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||||
m_EditorClassIdentifier:
|
||||
soundNames: 020000000300000004000000
|
||||
clips:
|
||||
- {fileID: 8300000, guid: 613e0b85af271854f9d89cb48db1445b, type: 3}
|
||||
- {fileID: 8300000, guid: 0384b39259118674781276c265b83dec, type: 3}
|
||||
- {fileID: 8300000, guid: b34b1ec00bb1ba643afcdc88ea960e06, type: 3}
|
||||
--- !u!1001 &1556238046
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -923,6 +905,10 @@ PrefabInstance:
|
||||
propertyPath: m_Name
|
||||
value: Menu
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5313449993149091347, guid: ebed5434f18ca13e38d2d7bfcc18d6c3, type: 3}
|
||||
propertyPath: audio
|
||||
value:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5313449993149091347, guid: ebed5434f18ca13e38d2d7bfcc18d6c3, type: 3}
|
||||
propertyPath: shipUi
|
||||
value:
|
||||
@@ -1184,10 +1170,7 @@ PrefabInstance:
|
||||
- {fileID: 6156246831092198731, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
m_RemovedGameObjects: []
|
||||
m_AddedGameObjects: []
|
||||
m_AddedComponents:
|
||||
- targetCorrespondingSourceObject: {fileID: 4508084525431060037, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
insertIndex: -1
|
||||
addedObject: {fileID: 1359172648}
|
||||
m_AddedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
--- !u!114 &5198188376350273125 stripped
|
||||
MonoBehaviour:
|
||||
|
||||
@@ -54,6 +54,7 @@ public class PowerUnit {
|
||||
public List<(Output output, double expiresAt)> BoostActive = new();
|
||||
public double BoostProgress => boostProgress / boostMax;
|
||||
public int BoostCharges => (int)(boostMax / boostDurationSeconds);
|
||||
public int BoostChargesAvailable => (int)(boostAvailable / boostDurationSeconds);
|
||||
|
||||
public float Acceleration =>
|
||||
acceleration + BoostActive.Count(b => b.output == Output.Acceleration) * baseOutput;
|
||||
@@ -78,12 +79,13 @@ public class PowerUnit {
|
||||
shieldCurrent = initialShieldMax;
|
||||
}
|
||||
|
||||
public void Deploy(Output output) {
|
||||
if (boostAvailable < boostDurationSeconds) return;
|
||||
public bool Deploy(Output output) {
|
||||
if (boostAvailable < boostDurationSeconds) return false;
|
||||
BoostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
|
||||
boostAvailable -= boostDurationSeconds;
|
||||
|
||||
if (output == Output.Shield) ShieldsBoost();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Tick() {
|
||||
@@ -99,11 +101,6 @@ public class PowerUnit {
|
||||
int count => count * Time.fixedDeltaTime * -1f,
|
||||
};
|
||||
|
||||
// boost available gets dragged up by the clock
|
||||
// when the delta is positive
|
||||
// which can only happen when there are no active boosts
|
||||
// check it vvvv
|
||||
// Debug.Log($"Progress={boostProgress} actualAvailability={boostAvailable}");
|
||||
double next = Math.Min(boostProgress + delta, boostMax);
|
||||
boostProgress = Math.Max(0f, next);
|
||||
if (delta > 0f) boostAvailable = boostProgress;
|
||||
|
||||
+49
-101
@@ -13,11 +13,11 @@ public enum Sound {
|
||||
Decelerate,
|
||||
Strafe,
|
||||
|
||||
Damage,
|
||||
Respawn,
|
||||
Damage, // noise pop
|
||||
Respawn, // noise pop
|
||||
|
||||
BoostAcceleration,
|
||||
BoostDeceleration,
|
||||
BoostAccelerate,
|
||||
BoostDecelerate,
|
||||
BoostStrafe,
|
||||
BoostShield,
|
||||
|
||||
@@ -30,55 +30,64 @@ public enum Sound {
|
||||
public class ShipAudio : MonoBehaviour {
|
||||
// Match these two up
|
||||
[SerializeField]
|
||||
Sound[] soundNames;
|
||||
Sound[] powerUnitSounds;
|
||||
|
||||
[SerializeField]
|
||||
AudioClip[] clips;
|
||||
AudioClip[] powerUnitClips;
|
||||
|
||||
[SerializeField]
|
||||
AudioClip[] noiseClips;
|
||||
[SerializeField]
|
||||
AudioClip[] bigNoiseClips;
|
||||
|
||||
Dictionary<Sound, AudioClip> sounds = new();
|
||||
|
||||
AudioSource srcAccel;
|
||||
AudioSource srcDecel;
|
||||
AudioSource srcStrafe;
|
||||
AudioSource srcShipAccel;
|
||||
AudioSource srcShipDecel;
|
||||
AudioSource srcShipStrafe;
|
||||
|
||||
AudioSource src;
|
||||
|
||||
SpaceRaceInput input;
|
||||
ShipControls ship;
|
||||
|
||||
void Awake() {
|
||||
for (int i = 0; i < clips.Length; i++) {
|
||||
sounds.Add(soundNames[i], clips[i]);
|
||||
for (int i = 0; i < powerUnitClips.Length; i++) {
|
||||
sounds.Add(powerUnitSounds[i], powerUnitClips[i]);
|
||||
}
|
||||
|
||||
ship = GetComponentInParent<ShipControls>();
|
||||
|
||||
srcAccel = gameObject.AddComponent<AudioSource>();
|
||||
srcAccel.clip = sounds[Sound.Accelerate];
|
||||
srcAccel.loop = true;
|
||||
srcAccel.volume = 0f;
|
||||
srcAccel.Play();
|
||||
src = gameObject.AddComponent<AudioSource>();
|
||||
|
||||
srcDecel = gameObject.AddComponent<AudioSource>();
|
||||
srcDecel.clip = sounds[Sound.Decelerate];
|
||||
srcDecel.loop = true;
|
||||
srcDecel.volume = 0f;
|
||||
srcDecel.Play();
|
||||
srcShipAccel = gameObject.AddComponent<AudioSource>();
|
||||
srcShipAccel.clip = sounds[Sound.Accelerate];
|
||||
srcShipAccel.loop = true;
|
||||
srcShipAccel.volume = 0f;
|
||||
srcShipAccel.Play();
|
||||
|
||||
srcStrafe = gameObject.AddComponent<AudioSource>();
|
||||
srcStrafe.clip = sounds[Sound.Strafe];
|
||||
srcStrafe.loop = true;
|
||||
srcStrafe.volume = 0f;
|
||||
srcStrafe.Play();
|
||||
srcShipDecel = gameObject.AddComponent<AudioSource>();
|
||||
srcShipDecel.clip = sounds[Sound.Decelerate];
|
||||
srcShipDecel.loop = true;
|
||||
srcShipDecel.volume = 0f;
|
||||
srcShipDecel.Play();
|
||||
|
||||
srcShipStrafe = gameObject.AddComponent<AudioSource>();
|
||||
srcShipStrafe.clip = sounds[Sound.Strafe];
|
||||
srcShipStrafe.loop = true;
|
||||
srcShipStrafe.volume = 0f;
|
||||
srcShipStrafe.Play();
|
||||
|
||||
RegisterEvents();
|
||||
}
|
||||
|
||||
void Update() {
|
||||
srcAccel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||
srcDecel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||
srcStrafe.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||
srcShipAccel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||
srcShipDecel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||
srcShipStrafe.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||
|
||||
// Super fucking annoying
|
||||
// stops all the clicks and pops of starting / stopping the clips
|
||||
// stops all the clicks and pops of starting / stopping the powerUnitClips
|
||||
// 0.125s to get max volume
|
||||
// == 8x per second...
|
||||
float volumeDelta = Time.deltaTime * 8;
|
||||
@@ -89,96 +98,35 @@ public class ShipAudio : MonoBehaviour {
|
||||
bool strafing = input.ship.strafe.ReadValue<Vector2>().magnitude > 0;
|
||||
|
||||
if (accelerating) {
|
||||
srcAccel.volume = Math.Min(1f, srcAccel.volume + volumeDelta);
|
||||
srcShipAccel.volume = Math.Min(1f, srcShipAccel.volume + volumeDelta);
|
||||
} else {
|
||||
srcAccel.volume = Math.Max(0f, srcAccel.volume - decelDelta);
|
||||
srcShipAccel.volume = Math.Max(0f, srcShipAccel.volume - decelDelta);
|
||||
}
|
||||
|
||||
if (decelerating) {
|
||||
srcDecel.volume = Math.Min(1f, srcDecel.volume + volumeDelta);
|
||||
srcShipDecel.volume = Math.Min(1f, srcShipDecel.volume + volumeDelta);
|
||||
} else {
|
||||
srcDecel.volume = Math.Max(0f, srcDecel.volume - decelDelta);
|
||||
srcShipDecel.volume = Math.Max(0f, srcShipDecel.volume - decelDelta);
|
||||
}
|
||||
|
||||
if (strafing) {
|
||||
srcStrafe.volume = Math.Min(1f, srcStrafe.volume + volumeDelta);
|
||||
srcShipStrafe.volume = Math.Min(1f, srcShipStrafe.volume + volumeDelta);
|
||||
} else {
|
||||
srcStrafe.volume = Math.Max(0f, srcStrafe.volume - decelDelta);
|
||||
srcShipStrafe.volume = Math.Max(0f, srcShipStrafe.volume - decelDelta);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// public void PlaySound(Sound s) {
|
||||
// AudioSource src = sounds[s];
|
||||
// src.Play(0);
|
||||
// }
|
||||
public void PlayNoise() {
|
||||
int noiseIndex = UnityEngine.Random.Range(0, noiseClips.Length);
|
||||
src.PlayOneShot(noiseClips[noiseIndex]);
|
||||
}
|
||||
|
||||
void RegisterEvents() {
|
||||
if (input == null)
|
||||
input = new SpaceRaceInput();
|
||||
|
||||
input.ship.Enable();
|
||||
|
||||
// input.ship.accelerate.started += OnAccelerateStart;
|
||||
// input.ship.accelerate.canceled += OnAccelerateCancel;
|
||||
// input.ship.decelerate.started += OnDecelerateStart;
|
||||
// input.ship.decelerate.canceled += OnDecelerateCancel;
|
||||
// input.ship.strafe.started += OnStrafeStart;
|
||||
// input.ship.strafe.canceled += OnStrafeCancel;
|
||||
|
||||
// these we only care about the initial press
|
||||
// input.ship.respawn.started += OnRespawn;
|
||||
// input.ship.quit.started += OnQuit;
|
||||
// input.ship.powerUnit1.started += OnPowerUnit1;
|
||||
// input.ship.powerUnit2.started += OnPowerUnit2;
|
||||
// input.ship.powerUnit3.started += OnPowerUnit3;
|
||||
// input.ship.powerUnit4.started += OnPowerUnit4;
|
||||
}
|
||||
|
||||
// void OnDestroy() {
|
||||
// input.ship.accelerate.started -= OnAccelerateStart;
|
||||
// input.ship.accelerate.canceled -= OnAccelerateCancel;
|
||||
// input.ship.decelerate.started -= OnDecelerateStart;
|
||||
// input.ship.decelerate.canceled -= OnDecelerateCancel;
|
||||
// input.ship.strafe.started -= OnStrafeStart;
|
||||
// input.ship.strafe.canceled -= OnStrafeCancel;
|
||||
|
||||
|
||||
// // these we only care about the initial press
|
||||
// input.ship.respawn.started -= OnRespawn;
|
||||
// input.ship.quit.started -= OnQuit;
|
||||
// input.ship.powerUnit1.started -= OnPowerUnit1;
|
||||
// input.ship.powerUnit2.started -= OnPowerUnit2;
|
||||
// input.ship.powerUnit3.started -= OnPowerUnit3;
|
||||
// input.ship.powerUnit4.started -= OnPowerUnit4;
|
||||
// }
|
||||
|
||||
// void OnAcceleratePerformed(InputAction.CallbackContext _ctx) {
|
||||
// Debug.Log(_ctx.duration);
|
||||
// }
|
||||
|
||||
// void OnAccelerateStart(InputAction.CallbackContext _ctx) {
|
||||
// srcAccel.Play();
|
||||
// }
|
||||
|
||||
// void OnAccelerateCancel(InputAction.CallbackContext _ctx) {
|
||||
// srcAccel.Stop();
|
||||
// }
|
||||
|
||||
// void OnDecelerateStart(InputAction.CallbackContext _ctx) {
|
||||
// srcDecel.Play();
|
||||
// }
|
||||
|
||||
// void OnDecelerateCancel(InputAction.CallbackContext _ctx) {
|
||||
// srcDecel.Stop();
|
||||
// }
|
||||
|
||||
// void OnStrafeStart(InputAction.CallbackContext _ctx) {
|
||||
// srcStrafe.Play();
|
||||
// }
|
||||
|
||||
// void OnStrafeCancel(InputAction.CallbackContext _ctx) {
|
||||
// srcStrafe.Stop();
|
||||
// }
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ public class ShipControls : MonoBehaviour {
|
||||
public Camera aim;
|
||||
public Timing timing;
|
||||
|
||||
ShipAudio audio;
|
||||
SpaceRaceInput input;
|
||||
|
||||
Rigidbody rigidBody;
|
||||
@@ -54,6 +55,7 @@ public class ShipControls : MonoBehaviour {
|
||||
void Start() {
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
rigidBody = GetComponent<Rigidbody>();
|
||||
audio = GetComponentInChildren<ShipAudio>();
|
||||
|
||||
// just stop the body from being affected by rotation for now
|
||||
// until the 3p camera is in to explain why
|
||||
@@ -115,7 +117,10 @@ public class ShipControls : MonoBehaviour {
|
||||
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
|
||||
|
||||
if (timing.timerEnabled) {
|
||||
int boostBefore = powerUnit.BoostChargesAvailable;
|
||||
powerUnit.Tick();
|
||||
|
||||
if (powerUnit.BoostChargesAvailable > boostBefore) OnBoostCharge();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -160,6 +165,7 @@ public class ShipControls : MonoBehaviour {
|
||||
}
|
||||
|
||||
public void Respawn() {
|
||||
audio.PlayNoise();
|
||||
// IMPORTANT
|
||||
// stop the timer before we move the ship or anything
|
||||
// otherwise it might generate a checkpoint time
|
||||
@@ -188,15 +194,19 @@ public class ShipControls : MonoBehaviour {
|
||||
public void Damage(float amt, string src) {
|
||||
Debug.Log($"Damage {amt} from {src}");
|
||||
|
||||
audio.PlayNoise();
|
||||
|
||||
bool destroyed = powerUnit.ShieldReduce(amt);
|
||||
if (destroyed) {
|
||||
Debug.Log($"Ddddestroyed by {src}");
|
||||
// play big noise!
|
||||
Respawn();
|
||||
}
|
||||
}
|
||||
|
||||
void Deploy(Output output) {
|
||||
powerUnit.Deploy(output);
|
||||
bool deployed = powerUnit.Deploy(output);
|
||||
if (deployed) audio.PlayNoise();
|
||||
}
|
||||
|
||||
// I prefer doing it this way than registering the callbacks etc
|
||||
@@ -250,6 +260,11 @@ public class ShipControls : MonoBehaviour {
|
||||
void OnPowerUnit3(InputAction.CallbackContext ctx) => Deploy(Output.Strafing);
|
||||
void OnPowerUnit4(InputAction.CallbackContext ctx) => Deploy(Output.Shield);
|
||||
|
||||
void OnBoostCharge() {
|
||||
// audio.PlayNoise();
|
||||
// do some ui fx whatever
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected() {
|
||||
if (Application.isPlaying == false)
|
||||
return;
|
||||
|
||||
@@ -16,6 +16,9 @@ public class Timing: MonoBehaviour {
|
||||
public List<SectorTime> sectorTimes;
|
||||
public bool timerEnabled;
|
||||
|
||||
[SerializeField]
|
||||
ShipAudio audio;
|
||||
|
||||
public string mapName;
|
||||
public double sectorTime;
|
||||
public double lapTime;
|
||||
@@ -106,9 +109,13 @@ public class Timing: MonoBehaviour {
|
||||
sectorTimes.Add(s);
|
||||
Debug.Log($"{sectorTimes.Count} / {sectors.Length}");
|
||||
|
||||
// play a sound :)
|
||||
if (audio != null) audio.PlayNoise();
|
||||
|
||||
// restart the timer for the next sector
|
||||
sectorStart = Time.timeAsDouble;
|
||||
|
||||
|
||||
// they finished a lap!
|
||||
if (sectorTimes.Count == sectors.Length) {
|
||||
EndLap();
|
||||
|
||||
@@ -110,6 +110,7 @@ public class MenuControls : MonoBehaviour {
|
||||
}
|
||||
|
||||
void OnToggleMenu(InputAction.CallbackContext _ctx) {
|
||||
audio.PlayNoise();
|
||||
visible = !visible;
|
||||
|
||||
if (visible) {
|
||||
|
||||
Reference in new issue
Block a user