/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs index 66eace0a1..2d8f87454 100644 --- a/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs +++ b/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs @@ -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() + { + 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() { - 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 spawnedEnemies = new List(); + + public enum PlacementType { - public double beat; - public float interval; + PatternA = 0, + PatternB, + PatternC, + Manual, } - private static List queuedIntervals = new List(); + + [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(); - 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() + if (active) { - new BeatAction.Action(beat, delegate + SoundByte.PlayOneShotGame("shootEmUp/spawn", beat); + BeatAction.New(instance, new List() { - newEnemy.gameObject.SetActive(true); - newEnemy.GetComponent().Play("enemySpawn", 0, 0); - }) - }); + new BeatAction.Action(beat, delegate + { + newEnemy.gameObject.SetActive(true); + newEnemy.GetComponent().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 queuedIntervals = new List(); + + 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 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() + { + 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"); + } } } \ No newline at end of file