This commit is contained in:
Jenny Crowe
2022-03-05 10:42:05 -07:00
93 changed files with 7391 additions and 888 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.MrUpbeat
{
public class MrUpbeat : Minigame
{
[Header("References")]
public GameObject metronome;
public UpbeatMan man;
public GameEvent beat = new GameEvent();
public GameEvent offbeat = new GameEvent();
public bool canGo = false;
private int beatCount = 0;
public static MrUpbeat instance;
private void Awake()
{
instance = this;
}
private void Update()
{
if (canGo)
metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * Conductor.instance.songPositionInBeats) * 75);
//else
// metronome.transform.eulerAngles = new Vector3(0, 0, 200);
List<Beatmap.Entity> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go");
for(int i=0; i<gos.Count; i++)
{
if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
{
canGo = true;
break;
} else
{
canGo = false;
}
}
if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat) && canGo)
{
if(beatCount % 2 == 0)
Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
else
Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
beatCount++;
}
if (Conductor.instance.ReportBeat(ref offbeat.lastReportedBeat, 0.25f, true))
{
man.Blip();
if(canGo) man.targetBeat = offbeat.lastReportedBeat + 1f;
}
}
public override void OnGameSwitch()
{
base.OnGameSwitch();
canGo = false;
man.stepTimes = 0;
SetInterval(0);
}
public void SetInterval(float beat)
{
beatCount = 0;
offbeat.startBeat = beat;
man.targetBeat = beat + 320f;
man.Idle();
}
public void Go(float beat)
{
beatCount = 0;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.MrUpbeat
{
public class UpbeatMan : PlayerActionObject
{
[Header("References")]
public MrUpbeat game;
public Animator animator;
public Animator blipAnimator;
public GameObject[] shadows;
public float targetBeat = 0.25f;
public int stepTimes = 0;
private bool stepped = false;
public GameEvent blip = new GameEvent();
private void Update()
{
float normalizedBeat = Conductor.instance.GetPositionFromMargin(targetBeat, 0.5f);
StateCheck(normalizedBeat);
if(game.canGo && normalizedBeat > Minigame.LateTime())
{
//Fall();
targetBeat += 100f;
return;
}
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Step();
}
else if(state.notPerfect())
{
Fall();
}
else
{
Step();
}
}
}
public override void OnAce()
{
if (!game.canGo) return;
Step();
}
public void Idle()
{
stepTimes = 0;
transform.localScale = new Vector3(1, 1);
animator.Play("Idle", 0, 0);
}
public void Step()
{
stepTimes++;
animator.Play("Step", 0, 0);
Jukebox.PlayOneShotGame("mrUpbeat/step");
if (stepTimes % 2 == 1)
{
shadows[0].SetActive(false);
shadows[1].SetActive(true);
transform.localScale = new Vector3(-1, 1);
} else
{
shadows[0].SetActive(true);
shadows[1].SetActive(false);
transform.localScale = new Vector3(1, 1);
}
}
public void Fall()
{
animator.Play("Fall", 0, 0);
Jukebox.PlayOneShot("miss");
}
public void Blip()
{
Jukebox.PlayOneShotGame("mrUpbeat/blip");
blipAnimator.Play("Blip", 0, 0);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RhythmHeavenMania.Games.WizardsWaltz
{
public class Girl : MonoBehaviour
{
public Animator animator;
public GameObject[] flowers;
private int flowerCount = 0;
public void Happy()
{
animator.Play("Happy", 0, 0);
SetFlowers(1);
}
public void Sad()
{
animator.Play("Sad", 0, 0);
SetFlowers(-1);
}
public void SetFlowers(int add = 0)
{
flowerCount = Mathf.Clamp(flowerCount + add, 0, flowers.Length);
for (int i = 0; i < flowers.Length; i++)
{
flowers[i].SetActive(i < flowerCount);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
using System;
namespace RhythmHeavenMania.Games.WizardsWaltz
{
public class MagicFX : MonoBehaviour
{
public Animator animator;
public SpriteRenderer spriteRenderer;
public GameObject shimmer;
public void Start()
{
int order = (int)Math.Round((transform.position.z - 2) * 1000);
spriteRenderer.sortingOrder = order;
shimmer.GetComponent<SpriteRenderer>().sortingOrder = order;
animator.Play("Magic", 0, 0);
Rigidbody2D rb2d = gameObject.AddComponent<Rigidbody2D>();
rb2d.gravityScale = 2.5f;
}
public void Kill()
{
Destroy(shimmer);
Destroy(gameObject);
}
}
}

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@ -8,6 +8,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
public class Plant : PlayerActionObject
{
public Animator animator;
public SpriteRenderer spriteRenderer;
public float createBeat;
private WizardsWaltz game;
@ -21,6 +22,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
private void Start()
{
spriteRenderer.sortingOrder = (int)Math.Round((transform.position.z - 2) * 1000);
animator.Play("Appear", 0, 0);
}
@ -55,6 +57,16 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
animator.Play("Hit", 0, 0);
}
public void IdlePlant()
{
animator.Play("IdlePlant", 0, 0);
}
public void IdleFlower()
{
animator.Play("IdleFlower", 0, 0);
}
public void Eat()
{
animator.Play("Eat", 0, 0);

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@ -7,8 +7,12 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
{
public class Wizard : MonoBehaviour
{
public Animator animator;
public GameObject shadow;
private float newBeat = 0;
private int beats = 0;
private WizardsWaltz game;
private float songPos;
@ -22,11 +26,11 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
songPos = Conductor.instance.songPositionInBeats;
var am = game.beatInterval / 2f;
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
var y = Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
var y = Mathf.Cos(Mathf.PI * songPos / am) * 2f;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
transform.position = new Vector3(x, 2 + y, -scale);
shadow.transform.position = new Vector3(x, -2.5f + y, -scale + 0.1f);
transform.position = new Vector3(x, 1f + y, scale * 2);
shadow.transform.position = new Vector3(x, -3.5f + y, scale * 2 + 0.1f);
var xscale = scale;
if (y > 0) xscale *= -1;
@ -34,8 +38,23 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
shadow.transform.localScale = new Vector3(scale, scale, 1);
}
private void LateUpdate()
{
if (PlayerInput.Pressed(true))
{
animator.Play("Magic", 0, 0);
}
}
public void Idle()
{
animator.Play("Idle", 0, 0);
}
public void Magic(Plant plant, bool hit)
{
animator.Play("Magic", 0, 0);
if(plant == null)
{
// TODO: Play empty A press sound
@ -45,11 +64,13 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
{
Jukebox.PlayOneShotGame("wizardsWaltz/grow");
plant.Bloom();
game.girl.Happy();
}
else
{
Jukebox.PlayOneShot("miss");
plant.Eat();
game.girl.Sad();
}
}

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@ -12,9 +12,13 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
{
[Header("References")]
public Wizard wizard;
public Girl girl;
public GameObject plantHolder;
public GameObject plantBase;
public GameObject fxHolder;
public GameObject fxBase;
private int timer = 0;
public float beatInterval = 4f;
float intervalStartBeat;
bool intervalStarted;
@ -37,6 +41,26 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
}
}
private void FixedUpdate()
{
if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0)
{
var songPos = Conductor.instance.songPositionInBeats;
var am = beatInterval / 2f;
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
var y = Mathf.Cos(Mathf.PI * songPos / am) * 2f + UnityEngine.Random.Range(-0.5f, 0.5f); ;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f); ;
MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
magic.transform.position = new Vector3(x, 0.5f + y, scale * 2);
magic.transform.localScale = wizard.gameObject.transform.localScale;
magic.gameObject.SetActive(true);
}
timer++;
}
public void SetIntervalStart(float beat, float interval = 4f)
{
// Don't do these things if the interval was already started.
@ -62,12 +86,12 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
var songPos = Conductor.instance.songPositionInBeats;
var am = (beatInterval / 2f);
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
var y = -2.5f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
var y = -3.5f + Mathf.Cos(Mathf.PI * songPos / am) * 2f;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
var xscale = scale;
if (y > -2.5f) xscale *= -1;
if (y > -3.5f) xscale *= -1;
plant.transform.localPosition = new Vector3(x, y, -scale);
plant.transform.localPosition = new Vector3(x, y, scale * 2);
plant.transform.localScale = new Vector3(xscale, scale, 1);
plant.gameObject.SetActive(true);

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@ -17,6 +17,7 @@ using RhythmHeavenMania.Games.BuiltToScaleDS;
using RhythmHeavenMania.Games.TapTrial;
using RhythmHeavenMania.Games.CropStomp;
using RhythmHeavenMania.Games.WizardsWaltz;
using RhythmHeavenMania.Games.MrUpbeat;
namespace RhythmHeavenMania
{
@ -373,6 +374,11 @@ namespace RhythmHeavenMania
new GameAction("start interval", delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
new GameAction("plant", delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); }, 0.5f, false),
}),
new Minigame("mrUpbeat", "Mr. Upbeat \n<color=#eb5454>[WIP don't use]</color>", "FFFFFF", false, false, new List<GameAction>()
{
new GameAction("prepare", delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, 0.5f, true),
new GameAction("go", delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); }, 4f, true),
}),
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
{
}),