Shoot Rod
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@ -20,18 +20,31 @@ namespace HeavenStudio.Games.Loaders
|
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{
|
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new GameAction("spawn rod", "Spawn Rod")
|
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{
|
||||
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.PreSpawnRod(e.beat, e.length, e["direction"]); },
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function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.PreSpawnRod(e.beat, e.length, e["direction"], e["id"]); },
|
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
|
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{
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new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the stick will come out.")
|
||||
new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the stick will come out."),
|
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new Param("id", new EntityTypes.Integer(0, 4, 0), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
|
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},
|
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},
|
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new GameAction("shoot rod", "Shoot Rod")
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{
|
||||
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.ShootRod(e.beat); },
|
||||
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.ShootRod(e.beat, e["id"]); },
|
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defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("id", new EntityTypes.Integer(0, 4, 0), "Rod ID", "Set the ID of the rod to shoot."),
|
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},
|
||||
},
|
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new GameAction("off sides", "Bounce Off Sides")
|
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{
|
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defaultLength = 1f,
|
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parameters = new List<Param>()
|
||||
{
|
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|
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},
|
||||
},
|
||||
}, new List<string>() { "rvl", "normal" }, "rvlbuilt", "en", new List<string>() { });
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}
|
||||
|
@ -77,13 +90,14 @@ namespace HeavenStudio.Games
|
|||
|
||||
private double endBeat = double.MaxValue;
|
||||
private static QueuedRod queuedRod;
|
||||
public List<Rod> spawnedRods = new List<Rod>();
|
||||
|
||||
public struct QueuedRod
|
||||
{
|
||||
public double beat;
|
||||
public double length;
|
||||
public int direction;
|
||||
// public int position;
|
||||
public int id;
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
|
@ -97,15 +111,15 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (queuedRod.beat >= beat && queuedRod.beat < endBeat)
|
||||
{
|
||||
SpawnRod(queuedRod.beat, queuedRod.length, queuedRod.direction);
|
||||
SpawnRod(queuedRod.beat, queuedRod.length, queuedRod.direction, queuedRod.id);
|
||||
}
|
||||
}
|
||||
|
||||
public static void PreSpawnRod(double beat, double length, int direction)
|
||||
public static void PreSpawnRod(double beat, double length, int direction, int id)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "builtToScaleRvl")
|
||||
{
|
||||
instance.SpawnRod(beat, length, direction);
|
||||
instance.SpawnRod(beat, length, direction, id);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -113,16 +127,13 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
direction= direction,
|
||||
direction = direction,
|
||||
id = id,
|
||||
};
|
||||
}
|
||||
}
|
||||
public void SpawnRod(double beat, double length, int direction)
|
||||
public void SpawnRod(double beat, double length, int direction, int id)
|
||||
{
|
||||
var newRod = Instantiate(baseRod, widgetHolder).GetComponent<Rod>();
|
||||
newRod.startBeat = beat;
|
||||
newRod.lengthBeat = length;
|
||||
|
||||
int currentPos = direction switch {
|
||||
(int)Direction.Left => -1,
|
||||
(int)Direction.Right => 4,
|
||||
|
@ -133,6 +144,15 @@ namespace HeavenStudio.Games
|
|||
(int)Direction.Right => 3,
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
GenerateRod(beat, length, currentPos, nextPos, id);
|
||||
}
|
||||
public void GenerateRod(double beat, double length, int currentPos, int nextPos, int id)
|
||||
{
|
||||
var newRod = Instantiate(baseRod, widgetHolder).GetComponent<Rod>();
|
||||
spawnedRods.Add(newRod);
|
||||
newRod.startBeat = beat;
|
||||
newRod.lengthBeat = length;
|
||||
newRod.ID = id;
|
||||
|
||||
newRod.currentPos = currentPos;
|
||||
newRod.nextPos = nextPos;
|
||||
|
@ -140,8 +160,13 @@ namespace HeavenStudio.Games
|
|||
newRod.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void ShootRod(double beat)
|
||||
public void ShootRod(double beat, int id)
|
||||
{
|
||||
var rod = spawnedRods.Find(x => x.ID == id);
|
||||
if (rod is not null)
|
||||
{
|
||||
rod.PreShoot(beat);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -10,9 +10,12 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
{
|
||||
public double startBeat, lengthBeat, currentBeat;
|
||||
public int currentPos, nextPos;
|
||||
public int ID;
|
||||
public BezierCurve3D[] curve;
|
||||
private BezierCurve3D currentCurve;
|
||||
private Animator rodAnim;
|
||||
private bool isPreShoot = false;
|
||||
private bool isMiss = false;
|
||||
|
||||
private BuiltToScaleRvl game;
|
||||
|
||||
|
@ -22,7 +25,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
rodAnim = GetComponent<Animator>();
|
||||
currentBeat = startBeat;
|
||||
BounceRecursion(startBeat, lengthBeat, currentPos, nextPos);
|
||||
setCurve(currentPos, nextPos);
|
||||
setParameters(currentPos, nextPos);
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
|
@ -31,12 +34,11 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
if (currentCurve is not null)
|
||||
{
|
||||
float curveProg = cond.GetPositionFromBeat(currentBeat, lengthBeat);
|
||||
if (curveProg <= 1) {
|
||||
if (currentPos <= nextPos) {
|
||||
transform.position = currentCurve.GetPoint(curveProg);
|
||||
} else {
|
||||
transform.position = currentCurve.GetPoint(1 - curveProg);
|
||||
}
|
||||
if (curveProg > 1) curveProg = 1 + (curveProg-1)*0.5f;
|
||||
if (currentPos <= nextPos || isMiss) {
|
||||
transform.position = currentCurve.GetPoint(curveProg);
|
||||
} else {
|
||||
transform.position = currentCurve.GetPoint(1 - curveProg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -50,12 +52,45 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
this.currentBeat = beat;
|
||||
this.currentPos = currentPos;
|
||||
this.nextPos = nextPos;
|
||||
setCurve(currentPos, nextPos);
|
||||
setParameters(currentPos, nextPos);
|
||||
BounceRecursion(beat + length, length, nextPos, futurePos);
|
||||
})
|
||||
});
|
||||
} else if (nextPos == 2) {
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
SoundByte.PlayOneShotGame(currentPos switch {
|
||||
0 => "builtToScaleRvl/left",
|
||||
1 => "builtToScaleRvl/middleLeft",
|
||||
2 => "builtToScaleRvl/middleRight",
|
||||
3 => "builtToScaleRvl/right",
|
||||
_ => throw new System.NotImplementedException()
|
||||
}, beat);
|
||||
game.blockAnims[currentPos].Play("bounce", 0, 0);
|
||||
|
||||
this.currentBeat = beat;
|
||||
setParameters(currentPos, nextPos);
|
||||
}),
|
||||
new BeatAction.Action(beat + length, delegate
|
||||
{
|
||||
game.blockAnims[currentPos].Play("idle", 0, 0);
|
||||
})
|
||||
});
|
||||
if (isPreShoot) {
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/prepare");
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/playerRetract", beat);
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
game.blockAnims[nextPos].Play("prepare", 0, 0);
|
||||
})
|
||||
});
|
||||
game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_FlickAltPress, ShootOnHit, ShootOnMiss, Empty);
|
||||
}
|
||||
else game.ScheduleInput(beat, length, BuiltToScaleRvl.InputAction_BasicPress, BounceOnHit, BounceOnMiss, Empty);
|
||||
} else {
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
|
@ -69,16 +104,9 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
_ => throw new System.NotImplementedException()
|
||||
}, beat);
|
||||
game.blockAnims[currentPos].Play("bounce", 0, 0);
|
||||
this.currentBeat = beat;
|
||||
this.currentPos = currentPos;
|
||||
this.nextPos = nextPos;
|
||||
if (currentPos < nextPos) {
|
||||
rodAnim.SetFloat("speed", 1f);
|
||||
} else if (currentPos > nextPos){
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
}
|
||||
|
||||
setCurve(currentPos, nextPos);
|
||||
this.currentBeat = beat;
|
||||
setParameters(currentPos, nextPos);
|
||||
BounceRecursion(beat + length, length, nextPos, futurePos);
|
||||
}),
|
||||
new BeatAction.Action(beat + length, delegate
|
||||
|
@ -87,8 +115,6 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
})
|
||||
});
|
||||
}
|
||||
|
||||
// game.ScheduleInput(beat, length, game.InputAction_BasicPress, BounceOnHit, BounceOnMiss, Empty);
|
||||
}
|
||||
int getFuturePos(int currentPos, int nextPos)
|
||||
{
|
||||
|
@ -98,8 +124,17 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
else if (currentPos > nextPos) return nextPos - 1;
|
||||
return nextPos;
|
||||
}
|
||||
void setCurve(int currentPos, int nextPos)
|
||||
void setParameters(int currentPos, int nextPos)
|
||||
{
|
||||
this.currentPos = currentPos;
|
||||
this.nextPos = nextPos;
|
||||
|
||||
if (currentPos < nextPos) {
|
||||
rodAnim.SetFloat("speed", 1f);
|
||||
} else if (currentPos > nextPos){
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
}
|
||||
|
||||
if ((currentPos==-1 && nextPos==0) || (currentPos==0 && nextPos==-1)) {
|
||||
currentCurve = curve[0];
|
||||
} else if ((currentPos==0 && nextPos==1) || (currentPos==1 && nextPos==0)) {
|
||||
|
@ -113,29 +148,47 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|||
}
|
||||
}
|
||||
|
||||
public void ShootRod(double beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/prepare", beat);
|
||||
game.ScheduleInput(beat, 2f, BuiltToScaleRvl.InputAction_FlickAltPress, ShootOnHit, ShootOnMiss, Empty);
|
||||
}
|
||||
|
||||
public void BounceOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/middleRight");
|
||||
game.blockAnims[2].Play("bounce", 0, 0);
|
||||
int futurePos = getFuturePos(this.currentPos, this.nextPos);
|
||||
BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, futurePos);
|
||||
}
|
||||
public void BounceOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
currentCurve = curve[5];
|
||||
currentBeat = Conductor.instance.songPositionInBeats;
|
||||
rodAnim.SetFloat("speed", -1f);
|
||||
isMiss = true;
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(currentBeat + lengthBeat, delegate
|
||||
{
|
||||
Destroy(gameObject);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
public void PreShoot(double beat)
|
||||
{
|
||||
isPreShoot = true;
|
||||
}
|
||||
public void ShootRod(double beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/prepare", beat);
|
||||
}
|
||||
|
||||
public void ShootOnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
|
||||
game.blockAnims[nextPos].Play("shoot", 0, 0);
|
||||
game.spawnedRods.Remove(this);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
public void ShootOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
game.blockAnims[nextPos].Play("shoot", 0, 0);
|
||||
game.spawnedRods.Remove(this);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void Empty(PlayerActionEvent caller) {}
|
||||
|
|
Loading…
Reference in a new issue