Spaceball cleanup and small bug fix (#236)

* Spaceball cleanup and small bug fix

* Replace old hit sound in spaceball
This commit is contained in:
Braedon Lewis 2023-01-25 10:29:31 -05:00 committed by GitHub
parent e49c0825c5
commit e822a22f54
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16 changed files with 411 additions and 1539 deletions

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View file

@ -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)

View file

@ -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);

View file

@ -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
}
}

View file

@ -1,8 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_Spaceball