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||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: a9e7252c7ecc4e940a79e9695ece8f5f
|
||||||
|
internalID: -2032356040
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: shoot_ship_face_0
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 747
|
||||||
|
y: 337
|
||||||
|
width: 44
|
||||||
|
height: 44
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: 029b890b13713fa4eb88c94128d6d330
|
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|
internalID: -1038559483
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: shoot_ship_face_1
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 794
|
||||||
|
y: 337
|
||||||
|
width: 44
|
||||||
|
height: 44
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
outline: []
|
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|
physicsShape: []
|
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|
tessellationDetail: 0
|
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|
bones: []
|
||||||
|
spriteID: a32d3d0aa06f35f4b96e6998b2be216c
|
||||||
|
internalID: -335952756
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID: 5e97eb03825dee720800000000000000
|
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|
internalID: 0
|
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|
vertices: []
|
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|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
nameFileIdTable:
|
||||||
|
shoot_beam_: 639876594
|
||||||
|
shoot_beam_1: -80151480
|
||||||
|
shoot_beam_2: -699956437
|
||||||
|
shoot_beam_3: -1387073146
|
||||||
|
shoot_beam_4: -2049787610
|
||||||
|
shoot_beam_5: -1035767384
|
||||||
|
shoot_beam_6: -1425704675
|
||||||
|
shoot_beam_7: 1192824803
|
||||||
|
shoot_beam_8: -1120405300
|
||||||
|
shoot_beam_9: 515187223
|
||||||
|
shoot_earth: 769114757
|
||||||
|
shoot_enemy_0: -2136356488
|
||||||
|
shoot_enemy_1: -2032356040
|
||||||
|
shoot_enemy_2: -2103752361
|
||||||
|
shoot_main_11: 1712093670
|
||||||
|
shoot_main_12: 1000419382
|
||||||
|
shoot_main_13: -318107336
|
||||||
|
shoot_main_14: 515187223
|
||||||
|
shoot_main_15: 1950828263
|
||||||
|
shoot_muzzle_0: -1074686852
|
||||||
|
shoot_muzzle_1: -374466202
|
||||||
|
shoot_ship_0: 1620623210
|
||||||
|
shoot_ship_1: -1038559483
|
||||||
|
shoot_ship_face_0: -1038559483
|
||||||
|
shoot_ship_face_1: -335952756
|
||||||
|
shoot_spawn: -728753420
|
||||||
|
spritePackingTag:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
pSDShowRemoveMatteOption: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
23
Assets/Scripts/Games/ShootEmUp/Enemy.cs
Normal file
23
Assets/Scripts/Games/ShootEmUp/Enemy.cs
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
|
{
|
||||||
|
public class Enemy : MonoBehaviour
|
||||||
|
{
|
||||||
|
public double targetBeat;
|
||||||
|
public Transform SpawnEffect;
|
||||||
|
|
||||||
|
private ShootEmUp game;
|
||||||
|
|
||||||
|
public void Init()
|
||||||
|
{
|
||||||
|
game = ShootEmUp.instance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/ShootEmUp/Enemy.cs.meta
Normal file
11
Assets/Scripts/Games/ShootEmUp/Enemy.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 30bf004c389468f4eb27ba49ceb01c3d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -36,6 +36,22 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
return new Minigame("shootEmUp", "Shoot-'Em-Up", "ffffff", false, false, new List<GameAction>()
|
return new Minigame("shootEmUp", "Shoot-'Em-Up", "ffffff", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
new GameAction("start interval", "Start Interval")
|
||||||
|
{
|
||||||
|
preFunction = delegate { RhythmTweezers.PreInterval(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
||||||
|
defaultLength = 4f,
|
||||||
|
resizable = true,
|
||||||
|
},
|
||||||
|
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 List<string>() { "ntr", "normal" }, "ntrShootEmUp", "en", new List<string>() { }
|
new List<string>() { "ntr", "normal" }, "ntrShootEmUp", "en", new List<string>() { }
|
||||||
);
|
);
|
||||||
|
@ -45,8 +61,31 @@ namespace HeavenStudio.Games.Loaders
|
||||||
|
|
||||||
namespace HeavenStudio.Games
|
namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
|
using Scripts_ShootEmUp;
|
||||||
public class ShootEmUp : Minigame
|
public class ShootEmUp : Minigame
|
||||||
{
|
{
|
||||||
|
public GameObject baseEnemy;
|
||||||
|
public Transform enemyHolder;
|
||||||
|
|
||||||
|
private struct QueuedInterval
|
||||||
|
{
|
||||||
|
public double beat;
|
||||||
|
public float interval;
|
||||||
|
}
|
||||||
|
private static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
|
||||||
|
|
||||||
|
protected static bool IA_PadAnyDown(out double dt)
|
||||||
|
{
|
||||||
|
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
|
||||||
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|
||||||
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|
||||||
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|
||||||
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
|
||||||
|
}
|
||||||
|
public static PlayerInput.InputAction InputAction_Press =
|
||||||
|
new("AgbShootPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
|
||||||
|
IA_PadAnyDown, IA_TouchBasicPress, IA_BatonBasicPress);
|
||||||
|
|
||||||
public static ShootEmUp instance;
|
public static ShootEmUp instance;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
|
@ -54,5 +93,50 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SpawnEnemy(double beat, int x, int y)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
|
||||||
|
Vector3 angle = new Vector3(0, 0, 0);
|
||||||
|
if (x > 0 && y > 0) {
|
||||||
|
angle = new Vector3(0, 0, -70);
|
||||||
|
} else if (x < 0 && y > 0) {
|
||||||
|
angle = new Vector3(0, 0, 70);
|
||||||
|
} else if (x > 0 && y < 0) {
|
||||||
|
angle = new Vector3(0, 0, -110);
|
||||||
|
} else if (x < 0 && y < 0) {
|
||||||
|
angle = new Vector3(0, 0, 110);
|
||||||
|
}
|
||||||
|
newEnemy.SpawnEffect.eulerAngles = angle;
|
||||||
|
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat, delegate
|
||||||
|
{
|
||||||
|
newEnemy.gameObject.SetActive(true);
|
||||||
|
newEnemy.GetComponent<Animator>().Play("enemySpawn", 0, 0);
|
||||||
|
})
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void PreInterval(double beat, float interval = 4f, bool autoPassTurn = true)
|
||||||
|
{
|
||||||
|
if (GameManager.instance.currentGame == "shootEmUp")
|
||||||
|
{
|
||||||
|
// instance.SetIntervalStart(beat, beat, interval, autoPassTurn);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
queuedIntervals.Add(new QueuedInterval()
|
||||||
|
{
|
||||||
|
beat = beat,
|
||||||
|
interval = interval,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue