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{(-1, 0), 0}, {(0, -1), 0}, // 01 in + {(-1, 0), 0}, // 01 in {(0, 1), 2}, {(1, 0), 2}, // 12 {(1, 2), 3}, {(2, 1), 3}, // 23 - {(2, 3), 4}, {(3, 2), 4}, // 34 - {(3, 4), 5}, {(4, 3), 5}, // 45 in - {(0, 0), 7}, // 11 - {(1, 1), 8}, // 22 - {(2, 2), 9}, // 33 - {(3, 3), 10}, // 44 - {(-1, 1), 11}, {(1, -1), 11}, // 02 in - {(0, 2), 13}, {(2, 0), 13}, // 13 - {(1, 3), 14}, {(3, 1), 14}, // 24 - {(2, 4), 15}, {(4, 2), 15}, // 35 in - {(-1, 2), 17}, {(2, -1), 17}, // 03 in - {(0, 3), 19}, {(3, 0), 19}, // 14 - {(1, 4), 20}, {(4, 1), 20}, // 25 - {(-1, 3), 22}, {(3, -1), 22}, // 04 in - {(0, 4), 24}, {(4, 0), 24}, // 15 in + {(2, 3), 5}, {(3, 2), 5}, // 34 + {(4, 3), 7}, // 45 in + {(0, 0), 9}, // 11 + {(1, 1), 10}, // 22 + {(2, 2), 11}, // 33 + {(3, 3), 13}, // 44 + {(-1, 1), 14}, // 02 in + {(0, 2), 16}, {(2, 0), 16}, // 13 + {(1, 3), 18}, {(3, 1), 18}, // 24 + {(4, 2), 19}, // 35 in + {(-1, 2), 22}, // 03 in + {(0, 3), 25}, {(3, 0), 25}, // 14 + {(4, 1), 26}, // 25 in + {(-1, 3), 28}, // 04 in + {(4, 0), 30}, // 15 in + }; + public static readonly Dictionary<(int, int), int> curveMapHigh = new Dictionary<(int, int), int> { + {(1, 2), 4}, // 23 high + {(3, 2), 6}, // 34 high + {(2, 2), 12}, // 33 high + {(0, 2), 17}, // 13 high + {(4, 2), 20}, // 35 high + {(-1, 2), 23}, // 03 high }; public static readonly Dictionary<(int, int), int> curveMapOut = new Dictionary<(int, int), int> { - {(-1, 0), 1}, {(0, -1), 1}, // 01 out - {(3, 4), 6}, {(4, 3), 6}, // 45 out - {(-1, 1), 12}, {(1, -1), 12}, // 02 out - {(2, 4), 16}, {(4, 2), 16}, // 35 out - {(-1, 2), 18}, {(2, -1), 18}, // 03 out - {(-1, 3), 23}, {(3, -1), 23}, // 04 out - {(0, 4), 25}, {(4, 0), 25}, // 15 out + {(0, -1), 1}, // 01 out + {(3, 4), 8}, // 45 out + {(1, -1), 15}, // 02 out + {(2, 4), 21}, // 35 out + {(2, -1), 24}, // 03 out + {(1, 4), 27}, // 25 out + {(3, -1), 29}, // 04 out + {(0, 4), 31}, // 15 out }; const double WIDGET_SEEK_TIME = 10.0; diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs b/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs index 48a40f0da..a8caa4b67 100644 --- a/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs +++ b/Assets/Scripts/Games/BuiltToScaleRvl/Rod.cs @@ -18,7 +18,6 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl public Square[] Squares; private bool isMiss = false; private bool isNearlyMiss = false; - private bool isMissShoot = false; [System.NonSerialized] public int time, endTime = int.MaxValue; [System.NonSerialized] public BuiltToScaleRvl.CustomBounceItem[] customBounce; public float missAngle, fallingAngle; @@ -42,7 +41,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl if (currentCurve is not null) { float curveProg = cond.GetPositionFromBeat(currentBeat, lengthBeat); - if (curveProg > 1 && !isMissShoot) curveProg = 1 + (curveProg-1)*0.5f; + if (curveProg > 1) curveProg = 1 + (curveProg-1)*0.5f; if (isMiss) { transform.position = currentCurve.GetPoint(curveProg); transform.localEulerAngles = new Vector3(0, 0, fallingAngle*curveProg); @@ -113,7 +112,10 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl } else if (currentPos > nextPos){ rodAnim.SetFloat("speed", -1f); } - if (BuiltToScaleRvl.IsPositionInRange(nextPos)) { + if (isShoot && time == endTime) { + Debug.Log($"{currentPos} {nextPos}"); + currentCurve = game.curve[BuiltToScaleRvl.curveMapHigh[(currentPos, nextPos)]]; + } else if (BuiltToScaleRvl.IsPositionInRange(nextPos)) { currentCurve = game.curve[BuiltToScaleRvl.curveMap[(currentPos, nextPos)]]; } else { currentCurve = game.curve[BuiltToScaleRvl.curveMapOut[(currentPos, nextPos)]]; @@ -122,24 +124,24 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl private void BounceOnHit(PlayerActionEvent caller, float state) { - int followingPos = BuiltToScaleRvl.getFollowingPos(this.currentPos, this.nextPos, this.time, this.customBounce); + int followingPos = BuiltToScaleRvl.getFollowingPos(currentPos, nextPos, time, customBounce); if (state >= 1f || state <= -1f) { isNearlyMiss = true; - BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => isNearlyMiss = false)}); - game.PlayBlockBounceNearlyMiss(this.nextPos); + BeatAction.New(game, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => isNearlyMiss = false)}); + game.PlayBlockBounceNearlyMiss(nextPos); BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false); return; } - game.PlayBlockBounce(this.nextPos, currentBeat + 2*lengthBeat); + game.PlayBlockBounce(nextPos, currentBeat + 2*lengthBeat); BounceRecursion(currentBeat + lengthBeat, lengthBeat, nextPos, followingPos, false); } private void BounceOnMiss(PlayerActionEvent caller) { - game.PlayBlockBounceMiss(this.nextPos); - BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, delegate { - game.PlayBlockIdle(this.nextPos, currentBeat + 2*lengthBeat); + game.PlayBlockBounceMiss(nextPos); + BeatAction.New(game, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, delegate { + game.PlayBlockIdle(nextPos, currentBeat + 2*lengthBeat); End(); })}); currentCurve = game.curve[^1]; // miss @@ -160,8 +162,8 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl currentBeat = Conductor.instance.songPositionInBeats; rodAnim.SetFloat("speed", -1f); isMiss = true; - game.PlayBlockShootNearlyMiss(this.nextPos); - BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + lengthBeat, () => End())}); + game.PlayBlockShootNearlyMiss(nextPos); + BeatAction.New(game, new List() {new BeatAction.Action(currentBeat + lengthBeat, () => End())}); return; } @@ -176,10 +178,9 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl { if (game.isPlayerPrepare) { - isMissShoot = true; GetComponent().sortingOrder = 1; game.PlayBlockShootMiss(nextPos); - BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => End())}); + BeatAction.New(game, new List() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => End())}); } else { @@ -187,8 +188,8 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl currentBeat = Conductor.instance.songPositionInBeats; rodAnim.SetFloat("speed", -1f); isMiss = true; - game.PlayBlockBounceMiss(this.nextPos); - BeatAction.New(this, new List() {new BeatAction.Action(currentBeat + lengthBeat, () => End())}); + game.PlayBlockBounceMiss(nextPos); + BeatAction.New(game, new List() {new BeatAction.Action(currentBeat + lengthBeat, () => End())}); } } private bool CanShootHit()