bb2ae74339
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
160 lines
5 KiB
C#
160 lines
5 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System;
|
|
using UnityEngine;
|
|
using NaughtyBezierCurves;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_TrickClass
|
|
{
|
|
public class MobTrickObj : MonoBehaviour
|
|
{
|
|
public bool flyType;
|
|
public double startBeat;
|
|
bool miss = false;
|
|
|
|
float flyBeats;
|
|
float dodgeBeats;
|
|
public int type;
|
|
|
|
[NonSerialized] public BezierCurve3D curve;
|
|
PlayerActionEvent hitProg;
|
|
|
|
private TrickClass game;
|
|
|
|
private void Awake()
|
|
{
|
|
game = TrickClass.instance;
|
|
flyBeats = flyType ? 4f : 2f;
|
|
dodgeBeats = flyType ? 2f : 1f;
|
|
|
|
var cond = Conductor.instance;
|
|
|
|
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
|
|
transform.position = curve.GetPoint(flyPos);
|
|
hitProg = game.ScheduleInput(startBeat, dodgeBeats, InputType.STANDARD_DOWN, DodgeJustOrNg, DodgeMiss, DodgeThrough);
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
|
|
|
|
if (flyPos <= 1f)
|
|
{
|
|
if (!miss)
|
|
{
|
|
flyPos *= 0.95f;
|
|
}
|
|
Vector3 lastPos = transform.position;
|
|
Vector3 nextPos = curve.GetPoint(flyPos);
|
|
|
|
if (flyType)
|
|
{
|
|
Vector3 direction = (nextPos - lastPos).normalized;
|
|
float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
|
this.transform.eulerAngles = new Vector3(0, 0, rotation);
|
|
}
|
|
else
|
|
{
|
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * Time.deltaTime));
|
|
}
|
|
|
|
transform.position = nextPos;
|
|
}
|
|
else
|
|
{
|
|
transform.position = curve.GetPoint(miss ? 1f : 0.95f);
|
|
}
|
|
|
|
if (flyPos > 1f)
|
|
{
|
|
if (Conductor.instance.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f)
|
|
{
|
|
GameObject.Destroy(gameObject);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
public string GetDodgeSound()
|
|
{
|
|
switch (type)
|
|
{
|
|
default:
|
|
return "trickClass/ball_impact";
|
|
}
|
|
}
|
|
|
|
public void DoObjMiss()
|
|
{
|
|
miss = true;
|
|
switch (type)
|
|
{
|
|
case (int) TrickClass.TrickObjType.Plane:
|
|
curve = game.planeMissCurve;
|
|
flyBeats = 4f;
|
|
|
|
Vector3 lastPos = curve.GetPoint(0);
|
|
Vector3 nextPos = curve.GetPoint(0.000001f);
|
|
Vector3 direction = (nextPos - lastPos).normalized;
|
|
float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
|
this.transform.eulerAngles = new Vector3(0, 0, rotation);
|
|
|
|
transform.position = nextPos;
|
|
break;
|
|
default:
|
|
curve = game.ballMissCurve;
|
|
flyBeats = 1.25f;
|
|
break;
|
|
}
|
|
startBeat += dodgeBeats;
|
|
}
|
|
|
|
public void DodgeJustOrNg(PlayerActionEvent caller, float state)
|
|
{
|
|
if (game.playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble)
|
|
{
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
//NG
|
|
game.PlayerDodgeNg();
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
|
|
});
|
|
SoundByte.PlayOneShotGame(GetDodgeSound(), volume: 0.6f);
|
|
SoundByte.PlayOneShot("miss");
|
|
DoObjMiss();
|
|
}
|
|
else
|
|
{
|
|
//just
|
|
game.PlayerDodge();
|
|
SoundByte.PlayOneShotGame("trickClass/player_dodge_success", volume: 0.8f, pitch: UnityEngine.Random.Range(0.85f, 1.15f));
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame(GetDodgeSound());
|
|
DoObjMiss();
|
|
game.PlayerThrough();
|
|
caller.isEligible = false;
|
|
game.ScoreMiss();
|
|
}
|
|
}
|
|
|
|
public void DodgeMiss(PlayerActionEvent caller)
|
|
{
|
|
SoundByte.PlayOneShotGame(GetDodgeSound());
|
|
DoObjMiss();
|
|
game.PlayerThrough();
|
|
}
|
|
|
|
public void DodgeThrough(PlayerActionEvent caller) {}
|
|
}
|
|
} |