caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
122 lines
3.9 KiB
C#
122 lines
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_RhythmRally
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{
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public class Paddlers : MonoBehaviour
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{
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private RhythmRally game;
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private Animator playerAnim;
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private Animator opponentAnim;
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private Conductor cond;
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public void Init()
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{
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game = RhythmRally.instance;
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playerAnim = game.playerAnim;
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opponentAnim = game.opponentAnim;
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cond = Conductor.instance;
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}
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void Update()
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{
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if (!game.served || game.missed || !game.started) return;
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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// Play "whoosh" sound here
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playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
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}
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}
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void Ace()
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{
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game.served = false;
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var hitBeat = cond.songPositionInBeats;
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var bounceBeat = game.serveBeat + game.targetBeat + 1f;
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if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
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{
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bounceBeat = game.serveBeat + game.targetBeat + 2f;
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}
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else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
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{
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bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
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}
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playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
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BounceFX(bounceBeat);
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game.ball.SetActive(true);
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}
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void NearMiss(float state)
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{
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MissBall();
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Jukebox.PlayOneShot("miss");
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playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
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game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
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game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
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game.missBeat = cond.songPositionInBeats;
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game.ball.SetActive(true);
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}
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void MissBall()
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{
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game.served = false;
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game.missed = true;
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var whistleBeat = game.serveBeat + game.targetBeat + 1f;
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if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
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{
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whistleBeat = game.serveBeat + game.targetBeat + 2f;
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}
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else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
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{
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whistleBeat = game.serveBeat + game.targetBeat + 0.5f;
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}
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
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}
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public void BounceFX(float bounceBeat)
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{
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(bounceBeat, delegate
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{
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GameObject ballHitFX2 = Instantiate(RhythmRally.instance.ballHitFX.gameObject, RhythmRally.instance.gameObject.transform);
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ballHitFX2.SetActive(true);
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ballHitFX2.transform.position = new Vector3(ballHitFX2.transform.position.x, ballHitFX2.transform.position.y, RhythmRally.instance.ball.transform.position.z);
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ballHitFX2.GetComponent<SpriteRenderer>().DOColor(new Color(0, 0, 0, 0), 0.65f).SetEase(Ease.OutExpo).OnComplete(delegate { Destroy(ballHitFX2); });
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})
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});
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}
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public void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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NearMiss(state);
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return;
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}
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Ace();
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}
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public void Miss(PlayerActionEvent caller)
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{
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MissBall();
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}
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public void Out(PlayerActionEvent caller) {}
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}
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}
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