High Curve

This commit is contained in:
fu-majime 2024-03-25 10:48:15 +09:00
parent cc1a5bdcf9
commit fb15a4c9b7
9 changed files with 887 additions and 75 deletions

View file

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@ -130,33 +130,42 @@ namespace HeavenStudio.Games
public BezierCurve3D[] curve;
public static readonly Dictionary<(int, int), int> curveMap = new Dictionary<(int, int), int> {
{(-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;

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@ -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<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => isNearlyMiss = false)});
game.PlayBlockBounceNearlyMiss(this.nextPos);
BeatAction.New(game, new List<BeatAction.Action>() {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<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, delegate {
game.PlayBlockIdle(this.nextPos, currentBeat + 2*lengthBeat);
game.PlayBlockBounceMiss(nextPos);
BeatAction.New(game, new List<BeatAction.Action>() {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<BeatAction.Action>() {new BeatAction.Action(currentBeat + lengthBeat, () => End())});
game.PlayBlockShootNearlyMiss(nextPos);
BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + lengthBeat, () => End())});
return;
}
@ -176,10 +178,9 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
{
if (game.isPlayerPrepare)
{
isMissShoot = true;
GetComponent<SpriteRenderer>().sortingOrder = 1;
game.PlayBlockShootMiss(nextPos);
BeatAction.New(this, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + 2*lengthBeat, () => End())});
BeatAction.New(game, new List<BeatAction.Action>() {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<BeatAction.Action>() {new BeatAction.Action(currentBeat + lengthBeat, () => End())});
game.PlayBlockBounceMiss(nextPos);
BeatAction.New(game, new List<BeatAction.Action>() {new BeatAction.Action(currentBeat + lengthBeat, () => End())});
}
}
private bool CanShootHit()