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Catch of the Day (bugfixes) (#814)
* Freeze Frame Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx -playinful * Freeze Frame - finishing touches before finalized assets Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now. * i fixed a couple bugs the dim screen is back and no input duplication when switching games. hallelujah * FreezeFrame randomness update hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly. * initial commit * mar 13 * Updated cloud particles * 3/22 * First PR * corrected a mistake * forgot to change that goofy ahh icon * Bugfixes Fixed a bug where fishes could be reeled in before the bite animation played and get stuck in the bite animation. Fixed a bug where the count-in for the pausegill played at the incorrect time. Fixed a bug where the threefish would cause a scene transition at the incorrect time. * Crossfade close to done * The Long Awaited Crossfade Update * added sort key * one last quick bugfix (hopefully) --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
@ -1,17 +1,13 @@
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using System;
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using System.Linq;
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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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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using Jukebox;
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using System.Runtime.CompilerServices;
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using HeavenStudio.Games.Scripts_CatchOfTheDay;
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using UnityEngine.AI;
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using HeavenStudio.Common;
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namespace HeavenStudio.Games.Loaders
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{
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@ -25,8 +21,8 @@ namespace HeavenStudio.Games.Loaders
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{
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new GameAction("fish1", "Quicknibble")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e); CatchOfTheDay.Instance.NewLake(e); },
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inactiveFunction = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e); },
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function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e); CatchOfTheDay.Instance.NewLake(e); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish01(e); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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@ -37,7 +33,7 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
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new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 1f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
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new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
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@ -49,8 +45,8 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("fish2", "Pausegill")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e); CatchOfTheDay.Instance.NewLake(e); },
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inactiveFunction = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e); },
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function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e); CatchOfTheDay.Instance.NewLake(e); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish02(e); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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@ -62,7 +58,7 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
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new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 1f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
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new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
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@ -74,8 +70,8 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("fish3", "Threefish")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e); CatchOfTheDay.Instance.NewLake(e); },
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inactiveFunction = delegate {var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e); },
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function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e); CatchOfTheDay.Instance.NewLake(e); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Cue_Fish03(e); },
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defaultLength = 5.5f,
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parameters = new List<Param>()
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{
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@ -88,7 +84,7 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
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new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 1f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
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new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
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@ -98,10 +94,54 @@ namespace HeavenStudio.Games.Loaders
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new Param("fishDensity", new EntityTypes.Float(0f, 1f, 1f), "Fish Density", "Set the density for the fish in the school."),
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},
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},
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new GameAction("moveAngler", "Move Angler")
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{
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function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Instance.SetAnglerMovement(e); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("doMove", false, "Move", "Select this option if you want to move Ann.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endMoveX", "endMoveY" } ),
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new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startMoveX", "startMoveY" }),
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new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
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}),
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new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
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new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
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new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."),
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new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."),
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new Param("doRotate", false, "Rotate", "Select this option if you want to rotate Ann.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
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new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
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new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
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}),
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new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."),
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new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."),
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new Param("doScale", false, "Scale", "Select this option if you want to change Ann's scale.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),
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new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startScaleX", "startScaleY" }),
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new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
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}),
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new Param("startScaleX", new EntityTypes.Float(-5f, 5f, 1f), "Start Scale X", "Set the desired scale on the X axis at which to start."),
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new Param("startScaleY", new EntityTypes.Float(-5f, 5f, 1f), "Start Scale Y", "Set the desired scale on the Y axis at which to start."),
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new Param("endScaleX", new EntityTypes.Float(-5f, 5f, 1f), "End Scale X", "Set the desired scale on the X axis at which to end."),
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new Param("endScaleY", new EntityTypes.Float(-5f, 5f, 1f), "End Scale Y", "Set the desired scale on the Y axis at which to end."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doMove"], new string[] { "startMoveX", "startMoveY" }),
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new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doRotate"], new string[] { "startRotDegrees" }),
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new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doScale"], new string[] { "startScaleX", "startScaleY" }),
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}),
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new Param("sticky", false, "Follow Camera", "Select this to make Ann follow the camera."),
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}
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}
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},
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new List<string>() {"rvl", "normal"},
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"rvlfishing", "en"
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//, chronologicalSortIndex: 21
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, chronologicalSortKey: 21
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);
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}
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}
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@ -113,11 +153,10 @@ namespace HeavenStudio.Games
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{
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/*
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BIG LIST OF TODOS
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- ping @hexiedecimal
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- scene transitions
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- wait for upscale
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- make ann movable
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*/
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protected const int MAX_LAKES = 50;
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public static CatchOfTheDay Instance
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{
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get
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@ -137,6 +176,28 @@ namespace HeavenStudio.Games
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public static Dictionary<RiqEntity, MultiSound> FishSounds = new();
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private List<RiqEntity> _AllFishes;
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[SerializeField] Transform AnglerTransform;
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private bool _AnglerIsMoving = false;
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private AnglerMoveArgs _CurrentAnglerMoveArgs;
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private bool _AnglerIsRotating = false;
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private AnglerRotateArgs _CurrentAnglerRotateArgs;
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private bool _AnglerIsScaling = false;
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private AnglerScaleArgs _CurrentAnglerScaleArgs;
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private Vector3 _AnglerBasePosition;
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private Vector3 _AnglerBaseEulerAngles;
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private Vector3 _AnglerBaseScale;
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[SerializeField] StickyCanvas _StickyCanvas;
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void Awake()
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{
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_AnglerBasePosition = AnglerTransform.localPosition;
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_AnglerBaseEulerAngles = AnglerTransform.localEulerAngles;
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_AnglerBaseScale = AnglerTransform.localScale;
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}
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private void Update()
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{
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if (!conductor.isPlaying && !conductor.isPaused && ActiveLakes.Count <= 0)
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@ -147,6 +208,60 @@ namespace HeavenStudio.Games
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else
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SpawnNextFish(conductor.songPositionInBeatsAsDouble);
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}
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// Moving Ann
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if (_AnglerIsMoving)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(_CurrentAnglerMoveArgs.StartBeat, _CurrentAnglerMoveArgs.Length);
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(_CurrentAnglerMoveArgs.Ease);
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float newPos = func(0f, 1f, normalizedBeat);
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Vector3 diff = _CurrentAnglerMoveArgs.EndPosition - _CurrentAnglerMoveArgs.StartPosition;
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AnglerTransform.localPosition = _AnglerBasePosition + _CurrentAnglerMoveArgs.StartPosition + (diff * newPos);
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if (normalizedBeat >= 1f)
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{
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AnglerTransform.localPosition = _AnglerBasePosition + _CurrentAnglerMoveArgs.EndPosition;
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_AnglerIsMoving = false;
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}
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}
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if (_AnglerIsRotating)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(_CurrentAnglerRotateArgs.StartBeat, _CurrentAnglerRotateArgs.Length);
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(_CurrentAnglerRotateArgs.Ease);
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float newPos = func(0f, 1f, normalizedBeat);
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float diff = _CurrentAnglerRotateArgs.EndRotation - _CurrentAnglerRotateArgs.StartRotation;
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AnglerTransform.localEulerAngles = _AnglerBaseEulerAngles + new Vector3(0, 0, _CurrentAnglerRotateArgs.StartRotation + (diff * newPos));
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if (normalizedBeat >= 1f)
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{
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AnglerTransform.localEulerAngles = _AnglerBaseEulerAngles + new Vector3(0, 0, _CurrentAnglerRotateArgs.EndRotation);
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_AnglerIsRotating = false;
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}
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}
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if (_AnglerIsScaling)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(_CurrentAnglerScaleArgs.StartBeat, _CurrentAnglerScaleArgs.Length);
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(_CurrentAnglerScaleArgs.Ease);
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float newPos = func(0f, 1f, normalizedBeat);
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Vector3 diff = _CurrentAnglerScaleArgs.EndScale - _CurrentAnglerScaleArgs.StartScale;
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AnglerTransform.localScale = new Vector3
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(
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_AnglerBaseScale.x * (_CurrentAnglerScaleArgs.StartScale.x + (diff.x * newPos)),
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_AnglerBaseScale.y * (_CurrentAnglerScaleArgs.StartScale.y + (diff.y * newPos)),
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0
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);
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if (normalizedBeat >= 1f)
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{
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AnglerTransform.localScale = new Vector3
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(
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_AnglerBaseScale.x * _CurrentAnglerScaleArgs.EndScale.x,
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_AnglerBaseScale.y * _CurrentAnglerScaleArgs.EndScale.y,
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0
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);
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_AnglerIsScaling = false;
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}
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}
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}
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public override void OnPlay(double beat)
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{
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@ -156,6 +271,13 @@ namespace HeavenStudio.Games
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{
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DestroyOrphanedLakes();
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CleanupFishSounds();
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// set ann movement
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foreach (RiqEntity e in EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "moveAngler" }).Where(e => e.beat <= beat).OrderBy(e => e.beat))
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{
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SetAnglerMovement(e);
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}
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// get active fishes
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foreach (RiqEntity e in GetActiveFishes(beat))
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{
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@ -198,7 +320,7 @@ namespace HeavenStudio.Games
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{
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MultiSound.Play(new MultiSound.Sound[]{
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new MultiSound.Sound("count-ins/and", beat + 2),
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new MultiSound.Sound(UnityEngine.Random.Range(0.0f, 1.0f) > 0.5 ? "count-ins/go1" : "count-ins/go2", beat + 2),
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new MultiSound.Sound(UnityEngine.Random.Range(0.0f, 1.0f) > 0.5 ? "count-ins/go1" : "count-ins/go2", beat + 3),
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}, forcePlay: true, game: false);
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}
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@ -232,6 +354,41 @@ namespace HeavenStudio.Games
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Instance.ActiveLakes[e]._MultiSound = FishSounds[e];
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}
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public void SetAnglerMovement(RiqEntity e)
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{
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if (e["doMove"])
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{
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_AnglerIsMoving = true;
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_CurrentAnglerMoveArgs = new AnglerMoveArgs(
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e.beat, e.length,
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new Vector3(e["startMoveX"], e["startMoveY"], 0),
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new Vector3(e["endMoveX"], e["endMoveY"], 0),
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e["ease"]
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);
|
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}
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if (e["doRotate"])
|
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{
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_AnglerIsRotating = true;
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_CurrentAnglerRotateArgs = new AnglerRotateArgs(
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e.beat, e.length,
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e["startRotDegrees"],
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e["endRotDegrees"],
|
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e["ease"]
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||||
);
|
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}
|
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if (e["doScale"])
|
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{
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_AnglerIsScaling = true;
|
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_CurrentAnglerScaleArgs = new AnglerScaleArgs(
|
||||
e.beat, e.length,
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new Vector3(e["startScaleX"], e["startScaleY"], 1),
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new Vector3(e["endScaleX"], e["endScaleY"], 1),
|
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e["ease"]
|
||||
);
|
||||
}
|
||||
_StickyCanvas.Sticky = (bool)e["sticky"];
|
||||
}
|
||||
|
||||
public void DoPickAnim()
|
||||
{
|
||||
Angler.DoScaledAnimationAsync("Pick", 0.5f);
|
||||
@ -280,30 +437,36 @@ namespace HeavenStudio.Games
|
||||
}
|
||||
public List<RiqEntity> GetActiveFishes(double beat)
|
||||
{
|
||||
return EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "fish1", "fish2", "fish3" }).FindAll(e => e.beat <= beat && e.beat + e.length - 1 + e["sceneDelay"] >= beat);
|
||||
return CacheFishes().FindAll(e => e.beat <= beat && e.beat + e.length - 1 + e["sceneDelay"] >= beat);
|
||||
}
|
||||
public RiqEntity GetNextFish(double beat)
|
||||
{
|
||||
RiqEntity gameSwitch = GetNextGameSwitch(beat);
|
||||
return EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "fish1", "fish2", "fish3" }).OrderBy(e => e.beat).FirstOrDefault(e => e.beat >= beat && (gameSwitch is null || e.beat < gameSwitch.beat));
|
||||
return CacheFishes().FirstOrDefault(e => e.beat >= beat && (gameSwitch is null || e.beat < gameSwitch.beat));
|
||||
}
|
||||
public RiqEntity GetNextGameSwitch(double beat)
|
||||
{
|
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return EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).OrderBy(e => e.beat).FirstOrDefault(e => e.beat > beat && e.datamodel != "gameManager/switchGame/catchOfTheDay");
|
||||
}
|
||||
|
||||
public LakeScene NewLake(RiqEntity e)
|
||||
{
|
||||
if (ActiveLakes.ContainsKey(e))
|
||||
return null;
|
||||
|
||||
int sort = EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "fish1", "fish2", "fish3" }).FindIndex(x => e == x);
|
||||
if (ActiveLakes.Count >= MAX_LAKES)
|
||||
return null;
|
||||
|
||||
int sort = CacheFishes().FindIndex(x => e == x);
|
||||
if (sort < 0)
|
||||
return null;
|
||||
|
||||
CleanupFishSounds();
|
||||
|
||||
Debug.Log($"Spawning Lake {sort}");
|
||||
|
||||
LakeScene lake = Instantiate(LakeScenePrefab, LakeSceneHolder).GetComponent<LakeScene>();
|
||||
LastLayout = lake.Setup(e, this, LastLayout, int.MaxValue - sort);
|
||||
LastLayout = lake.Setup(e, this, LastLayout, 0 - sort);
|
||||
ActiveLakes.Add(e, lake);
|
||||
if (FishSounds.ContainsKey(e))
|
||||
lake._MultiSound = FishSounds[e];
|
||||
@ -319,17 +482,22 @@ namespace HeavenStudio.Games
|
||||
}
|
||||
return false;
|
||||
}
|
||||
public void DisposeLake(LakeScene lake)
|
||||
public void DisposeLake(LakeScene lake, double beat)
|
||||
{
|
||||
ActiveLakes.Remove(lake.Entity);
|
||||
|
||||
if (ActiveLakes.Count <= 0)
|
||||
{
|
||||
if (SpawnNextFish(conductor.songPositionInBeatsAsDouble))
|
||||
Destroy(lake.gameObject);
|
||||
lake.Crossfade(beat);
|
||||
}
|
||||
else
|
||||
Destroy(lake.gameObject);
|
||||
lake.Crossfade(beat);
|
||||
}
|
||||
|
||||
public List<RiqEntity> CacheFishes()
|
||||
{
|
||||
return _AllFishes ??= EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "fish1", "fish2", "fish3" }).OrderBy(e => e.beat).ToList();
|
||||
}
|
||||
|
||||
public enum FishLayout : int
|
||||
@ -339,7 +507,59 @@ namespace HeavenStudio.Games
|
||||
LayoutB = 1,
|
||||
LayoutC = 2
|
||||
}
|
||||
|
||||
private struct AnglerMoveArgs
|
||||
{
|
||||
public Vector3 StartPosition;
|
||||
public Vector3 EndPosition;
|
||||
public double StartBeat;
|
||||
public double Length;
|
||||
public Util.EasingFunction.Ease Ease;
|
||||
|
||||
public AnglerMoveArgs(double startBeat, double length, Vector3 startPosition, Vector3 endPosition, int ease)
|
||||
{
|
||||
StartPosition = startPosition;
|
||||
EndPosition = endPosition;
|
||||
StartBeat = startBeat;
|
||||
Length = length;
|
||||
Ease = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
}
|
||||
private struct AnglerRotateArgs
|
||||
{
|
||||
public float StartRotation;
|
||||
public float EndRotation;
|
||||
public double StartBeat;
|
||||
public double Length;
|
||||
public Util.EasingFunction.Ease Ease;
|
||||
|
||||
public AnglerRotateArgs(double startBeat, double length, float startRotation, float endRotation, int ease)
|
||||
{
|
||||
StartRotation = startRotation;
|
||||
EndRotation = endRotation;
|
||||
StartBeat = startBeat;
|
||||
Length = length;
|
||||
Ease = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
}
|
||||
private struct AnglerScaleArgs
|
||||
{
|
||||
public Vector3 StartScale;
|
||||
public Vector3 EndScale;
|
||||
public double StartBeat;
|
||||
public double Length;
|
||||
public Util.EasingFunction.Ease Ease;
|
||||
|
||||
public AnglerScaleArgs(double startBeat, double length, Vector3 startScale, Vector3 endScale, int ease)
|
||||
{
|
||||
StartScale = startScale;
|
||||
EndScale = endScale;
|
||||
StartBeat = startBeat;
|
||||
Length = length;
|
||||
Ease = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This minigame ported by playinful. ☆
|
||||
// This minigame ported by Yin. ☆
|
Reference in New Issue
Block a user