Merge branch 'megaminerjenny:master' into master

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kkuhn317 2023-01-16 17:20:55 -05:00 committed by GitHub
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31 changed files with 378 additions and 460 deletions

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@ -94,6 +94,7 @@ namespace HeavenStudio.Games
var entities = GameManager.instance.Beatmap.entities;
float startBeat = cond.songPositionInBeats;
float endBeat = Single.MaxValue;
if (inactiveStart == -1f)
{
@ -136,6 +137,21 @@ namespace HeavenStudio.Games
inactiveStart = -1f;
}
// find out when the next game switch (or remix end) happens
var allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" });
allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
//get the beat of the closest end event
foreach (var end in allEnds)
{
if (end.datamodel.Split(2) == "cropStomp") continue;
if (end.beat > startBeat)
{
endBeat = end.beat;
break;
}
}
// Veggie and mole events.
var vegEvents = entities.FindAll(v => v.datamodel == "cropStomp/veggies");
var moleEvents = entities.FindAll(m => m.datamodel == "cropStomp/mole");
@ -154,7 +170,7 @@ namespace HeavenStudio.Games
for (int b = 0; b < veggiesInEvent; b++)
{
var targetVeggieBeat = vegBeat + 2f * b;
if (startBeat <= targetVeggieBeat)
if (startBeat <= targetVeggieBeat && targetVeggieBeat < endBeat)
{
SpawnVeggie(targetVeggieBeat, startBeat, false);
}
@ -167,7 +183,7 @@ namespace HeavenStudio.Games
{
var moleBeat = moleEvents[i].beat;
if (startBeat <= moleBeat)
if (startBeat <= moleBeat && moleBeat < endBeat)
{
SpawnVeggie(moleBeat, startBeat, true);
}

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@ -223,7 +223,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
stompedBeat = cond.songPositionInBeats;
landBeat = targetBeat + (float)cond.BeatsToSecs(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat));
landBeat = targetBeat + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat));
if (autoTriggered)
{

View file

@ -1,15 +1,13 @@
//notes:
// BEFORE NEW PROPS
// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
// - see fan club for separate prefabs (cadets) [DONE]
// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
// AFTER NEW PROPS
// - testmod marching orders using speed
// CURRENT STATE
// - rework on the marching cadet code (it sucks)
// - see space soccer, mr upbeat, tunnel for keep-the-beat codes
// - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
// - will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame)
// AFTER FEATURE COMPLETION
// - delete all notes once the minigame is considered feature-complete
// - polish. like a lot of polish
// - of course, assetbundles!
using HeavenStudio.Util;
using System;
@ -144,7 +142,7 @@ namespace HeavenStudio.Games
marchOtherCount += 1;
var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
@ -160,7 +158,7 @@ namespace HeavenStudio.Games
marchPlayerCount += 1;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
}
}
@ -216,7 +214,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -244,12 +242,12 @@ namespace HeavenStudio.Games
switch (type)
{
case (int) MarchingOrders.DirectionFaceTurn.Left:
//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty);
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, LeftMiss, LeftThrough);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -260,11 +258,12 @@ namespace HeavenStudio.Games
});
break;
default:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
@ -284,6 +283,7 @@ namespace HeavenStudio.Games
}
public static void AttentionSound(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {
@ -308,6 +308,42 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
}, forcePlay:true);
}
public void LeftSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
public void LeftMiss(PlayerActionEvent caller)
{
//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
}
public void LeftThrough(PlayerActionEvent caller)
{
}
public void RightSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
public void RightMiss(PlayerActionEvent caller)
{
//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
}
public void RightThrough(PlayerActionEvent caller)
{
}
}
}

View file

@ -249,5 +249,12 @@ namespace HeavenStudio.Games
Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
return null;
}
private void OnDestroy() {
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
}
}

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@ -27,38 +27,10 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
{
if (!game.served || game.missed || !game.started) return;
var cond = Conductor.instance;
float stateBeat = cond.GetPositionFromMargin(game.targetBeat, 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed())
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
if (state.perfect)
{
Ace();
}
else if (state.notPerfect())
{
Miss();
Jukebox.PlayOneShot("miss");
playerAnim.Play("Swing", 0, 0);
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
game.missCurve.transform.localScale = new Vector3(state.early ? 1f : -1f, 1f, 1f);
game.missBeat = cond.songPositionInBeats;
}
else
{
// Play "whoosh" sound here
playerAnim.Play("Swing", 0, 0);
}
}
if (stateBeat > Minigame.EndTime())
{
Miss();
game.ball.SetActive(false);
// Play "whoosh" sound here
playerAnim.Play("Swing", 0, 0);
}
}
@ -68,36 +40,49 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
var hitBeat = cond.songPositionInBeats;
var bounceBeat = game.targetBeat + 1f;
var bounceBeat = game.serveBeat + game.targetBeat + 1f;
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
{
bounceBeat = game.targetBeat + 2f;
bounceBeat = game.serveBeat + game.targetBeat + 2f;
}
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
{
bounceBeat = game.targetBeat + 0.5f;
bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
}
playerAnim.Play("Swing", 0, 0);
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
BounceFX(bounceBeat);
game.ball.SetActive(true);
}
void Miss()
void NearMiss(float state)
{
MissBall();
Jukebox.PlayOneShot("miss");
playerAnim.Play("Swing", 0, 0);
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
game.missBeat = cond.songPositionInBeats;
game.ball.SetActive(true);
}
void MissBall()
{
game.served = false;
game.missed = true;
var whistleBeat = game.targetBeat + 1f;
var whistleBeat = game.serveBeat + game.targetBeat + 1f;
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
{
whistleBeat = game.targetBeat + 2f;
whistleBeat = game.serveBeat + game.targetBeat + 2f;
}
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
{
whistleBeat = game.targetBeat + 0.5f;
whistleBeat = game.serveBeat + game.targetBeat + 0.5f;
}
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
@ -117,9 +102,20 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
});
}
public override void OnAce()
public void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss(state);
return;
}
Ace();
}
public void Miss(PlayerActionEvent caller)
{
MissBall();
}
public void Out(PlayerActionEvent caller) {}
}
}

View file

@ -28,7 +28,8 @@ namespace HeavenStudio.Games.Loaders
new GameAction("toss ball", "Toss Ball")
{
function = delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); },
defaultLength = 2f
defaultLength = 2f,
resizable = true
},
new GameAction("rally", "Rally")
{
@ -375,16 +376,16 @@ namespace HeavenStudio.Games
switch (rallySpeed)
{
case RallySpeed.Normal:
targetBeat = serveBeat + 2f;
targetBeat = 2f;
bounceBeat = serveBeat + 1f;
break;
case RallySpeed.Fast:
case RallySpeed.SuperFast:
targetBeat = serveBeat + 1f;
targetBeat = 1f;
bounceBeat = serveBeat + 0.5f;
break;
case RallySpeed.Slow:
targetBeat = serveBeat + 4f;
targetBeat = 4f;
bounceBeat = serveBeat + 2f;
break;
}
@ -393,7 +394,7 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
paddlers.BounceFX(bounceBeat);
paddlers.ResetState();
ScheduleInput(serveBeat, targetBeat, InputType.STANDARD_DOWN, paddlers.Just, paddlers.Miss, paddlers.Out);
}
public void Toss(float beat, float length, float height, bool firstToss = false)
@ -401,6 +402,9 @@ namespace HeavenStudio.Games
// Hide trail while tossing to prevent weirdness while teleporting ball.
ballTrail.gameObject.SetActive(false);
if (firstToss)
height *= length/2f;
tossCurve.transform.localScale = new Vector3(1f, height, 1f);
tossBeat = beat;
tossLength = length;

View file

@ -21,24 +21,12 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
tweezers = game.Tweezers;
}
private void Start() {
game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
}
private void Update()
{
if (plucked) return;
float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval, 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed(true))
{
if (state.perfect)
{
Ace();
}
else if (state.notPerfect())
{
Miss();
}
}
}
public void Ace()
@ -48,16 +36,27 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
plucked = true;
}
public void Miss()
public void NearMiss()
{
tweezers.Pluck(false, this);
tweezers.hitOnFrame++;
plucked = true;
}
public override void OnAce()
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
Ace();
}
private void Miss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
}
}

View file

@ -21,6 +21,9 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
private Sound pullSound;
PlayerActionEvent endEvent;
InputType endInput;
private void Awake()
{
game = RhythmTweezers.instance;
@ -28,70 +31,23 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
tweezers = game.Tweezers;
}
private void Start() {
game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
}
private void Update()
{
float stateBeat;
switch (pluckState)
{
// Able to be held.
case 0:
stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval, 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed(true))
{
if (state.perfect)
{
pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
pluckState = 1;
ResetState();
}
else if (state.notPerfect())
{
// I don't know what happens if you mess up here.
pluckState = -1;
}
}
break;
// In held state. Able to be released.
case 1:
stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval + 0.5f, 1f);
StateCheck(stateBeat);
if (PlayerInput.PressedUp(true))
{
// It's possible to release earlier than earlyTime,
// and the hair will automatically be released before lateTime,
// so standard state checking isn't applied here
// (though StateCheck is still used for autoplay).
if (stateBeat >= Minigame.perfectTime)
{
Ace();
}
else
{
var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
// Hair gets released early and returns whoops.
anim.Play("LoopPullReverse", 0, normalized);
tweezers.anim.Play("Idle", 0, 0);
if (pullSound != null)
pullSound.Stop();
pluckState = -1;
}
}
break;
// Released or missed. Can't be held or released.
default:
break;
}
if (pluckState == 1)
{
bool input = PlayerInput.PressedUp();
if (endInput == InputType.DIRECTION_UP) input = PlayerInput.GetAnyDirectionUp();
if (input && !game.IsExpectingInputNow(endInput))
{
endEvent.MakeInEligible();
EndEarly();
return;
}
Vector3 tst = tweezers.tweezerSpriteTrans.position;
var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
@ -102,13 +58,13 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
// Auto-release if holding at release time.
if (normalizedBeat >= 1f)
Ace();
endEvent.Hit(0f);
}
loop.transform.localScale = Vector2.one / holder.transform.localScale;
}
public void Ace()
public void EndAce()
{
tweezers.LongPluck(true, this);
tweezers.hitOnFrame++;
@ -119,18 +75,52 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
pluckState = -1;
}
public override void OnAce()
public void EndEarly()
{
if (pluckState == 0)
{
pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
pluckState = 1;
ResetState();
var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
anim.Play("LoopPullReverse", 0, normalized);
tweezers.anim.Play("Idle", 0, 0);
if (pullSound != null)
pullSound.Stop();
pluckState = -1;
}
private void StartJust(PlayerActionEvent caller, float state)
{
// don't count near misses
if (state >= 1f || state <= -1f) {
pluckState = -1;
return;
}
else if (pluckState == 1)
if (PlayerInput.GetAnyDirectionDown())
{
Ace();
endInput = InputType.DIRECTION_UP;
}
else
{
endInput = InputType.STANDARD_UP;
}
pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
pluckState = 1;
endEvent = game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval + 0.5f, endInput, EndJust, Out, Out);
}
private void StartMiss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
private void EndJust(PlayerActionEvent caller, float state)
{
if (state <= -1f) {
EndEarly();
return;
}
EndAce();
}
}
}

View file

@ -27,7 +27,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
public float nextAnimBeat;
public float highKickSwing = 0f;
private float lastSpriteRot;
public bool canKick; //unused
public bool canKick;
public bool waitKickRelease;
private bool lastKickLeft;
public void Init(Kicker kicker, float dispensedBeat)
@ -182,14 +183,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0f, -1440f, normalizedBeatAnim));
/*if (PlayerInput.Pressed())
{
if (state.perfect)
{
Kick();
}
}*/
break;
}
case State.Kicked:
@ -208,22 +201,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
}
holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim);
/*if (PlayerInput.Pressed())
{
if (state.perfect)
{
if (kicker.canHighKick)
{
HighKick();
}
else if (kicker.canKick)
{
Kick();
}
// print(normalizedBeat);
}
}*/
break;
}
case State.HighKicked:
@ -234,24 +211,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
// if (state.perfect) Debug.Break();
/*if (PlayerInput.Pressed())
{
kickPrepare = true;
kicker.Kick(this);
}
if (kickPrepare)
{
if (PlayerInput.PressedUp())
{
if (state.perfect)
{
Toe();
}
}
}*/
break;
}
case State.Toe:

View file

@ -8,6 +8,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
{
public class Kicker : PlayerActionObject
{
SpaceSoccer game;
[Header("Properties")]
public bool canKick = true; //why was this false by default???
public bool canHighKick;
@ -21,40 +23,25 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
private Animator anim;
public Ball ball;
PlayerActionEvent nextHit;
PlayerActionEvent nextAutoKick;
private void Awake()
{
game = SpaceSoccer.instance;
anim = GetComponent<Animator>();
}
public override void OnAce()
public void DispenseBall(float beat)
{
if (ball.state == Ball.State.HighKicked)
if (player)
{
if (!kickPrepare)
{
Kick(false, true);
}
else
{
Toe(true);
}
}
else
{
if (canHighKick)
{
HighKick(true);
}
else
{
Kick(true);
}
nextHit = game.ScheduleInput(beat, ball.GetAnimLength(Ball.State.Dispensing), InputType.STANDARD_DOWN, KickJust, Miss, Out);
}
}
public void Kick(bool hit, bool highKick = false)
{
kickTimes++;
aceTimes = 0;
if (player)
@ -87,6 +74,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
if (highKick == false)
{
kickTimes++;
if (ball != null && hit)
ball.Kick(player);
}
@ -94,8 +82,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
{
kickPrepare = true;
}
ResetState();
}
public void HighKick(bool hit)
@ -123,8 +109,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
if (player)
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe1");
}
ResetState();
}
public void Toe(bool hit)
@ -153,8 +137,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
if (hit && ball)
ball.Toe();
kickTimes++;
kickPrepare = false;
ResetState();
}
private void Update()
@ -168,21 +152,6 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
kickLeft = true;
}
// List<Beatmap.Entity> keepUps = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/keep-up");
// for (int i = 0; i < keepUps.Count; i++)
// {
// if ((keepUps[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (keepUps[i].beat + keepUps[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
// {
// canKick = true;
// canHighKick = false;
// break;
// }
// else
// {
// canKick = false;
// }
// }
var highKicks = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!");
for (int i = 0; i < highKicks.Count; i++)
{
@ -206,128 +175,29 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
}
}
if (ball)
if (player)
{
switch (ball.state)
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
case Ball.State.Dispensing:
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(ball.startBeat, ball.GetAnimLength(Ball.State.Dispensing));
StateCheck(normalizedBeat, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.Pressed())
{
if (state.perfect)
{
KickCheck(true);
}
else
{
KickCheck(false, true);
}
}
}
break;
}
case Ball.State.Kicked:
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(ball.startBeat, ball.GetAnimLength(Ball.State.Kicked));
StateCheck(normalizedBeat, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.Pressed())
{
if (state.perfect)
{
KickCheck(true);
}
else
{
KickCheck(false, true);
}
}
}
break;
}
case Ball.State.HighKicked:
{
float normalizedBeat = Conductor.instance.GetPositionFromMargin(ball.startBeat + ball.GetAnimLength(Ball.State.HighKicked), 1f);
if (!kickPrepare)
{
float normalizedBeatPrepare = Conductor.instance.GetPositionFromBeat(ball.startBeat, 1f);
StateCheck(normalizedBeatPrepare, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.Pressed() || PlayerInput.AltPressed())
{
Kick(false, true);
}
}
}
else
{
StateCheck(normalizedBeat, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.PressedUp() || PlayerInput.AltPressedUp())
{
if (state.perfect)
{
Toe(true);
}
else
{
Toe(false);
}
}
}
}
break;
}
case Ball.State.Toe:
{
float normalizedBeat = Conductor.instance.GetPositionFromMargin(ball.startBeat + ball.GetAnimLength(Ball.State.Toe), 1f);
StateCheck(normalizedBeat, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.Pressed())
{
if (state.perfect)
{
KickCheck(true);
}
else
{
KickCheck(false, true);
}
}
}
break;
}
}
}
else
{
if (player)
{
if (PlayerInput.Pressed())
{
if (ball == null)
KickCheck(false, true);
else
Kick(false, ball.canKick);
}
if (PlayerInput.PressedUp() && ball != null)
{
if (ball.waitKickRelease)
{
ball.waitKickRelease = false;
}
else if (ball.canKick && !game.IsExpectingInputNow(InputType.STANDARD_UP))
{
ball.canKick = false;
Kick(false);
}
}
}
}
private void KickCheck(bool hit, bool overrideState = false)
@ -346,14 +216,71 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
}
}
private void CheckIfFall(float normalizedBeat)
void MissBall(float targetBeat)
{
if (normalizedBeat > Minigame.LateTime() && (!GameManager.instance.autoplay || !GameManager.instance.canInput))
{
Jukebox.PlayOneShotGame("spaceSoccer/missNeutral");
ball = null;
ResetState();
var cond = Conductor.instance;
ball = null;
// queue the miss sound
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/missNeutral", targetBeat + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat))) });
}
private void KickJust(PlayerActionEvent caller, float state)
{
if (ball == null || state >= 1f || state <= -1f) { //todo: proper near miss feedback
KickCheck(false, true);
MissBall(caller.startBeat + caller.timer);
return;
}
KickCheck(true);
if (canHighKick)
{
// queue high kick inputs
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Toe), InputType.STANDARD_UP, ToeJust, Miss, Out);
nextAutoKick = game.ScheduleAutoplayInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), InputType.STANDARD_DOWN, ToePrepareJust, Out, Out);
ball.canKick = true;
ball.waitKickRelease = true;
}
else
{
// queue normal kick input
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), InputType.STANDARD_DOWN, KickJust, Miss, Out);
}
}
private void Miss(PlayerActionEvent caller)
{
if (ball != null)
MissBall(caller.startBeat + caller.timer);
// if this were any other keep the beat game you'd cue the next input here
}
private void ToeJust(PlayerActionEvent caller, float state)
{
if (ball == null || (!ball.canKick) || state >= 1f || state <= -1f) { //todo: proper near miss feedback
Toe(false);
MissBall(caller.startBeat + caller.timer);
return;
}
Toe(true);
nextHit = game.ScheduleInput(caller.startBeat, 3f, InputType.STANDARD_DOWN, KickJust, Miss, Out);
ball.canKick = false;
}
private void ToePrepareJust(PlayerActionEvent caller, float state)
{
//autoplay only
Kick(true, true);
}
private void Out(PlayerActionEvent caller) {}
void OnDestroy()
{
if (nextHit != null)
nextHit.Disable();
if (nextAutoKick != null)
nextAutoKick.Disable();
}
}
}

View file

@ -116,6 +116,7 @@ namespace HeavenStudio.Games
{
DispenseSound(beat);
}
kicker.DispenseBall(beat);
kicker.canKick = true;
}

View file

@ -35,15 +35,12 @@ namespace HeavenStudio.Games.Scripts_Spaceball
float rot = Random.Range(0, 360);
Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot);
// PlayerActionInit(this.gameObject, startBeat, Spaceball.instance.EligibleHits);
isEligible = true;
}
public override void OnAce()
private void Start()
{
this.Hit();
Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
}
private void Hit()
@ -67,7 +64,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
SpaceballPlayer.instance.Swing(this);
}
private void Miss()
private void NearMiss()
{
Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -55;
@ -85,9 +82,10 @@ namespace HeavenStudio.Games.Scripts_Spaceball
private void Update()
{
var cond = Conductor.instance;
if (hit)
{
float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 14);
float nba = cond.GetPositionFromBeat(hitBeat, 14);
Holder.transform.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
Holder.transform.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
}
@ -96,8 +94,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
float beatLength = 1f;
if (high) beatLength = 2f;
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, beatLength + 0.15f);
// print(normalizedBeatAnim + " " + Time.frameCount);
float normalizedBeatAnim = cond.GetPositionFromBeat(startBeat, beatLength + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(startBeat + beatLength)));
if (high)
{
@ -109,35 +106,25 @@ namespace HeavenStudio.Games.Scripts_Spaceball
}
anim.speed = 0;
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, beatLength);
StateCheck(normalizedBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Hit();
}
else if (state.notPerfect())
{
Miss();
}
}
// too lazy to make a proper fix for this
float endTime = 1.2f;
if (high) endTime = 1.1f;
if (normalizedBeat > endTime)
{
Jukebox.PlayOneShotGame("spaceball/fall");
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
Destroy(this.gameObject);
}
}
}
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
Hit();
}
private void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("spaceball/fall");
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
Destroy(this.gameObject);
}
private void Out(PlayerActionEvent caller) {}
}
}

View file

@ -24,6 +24,10 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
animator.Play("Appear", 0, 0);
}
private void Start() {
game.ScheduleInput(createBeat, game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
}
private void Update()
{
if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
@ -31,23 +35,6 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
StartCoroutine(FadeOut());
passed = true;
}
if (hit) return;
float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.beatInterval, 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed(true))
{
if (state.perfect)
{
Ace();
} else if (state.notPerfect())
{
Miss();
}
}
}
public void Bloom()
@ -81,17 +68,28 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
hit = true;
}
public void Miss()
public void NearMiss()
{
game.wizard.Magic(this, false);
hit = true;
}
public override void OnAce()
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
Ace();
}
private void Miss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
public IEnumerator FadeOut()
{
yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);

View file

@ -1,9 +1,9 @@
ManifestFileVersion: 0
CRC: 67804883
CRC: 3583203723
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 12b838a94c79042ad1655edbf842a8f6
Hash: 590369c115e99f9279a3225b566e911b
TypeTreeHash:
serializedVersion: 2
Hash: 9a2ca7bdbd1871f7131daf57de908e0c
@ -13,21 +13,21 @@ ClassTypes:
Script: {instanceID: 0}
SerializeReferenceClassIdentifiers: []
Assets:
- Assets/Resources/Sfx/games/karateman/punchKick4.ogg
- Assets/Resources/Sfx/games/karateman/one.ogg
- Assets/Resources/Sfx/games/karateman/punchy2.ogg
- Assets/Resources/Sfx/games/karateman/threeAlt.wav
- Assets/Resources/Sfx/games/karateman/hitAlt.wav
- Assets/Resources/Sfx/games/karateman/two.ogg
- Assets/Resources/Sfx/games/karateman/punchKick3.ogg
- Assets/Resources/Sfx/games/karateman/four.ogg
- Assets/Resources/Sfx/games/karateman/punchKick1.ogg
- Assets/Resources/Sfx/games/karateman/pow.ogg
- Assets/Resources/Sfx/games/karateman/punchy3.ogg
- Assets/Resources/Sfx/games/karateman/ko.ogg
- Assets/Resources/Sfx/games/karateman/punchy1.ogg
- Assets/Resources/Sfx/games/karateman/punchy4.ogg
- Assets/Resources/Sfx/games/karateman/hit.ogg
- Assets/Resources/Sfx/games/karateman/three.ogg
- Assets/Resources/Sfx/games/karateman/punchKick2.ogg
- Assets/Resources/Sfx/games/karateman/en/punchKick4.ogg
- Assets/Resources/Sfx/games/karateman/en/one.ogg
- Assets/Resources/Sfx/games/karateman/en/punchy2.ogg
- Assets/Resources/Sfx/games/karateman/en/threeAlt.wav
- Assets/Resources/Sfx/games/karateman/en/hitAlt.wav
- Assets/Resources/Sfx/games/karateman/en/two.ogg
- Assets/Resources/Sfx/games/karateman/en/punchKick3.ogg
- Assets/Resources/Sfx/games/karateman/en/four.ogg
- Assets/Resources/Sfx/games/karateman/en/punchKick1.ogg
- Assets/Resources/Sfx/games/karateman/en/pow.ogg
- Assets/Resources/Sfx/games/karateman/en/punchy3.ogg
- Assets/Resources/Sfx/games/karateman/en/ko.ogg
- Assets/Resources/Sfx/games/karateman/en/punchy1.ogg
- Assets/Resources/Sfx/games/karateman/en/punchy4.ogg
- Assets/Resources/Sfx/games/karateman/en/hit.ogg
- Assets/Resources/Sfx/games/karateman/en/three.ogg
- Assets/Resources/Sfx/games/karateman/en/punchKick2.ogg
Dependencies: []

View file

@ -51,7 +51,7 @@ PlayerSettings:
m_MTRendering: 1
mipStripping: 0
numberOfMipsStripped: 0
m_StackTraceTypes: 020000000200000002000000020000000200000001000000
m_StackTraceTypes: 010000000100000001000000010000000100000001000000
iosShowActivityIndicatorOnLoading: -1
androidShowActivityIndicatorOnLoading: -1
iosUseCustomAppBackgroundBehavior: 0