tunnel tunnel

tunnel
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minenice55 2023-11-15 22:33:40 -05:00
parent 3002e48350
commit f1fa43a7b0
10 changed files with 869 additions and 83 deletions

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@ -1,6 +1,6 @@
using DG.Tweening; using DG.Tweening;
using NaughtyBezierCurves; using NaughtyBezierCurves;
using HeavenStudio.Util; using HeavenStudio.Util;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -21,16 +21,22 @@ namespace HeavenStudio.Games.Loaders
resizable = true, resizable = true,
}, },
new GameAction("tunnel", "Start Tunnel")
{
function = delegate { if (Tunnel.instance != null) { Tunnel.instance.StartTunnel(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); } },
defaultLength = 4f,
resizable = true,
},
new GameAction("countin", "Count In") new GameAction("countin", "Count In")
{ {
preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 4f, defaultLength = 4f,
resizable = true, resizable = true,
} }
}, },
new List<string>() {"ntr", "keep"}, new List<string>() { "ntr", "keep" },
"ntrtunnel", "en", "ntrtunnel", "en",
new List<string>() {"en"} new List<string>() { "en" }
); );
} }
} }
@ -43,33 +49,40 @@ namespace HeavenStudio.Games
public static Tunnel instance { get; set; } public static Tunnel instance { get; set; }
[Header("Backgrounds")] [Header("Backgrounds")]
public SpriteRenderer fg; [SerializeField] Transform bg;
public SpriteRenderer bg; [SerializeField] float bgScrollTime;
[SerializeField] GameObject tunnelWall;
[SerializeField] SpriteRenderer tunnelWallRenderer;
[SerializeField] float tunnelChunksPerSec;
[SerializeField] float tunnelWallChunkSize;
Tween bgColorTween; Tween bgColorTween;
Tween fgColorTween; Tween fgColorTween;
[Header("References")] [Header("References")]
public GameObject frontHand; [SerializeField] GameObject frontHand;
[Header("Animators")] [Header("Animators")]
public Animator cowbellAnimator; [SerializeField] Animator cowbellAnimator;
public Animator driverAnimator; [SerializeField] Animator driverAnimator;
[Header("Curves")] [Header("Curves")]
public BezierCurve3D handCurve; [SerializeField] BezierCurve3D handCurve;
public GameEvent cowbell = new GameEvent(); GameEvent cowbell = new GameEvent();
public int driverState; int driverState;
public float handStart; float bgStartX;
public float handProgress;
public bool started; float handStart;
float handProgress;
bool started;
public struct QueuedCowbell public struct QueuedCowbell
{ {
public double beat; public double beat;
@ -95,16 +108,15 @@ namespace HeavenStudio.Games
{ {
driverState = 0; driverState = 0;
handStart = -1f; handStart = -1f;
tunnelWall.SetActive(false);
} }
private void Update() private void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
//update hand position //update hand position
handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1); handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress)); frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
if (!cond.isPlaying || cond.isPaused) if (!cond.isPlaying || cond.isPaused)
{ {
@ -125,6 +137,8 @@ namespace HeavenStudio.Games
queuedInputs.Clear(); queuedInputs.Clear();
} }
bg.position = new Vector3(bgStartX - (2 * bgStartX * (((float)Time.realtimeSinceStartupAsDouble % bgScrollTime) / bgScrollTime)), 0, 0);
tunnelWall.transform.position -= new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * Time.deltaTime * cond.SongPitch, 0, 0);
} }
@ -133,8 +147,8 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShot("count-ins/cowbell"); SoundByte.PlayOneShot("count-ins/cowbell");
handStart = Conductor.instance.songPositionInBeats; handStart = Conductor.instance.songPositionInBeats;
cowbellAnimator.Play("Shake",-1,0); cowbellAnimator.Play("Shake", -1, 0);
} }
public static void PreStartCowbell(double beat, float length) public static void PreStartCowbell(double beat, float length)
@ -152,7 +166,7 @@ namespace HeavenStudio.Games
public void StartCowbell(double beat, float length) public void StartCowbell(double beat, float length)
{ {
started = true; started = true;
for(int i = 0; i < length; i++) for (int i = 0; i < length; i++)
{ {
ScheduleInput(beat, i, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty); ScheduleInput(beat, i, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
} }
@ -162,7 +176,7 @@ namespace HeavenStudio.Games
{ {
HitCowbell(); HitCowbell();
//print(state); //print(state);
if(Math.Abs(state) >= 1f) if (Math.Abs(state) >= 1f)
{ {
driverAnimator.Play("Disturbed", -1, 0); driverAnimator.Play("Disturbed", -1, 0);
@ -188,16 +202,16 @@ namespace HeavenStudio.Games
} }
public static void CountIn(double beat, float length) public static void CountIn(double beat, float length)
{ {
List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>(); List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>();
for (int i = 0; i < length; i++) for (int i = 0; i < length; i++)
{ {
if(i % 2 == 0) if (i % 2 == 0)
{ {
//Jukebox.PlayOneShotGame("tunnel/en/one", beat+i); //Jukebox.PlayOneShotGame("tunnel/en/one", beat+i);
//print("cueing one at " + (beat + i)); //print("cueing one at " + (beat + i));
@ -209,13 +223,24 @@ namespace HeavenStudio.Games
//print("cueing two at " + (beat + i)); //print("cueing two at " + (beat + i));
cuelist.Add(new MultiSound.Sound("tunnel/en/two", beat + i)); cuelist.Add(new MultiSound.Sound("tunnel/en/two", beat + i));
} }
} }
MultiSound.Play(cuelist.ToArray(), forcePlay: true); MultiSound.Play(cuelist.ToArray(), forcePlay: true);
} }
public void StartTunnel(double beat, double length)
{
double targetBeat = beat + length;
double startTimeSec = Conductor.instance.GetSongPosFromBeat(beat);
double targetTimeSec = Conductor.instance.GetSongPosFromBeat(targetBeat);
// tunnel chunks can be divided into quarters
double durationSec = Math.Ceiling((targetTimeSec - startTimeSec) * 4) * 0.25;
tunnelWallRenderer.size = new Vector2((float)durationSec * tunnelWallChunkSize * tunnelChunksPerSec, 13.7f);
tunnelWall.transform.position = new Vector3(tunnelWallChunkSize, 0, 0);
tunnelWall.SetActive(true);
}
} }
} }