Rave Cage Carnage.
Rave Cage Carnage (RCC) ist ein Rhythm-based action slasher mit
roguelike Fortschritt und dynamische Intensität. Für dieses Spiel
entwickelte ich ein Beat detection script welches uns erlauben sollte,
Spieler eingaben und Objekte auf die Musik zu reagieren.
Meine Aufgaben:
-
Gameplay Programmierer : Gegner K.I., Skillsets implementiert, Items implementiert.
-
System Programmer : Beat detection script erstellt. Ein script das uns erlaubt verschiedene
Objekte
auf den beat der Musik zu reagieren und Spieler eingaben mit dem beat abzugleichen.
Trailer:
Rave Cage Carnage Trailer
VIDEO
VIDEO
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BeatAnalyse : Singleton(BeatAnalyse)
{
float[] spectrum;
public static List beatStarts = new List();
[SerializeField] float drawWidth;
[SerializeField] float limit, waitSamples;
[SerializeField] AudioClip wave;
void Start()
{
int amount = wave.samples;
spectrum = new float[amount];
wave.GetData(spectrum, 0);
for (int i = 0; i < spectrum.Length; i++)
{
spectrum[i] = Mathf.Abs(spectrum[i]);
}
for (int i = 1; i < spectrum.Length -1; i++)
{
if (spectrum[i] > limit)
{
if(spectrum[i] <= spectrum[i-1] && spectrum[i] >= spectrum[i+1])
{
beatStarts.Add(i);
i += (int)waitSamples;
}
}
}
}
private void OnDrawGizmos()
{
if(spectrum == null)
{
return;
}
if (PlayerController.show)
{
Vector3 displacement = Camera.main.ScreenToWorldPoint(new Vector3(100, 100, 5));
float heightMulti = 1;
float widthMulti = 0.000005f;
Gizmos.color = new Color(0.5f, 0, 0.5f, 1);
for (int i = 0; i < spectrum.Length; i += 100)
{
Gizmos.DrawLine(displacement + new Vector3(i * widthMulti, 0, 0),
displacement + new Vector3(i * widthMulti, heightMulti * spectrum[i], 0));
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Experimental.VFX;
public class BeatStrike : MonoBehaviour
{
private Slider juiceMeter;
private AudioSource wave;
[SerializeField] VisualEffect particleLeft;
[SerializeField] VisualEffect particleRight;
[SerializeField] int reactionTime;
[Header("Time in Samples (10.000 = 0,25sec)")]
[SerializeField] int windowTrigger;
float timeSample;
bool action = false;
bool punish = false;
public static bool beatAttack = false;
[Header("Juice Reward in int")]
[SerializeField] int dashReward;
[SerializeField] int attackReward;
[SerializeField] int danceReward;
[Header("Juice Punish in int")]
[SerializeField] int dashPunish;
[SerializeField] int attackPunish;
[SerializeField] int dancePunish;
[SerializeField] int idlePunish;
void Start()
{
wave = GameObject.FindWithTag("Beat").GetComponent();
juiceMeter = GameObject.FindWithTag("JuiceMeter").GetComponent();
particleLeft.Stop();
particleRight.Stop();
}
void Update()
{
if (Input.GetButtonDown("Dash"))
{
if(IsOnBeat())
{
juiceMeter.value += dashReward;
particleLeft.Play();
particleRight.Play();
action = true;
}else
{
juiceMeter.value -= dashPunish;
}
}
else if (Input.GetButtonDown("Attack"))
{
if(IsOnBeat())
{
juiceMeter.value += attackReward;
beatAttack = true;
action = true;
}
else
{
juiceMeter.value -= attackPunish;
}
}
else if(Input.GetButtonDown("Dance"))
{
if(IsOnBeat())
{
juiceMeter.value += danceReward;
action = true;
}
else
{
juiceMeter.value -= dancePunish;
}
}
Punishing();
}
private void Punishing()
{
if(!IsOnBeat() && !action && !punish)
{
juiceMeter.value -= idlePunish;
punish = true;
}else if(!IsOnBeat() && action && !punish)
{
punish = true;
action = false;
}else if(IsOnBeat())
{
punish = false;
}
if (PlayerController.dashTime <= 0)
{
particleLeft.Stop();
particleRight.Stop();
}
}
public bool IsOnBeat()
{
timeSample = wave.timeSamples - reactionTime;
for (int i = 0; i < BeatAnalyse.beatStarts.Count; i++)
{
if (timeSample >= (BeatAnalyse.beatStarts[i] - windowTrigger) &&
timeSample <= (BeatAnalyse.beatStarts[i] + windowTrigger))
{
return true;
}
}
return false;
}
private void OnDrawGizmos()
{
if(BeatAnalyse.beatStarts == null)
{
return;
}
if (PlayerController.show)
{
Vector3 displacement = Camera.main.ScreenToWorldPoint(new Vector3(100, 100, 5));
float heightMulti = 1;
float widthMulti = 0.000005f;
Gizmos.color = new Color(0.5f, 0, 0.5f, 1);
Gizmos.color = Color.green;
for (int i = 0; i < BeatAnalyse.beatStarts.Count; i++)
{
Gizmos.DrawLine(displacement + new Vector3((BeatAnalyse.beatStarts[i] - windowTrigger + reactionTime) * widthMulti, 0, 0),
displacement + new Vector3((BeatAnalyse.beatStarts[i] + windowTrigger + reactionTime) * widthMulti, 0, 0));
}
Gizmos.color = Color.red;
Gizmos.DrawLine(displacement + new Vector3(wave.timeSamples * widthMulti, 0, 0), displacement + new Vector3(wave.timeSamples * widthMulti, heightMulti, 0));
}
}
private void OnGUI()
{
if (PlayerController.show)
{
GUI.color = Color.magenta;
GUI.Label(new Rect(10, 10, 200, 30), "Beat: " + IsOnBeat());
}
if (BeatAnalyse.beatStarts == null)
{
return;
}
if (PlayerController.show)
{
Vector3 displacement = Camera.main.ScreenToWorldPoint(new Vector3(100, 100, 5));
float heightMulti = 1;
float widthMulti = 0.000005f;
Gizmos.color = new Color(0.5f, 0, 0.5f, 1);
Gizmos.color = Color.green;
for (int i = 0; i < BeatAnalyse.beatStarts.Count; i++)
{
Gizmos.DrawLine(displacement + new Vector3((BeatAnalyse.beatStarts[i] - windowTrigger + reactionTime) * widthMulti, 0, 0),
displacement + new Vector3((BeatAnalyse.beatStarts[i] + windowTrigger + reactionTime) * widthMulti, 0, 0));
}
Gizmos.color = Color.red;
Gizmos.DrawLine(displacement + new Vector3(wave.timeSamples * widthMulti, 0, 0), displacement + new Vector3(wave.timeSamples * widthMulti, heightMulti, 0));
}
}
}