we poppin

This commit is contained in:
ntr committed 2023-09-27 01:34:36 +10:00
1 parent 336945533b
commit 9f6e615653
88 files changed
+979 -170

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bigNoiseClips: []
--- !u!1 &5535911989893287240 --- !u!1 &5535911989893287240
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
+16 -5
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@@ -801,6 +801,10 @@ PrefabInstance:
propertyPath: ship propertyPath: ship
value: value:
objectReference: {fileID: 1972710421} objectReference: {fileID: 1972710421}
- target: {fileID: 8438506523596255020, guid: dcb64e3a91f1fec7ab6098f4f407830b, type: 3}
propertyPath: audio
value:
objectReference: {fileID: 5198188376350273128}
m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: m_RemovedGameObjects:
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@@ -1280,10 +1284,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9bcaa1cfcea9cae4bb92bdc96cfbb4d2, type: 3} m_Script: {fileID: 11500000, guid: 9bcaa1cfcea9cae4bb92bdc96cfbb4d2, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
soundNames: 0000000001000000
clips:
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--- !u!82 &1800093234 --- !u!82 &1800093234
AudioSource: AudioSource:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -1457,7 +1457,7 @@ PrefabInstance:
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propertyPath: audio propertyPath: audio
value: value:
objectReference: {fileID: 1800093233} objectReference: {fileID: 5198188376350273128}
- target: {fileID: 5313449993149091347, guid: ebed5434f18ca13e38d2d7bfcc18d6c3, type: 3} - target: {fileID: 5313449993149091347, guid: ebed5434f18ca13e38d2d7bfcc18d6c3, type: 3}
propertyPath: shipUi propertyPath: shipUi
value: value:
@@ -1638,6 +1638,17 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
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MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 2140192433735284883, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
m_PrefabInstance: {fileID: 5198188376350273124}
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 566ffe93221add0489d9a9a01670b93a, type: 3}
m_Name:
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SceneRoots: SceneRoots:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
+9 -26
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@@ -464,6 +464,10 @@ PrefabInstance:
propertyPath: ship propertyPath: ship
value: value:
objectReference: {fileID: 1972710421} objectReference: {fileID: 1972710421}
- target: {fileID: 8438506523596255020, guid: dcb64e3a91f1fec7ab6098f4f407830b, type: 3}
propertyPath: audio
value:
objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: m_RemovedGameObjects:
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@@ -556,28 +560,6 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
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GameObject:
m_CorrespondingSourceObject: {fileID: 4508084525431060037, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
m_PrefabInstance: {fileID: 5198188376350273124}
m_PrefabAsset: {fileID: 0}
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 566ffe93221add0489d9a9a01670b93a, type: 3}
m_Name:
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soundNames: 020000000300000004000000
clips:
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PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -923,6 +905,10 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: Menu value: Menu
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: audio
value:
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propertyPath: shipUi propertyPath: shipUi
value: value:
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MonoBehaviour: MonoBehaviour:
+4 -7
View File
@@ -54,6 +54,7 @@ public class PowerUnit {
public List<(Output output, double expiresAt)> BoostActive = new(); public List<(Output output, double expiresAt)> BoostActive = new();
public double BoostProgress => boostProgress / boostMax; public double BoostProgress => boostProgress / boostMax;
public int BoostCharges => (int)(boostMax / boostDurationSeconds); public int BoostCharges => (int)(boostMax / boostDurationSeconds);
public int BoostChargesAvailable => (int)(boostAvailable / boostDurationSeconds);
public float Acceleration => public float Acceleration =>
acceleration + BoostActive.Count(b => b.output == Output.Acceleration) * baseOutput; acceleration + BoostActive.Count(b => b.output == Output.Acceleration) * baseOutput;
@@ -78,12 +79,13 @@ public class PowerUnit {
shieldCurrent = initialShieldMax; shieldCurrent = initialShieldMax;
} }
public void Deploy(Output output) { public bool Deploy(Output output) {
if (boostAvailable < boostDurationSeconds) return; if (boostAvailable < boostDurationSeconds) return false;
BoostActive.Add((output, Time.timeAsDouble + boostDurationSeconds)); BoostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
boostAvailable -= boostDurationSeconds; boostAvailable -= boostDurationSeconds;
if (output == Output.Shield) ShieldsBoost(); if (output == Output.Shield) ShieldsBoost();
return true;
} }
public void Tick() { public void Tick() {
@@ -99,11 +101,6 @@ public class PowerUnit {
int count => count * Time.fixedDeltaTime * -1f, 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); double next = Math.Min(boostProgress + delta, boostMax);
boostProgress = Math.Max(0f, next); boostProgress = Math.Max(0f, next);
if (delta > 0f) boostAvailable = boostProgress; if (delta > 0f) boostAvailable = boostProgress;
+49 -101
View File
@@ -13,11 +13,11 @@ public enum Sound {
Decelerate, Decelerate,
Strafe, Strafe,
Damage, Damage, // noise pop
Respawn, Respawn, // noise pop
BoostAcceleration, BoostAccelerate,
BoostDeceleration, BoostDecelerate,
BoostStrafe, BoostStrafe,
BoostShield, BoostShield,
@@ -30,55 +30,64 @@ public enum Sound {
public class ShipAudio : MonoBehaviour { public class ShipAudio : MonoBehaviour {
// Match these two up // Match these two up
[SerializeField] [SerializeField]
Sound[] soundNames; Sound[] powerUnitSounds;
[SerializeField] [SerializeField]
AudioClip[] clips; AudioClip[] powerUnitClips;
[SerializeField]
AudioClip[] noiseClips;
[SerializeField]
AudioClip[] bigNoiseClips;
Dictionary<Sound, AudioClip> sounds = new(); Dictionary<Sound, AudioClip> sounds = new();
AudioSource srcAccel; AudioSource srcShipAccel;
AudioSource srcDecel; AudioSource srcShipDecel;
AudioSource srcStrafe; AudioSource srcShipStrafe;
AudioSource src;
SpaceRaceInput input; SpaceRaceInput input;
ShipControls ship; ShipControls ship;
void Awake() { void Awake() {
for (int i = 0; i < clips.Length; i++) { for (int i = 0; i < powerUnitClips.Length; i++) {
sounds.Add(soundNames[i], clips[i]); sounds.Add(powerUnitSounds[i], powerUnitClips[i]);
} }
ship = GetComponentInParent<ShipControls>(); ship = GetComponentInParent<ShipControls>();
srcAccel = gameObject.AddComponent<AudioSource>(); src = gameObject.AddComponent<AudioSource>();
srcAccel.clip = sounds[Sound.Accelerate];
srcAccel.loop = true;
srcAccel.volume = 0f;
srcAccel.Play();
srcDecel = gameObject.AddComponent<AudioSource>(); srcShipAccel = gameObject.AddComponent<AudioSource>();
srcDecel.clip = sounds[Sound.Decelerate]; srcShipAccel.clip = sounds[Sound.Accelerate];
srcDecel.loop = true; srcShipAccel.loop = true;
srcDecel.volume = 0f; srcShipAccel.volume = 0f;
srcDecel.Play(); srcShipAccel.Play();
srcStrafe = gameObject.AddComponent<AudioSource>(); srcShipDecel = gameObject.AddComponent<AudioSource>();
srcStrafe.clip = sounds[Sound.Strafe]; srcShipDecel.clip = sounds[Sound.Decelerate];
srcStrafe.loop = true; srcShipDecel.loop = true;
srcStrafe.volume = 0f; srcShipDecel.volume = 0f;
srcStrafe.Play(); srcShipDecel.Play();
srcShipStrafe = gameObject.AddComponent<AudioSource>();
srcShipStrafe.clip = sounds[Sound.Strafe];
srcShipStrafe.loop = true;
srcShipStrafe.volume = 0f;
srcShipStrafe.Play();
RegisterEvents(); RegisterEvents();
} }
void Update() { void Update() {
srcAccel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed); srcShipAccel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
srcDecel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed); srcShipDecel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
srcStrafe.pitch = Math.Min(1f, (1f / 500f) * ship.Speed); srcShipStrafe.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
// Super fucking annoying // 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 // 0.125s to get max volume
// == 8x per second... // == 8x per second...
float volumeDelta = Time.deltaTime * 8; float volumeDelta = Time.deltaTime * 8;
@@ -89,96 +98,35 @@ public class ShipAudio : MonoBehaviour {
bool strafing = input.ship.strafe.ReadValue<Vector2>().magnitude > 0; bool strafing = input.ship.strafe.ReadValue<Vector2>().magnitude > 0;
if (accelerating) { if (accelerating) {
srcAccel.volume = Math.Min(1f, srcAccel.volume + volumeDelta); srcShipAccel.volume = Math.Min(1f, srcShipAccel.volume + volumeDelta);
} else { } else {
srcAccel.volume = Math.Max(0f, srcAccel.volume - decelDelta); srcShipAccel.volume = Math.Max(0f, srcShipAccel.volume - decelDelta);
} }
if (decelerating) { if (decelerating) {
srcDecel.volume = Math.Min(1f, srcDecel.volume + volumeDelta); srcShipDecel.volume = Math.Min(1f, srcShipDecel.volume + volumeDelta);
} else { } else {
srcDecel.volume = Math.Max(0f, srcDecel.volume - decelDelta); srcShipDecel.volume = Math.Max(0f, srcShipDecel.volume - decelDelta);
} }
if (strafing) { if (strafing) {
srcStrafe.volume = Math.Min(1f, srcStrafe.volume + volumeDelta); srcShipStrafe.volume = Math.Min(1f, srcShipStrafe.volume + volumeDelta);
} else { } else {
srcStrafe.volume = Math.Max(0f, srcStrafe.volume - decelDelta); srcShipStrafe.volume = Math.Max(0f, srcShipStrafe.volume - decelDelta);
} }
} }
// public void PlaySound(Sound s) { public void PlayNoise() {
// AudioSource src = sounds[s]; int noiseIndex = UnityEngine.Random.Range(0, noiseClips.Length);
// src.Play(0); src.PlayOneShot(noiseClips[noiseIndex]);
// } }
void RegisterEvents() { void RegisterEvents() {
if (input == null) if (input == null)
input = new SpaceRaceInput(); input = new SpaceRaceInput();
input.ship.Enable(); 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();
// }
} }
+16 -1
View File
@@ -9,6 +9,7 @@ public class ShipControls : MonoBehaviour {
public Camera aim; public Camera aim;
public Timing timing; public Timing timing;
ShipAudio audio;
SpaceRaceInput input; SpaceRaceInput input;
Rigidbody rigidBody; Rigidbody rigidBody;
@@ -54,6 +55,7 @@ public class ShipControls : MonoBehaviour {
void Start() { void Start() {
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
rigidBody = GetComponent<Rigidbody>(); rigidBody = GetComponent<Rigidbody>();
audio = GetComponentInChildren<ShipAudio>();
// just stop the body from being affected by rotation for now // just stop the body from being affected by rotation for now
// until the 3p camera is in to explain why // 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); rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
if (timing.timerEnabled) { if (timing.timerEnabled) {
int boostBefore = powerUnit.BoostChargesAvailable;
powerUnit.Tick(); powerUnit.Tick();
if (powerUnit.BoostChargesAvailable > boostBefore) OnBoostCharge();
} }
} }
@@ -160,6 +165,7 @@ public class ShipControls : MonoBehaviour {
} }
public void Respawn() { public void Respawn() {
audio.PlayNoise();
// IMPORTANT // IMPORTANT
// stop the timer before we move the ship or anything // stop the timer before we move the ship or anything
// otherwise it might generate a checkpoint time // otherwise it might generate a checkpoint time
@@ -188,15 +194,19 @@ public class ShipControls : MonoBehaviour {
public void Damage(float amt, string src) { public void Damage(float amt, string src) {
Debug.Log($"Damage {amt} from {src}"); Debug.Log($"Damage {amt} from {src}");
audio.PlayNoise();
bool destroyed = powerUnit.ShieldReduce(amt); bool destroyed = powerUnit.ShieldReduce(amt);
if (destroyed) { if (destroyed) {
Debug.Log($"Ddddestroyed by {src}"); Debug.Log($"Ddddestroyed by {src}");
// play big noise!
Respawn(); Respawn();
} }
} }
void Deploy(Output output) { void Deploy(Output output) {
powerUnit.Deploy(output); bool deployed = powerUnit.Deploy(output);
if (deployed) audio.PlayNoise();
} }
// I prefer doing it this way than registering the callbacks etc // I prefer doing it this way than registering the callbacks etc
@@ -250,6 +260,11 @@ public class ShipControls : MonoBehaviour {
void OnPowerUnit3(InputAction.CallbackContext ctx) => Deploy(Output.Strafing); void OnPowerUnit3(InputAction.CallbackContext ctx) => Deploy(Output.Strafing);
void OnPowerUnit4(InputAction.CallbackContext ctx) => Deploy(Output.Shield); void OnPowerUnit4(InputAction.CallbackContext ctx) => Deploy(Output.Shield);
void OnBoostCharge() {
// audio.PlayNoise();
// do some ui fx whatever
}
void OnDrawGizmosSelected() { void OnDrawGizmosSelected() {
if (Application.isPlaying == false) if (Application.isPlaying == false)
return; return;
+7
View File
@@ -16,6 +16,9 @@ public class Timing: MonoBehaviour {
public List<SectorTime> sectorTimes; public List<SectorTime> sectorTimes;
public bool timerEnabled; public bool timerEnabled;
[SerializeField]
ShipAudio audio;
public string mapName; public string mapName;
public double sectorTime; public double sectorTime;
public double lapTime; public double lapTime;
@@ -106,9 +109,13 @@ public class Timing: MonoBehaviour {
sectorTimes.Add(s); sectorTimes.Add(s);
Debug.Log($"{sectorTimes.Count} / {sectors.Length}"); Debug.Log($"{sectorTimes.Count} / {sectors.Length}");
// play a sound :)
if (audio != null) audio.PlayNoise();
// restart the timer for the next sector // restart the timer for the next sector
sectorStart = Time.timeAsDouble; sectorStart = Time.timeAsDouble;
// they finished a lap! // they finished a lap!
if (sectorTimes.Count == sectors.Length) { if (sectorTimes.Count == sectors.Length) {
EndLap(); EndLap();
+1
View File
@@ -110,6 +110,7 @@ public class MenuControls : MonoBehaviour {
} }
void OnToggleMenu(InputAction.CallbackContext _ctx) { void OnToggleMenu(InputAction.CallbackContext _ctx) {
audio.PlayNoise();
visible = !visible; visible = !visible;
if (visible) { if (visible) {
+14 -4
View File
@@ -1,11 +1,23 @@
## TODO ## TODO
- git lfs
- its time
- fix up dependency chain
- applications - applications
- steam - steam
- improve descriptions - improve descriptions
- add icons for A D T S - talk about sound
- minimal soundtrack
- pops clicks noise, asmr
- win store
- make public cause it's fked
- sound
- audio
- add more noises
- menu disable
- murals - murals
- flames at end of red corner in junglism2 - flames at end of red corner in junglism2
@@ -19,8 +31,6 @@
- try to post - try to post
- if fail store the lap in userdata - if fail store the lap in userdata
- git lfs
- minimap - minimap
- really want this? - really want this?
- would make map source obvious - would make map source obvious