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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:37:37 +02:00
Second PlayerActionEvent Pass (#206)
* fix crop stomp input scheduling bugs * update space soccer to use PlayerActionEvent * update spaceball to use PlayerActionEvent make PlayerActionEvents clean themselves up on game switch * update rhythm rally to use PlayerActionEvent * update rhythm tweezers to use PlayerActionEvent * update mahou tsukai to use PlayerActionEvent * reduce logging level
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@ -35,15 +35,12 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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float rot = Random.Range(0, 360);
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Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot);
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// PlayerActionInit(this.gameObject, startBeat, Spaceball.instance.EligibleHits);
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isEligible = true;
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}
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public override void OnAce()
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private void Start()
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{
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this.Hit();
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Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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}
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private void Hit()
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@ -67,7 +64,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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SpaceballPlayer.instance.Swing(this);
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}
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private void Miss()
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private void NearMiss()
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{
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Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -55;
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@ -85,9 +82,10 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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private void Update()
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{
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var cond = Conductor.instance;
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if (hit)
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{
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float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 14);
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float nba = cond.GetPositionFromBeat(hitBeat, 14);
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Holder.transform.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
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Holder.transform.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
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}
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@ -96,8 +94,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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float beatLength = 1f;
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if (high) beatLength = 2f;
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, beatLength + 0.15f);
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// print(normalizedBeatAnim + " " + Time.frameCount);
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float normalizedBeatAnim = cond.GetPositionFromBeat(startBeat, beatLength + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(startBeat + beatLength)));
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if (high)
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{
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@ -109,35 +106,25 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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}
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anim.speed = 0;
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, beatLength);
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StateCheck(normalizedBeat);
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if (PlayerInput.Pressed())
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{
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if (state.perfect)
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{
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Hit();
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}
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else if (state.notPerfect())
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{
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Miss();
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}
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}
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// too lazy to make a proper fix for this
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float endTime = 1.2f;
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if (high) endTime = 1.1f;
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if (normalizedBeat > endTime)
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{
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Jukebox.PlayOneShotGame("spaceball/fall");
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Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
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Destroy(this.gameObject);
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}
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}
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}
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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NearMiss();
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return;
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}
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Hit();
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}
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private void Miss(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("spaceball/fall");
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Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
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Destroy(this.gameObject);
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}
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private void Out(PlayerActionEvent caller) {}
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}
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}
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