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@ -1121,7 +1121,7 @@ TextureImporter:
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@ -1163,7 +1163,7 @@ TextureImporter:
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@ -1184,7 +1184,7 @@ TextureImporter:
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@ -1322,6 +1322,48 @@ TextureImporter:
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indices:
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edges: []
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edges: []
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|
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|
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|
name: shoot_enemy_3
|
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|
rect:
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
rect:
|
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|
serializedVersion: 2
|
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|
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|
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|
||||||
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|
||||||
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|
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|
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|
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|
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|
||||||
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|
bones: []
|
||||||
|
@ -1345,6 +1387,8 @@ TextureImporter:
|
||||||
shoot_enemy_0: -2136356488
|
shoot_enemy_0: -2136356488
|
||||||
shoot_enemy_1: -2032356040
|
shoot_enemy_1: -2032356040
|
||||||
shoot_enemy_2: -2103752361
|
shoot_enemy_2: -2103752361
|
||||||
|
shoot_enemy_3: 1452378717
|
||||||
|
shoot_enemy_4: -915250394
|
||||||
shoot_handle1: 1240971331
|
shoot_handle1: 1240971331
|
||||||
shoot_handle2: 1770004620
|
shoot_handle2: 1770004620
|
||||||
shoot_handle3: -765527450
|
shoot_handle3: -765527450
|
||||||
|
|
|
@ -10,14 +10,18 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
{
|
{
|
||||||
public class Enemy : MonoBehaviour
|
public class Enemy : MonoBehaviour
|
||||||
{
|
{
|
||||||
[NonSerialized] public double createBeat;
|
|
||||||
[NonSerialized] public Vector2 pos;
|
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
|
public Animator enemyAnim;
|
||||||
public Transform effectHolder;
|
public Transform effectHolder;
|
||||||
public GameObject trajectoryEffect;
|
public GameObject trajectoryEffect;
|
||||||
public GameObject originEffect;
|
public GameObject originEffect;
|
||||||
public GameObject impactEffect;
|
public GameObject impactEffect;
|
||||||
|
|
||||||
|
[Header("Parameters")]
|
||||||
|
[NonSerialized] public double createBeat;
|
||||||
|
[NonSerialized] public int type;
|
||||||
|
[NonSerialized] public Vector2 pos;
|
||||||
|
|
||||||
[NonSerialized] public float scaleSpeed;
|
[NonSerialized] public float scaleSpeed;
|
||||||
Vector3 scaleRate => new Vector3(scaleSpeed, scaleSpeed, scaleSpeed) / (Conductor.instance.pitchedSecPerBeat * 2f);
|
Vector3 scaleRate => new Vector3(scaleSpeed, scaleSpeed, scaleSpeed) / (Conductor.instance.pitchedSecPerBeat * 2f);
|
||||||
bool isScale;
|
bool isScale;
|
||||||
|
@ -28,13 +32,15 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
{
|
{
|
||||||
game = ShootEmUp.instance;
|
game = ShootEmUp.instance;
|
||||||
transform.localPosition = new Vector3(5.05f/3*pos.x, 2.5f/3*pos.y + 1.25f, 0);
|
transform.localPosition = new Vector3(5.05f/3*pos.x, 2.5f/3*pos.y + 1.25f, 0);
|
||||||
|
enemyAnim = GetComponent<Animator>();
|
||||||
|
enemyAnim.Play(Enum.GetName(typeof(ShootEmUp.EnemyType), type));
|
||||||
isScale = true;
|
isScale = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartInput(double beat, double length)
|
public void StartInput(double beat, double length)
|
||||||
{
|
{
|
||||||
game = ShootEmUp.instance;
|
|
||||||
game.ScheduleInput(beat, length, ShootEmUp.InputAction_Press, Just, Miss, Empty);
|
game.ScheduleInput(beat, length, ShootEmUp.InputAction_Press, Just, Miss, Empty);
|
||||||
|
// (type == (int)ShootEmUp.EnemyType.Endless ? : )
|
||||||
}
|
}
|
||||||
private void Just(PlayerActionEvent caller, float state)
|
private void Just(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
|
@ -46,7 +52,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
JudgeAnim("miss");
|
JudgeAnim("miss");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
game.hitEffect.Play();
|
game.hitEffect.PlayScaledAsyncAllChildren(0.45f);
|
||||||
JudgeAnim("just");
|
JudgeAnim("just");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -76,7 +82,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
|
|
||||||
public void SpawnAnim()
|
public void SpawnAnim()
|
||||||
{
|
{
|
||||||
this.GetComponent<Animator>().Play("enemySpawn", 0, 0);
|
enemyAnim.DoScaledAnimationAsync("enemySpawn", 1f);
|
||||||
|
|
||||||
var trajectory = Instantiate(trajectoryEffect, effectHolder);
|
var trajectory = Instantiate(trajectoryEffect, effectHolder);
|
||||||
trajectory.transform.localPosition = this.transform.localPosition;
|
trajectory.transform.localPosition = this.transform.localPosition;
|
||||||
|
@ -93,6 +99,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
}
|
}
|
||||||
trajectory.transform.eulerAngles = angle;
|
trajectory.transform.eulerAngles = angle;
|
||||||
trajectory.gameObject.SetActive(true);
|
trajectory.gameObject.SetActive(true);
|
||||||
|
trajectory.GetComponent<Animator>().DoScaledAnimationAsync("trajectory", 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void JudgeAnim(string type)
|
public void JudgeAnim(string type)
|
||||||
|
@ -103,6 +110,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
GameObject origin = Instantiate(originEffect, effectHolder);
|
GameObject origin = Instantiate(originEffect, effectHolder);
|
||||||
origin.transform.localPosition = currentPos;
|
origin.transform.localPosition = currentPos;
|
||||||
origin.gameObject.SetActive(true);
|
origin.gameObject.SetActive(true);
|
||||||
|
origin.GetComponent<Animator>().DoScaledAnimationAsync("origin", 1f);
|
||||||
|
|
||||||
isScale = false;
|
isScale = false;
|
||||||
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
|
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
|
||||||
|
@ -113,13 +121,14 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
switch (type)
|
switch (type)
|
||||||
{
|
{
|
||||||
case "just":
|
case "just":
|
||||||
this.GetComponent<Animator>().Play("enemyAttack", 0, 0);
|
enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f);
|
||||||
impact = Instantiate(impactEffect, effectHolder);
|
impact = Instantiate(impactEffect, effectHolder);
|
||||||
impact.transform.localPosition = nextPos;
|
impact.transform.localPosition = nextPos;
|
||||||
impact.gameObject.SetActive(true);
|
impact.gameObject.SetActive(true);
|
||||||
|
impact.GetComponent<Animator>().DoScaledAnimationAsync("impact", 1f);
|
||||||
break;
|
break;
|
||||||
case "attack":
|
case "attack":
|
||||||
this.GetComponent<Animator>().Play("enemyAttack", 0, 0);
|
enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f);
|
||||||
if (pos.x > 0) {
|
if (pos.x > 0) {
|
||||||
nextPos = new Vector3(-5, -3, 0);
|
nextPos = new Vector3(-5, -3, 0);
|
||||||
} else if (pos.x < 0) {
|
} else if (pos.x < 0) {
|
||||||
|
@ -130,9 +139,10 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
impact = Instantiate(impactEffect, effectHolder);
|
impact = Instantiate(impactEffect, effectHolder);
|
||||||
impact.transform.localPosition = nextPos;
|
impact.transform.localPosition = nextPos;
|
||||||
impact.gameObject.SetActive(true);
|
impact.gameObject.SetActive(true);
|
||||||
|
impact.GetComponent<Animator>().DoScaledAnimationAsync("impact", 1f);
|
||||||
break;
|
break;
|
||||||
case "miss":
|
case "miss":
|
||||||
this.GetComponent<Animator>().DoScaledAnimationAsync("enemyMiss", 0.5f);
|
enemyAnim.DoScaledAnimationAsync("enemyMiss", 1f);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
|
@ -147,7 +157,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
trajectory.transform.eulerAngles = angle;
|
trajectory.transform.eulerAngles = angle;
|
||||||
trajectory.transform.localScale = scale;
|
trajectory.transform.localScale = scale;
|
||||||
trajectory.gameObject.SetActive(true);
|
trajectory.gameObject.SetActive(true);
|
||||||
trajectory.GetComponent<Animator>().Play("trajectory_damage", 0, 0);
|
trajectory.GetComponent<Animator>().DoScaledAnimationAsync("trajectory_damage", 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void End()
|
void End()
|
||||||
|
|
|
@ -17,8 +17,8 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
|
|
||||||
public void Shoot()
|
public void Shoot()
|
||||||
{
|
{
|
||||||
shipAnim.Play("shipShoot", 0, 0);
|
shipAnim.DoScaledAnimationAsync("shipShoot", 1f);
|
||||||
laserAnim.Play("laser", 0, 0);
|
laserAnim.DoScaledAnimationAsync("laser", 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Damage()
|
public void Damage()
|
||||||
|
@ -30,8 +30,8 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
|
||||||
// }
|
// }
|
||||||
|
|
||||||
isDamage = true;
|
isDamage = true;
|
||||||
shipAnim.Play("shipDamage", 0, 0);
|
shipAnim.DoScaledAnimationAsync("shipDamage", 1f);
|
||||||
damageAnim.Play("damage", 0, 0);
|
damageAnim.DoScaledAnimationAsync("damage", 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DamageEnd()
|
public void DamageEnd()
|
||||||
|
|
|
@ -54,6 +54,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new Param("y_int", new EntityTypes.Integer(-3, 3, 0), "Y (Integer)"),
|
new Param("y_int", new EntityTypes.Integer(-3, 3, 0), "Y (Integer)"),
|
||||||
new Param("x_float", new EntityTypes.Float(-8, 8, 0), "X (Decimal)"),
|
new Param("x_float", new EntityTypes.Float(-8, 8, 0), "X (Decimal)"),
|
||||||
new Param("y_float", new EntityTypes.Float(-8, 8, 0), "Y (Decimal)"),
|
new Param("y_float", new EntityTypes.Float(-8, 8, 0), "Y (Decimal)"),
|
||||||
|
new Param("type", ShootEmUp.EnemyType.Basic, "Enemy", "Choose the enemy to spawn."),
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
new GameAction("passTurn", "Pass Turn")
|
new GameAction("passTurn", "Pass Turn")
|
||||||
|
@ -116,6 +117,14 @@ namespace HeavenStudio.Games
|
||||||
Manual,
|
Manual,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public enum EnemyType
|
||||||
|
{
|
||||||
|
Basic = 0,
|
||||||
|
Practice,
|
||||||
|
Endless,
|
||||||
|
Lockstep = 100,
|
||||||
|
}
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public struct PatternItem
|
public struct PatternItem
|
||||||
{
|
{
|
||||||
|
@ -154,7 +163,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
foreach (var crEvent in crHandlerInstance.queuedEvents)
|
foreach (var crEvent in crHandlerInstance.queuedEvents)
|
||||||
{
|
{
|
||||||
SpawnEnemy(crEvent.beat, crEvent.DynamicData["pos"], false, crHandlerInstance.intervalLength, true);
|
SpawnEnemy(crEvent.beat, crEvent.DynamicData["pos"], (int)Enum.Parse(typeof(EnemyType), crEvent.tag), false, crHandlerInstance.intervalLength, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -227,12 +236,13 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SpawnEnemy(double beat, Vector2 pos, bool active = true, float interval = 4f, bool awake = false)
|
public void SpawnEnemy(double beat, Vector2 pos, int type,
|
||||||
|
bool active = true, float interval = 4f, bool awake = false)
|
||||||
{
|
{
|
||||||
if (!awake)
|
if (!awake)
|
||||||
{
|
{
|
||||||
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
|
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
|
||||||
crHandlerInstance.AddEvent(beat, crParams: new(){
|
crHandlerInstance.AddEvent(beat, tag: Enum.GetName(typeof(EnemyType), type), crParams: new(){
|
||||||
new CallAndResponseHandler.CallAndResponseEventParam("pos", pos),
|
new CallAndResponseHandler.CallAndResponseEventParam("pos", pos),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
@ -240,9 +250,9 @@ namespace HeavenStudio.Games
|
||||||
var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent<Enemy>();
|
var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent<Enemy>();
|
||||||
spawnedEnemies.Add(newEnemy);
|
spawnedEnemies.Add(newEnemy);
|
||||||
newEnemy.createBeat = beat;
|
newEnemy.createBeat = beat;
|
||||||
newEnemy.scaleSpeed = scaleSpeed/interval;
|
newEnemy.type = type;
|
||||||
newEnemy.pos = pos;
|
newEnemy.pos = pos;
|
||||||
newEnemy.Init();
|
newEnemy.scaleSpeed = scaleSpeed/interval;
|
||||||
|
|
||||||
if (active)
|
if (active)
|
||||||
{
|
{
|
||||||
|
@ -252,6 +262,7 @@ namespace HeavenStudio.Games
|
||||||
new BeatAction.Action(beat, delegate
|
new BeatAction.Action(beat, delegate
|
||||||
{
|
{
|
||||||
newEnemy.gameObject.SetActive(true);
|
newEnemy.gameObject.SetActive(true);
|
||||||
|
newEnemy.Init();
|
||||||
newEnemy.SpawnAnim();
|
newEnemy.SpawnAnim();
|
||||||
})
|
})
|
||||||
});
|
});
|
||||||
|
@ -259,6 +270,7 @@ namespace HeavenStudio.Games
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
newEnemy.gameObject.SetActive(true);
|
newEnemy.gameObject.SetActive(true);
|
||||||
|
newEnemy.Init();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -294,7 +306,7 @@ namespace HeavenStudio.Games
|
||||||
var posData = plcPattern.posPattern[relevantIndex].posData;
|
var posData = plcPattern.posPattern[relevantIndex].posData;
|
||||||
int posDataIndex = Mathf.Min(posData.Length - 1, i);
|
int posDataIndex = Mathf.Min(posData.Length - 1, i);
|
||||||
var pos = posData[posDataIndex];
|
var pos = posData[posDataIndex];
|
||||||
SpawnEnemy(evt.beat, pos, evt.beat >= gameSwitchBeat, interval);
|
SpawnEnemy(evt.beat, pos, evt["type"], evt.beat >= gameSwitchBeat, interval);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -303,7 +315,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
Vector2 pos = new Vector2(evt["x_int"], evt["y_int"]);
|
Vector2 pos = new Vector2(evt["x_int"], evt["y_int"]);
|
||||||
if (evt["fine"]) pos = new Vector2(evt["x_float"], evt["y_float"]);
|
if (evt["fine"]) pos = new Vector2(evt["x_float"], evt["y_float"]);
|
||||||
SpawnEnemy(evt.beat, pos, evt.beat >= gameSwitchBeat, interval);
|
SpawnEnemy(evt.beat, pos, evt["type"], evt.beat >= gameSwitchBeat, interval);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (autoPassTurn)
|
if (autoPassTurn)
|
||||||
|
@ -362,7 +374,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public static void PrePassTurn(double beat)
|
public static void PrePassTurn(double beat)
|
||||||
{
|
{
|
||||||
if (GameManager.instance.currentGame == "tambourine")
|
if (GameManager.instance.currentGame == "shootEmUp")
|
||||||
{
|
{
|
||||||
instance.PassTurnStandalone(beat);
|
instance.PassTurnStandalone(beat);
|
||||||
}
|
}
|
||||||
|
@ -427,6 +439,7 @@ namespace HeavenStudio.Games
|
||||||
break;
|
break;
|
||||||
case (int)MonitorAnimation.Bop:
|
case (int)MonitorAnimation.Bop:
|
||||||
canBop = true;
|
canBop = true;
|
||||||
|
captain.DoScaledAnimationAsync("capBop", 1f);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -435,6 +448,12 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
introGate.Play("gateShow", 0, 0);
|
introGate.Play("gateShow", 0, 0);
|
||||||
if (close) return;
|
if (close) return;
|
||||||
|
MultiSound.Play(new MultiSound.Sound[]
|
||||||
|
{
|
||||||
|
new MultiSound.Sound("shootEmUp/gate1", beat),
|
||||||
|
new MultiSound.Sound("shootEmUp/gate2", beat + length),
|
||||||
|
new MultiSound.Sound("shootEmUp/gate3", beat + 2*length),
|
||||||
|
});
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat, delegate {
|
new BeatAction.Action(beat, delegate {
|
||||||
|
|
Loading…
Reference in a new issue