Commit 928ffea4 authored by 15박보승's avatar 15박보승

NoteHit시 노트가 Dissolve 되도록 구현, Combo & Score UI 간단히 구현, Miss 이펙트 추가

parent 48cee20a
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......@@ -23,7 +23,7 @@ class Level
{
note.Deactivate();
}
note.HandleJudge(judge);
}
}
......
......@@ -9,6 +9,7 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager>
public Text scoreText;
public Text comboText;
private Vector3 comboTextPosition;
private void Start()
{
......@@ -33,6 +34,17 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager>
if (combo < 1)
comboText.text = "";
else
{
comboText.text = combo.ToString() + " Combo!";
StartCoroutine(ComboRoutine());
}
}
private IEnumerator ComboRoutine()
{
for (float t = 0; t < 0.2f; t += Time.deltaTime) {
comboText.transform.localPosition = Vector3.Lerp(new Vector3(0, 10), Vector3.zero, t * 5);
yield return new WaitForEndOfFrame();
}
comboText.transform.localPosition = Vector3.zero;
}
}
......@@ -14,7 +14,7 @@ public abstract class NoteObject : MonoBehaviour
public Vector3 endPoint;
public float maxRemainedTime = 5;
public float perfectZ = 10;
public float perfectZ = 50;
public AudioClip[] hitSfx;
......@@ -60,10 +60,17 @@ public abstract class NoteObject : MonoBehaviour
// TODO: temporary implementation
// make note invisible
StartCoroutine(DissolveRoutine());
/*
var meshRenderer = gameObject.GetComponent<MeshRenderer>();
var trailRenderer = gameObject.GetComponent<TrailRenderer>();
if (meshRenderer) meshRenderer.enabled = false;
if (trailRenderer) trailRenderer.enabled = false;
*/
PlayEngine.inst.HandleNoteJudge(judge.type);
}
}
......@@ -75,4 +82,38 @@ public abstract class NoteObject : MonoBehaviour
}
public abstract bool IsHit(Ray ray);
private IEnumerator DissolveRoutine()
{
Material mat = new Material(Shader.Find("Unlit/Dissolve"));
MeshRenderer mr = GetComponent<MeshRenderer>();
mat.SetColor("_Color", mr.material.color);
mat.SetColor("_Glow", (Color.white + mr.material.color) / 2);
mr.material = mat;
Texture2D noise = new Texture2D(100, 100);
float scale = UnityEngine.Random.Range(20, 50);
for (int i = 0; i < noise.width; ++i)
{
for (int j = 0; j < noise.height; ++j)
{
float noiseVal = Mathf.PerlinNoise(scale * i / noise.width, scale * j / noise.height);
noise.SetPixel(i, j, new Color(noiseVal, noiseVal, noiseVal, 1));
}
}
noise.Apply();
mat.SetTexture("_NoiseTex", noise);
const float time = 0.5f;
for (float t = 0; t < time; t += Time.deltaTime)
{
//print(t / time);
mat.SetFloat("_Threshold", t / time);
yield return null;
}
mat.SetFloat("_Threshold", 1);
}
}
......@@ -30,7 +30,10 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
public SteamVR_Action_Boolean fire;
public SteamVR_Input_Sources leftHand;
public SteamVR_Input_Sources rightHand;
public SteamVR_Input_Sources rightHand;
private int combo;
private int score;
public void Start()
{
......@@ -121,6 +124,20 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
startDspTime -= 1.0f;
}
}
// Simple implementations of Combo, Score UIs
// It needs to be changed if PlayEngine don't have any responsibilities of score & combo
public void HandleNoteJudge(JudgeType type)
{
if (type == JudgeType.Ignore)
return;
combo = type != JudgeType.Miss ? combo + 1 : 0;
score += (int)type;
IngameUIManager.inst.UpdateComboUI(combo);
IngameUIManager.inst.UpdateScoreUI(score);
}
//
}
public class PlayerInput
......
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CGPROGRAM
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float4 vertex : POSITION;
float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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fixed4 frag (v2f i) : SV_Target
{
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discard;
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//else
// o.Emission = _Glow * _EmissionAmount * pow(1 - (tex2D(_NoiseTex, IN.uv_MainTex).r - _Threshold), 10);
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