tons of stuff
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85
Assets/Scripts/Games/TotemClimb/TCJumper.cs
Normal file
85
Assets/Scripts/Games/TotemClimb/TCJumper.cs
Normal file
|
|
@ -0,0 +1,85 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||||
|
{
|
||||||
|
public class TCJumper : SuperCurveObject
|
||||||
|
{
|
||||||
|
[SerializeField] private float _jumpDistanceX;
|
||||||
|
[SerializeField] private float _jumpDistanceY;
|
||||||
|
[SerializeField] private float _jumpOffsetY;
|
||||||
|
[SerializeField] private float _jumpHeight = 2f;
|
||||||
|
|
||||||
|
private Path _path;
|
||||||
|
private Animator _anim;
|
||||||
|
private TotemClimb _game;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_anim = GetComponent<Animator>();
|
||||||
|
_game = TotemClimb.instance;
|
||||||
|
_path = new Path();
|
||||||
|
_path.positions = new PathPos[2];
|
||||||
|
_path.positions[0] = new PathPos()
|
||||||
|
{
|
||||||
|
duration = 1,
|
||||||
|
pos = new(transform.localPosition.x, transform.localPosition.y),
|
||||||
|
height = _jumpHeight
|
||||||
|
};
|
||||||
|
_path.positions[1] = new PathPos()
|
||||||
|
{
|
||||||
|
pos = new(transform.localPosition.x + _jumpDistanceX, transform.localPosition.y + _jumpDistanceY + _jumpOffsetY)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartJumping(double beat)
|
||||||
|
{
|
||||||
|
StartCoroutine(JumpCo(beat));
|
||||||
|
if (beat + 1 >= _game.EndBeat) return;
|
||||||
|
_game.ScheduleInput(beat, 1, Minigame.InputAction_BasicPress, Just, Empty, Empty);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private IEnumerator JumpCo(double beat)
|
||||||
|
{
|
||||||
|
_path.positions[0].duration = 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 1));
|
||||||
|
_anim.Play("Jump", 0, 0);
|
||||||
|
|
||||||
|
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||||
|
bool playedFall = false;
|
||||||
|
|
||||||
|
while(normalizedBeat < 1)
|
||||||
|
{
|
||||||
|
transform.localPosition = GetPathPositionFromBeat(_path, Math.Min(Conductor.instance.songPositionInBeatsAsDouble, beat + _path.positions[0].duration), beat);
|
||||||
|
|
||||||
|
if (normalizedBeat >= 0.5f && !playedFall)
|
||||||
|
{
|
||||||
|
_anim.Play("Fall", 0, 0);
|
||||||
|
playedFall = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
_path.positions[0].pos += new Vector3(_jumpDistanceX, _jumpDistanceY);
|
||||||
|
_path.positions[1].pos += new Vector3(_jumpDistanceX, _jumpDistanceY);
|
||||||
|
_anim.Play("Idle", 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Just(PlayerActionEvent caller, float state)
|
||||||
|
{
|
||||||
|
StartJumping(caller.startBeat + caller.timer);
|
||||||
|
if (state >= 1f || state <= -1f)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
SoundByte.PlayOneShotGame("totemClimb/totemland");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Empty(PlayerActionEvent caller) { }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
11
Assets/Scripts/Games/TotemClimb/TCJumper.cs.meta
Normal file
11
Assets/Scripts/Games/TotemClimb/TCJumper.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
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|
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|
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|
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|
serializedVersion: 2
|
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|
defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
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|
userData:
|
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -14,23 +14,46 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||||
private Transform _scrollTransform;
|
private Transform _scrollTransform;
|
||||||
private float _totemStartX;
|
private float _totemStartX;
|
||||||
private float _totemStartY;
|
private float _totemStartY;
|
||||||
private List<Transform> _totems = new();
|
private List<Totem> _totems = new();
|
||||||
|
|
||||||
private int _totemIndex = 0;
|
private int _totemIndex = 0;
|
||||||
|
private TotemClimb _game;
|
||||||
|
|
||||||
|
private class Totem
|
||||||
|
{
|
||||||
|
public double beat;
|
||||||
|
public Transform transform;
|
||||||
|
|
||||||
|
public Totem(Transform mTransform, double mBeat = 0)
|
||||||
|
{
|
||||||
|
transform = mTransform;
|
||||||
|
beat = mBeat;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
_game = TotemClimb.instance;
|
||||||
_scrollTransform = transform.parent;
|
_scrollTransform = transform.parent;
|
||||||
_totemStartX = _totemTransform.localPosition.x;
|
_totemStartX = _totemTransform.localPosition.x;
|
||||||
_totemStartY = _totemTransform.localPosition.y;
|
_totemStartY = _totemTransform.localPosition.y;
|
||||||
|
|
||||||
_totems.Add(_totemTransform);
|
_totems.Add(new(_totemTransform));
|
||||||
|
|
||||||
for (int i = 1; i < _totemAmount; i++)
|
for (int i = 1; i < _totemAmount; i++)
|
||||||
{
|
{
|
||||||
Transform spawnedTotem = Instantiate(_totemTransform, transform);
|
Transform spawnedTotem = Instantiate(_totemTransform, transform);
|
||||||
spawnedTotem.transform.localPosition = new Vector3(_totemStartX + (_xDistance * i), _totemStartY + (_yDistance * i));
|
spawnedTotem.transform.localPosition = new Vector3(_totemStartX + (_xDistance * i), _totemStartY + (_yDistance * i));
|
||||||
_totems.Add(spawnedTotem);
|
_totems.Add(new(spawnedTotem));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void InitBeats(double startBeat)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < _totems.Count; i++)
|
||||||
|
{
|
||||||
|
_totems[i].beat = startBeat + i;
|
||||||
|
if (_totems[i].beat - 1 >= _game.EndBeat) _totems[i].transform.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -43,8 +66,9 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
||||||
{
|
{
|
||||||
var t = _totems[_totemIndex % _totemAmount];
|
var t = _totems[_totemIndex % _totemAmount];
|
||||||
|
|
||||||
t.localPosition = new Vector3(t.localPosition.x + (_xDistance * _totemAmount), t.localPosition.y + (_yDistance * _totemAmount));
|
t.transform.localPosition = new Vector3(t.transform.localPosition.x + (_xDistance * _totemAmount), t.transform.localPosition.y + (_yDistance * _totemAmount));
|
||||||
|
t.beat += _totemAmount;
|
||||||
|
if (t.beat - 1 >= _game.EndBeat) t.transform.gameObject.SetActive(false);
|
||||||
_totemIndex++;
|
_totemIndex++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -34,6 +34,8 @@ namespace HeavenStudio.Games
|
||||||
[Header("Components")]
|
[Header("Components")]
|
||||||
[SerializeField] private Transform _cameraTransform;
|
[SerializeField] private Transform _cameraTransform;
|
||||||
[SerializeField] private Transform _scrollTransform;
|
[SerializeField] private Transform _scrollTransform;
|
||||||
|
[SerializeField] private TCJumper _jumper;
|
||||||
|
[SerializeField] private TCTotemManager _totemManager;
|
||||||
|
|
||||||
[Header("Properties")]
|
[Header("Properties")]
|
||||||
[SerializeField] private float _scrollSpeedX = 3.838f;
|
[SerializeField] private float _scrollSpeedX = 3.838f;
|
||||||
|
|
@ -41,6 +43,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
private double _startBeat = double.MaxValue;
|
private double _startBeat = double.MaxValue;
|
||||||
private double _endBeat = double.MaxValue;
|
private double _endBeat = double.MaxValue;
|
||||||
|
public double EndBeat => _endBeat;
|
||||||
|
|
||||||
public static TotemClimb instance;
|
public static TotemClimb instance;
|
||||||
|
|
||||||
|
|
@ -76,11 +79,18 @@ namespace HeavenStudio.Games
|
||||||
if (allStarts.Count == 0) return;
|
if (allStarts.Count == 0) return;
|
||||||
|
|
||||||
_startBeat = allStarts[0].beat;
|
_startBeat = allStarts[0].beat;
|
||||||
|
_totemManager.InitBeats(_startBeat);
|
||||||
|
|
||||||
|
BeatAction.New(this, new()
|
||||||
|
{
|
||||||
|
new(_startBeat - 1, delegate { _jumper.StartJumping(_startBeat - 1); })
|
||||||
|
});
|
||||||
|
|
||||||
var allStops = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "stop" }).FindAll(x => x.beat > _startBeat && x.beat < nextGameSwitchBeat);
|
var allStops = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "stop" }).FindAll(x => x.beat > _startBeat && x.beat < nextGameSwitchBeat);
|
||||||
if (allStops.Count == 0) return;
|
if (allStops.Count == 0) return;
|
||||||
|
|
||||||
_endBeat = allStops[0].beat;
|
_endBeat = allStops[0].beat;
|
||||||
|
_totemManager.InitBeats(_startBeat);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue