Air Rally Fixes (#252)

* fix clouds

* add hit effects

fix jank with shuttle movement

* make near miss effect snap to player hit position

* add easing to forthington movement

* try different shuttle rotation method

* Revert "try different shuttle rotation method"

This reverts commit 96c0d56fd6.

* try other rotation method
This commit is contained in:
minenice55
2023-02-01 01:02:59 -05:00
committed by GitHub
parent 99d987065d
commit 76702f110a
8 changed files with 7161 additions and 2399 deletions

View File

@ -13,6 +13,7 @@ namespace HeavenStudio.Games.Scripts_AirRally
[SerializeField] Transform OtherTarget;
[SerializeField] float TargetHeight;
[SerializeField] float TargetHeightLong;
[SerializeField] ParticleSystem hitEffect;
public float startBeat;
public float flyBeats;
@ -30,21 +31,20 @@ namespace HeavenStudio.Games.Scripts_AirRally
void Start()
{
transform.position = OtherTarget.position;
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
Vector3 startPos = isReturning ? PlayerTarget.position : OtherTarget.position;
Vector3 endPos = isReturning ? OtherTarget.position : PlayerTarget.position;
Vector3 lastPos = transform.position;
if (!GetComponent<Rigidbody2D>().simulated)
{
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
Vector3 startPos = isReturning ? PlayerTarget.position : OtherTarget.position;
Vector3 endPos = isReturning ? OtherTarget.position : PlayerTarget.position;
flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
transform.position = Vector3.LerpUnclamped(startPos, endPos, flyPos);
@ -53,11 +53,26 @@ namespace HeavenStudio.Games.Scripts_AirRally
transform.position += Vector3.up * yWeight * (flyType ? TargetHeightLong : TargetHeight);
}
Vector3 direction = (transform.position - lastPos).normalized;
float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
this.transform.eulerAngles = new Vector3(0, 0, rotation - 90f);
// calculates next position
{
float rotation;
if (flyPos > 0.5)
{
Vector3 midPos = Vector3.LerpUnclamped(startPos, endPos, 0.5f);
midPos += Vector3.up * (flyType ? TargetHeightLong : TargetHeight);
Vector3 direction = (transform.position - midPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
}
else
{
Vector3 direction = (transform.position - lastPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
}
if (miss && flyPos > 2f)
this.transform.eulerAngles = new Vector3(0, 0, rotation - 90f);
}
if (miss && flyPos > 4f)
{
if (cond.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f)
{
@ -67,16 +82,38 @@ namespace HeavenStudio.Games.Scripts_AirRally
}
}
public void DoHit(AirRally.DistanceSound distance)
{
ParticleSystem.MainModule main = hitEffect.main;
switch (distance)
{
case AirRally.DistanceSound.close:
main.startSize = 2f;
break;
case AirRally.DistanceSound.far:
main.startSize = 3f;
break;
case AirRally.DistanceSound.farther:
main.startSize = 4f;
break;
case AirRally.DistanceSound.farthest:
main.startSize = 6f;
break;
}
hitEffect.Play();
}
public void DoNearMiss()
{
miss = true;
Jukebox.PlayOneShot("miss");
transform.position = PlayerTarget.position;
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.simulated = true;
rb.WakeUp();
rb.velocity = Vector3.zero;
rb.gravityScale = 10f;
rb.AddForce(Vector2.up * 10, ForceMode2D.Impulse);
rb.AddForce(Vector2.up * 20, ForceMode2D.Impulse);
rb.AddForce(Vector2.right * -10, ForceMode2D.Impulse);
}