330c538947
* update blue bear to use PlayerActionEvent * update built to scale DS to use PlayerActionEvent * update clappy trio to use PlayerActionEvent * update crop stomp to use PlayerActionEvent * update drumming practice to use PlayerActionEvent * update fork lifter to use PlayerActionEvent * update minigame icons * update wizard waltz' icon
228 lines
8.3 KiB
C#
228 lines
8.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using DG.Tweening;
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using System;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrFlickLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("builtToScaleDS", "Built To Scale (DS)", "00BB00", true, false, new List<GameAction>()
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{
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new GameAction("spawn blocks", "Spawn Blocks")
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{
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resizable = true
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},
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new GameAction("play piano", "Play Note")
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{
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function = delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["type"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched")
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}
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},
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_BuiltToScaleDS;
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public class BuiltToScaleDS : Minigame
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{
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public enum BTSObject { HitPieces, MissPieces, FlyingRod }
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[Header("Camera")]
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public Transform renderQuadTrans;
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public Transform camPivot;
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public Camera camComp;
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[Header("References")]
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public SkinnedMeshRenderer environmentRenderer;
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public GameObject flyingRodBase;
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public GameObject movingBlocksBase;
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public GameObject hitPartsBase;
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public GameObject missPartsBase;
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public Transform partsHolder;
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public Transform blocksHolder;
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public Animator shooterAnim;
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public Animator elevatorAnim;
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[Header("Properties")]
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public float beltSpeed = 1f;
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private Material beltMaterial;
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private Material[] environmentMaterials;
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private float currentBeltOffset;
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[NonSerialized] public bool shootingThisFrame;
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[NonSerialized] public bool lastShotOut = false;
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public static BuiltToScaleDS instance;
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private void Awake()
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{
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instance = this;
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environmentMaterials = environmentRenderer.materials;
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beltMaterial = Instantiate(environmentMaterials[8]);
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environmentMaterials[8] = beltMaterial;
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renderQuadTrans.gameObject.SetActive(true);
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var cam = GameCamera.instance.camera;
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var camHeight = 2f * cam.orthographicSize;
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var camWidth = camHeight * cam.aspect;
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renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
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camComp.depthTextureMode = camComp.depthTextureMode | DepthTextureMode.Depth;
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elevatorAnim.Play("MakeRod", 0, 1f);
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}
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List<DynamicBeatmap.DynamicEntity> spawnedBlockEvents = new List<DynamicBeatmap.DynamicEntity>();
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void Update()
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{
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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return;
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var currentBeat = Conductor.instance.songPositionInBeats;
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var blockEvents = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "builtToScaleDS/spawn blocks");
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for (int i = 0; i < blockEvents.Count; i++)
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{
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var ev = blockEvents[i];
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if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times.
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var spawnBeat = ev.beat - ev.length;
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if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length)
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{
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SpawnBlocks(spawnBeat, ev.length);
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spawnedBlockEvents.Add(ev);
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break;
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}
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}
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currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
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beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
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environmentRenderer.materials = environmentMaterials;
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}
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void LateUpdate()
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{
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var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
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bool canShoot = (!shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying()) && !shootingThisFrame;
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if (canShoot && lastShotOut)
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lastShotOut = false;
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if (canShoot && !lastShotOut && PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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lastShotOut = true;
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shootingThisFrame = true;
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Shoot();
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SpawnObject(BTSObject.FlyingRod);
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Jukebox.PlayOneShotGame("builtToScaleDS/Boing");
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}
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if (!shootingThisFrame)
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{
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if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
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{
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shooterAnim.Play("WindDown", 0, 0);
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}
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}
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shootingThisFrame = false;
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}
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public void SpawnBlocks(float beat, float length)
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{
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var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent<Blocks>();
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newBlocks.createBeat = beat;
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newBlocks.createLength = length;
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newBlocks.gameObject.SetActive(true);
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SetBlockTime(newBlocks, beat, length);
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}
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const int blockFramesPerSecond = 24;
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const int blockHitFrame = 39;
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const int blockTotalFrames = 80;
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const int spawnFrameOffset = -3;
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List<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 };
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public void SetBlockTime(Blocks blocks, float spawnBeat, float length)
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{
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float spawnTimeOffset = (float)spawnFrameOffset / (float)blockFramesPerSecond;
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float secondsPerFrame = 1f / blockFramesPerSecond;
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float secondsToHitFrame = secondsPerFrame * blockHitFrame;
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float secondsPerBeat = Conductor.instance.secPerBeat;
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float secondsToHitBeat = secondsPerBeat * 5f * length + spawnTimeOffset;
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float speedMult = secondsToHitFrame / secondsToHitBeat;
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float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - spawnBeat) + spawnTimeOffset;
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float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime;
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// The only way I could deal with Unity's interpolation shenanigans without having a stroke.
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if (criticalFrames.Contains(Mathf.FloorToInt(framesPastSpawnTime)))
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framesPastSpawnTime = Mathf.CeilToInt(framesPastSpawnTime);
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blocks.anim.Play("Move", 0, framesPastSpawnTime / blockTotalFrames);
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blocks.anim.speed = speedMult;
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}
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public void SpawnObject(BTSObject btsObject)
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{
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GameObject prefabToUse = null;
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string animNameToUse = "";
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switch (btsObject)
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{
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case BTSObject.HitPieces:
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prefabToUse = hitPartsBase;
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animNameToUse = "PartsHit";
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break;
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case BTSObject.MissPieces:
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prefabToUse = missPartsBase;
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animNameToUse = "PartsMiss";
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break;
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case BTSObject.FlyingRod:
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prefabToUse = flyingRodBase;
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animNameToUse = "Fly";
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break;
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}
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if (prefabToUse != null)
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{
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var newPiece = GameObject.Instantiate(prefabToUse, partsHolder).GetComponent<BTSPiece>();
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newPiece.gameObject.SetActive(true);
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newPiece.anim.Play(animNameToUse, 0, 0);
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}
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}
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public void Shoot()
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{
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shooterAnim.Play("Shoot", 0, 0);
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elevatorAnim.Play("MakeRod", 0, 0);
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}
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public void PlayPiano(float beat, float length, int semiTones)
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{
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var pianoPitch = Mathf.Pow(2f, (1f / 12f) * semiTones) *Conductor.instance.musicSource.pitch;
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var pianoSource = Jukebox.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true);
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pianoSource.SetLoopParams(beat + length, 0.1f);
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}
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}
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} |