shoot and spawn in time with music

This commit is contained in:
Dom Harris 2021-01-06 15:10:11 +00:00
parent 2858a66892
commit 41879dad57
34 changed files with 390 additions and 323 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudioBeatManager : MonoBehaviour
{
[SerializeField] private float bpm;
public float TimeBetweenBeats => _bps * Time.deltaTime;
private float _bps;
private int _currentBeat = 0;
private float _timer;
public IntEvent OnBeat;
public event Action<int> OnBeatEvent;
private void Awake()
{
_bps = bpm / 60f;
_timer = 0;
}
// Update is called once per frame
void Update()
{
_timer += Time.deltaTime;
if (_timer >= TimeBetweenBeats)
{
_timer = 0;
++_currentBeat;
OnBeat?.Invoke(_currentBeat);
OnBeatEvent?.Invoke(_currentBeat);
}
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using UnityEngine;
[CreateAssetMenu]
public abstract class BaseBulletBehaviour : ScriptableObject
{
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}

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using System;
using UnityEngine;
using UnityEngine.Scripting;
public class BeatSpawner : ShootInputBase
{
[SerializeField] private int pauseOnBeat;
[SerializeField] private int pauseLengthInBeats;
[SerializeField] private int beatOffset;
private AudioBeatManager _audio;
private bool _shoot;
private bool _isPaused = false;
private void Awake()
{
_audio = FindObjectOfType<AudioBeatManager>();
}
public void OnBeat(int beat)
{
if ((beat + beatOffset) % pauseOnBeat == 0)
_isPaused = true;
if ((beat + beatOffset + pauseLengthInBeats) % pauseOnBeat == 0)
_isPaused = false;
_shoot = !_isPaused;
}
public override bool IsShooting()
{
if (!_shoot) return false;
_shoot = false;
return true;
}
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using DG.Tweening;
using UnityEngine;
[CreateAssetMenu]
public class BulletScaleBehaviour : BaseBulletBehaviour
{
[SerializeField] private float scaleTime = 0.5f;
[SerializeField] private Ease scaleEase = Ease.OutQuint;
public override void DoBehaviour(Transform bullet, float size, Vector3 pos)
{
bullet.localScale = Vector3.zero;
bullet.DOScale(Vector3.one * size, scaleTime).SetEase(scaleEase);
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8d6fb9bb806b4efcbd8aefb293811842
timeCreated: 1609934177

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@ -6,14 +6,20 @@ using Weapons.Scripts;
public class DisableOnDeath : MonoBehaviour
{
private EntityHealth _health;
private Renderer _renderer;
private Color _color;
private void Awake()
{
_health = GetComponent<EntityHealth>();
_renderer = GetComponentInChildren<Renderer>();
_color = _renderer.material.color;
}
private void OnEnable()
{
_health.Die += Die;
_renderer.material.color = _color;
}
private void OnDisable()
@ -25,7 +31,9 @@ public class DisableOnDeath : MonoBehaviour
{
var oldName = gameObject.name;
gameObject.name = "disabled";
transform.DOScale(Vector3.zero, 0.33f).SetEase(Ease.InBack).OnComplete(() =>
_renderer.material.DOColor(Color.white, 0.1f);
_renderer.material.DOFade(0, 0.2f).SetDelay(0.3f);
transform.DOScale(Vector3.one * 1.5f, 0.5f).SetEase(Ease.OutQuint).OnComplete(() =>
{
gameObject.name = oldName;
gameObject.SetActive(false);

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@ -0,0 +1,23 @@
using System;
using DG.Tweening;
using UnityEngine;
[CreateAssetMenu]
public class EnemyAppearBehaviour : BaseBulletBehaviour
{
[SerializeField] private float zPos = 50f;
[SerializeField] private float moveInDuration = 0.5f;
[SerializeField] private float scaleUpDuration = 0.3f;
[SerializeField] private float scaleUpDelay = 0.2f;
[SerializeField] private float moveOutPos = -15f;
[SerializeField] private float moveOutDuration = 2f;
public override void DoBehaviour(Transform bullet, float size, Vector3 pos)
{
bullet.localScale = Vector3.zero;
bullet.localPosition = new Vector3(pos.x, pos.y, zPos);
DOTween.Sequence()
.Append(bullet.DOMove(pos, moveInDuration).SetEase(Ease.OutQuint))
.Insert(scaleUpDelay, bullet.DOScale(Vector3.one * size, scaleUpDuration).SetEase(Ease.OutQuint));
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30cbf16431f04e4fbc6c1de5330ec41c
timeCreated: 1609934222

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@ -14,8 +14,7 @@ public class FireAtTargets : MonoBehaviour
[SerializeField] private UnityEvent OnFire;
[SerializeField] private Vector3Event OnBulletCollide;
[SerializeField] private float delayBetweenTargets;
[SerializeField] private int numTargets = 4;
private void Awake()
{
@ -48,13 +47,14 @@ public class FireAtTargets : MonoBehaviour
private IEnumerator FireIE(List<Transform> targets)
{
var currentTargets = new List<Transform>(targets);
foreach (var target in currentTargets)
for (var i = 0; i < currentTargets.Count; i++)
{
bulletPos.LookAt(target);
bulletPos.LookAt(currentTargets[i]);
if (weapon.Fire(bulletPool, bulletPos))
OnFire?.Invoke();
yield return delayBetweenTargets;
if (i % numTargets == 0)
yield return null;
}
}

View File

@ -7,10 +7,36 @@ using Random = UnityEngine.Random;
public class MoveAfterDelay : MonoBehaviour
{
[SerializeField] private float delayMin;
[SerializeField] private float delayMax;
[SerializeField] private int beatsBeforeMove = 16;
[SerializeField] private float scaleAmount = 1.5f;
[SerializeField] private int numBeatsAfterScale = 4;
private static AudioBeatManager _audio;
private void Awake()
{
if (_audio == null)
_audio = FindObjectOfType<AudioBeatManager>();
}
private void OnEnable()
{
transform.DOMoveZ(-15, 2.0f).SetEase(Ease.InQuint).SetDelay(Random.Range(delayMin, delayMax));
_audio.OnBeatEvent += AudioOnBeat;
}
private void OnDisable()
{
_audio.OnBeatEvent -= AudioOnBeat;
}
private void AudioOnBeat(int beat)
{
if (beat % beatsBeforeMove != 0) return;
DOTween.Sequence()
.Append(transform.DOScale(Vector3.one * scaleAmount, _audio.TimeBetweenBeats*16).SetEase(Ease.InQuint))
.Append(transform.DOScale(Vector3.one, _audio.TimeBetweenBeats*16).SetEase(Ease.OutQuint))
.Append(transform.DOMoveZ(-30, 1.0f).SetEase(Ease.InOutQuint).SetDelay(_audio.TimeBetweenBeats * numBeatsAfterScale))
.Play();
}
}

View File

@ -1,5 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -11,44 +9,49 @@ public class TargetLockOn : MonoBehaviour
[SerializeField] private int maxTargets;
[SerializeField] private float targetTime;
[SerializeField] private float targetSize;
[SerializeField] private float delay;
[SerializeField] private LayerMask collideWith;
[SerializeField] private TransformEvent OnTargetFound;
[SerializeField] private TransformListEvent OnTargetLock;
private float _targetCountdown;
[SerializeField] private int shootOnBeat;
[SerializeField] private int noTargetLengthInBeats;
[SerializeField] private float beatOffset;
private List<Transform> _targets;
private bool _canTarget = true;
private RaycastHit[] _colliders = new RaycastHit[128];
private AudioBeatManager _audio;
private void Awake()
{
_targets = new List<Transform>(maxTargets);
_audio = FindObjectOfType<AudioBeatManager>();
}
public void OnBeat(int beat)
{
if ((beat + beatOffset) % shootOnBeat == 0)
{
OnTargetLock?.Invoke(_targets);
_targets.Clear();
_canTarget = false;
}
if ((beat + beatOffset + noTargetLengthInBeats) % shootOnBeat == 0)
_canTarget = true;
}
private void FixedUpdate()
{
if (!_canTarget) return;
_targetCountdown -= Time.deltaTime;
if (_targetCountdown <= 0)
{
_targetCountdown = targetTime;
OnTargetLock?.Invoke(_targets);
_targets.Clear();
_canTarget = false;
WaitUtils.Wait(delay, true, () => _canTarget = true);
}
var ray = cam.ScreenPointToRay(cursor.position + Vector3.forward);
var numHits = Physics.SphereCastNonAlloc(ray, targetSize, _colliders, 50, collideWith, QueryTriggerInteraction.Collide);

View File

@ -52,6 +52,8 @@ public class Weapon : ScriptableObject
[SerializeField] private float accuracy;
[SerializeField] private SpawnZone zone;
[SerializeField] private bool manualFire;
[SerializeField] private BaseBulletBehaviour behaviour;
[SerializeField] private bool useDeltaTime;
private List<Bullet> _bullets;
private List<Transform> _bulletTransforms;
@ -73,7 +75,7 @@ public class Weapon : ScriptableObject
_job = new BulletMoveJob();
_bullets = new List<Bullet>();
_bulletTransforms = new List<Transform>();
_currentCooldown = fireRate;
_currentCooldown = fireRate * Time.deltaTime;
}
public void Update()
@ -163,7 +165,7 @@ public class Weapon : ScriptableObject
if (!manualFire)
{
if (_currentCooldown < fireRate) return false;
if (_currentCooldown > fireRate * (useDeltaTime ? Time.deltaTime : 1)) return false;
_currentCooldown = 0;
}
@ -196,9 +198,8 @@ public class Weapon : ScriptableObject
// point the bullet in the right direction
bullet.forward = new Vector3(dir.x, dir.y);
bullet.transform.localScale = Vector3.zero;
bullet.transform.DOScale(Vector3.one * bulletSize.EvaluateMinMaxCurve(), 0.33f).SetEase(Ease.OutQuint);
bullet.transform.localScale = Vector3.one * bulletSize.EvaluateMinMaxCurve();
behaviour.DoBehaviour(bullet, bulletSize.EvaluateMinMaxCurve(), bullet.position);
if (zone.SpawnDir != SpawnDir.Spherised)
{
var y = bullet.eulerAngles.y;
@ -219,8 +220,6 @@ public class Weapon : ScriptableObject
Idx = idx
});
});
}
/// <summary>

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@ -12,7 +12,7 @@ MonoBehaviour:
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m_Name: Enemy
m_EditorClassIdentifier:
fireRate: 6
fireRate: 3
bulletSpeed:
m_Mode: 0
m_CurveMultiplier: 1
@ -108,15 +108,17 @@ MonoBehaviour:
zone:
numToSpawn: 1
offset: {x: 0, y: 0}
spawnType: 2
spawnType: 0
spawnDir: 0
width: 0
height: 0
surfaceOnly: 1
evenDistribution: 1
surfaceOnly: 0
evenDistribution: 0
numSides: 5
numPerSide: 80
radius: 18
radius: 15
arc: 360
composite: []
manualFire: 0
manualFire: 1
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@ -120,3 +120,4 @@ MonoBehaviour:
arc: 360
composite: []
manualFire: 1
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