fc55712779
* Nightwalks set up * Play yan with balloons * platformSetUp * Platform handler fundamentals * Count In Added * small thing * Got em inputs in nightwalk gba to work * Platforms now spawn when there's no count-in * He jumps now! * Decreased platform count * Height changes added * Randomness for height changes * Name changing * Fixed a bug with no count in blocks * Ok height changes should be flawless now * No jumping added * Umbrella and lollipop added * Umbrella drum pattern added * Fallyan :( * Implemented falling :( * Fixed drum patterns not working * Fish implemented * Fixed kick sound being weird * 4 beat count in added * Tweaked landing pos * Walking Count-In added * new sprites touched up anims * oops1 * barely anims * Implemented barelies into nightwalk gba * Balloons have random positioning now * New sounds and whiff/barely sounds * Fall smear added * Fixed issues with platform heights on gameswitches * 24 platforms * walk is normalized now * Star scrolling functionality done * Blink animations n stuff * STARS BLINK NOW * Force evolve added + tweaks * Fixed stars not stopping + upped amount of stars * End event setup * Finding end blocks logic added * end event functionality finished * end platform anim * fixed anim * only stars on screen evolve * 2 evolve by default * End event fixes * more blinking * star blinks now and has string * minor tweak * fix to interaction between fish and end block * tweaked dropdown values * removed fish sound * named some sprites in the spritesheet * high jump and roll anims * Roll sound should only play if valid * Small fix to roll cue sound logic * Another small fix to roll cue sound logic * ok actually fixed roll sound * roll platform added to jumpl platform prefab * Roll cue platform visuals done * Basic Roll Cue implemented * flower * umbrella * barely for roll release * OOPS * smol fixes * fixed visual stuff and added missing to rolls * redid sheet, new anims * slow walkin' * adjustments * oops * adjusted smear * improved interaction between roll and end block * improved interaction between roll cue and platform heights * 32 stars * made the star boundary way smaller * how was i this stupid * fixed more interactions * stack proof roll cue and also end block + roll cue fix * Fixed things related to stars * fixed no jumping not working with end block + roll * nearing the final stages * rolls counts for 2 jumps now * fixed a bug to do with roll platforms and made roll platform sounds not be able to be played on invalid beats * made stage 2 stars bigger * added destroy roll platform sprites * update to new systems --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
140 lines
5.1 KiB
C#
140 lines
5.1 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_AgbNightWalk
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{
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public class AgbPlatformHandler : MonoBehaviour
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{
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private AgbNightWalk game;
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[Header("Properties")]
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[SerializeField] private AgbPlatform platformRef;
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[SerializeField] private AgbStarHandler starHandler;
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public float defaultYPos = -11.76f;
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public float heightAmount = 2;
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public float platformDistance = 3.80f;
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public float playerXPos = -6.78f;
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[SerializeField] private float starLength = 16;
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[SerializeField] private float starHeight = 0.0625f;
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[Range(1, 100)]
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public int platformCount = 20;
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private float lastHeight = 0;
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private float heightToRaiseTo = 0;
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private double raiseBeat = double.MinValue;
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[NonSerialized] public List<AgbPlatform> allPlatforms = new();
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private int lastHeightUnits;
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private int currentHeightUnits;
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private bool stopStars;
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private void Awake()
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{
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game = AgbNightWalk.instance;
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}
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public void SpawnPlatforms(double beat)
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{
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if (game.countInBeat != double.MinValue)
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{
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for (int i = 0; i < platformCount; i++)
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{
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AgbPlatform platform = Instantiate(platformRef, transform);
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allPlatforms.Add(platform);
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platform.handler = this;
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platform.StartInput(game.countInBeat + i + game.countInLength - (platformCount * 0.5), game.countInBeat + i + game.countInLength);
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platform.gameObject.SetActive(true);
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}
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}
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else
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{
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double firstInputBeat = Math.Ceiling(beat);
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for (int i = 0; i < platformCount; i++)
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{
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AgbPlatform platform = Instantiate(platformRef, transform);
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allPlatforms.Add(platform);
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platform.handler = this;
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platform.StartInput(beat, firstInputBeat + i - platformCount);
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platform.gameObject.SetActive(true);
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}
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int lastUnits = game.FindHeightUnitsAtBeat(firstInputBeat - 1);
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int currentUnits = game.FindHeightUnitsAtBeat(firstInputBeat);
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RaiseHeight(firstInputBeat - 1, lastUnits, currentUnits);
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if (lastUnits != currentUnits)
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{
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game.playYan.Jump(firstInputBeat - 1);
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}
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}
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (raiseBeat != double.MinValue)
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{
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float normalizedBeat = Mathf.Clamp(cond.GetPositionFromBeat(raiseBeat, 1), 0, 1);
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuint);
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float newPosY = func(lastHeight, heightToRaiseTo, normalizedBeat);
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transform.localPosition = new Vector3(0, -newPosY, 0);
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starHandler.normalizedY = -func(starHeight * lastHeightUnits, starHeight * currentHeightUnits, normalizedBeat);
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}
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if (stopStars) return;
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float normalizedValue = cond.GetPositionFromBeat(0, starLength);
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starHandler.normalizedX = -normalizedValue;
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}
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}
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public void StopAll()
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{
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foreach (var platform in allPlatforms)
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{
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platform.Stop();
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}
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stopStars = true;
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}
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public void DevolveAll()
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{
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starHandler.Devolve();
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}
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public bool PlatformsStopped()
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{
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return allPlatforms[0].stopped;
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}
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public void DestroyPlatforms(double startBeat, double firstBeat, double lastBeat)
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{
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List<AgbPlatform> platformsToDestroy = allPlatforms.FindAll(x => x.endBeat >= firstBeat && x.endBeat <= lastBeat);
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platformsToDestroy.Sort((x, y) => x.endBeat.CompareTo(y.endBeat));
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < platformsToDestroy.Count; i++)
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{
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AgbPlatform currentPlatformToDdestroy = platformsToDestroy[i];
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double fallBeat = startBeat + i;
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actions.Add(new BeatAction.Action(fallBeat, delegate
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{
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currentPlatformToDdestroy.Disappear(fallBeat);
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}));
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}
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BeatAction.New(this, actions);
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}
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public void RaiseHeight(double beat, int lastUnits, int currentUnits)
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{
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raiseBeat = beat;
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lastHeight = lastUnits * heightAmount * transform.localScale.y;
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heightToRaiseTo = currentUnits * heightAmount * transform.localScale.y;
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currentHeightUnits = currentUnits;
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lastHeightUnits = lastUnits;
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Update();
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}
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}
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}
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