Karate Man animation fixes

This commit is contained in:
Starpelly
2021-12-30 03:26:18 -05:00
parent e7b2a94fb5
commit 5cbb182797
45 changed files with 18666 additions and 1588 deletions

13
Assets/Scripts/Destroy.cs Normal file
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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Destroy : MonoBehaviour
{
public float time;
private void Start()
{
Destroy(this.gameObject, time);
}
}

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@ -0,0 +1,11 @@
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serializedVersion: 2
defaultReferences: []
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userData:
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@ -97,8 +97,10 @@ namespace RhythmHeavenMania
}),
new MiniGame("karateman", "F6C135", new List<GameAction>()
{
new GameAction("bop", delegate { print("bop"); }, true ),
new GameAction("pot", delegate { KarateMan.instance.Shoot(currentBeat); }, true ),
new GameAction("bop", delegate { KarateMan.instance.Bop(); }, true ),
new GameAction("pot", delegate { KarateMan.instance.Shoot(currentBeat, 0); }, true ),
new GameAction("bulb", delegate { KarateMan.instance.Shoot(currentBeat, 1); }, true ),
new GameAction("rock", delegate { KarateMan.instance.Shoot(currentBeat, 2); }, true ),
// new GameAction("cameraZoom", delegate { Spaceball.instance.CameraZoom(currentBeat, currentLength, currentValA); } ),
})
};

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@ -8,10 +8,17 @@ namespace RhythmHeavenMania.Games.KarateMan
{
public class KarateJoe : MonoBehaviour
{
private Animator anim;
public Animator anim;
private int currentHitInList = 0;
public GameObject HitEffect;
[Header("Particles")]
public ParticleSystem HitParticle;
public ParticleSystem RockParticle;
public GameObject BulbHit;
private void Start()
{
anim = GetComponent<Animator>();
@ -30,24 +37,63 @@ namespace RhythmHeavenMania.Games.KarateMan
var EligibleHits = KarateMan.instance.EligibleHits;
bool canHit = (EligibleHits.Count > 0) && (currentHitInList < EligibleHits.Count);
bool punchLeft = true;
if (canHit)
{
Pot p = EligibleHits[currentHitInList].gameObject.GetComponent<Pot>();
if (p.type == 2)
{
punchLeft = false;
}
else
{
punchLeft = true;
}
if (KarateMan.instance.EligibleHits[currentHitInList].perfect)
{
Jukebox.PlayOneShotGame("karateman/potHit");
Jukebox.PlayOneShotGame(p.hitSnd);
p.Hit();
GameObject hit = Instantiate(HitEffect);
hit.transform.parent = HitEffect.transform.parent;
hit.SetActive(true);
switch (p.type)
{
case 0:
HitParticle.Play();
break;
case 1:
GameObject bulbHit = Instantiate(BulbHit);
bulbHit.transform.parent = BulbHit.transform.parent;
bulbHit.SetActive(true);
Destroy(bulbHit, 0.7f);
break;
case 2:
RockParticle.Play();
break;
}
Destroy(hit, 0.04f);
}
else
{
Jukebox.PlayOneShot("miss");
}
EligibleHits[currentHitInList].gameObject.GetComponent<Pot>().enabled = false;
EligibleHits[currentHitInList].gameObject.GetComponent<Pot>().RemoveObject(currentHitInList, EligibleHits);
p.isEligible = false;
p.RemoveObject(currentHitInList, EligibleHits);
}
else
{
Jukebox.PlayOneShotGame("karateman/swingNoHit");
}
anim.Play("PunchLeft", 0, 0);
if (punchLeft)
anim.Play("PunchLeft", 0, 0);
else
anim.Play("PunchRight", 0, 0);
}
}
}

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@ -9,22 +9,51 @@ namespace RhythmHeavenMania.Games.KarateMan
public class KarateMan : Minigame
{
public GameObject Pot;
public KarateJoe KarateJoe;
public static KarateMan instance { get; set; }
public Sprite[] ObjectSprites;
private void Awake()
{
instance = this;
}
public void Shoot(float beat)
public void Shoot(float beat, int type)
{
GameObject pot = Instantiate(Pot);
pot.transform.parent = Pot.transform.parent;
pot.SetActive(true);
pot.GetComponent<Pot>().startBeat = beat;
Jukebox.PlayOneShotGame("karateman/objectOut");
Pot p = pot.GetComponent<Pot>();
pot.SetActive(true);
p.startBeat = beat;
p.createBeat = beat;
p.isThrown = true;
p.type = type;
p.Sprite.GetComponent<SpriteRenderer>().sprite = ObjectSprites[type];
switch (type)
{
case 0:
Jukebox.PlayOneShotGame("karateman/objectOut");
p.hitSnd = "karateman/potHit";
break;
case 1:
Jukebox.PlayOneShotGame("karateman/lightbulbOut");
p.hitSnd = "karateman/lightbulbHit";
break;
case 2:
Jukebox.PlayOneShotGame("karateman/objectOut");
p.hitSnd = "karateman/rockHit";
break;
}
}
public void Bop()
{
KarateJoe.anim.Play("Bop", 0, 0);
}
}
}

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@ -7,10 +7,30 @@ namespace RhythmHeavenMania.Games.KarateMan
public class Pot : PlayerActionObject
{
public float startBeat;
private Animator anim;
public float createBeat;
[HideInInspector] public Animator anim;
[SerializeField]
private GameObject Sprite;
public GameObject Holder;
private GameObject newHolder;
public GameObject Sprite;
[SerializeField] private GameObject Shadow;
public bool isThrown;
public bool isHit = false;
public float hitBeat;
private Vector3 lastPos;
private float lastShadowX;
public AnimationCurve hitCurve;
public AnimationCurve hitCurveX;
public int type;
public string hitSnd;
private float hitLength;
private void Start()
{
@ -18,17 +38,61 @@ namespace RhythmHeavenMania.Games.KarateMan
anim = GetComponent<Animator>();
Sprite.transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360));
isEligible = true;
if (type == 2)
hitLength = 23.45f;
else
hitLength = 16f;
}
private void Update()
{
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.15f);
anim.Play("PotThrow", 0, normalizedBeatAnim);
anim.speed = 0;
float time2Destroy = Conductor.instance.GetLoopPositionFromBeat(createBeat, 4);
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, 1);
if (time2Destroy >= 1)
Destroy(this.gameObject);
StateCheck(normalizedBeat, KarateMan.instance.EligibleHits);
if (isThrown)
{
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.15f);
anim.Play("PotThrow", 0, normalizedBeatAnim);
anim.speed = 0;
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, 1);
StateCheck(normalizedBeat, KarateMan.instance.EligibleHits);
lastPos = Holder.transform.localPosition;
lastShadowX = Shadow.transform.localPosition.x;
}
else if (isHit)
{
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(hitBeat, 1.15f);
var y = Mathf.Lerp(lastPos.y, -3.27f, hitCurve.Evaluate(normalizedBeatAnim));
var x = Mathf.Lerp(lastPos.x, hitLength, hitCurveX.Evaluate(normalizedBeatAnim));
newHolder.transform.localPosition = new Vector3(transform.localPosition.x, Mathf.Lerp(0, 0.55f, Conductor.instance.GetLoopPositionFromBeat(hitBeat, 0.45f)));
Holder.transform.localPosition = new Vector3(x, y);
Shadow.transform.localPosition = new Vector3(Mathf.Lerp(lastShadowX, hitLength, hitCurveX.Evaluate(normalizedBeatAnim)), Shadow.transform.localPosition.y);
// anim.Play("PotHit", 0, normalizedBeatAnim);
// anim.speed = 0;
}
}
public void Hit()
{
newHolder = new GameObject();
newHolder.transform.parent = this.gameObject.transform;
Holder.transform.parent = newHolder.transform;
Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -7 * Conductor.instance.songBpm;
hitBeat = Conductor.instance.songPositionInBeats;
anim.enabled = false;
isThrown = false;
isHit = true;
Sprite.GetComponent<SpriteRenderer>().sortingOrder = 49;
}
}
}

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@ -9,6 +9,7 @@ namespace RhythmHeavenMania.Games
public bool inList = false;
public int lastState;
private Minigame.Eligible e = new Minigame.Eligible();
public bool isEligible;
public void PlayerActionInit(GameObject g)
{
@ -18,6 +19,7 @@ namespace RhythmHeavenMania.Games
// could possibly add support for custom early, perfect, and end times if needed.
public void StateCheck(float normalizedBeat, List<Minigame.Eligible> eligibleHitsList)
{
if (!isEligible) return;
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
{
MakeEligible(true, false, false, eligibleHitsList);