Spaceball cleanup and small bug fix (#236)
* Spaceball cleanup and small bug fix * Replace old hit sound in spaceball
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|
@ -1,5 +1,3 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_Spaceball
|
||||
|
@ -11,28 +9,32 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
private float showBeat = 0;
|
||||
private bool isShowing = false;
|
||||
|
||||
const string IdleAnim = "AlienIdle";
|
||||
const string SwingAnim = "AlienSwing";
|
||||
const string ShowAnim = "AlienShow";
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
anim.Play("AlienIdle", 0, 0);
|
||||
anim.Play(IdleAnim, 0, 0);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Conductor.instance.isPlaying && !isShowing)
|
||||
{
|
||||
anim.Play("AlienSwing", 0, Conductor.instance.GetLoopPositionFromBeat(0, 1f));
|
||||
anim.Play(SwingAnim, 0, Conductor.instance.GetLoopPositionFromBeat(0, 1f));
|
||||
anim.speed = 0;
|
||||
}
|
||||
else if (!Conductor.instance.isPlaying)
|
||||
{
|
||||
anim.Play("AlienIdle", 0, 0);
|
||||
anim.Play(IdleAnim, 0, 0);
|
||||
}
|
||||
|
||||
if (isShowing)
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(showBeat, 1f);
|
||||
anim.Play("AlienShow", 0, normalizedBeat);
|
||||
anim.Play(ShowAnim, 0, normalizedBeat);
|
||||
anim.speed = 0;
|
||||
|
||||
if (normalizedBeat >= 2)
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
@ -92,7 +91,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
private int currentZoomIndex;
|
||||
|
||||
public Sprite[] Balls;
|
||||
public Sprite[] BallSprites;
|
||||
|
||||
private List<DynamicBeatmap.DynamicEntity> allCameraEvents = new List<DynamicBeatmap.DynamicEntity>();
|
||||
|
||||
|
@ -132,7 +131,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
allCameraEvents = tempEvents;
|
||||
|
||||
UpdateCameraZoom(); // can't believe this shit actually works
|
||||
UpdateCameraZoom();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -234,7 +233,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (type == 1)
|
||||
{
|
||||
ball.GetComponent<SpaceballBall>().Sprite.sprite = Balls[1];
|
||||
ball.GetComponent<SpaceballBall>().Sprite.sprite = BallSprites[1];
|
||||
}
|
||||
|
||||
Dispenser.GetComponent<Animator>().Play("DispenserShoot", 0, 0);
|
||||
|
|
|
@ -5,35 +5,46 @@ using UnityEngine;
|
|||
using HeavenStudio.Util;
|
||||
|
||||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_Spaceball
|
||||
{
|
||||
public class SpaceballBall : PlayerActionObject
|
||||
{
|
||||
#region Public
|
||||
|
||||
public float startBeat;
|
||||
public Animator anim;
|
||||
|
||||
public bool high;
|
||||
|
||||
private Minigame.Eligible e = new Minigame.Eligible();
|
||||
|
||||
public GameObject Holder;
|
||||
public Transform Holder;
|
||||
public SpriteRenderer Sprite;
|
||||
|
||||
public bool hit;
|
||||
public float hitBeat;
|
||||
public Vector3 hitPos;
|
||||
public float hitRot;
|
||||
public float randomEndPosX;
|
||||
#endregion
|
||||
|
||||
#region Private
|
||||
|
||||
private Minigame.Eligible e = new Minigame.Eligible();
|
||||
|
||||
[SerializeField] private BezierCurve3D pitchLowCurve;
|
||||
[SerializeField] private BezierCurve3D pitchHighCurve;
|
||||
|
||||
private bool hit;
|
||||
private float hitBeat;
|
||||
private Vector3 hitPos;
|
||||
private float hitRot;
|
||||
private float randomEndPosX;
|
||||
private float startRot;
|
||||
|
||||
#endregion
|
||||
|
||||
#region MonoBehaviour
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
|
||||
e.gameObject = this.gameObject;
|
||||
|
||||
float rot = Random.Range(0, 360);
|
||||
Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot);
|
||||
startRot = Random.Range(0, 360);
|
||||
|
||||
isEligible = true;
|
||||
}
|
||||
|
@ -43,12 +54,40 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (hit)
|
||||
{
|
||||
float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 14);
|
||||
Holder.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
|
||||
Holder.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
|
||||
}
|
||||
else
|
||||
{
|
||||
var beatLength = (high) ? 2f : 1f;
|
||||
|
||||
var normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(
|
||||
startBeat,
|
||||
beatLength + 0.15f
|
||||
);
|
||||
|
||||
var animCurve = (high) ? pitchHighCurve : pitchLowCurve;
|
||||
|
||||
Holder.position = animCurve.GetPoint(normalizedBeatAnim);
|
||||
Sprite.transform.localEulerAngles = new Vector3(0, 0, Mathf.Lerp(startRot, startRot - 210, normalizedBeatAnim));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region PlayerActionObject
|
||||
|
||||
private void Hit()
|
||||
{
|
||||
hit = true;
|
||||
hitBeat = Conductor.instance.songPositionInBeats;
|
||||
hitPos = Holder.transform.localPosition;
|
||||
hitRot = Holder.transform.eulerAngles.z;
|
||||
hitPos = Holder.localPosition;
|
||||
hitRot = Holder.eulerAngles.z;
|
||||
|
||||
Jukebox.PlayOneShotGame("spaceball/hit");
|
||||
|
||||
|
@ -60,58 +99,34 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
|
||||
randomEndPosX = Random.Range(40f, 55f);
|
||||
|
||||
anim.enabled = false;
|
||||
SpaceballPlayer.instance.Swing(this);
|
||||
}
|
||||
|
||||
private void NearMiss()
|
||||
{
|
||||
Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -55;
|
||||
Holder.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -325;
|
||||
|
||||
enabled = false;
|
||||
anim.enabled = false;
|
||||
|
||||
// Rigidbody physics, in MY rhythm game??!!!
|
||||
Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
|
||||
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
rb.bodyType = RigidbodyType2D.Dynamic;
|
||||
rb.AddForce(transform.up * 1100);
|
||||
rb.AddForce(transform.right * 400);
|
||||
rb.gravityScale = 9;
|
||||
|
||||
Jukebox.PlayOneShot("miss");
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (hit)
|
||||
{
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
float beatLength = 1f;
|
||||
if (high) beatLength = 2f;
|
||||
Destroy(gameObject, 5f);
|
||||
|
||||
float normalizedBeatAnim = cond.GetPositionFromBeat(startBeat, beatLength + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(startBeat + beatLength)));
|
||||
|
||||
if (high)
|
||||
{
|
||||
anim.Play("BallHigh", 0, normalizedBeatAnim);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.Play("BallLow", 0, normalizedBeatAnim);
|
||||
}
|
||||
|
||||
anim.speed = 0;
|
||||
}
|
||||
Spaceball.instance.ScoreMiss();
|
||||
}
|
||||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f) {
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
NearMiss();
|
||||
return;
|
||||
}
|
||||
|
@ -123,8 +138,12 @@ namespace HeavenStudio.Games.Scripts_Spaceball
|
|||
Jukebox.PlayOneShotGame("spaceball/fall");
|
||||
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
|
||||
Destroy(this.gameObject);
|
||||
|
||||
Spaceball.instance.ScoreMiss();
|
||||
}
|
||||
|
||||
private void Out(PlayerActionEvent caller) {}
|
||||
private void Out(PlayerActionEvent caller) { }
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,6 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_Spaceball
|
||||
|
|
Loading…
Reference in a new issue