- Replaced one skee-ball machine with two arcade machines.

- Added Black Horse And The Cherry Tree by KT Tunstall to the horse playlist.
- Added Buckin' My Horse by Sir Mix-A-Lot to the horse playlist.
This commit is contained in:
2026-02-11 02:58:41 -05:00
parent a7bcc5f056
commit 542e04afed
352 changed files with 45502 additions and 4988 deletions
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
public class Controllable : UdonSharpBehaviour
{
void Start()
{
}
}
}
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
public class HeliCaveGameSettings : GameSettings
{
public int GameDuration = 120;
[HideInInspector]
public int NumberWalls = 15; //currently hidden, because a different number can cause some issues
void Start()
{
}
}
}
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using TMPro;
using UdonSharp;
using UnityEngine;
using UnityEngine.UI;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
public enum GameState
{
START_SCREEN,
EXPLANATIONS,
PLAY,
PAUSE,
FINISH
}
public class MainGame : UdonSharpBehaviour
{
public HeliCaveGameSettings GameSettingsInstance;
//Basically the boundaries of the game, used to determine where stuff needs to be spawned
public Transform TopBoundary;
public Transform BottomBoundary;
public Transform RightBoundary;
public Transform LeftBoundary;
public Transform PawnDefaultPosition;
//Each canvas used in-game
public GameObject CanvasPressStart;
public GameObject CanvasExplanation;
public GameObject CanvasTimer;
public GameObject CanvasFinalScore;
public GameObject CanvasPauseScreen;
public GameObject CanvasScoreboard;
//Prefabs that get spawned
public GameObject PrefabWall;
private Vector3 _boundingBoxPrefabWall;
public GameObject PrefabControllable;
public TextMeshProUGUI ProgressTxt;
public TextMeshProUGUI ScoreTxt;
public TextMeshProUGUI FinalScoreTxt;
public TextMeshProUGUI TimerTxt;
//SFX
public AudioClip ClipExplosion;
public AudioClip ClipJump;
public AudioClip ClipSelection;
public AudioSource SoundEffectSource;
public AudioSource SoundEffectHelicopter;
public AudioSource Music;
public GameObject SpawnedWallsWrapper;
private GameObject[] _spawnedWallsBottom;
private GameObject[] _spawnedWallsTop;
private GameObject _spawnedControllable;
[UdonSynced]
private GameState _gameState;
private GameState _gameStateSaved;
[UdonSynced]
private int _seed;
private int _seedSaved;
private int _currentSeed;
[UdonSynced]
private double _startGameTime;
[UdonSynced]
private double _startRoundTime;
[UdonSynced]
private Vector3 _positionPlayer;
[UdonSynced]
private float _currentScore;
private bool _gameStarted;
private double _timePlayed;
private float _distanceBetweenEachWall;
private float _currentTraveledDistanceByWall;
private int _indexLastWall;
private float _currentDistanceBetweenTopAndBottomWall;
private float _currentMiddleWallPosition;
private float _currentTime;
private int _currentFrameSinceNewGame;
private bool _buttonPressed;
private bool _gameCanBeStarted;
private float _currentUpSpeed;
private bool _inputBlocked;
void Start()
{
SpawnWalls();
SpawnPawn();
ResetGame();
}
private void ShowCanvas(GameObject canvasToShow)
{
CanvasPressStart.SetActive(false);
CanvasExplanation.SetActive(false);
CanvasTimer.SetActive(false);
CanvasFinalScore.SetActive(false);
CanvasPauseScreen.SetActive(false);
if (canvasToShow != null)
{
canvasToShow.SetActive(true);
}
}
private void SpawnWalls()
{
_spawnedWallsBottom = new GameObject[GameSettingsInstance.NumberWalls];
_spawnedWallsTop = new GameObject[GameSettingsInstance.NumberWalls];
float direction = (RightBoundary.localPosition - LeftBoundary.localPosition).x;
_distanceBetweenEachWall = direction / (GameSettingsInstance.NumberWalls - 1);
for (int i = 0; i < GameSettingsInstance.NumberWalls; i++)
{
GameObject objBottom = SpawnWall();
GameObject objTop = SpawnWall();
_spawnedWallsBottom[GameSettingsInstance.NumberWalls - i - 1] = objBottom;
_spawnedWallsTop[GameSettingsInstance.NumberWalls - i - 1] = objTop;
//objBottom.transform.localRotation = new Quaternion(0, 0, 180, 0);
}
}
public void PlayerPickedUpJoystick()
{
if (_gameState == GameState.PAUSE && IsLocalPlayerPlaying())
{
_gameState = GameState.PLAY;
SetNewRoundTimer();
RequestSerialization();
HandleOnDeserialization();
}
else
{
Networking.SetOwner(Networking.LocalPlayer, gameObject);
PrepareResetGame();
}
}
private void SpawnPawn()
{
_spawnedControllable = Instantiate(PrefabControllable);
_spawnedControllable.transform.parent = gameObject.transform;
_spawnedControllable.transform.localScale = new Vector3(1, 1, 1);
}
private void PositionWall(GameObject wall, float positionX, bool shouldScaleToTop)
{
if (wall == null)
return;
float positionY = _currentDistanceBetweenTopAndBottomWall * (shouldScaleToTop ? 1 : -1) + _currentMiddleWallPosition;
wall.transform.localPosition = new Vector3(0, positionY, 0);
MoveWall(wall, positionX, shouldScaleToTop);
}
private void MoveWall(GameObject wall, float directionX, bool shouldScaleToTop)
{
if (wall == null)
return;
float positionY = wall.transform.localPosition.y;
float requiredWidth = (RightBoundary.localPosition - LeftBoundary.localPosition).x / (GameSettingsInstance.NumberWalls - 1);
float requiredHeight = shouldScaleToTop
? TopBoundary.localPosition.y - positionY
: positionY - BottomBoundary.localPosition.y;
Vector3 newPosition = new Vector3(wall.transform.localPosition.x, positionY, 0);
newPosition += new Vector3(directionX, 0, 0);
wall.transform.localRotation = new Quaternion(0, 0, shouldScaleToTop ? 0 : 180, 0);
wall.transform.localScale = new Vector3(requiredWidth / _boundingBoxPrefabWall.x, requiredHeight / _boundingBoxPrefabWall.y, 1);
wall.transform.localPosition = newPosition;
//TODO adapt position and scaling on x axis so there's no "bleeding"
}
private GameObject SpawnWall()
{
GameObject obj = Instantiate(PrefabWall);
Wall wall = obj.GetComponent<Wall>();
if (wall)
{
wall.MainGameInstance = this;
}
obj.transform.parent = SpawnedWallsWrapper.transform;
if (_boundingBoxPrefabWall == Vector3.zero)
{
_boundingBoxPrefabWall = obj.GetComponent<MeshRenderer>().bounds.size;
}
return obj;
}
private void ResetWallTransforms()
{
SetDistanceTopAndBottomWall(1);
for (int i = 0; i < GameSettingsInstance.NumberWalls; i++)
{
GameObject wallBottom = _spawnedWallsBottom[GameSettingsInstance.NumberWalls - i - 1];
GameObject wallTop = _spawnedWallsTop[GameSettingsInstance.NumberWalls - i - 1];
PositionWall(wallBottom , RightBoundary.transform.localPosition.x - _distanceBetweenEachWall * i, false);
PositionWall(wallTop , RightBoundary.transform.localPosition.x - _distanceBetweenEachWall * i, true);
}
}
private void SetDistanceTopAndBottomWall(float heightPercentage)
{
_currentDistanceBetweenTopAndBottomWall = 0.5f + heightPercentage * (TopBoundary.localPosition - BottomBoundary.localPosition).y / 5f;
}
public override void OnDeserialization()
{
HandleOnDeserialization();
}
private void HandleOnDeserialization()
{
if (!_isPlayerInArea)
return;
CanvasScoreboard.SetActive(_gameState == GameState.START_SCREEN
|| _gameState == GameState.PAUSE
|| _gameState == GameState.FINISH);
if (_gameState == GameState.START_SCREEN)
{
ResetGame();
if (_gameStateSaved != _gameState)
{
PlaySelectSound();
}
}
else if (_gameState == GameState.EXPLANATIONS)
{
ShowCanvas(CanvasExplanation);
PlaySelectSound();
}
else if (_gameState == GameState.PLAY)
{
if (_gameStateSaved != _gameState)
{
PlaySelectSound();
PlayMusic(true);
ShowCanvas(CanvasTimer);
}
if (_seed != _seedSaved)
{
_currentSeed = _seed;
_seedSaved = _seed;
}
if (Networking.GetServerTimeInSeconds() < _startRoundTime && _gameStateSaved != GameState.PAUSE)
{
InitNextRoundValues();
}
}
else if (_gameState == GameState.PAUSE && _gameStateSaved != _gameState)
{
ShowCanvas(CanvasPauseScreen);
PlaySelectSound();
PlayMusic(false);
SoundEffectHelicopter.gameObject.SetActive(false);
_gameStarted = false;
}
else if (_gameState == GameState.FINISH)
{
PlayMusic(false);
ShowCanvas(CanvasFinalScore);
FinalScoreTxt.text = ((long) _currentScore).ToString();
InitNextRoundValues();
if (GameSettingsInstance.SharedScoreboardPrefab)
GameSettingsInstance.SharedScoreboardPrefab.Insert(Networking.LocalPlayer, (long) _currentScore);
}
_gameStateSaved = _gameState;
}
public void ResetIfOwner()
{
if (IsLocalPlayerPlaying())
{
PrepareResetGame();
}
}
private void ResetGame()
{
InitNextRoundValues();
ShowCanvas(CanvasPressStart);
_timePlayed = 0;
_currentScore = 0;
_startRoundTime = 0;
Music.gameObject.SetActive(false);
_inputBlocked = false;
}
/// <summary>
/// Reset values between each round, doesn't fully reset the game
/// </summary>
private void InitNextRoundValues()
{
_currentMiddleWallPosition = RightBoundary.transform.localPosition.y;
ResetWallTransforms();
_buttonPressed = false;
_currentTraveledDistanceByWall = _distanceBetweenEachWall / 2;
_indexLastWall = GameSettingsInstance.NumberWalls - 1;
_currentUpSpeed = 0;
_spawnedControllable.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
_spawnedControllable.transform.localPosition = PawnDefaultPosition.localPosition;
_gameStarted = false;
SoundEffectHelicopter.gameObject.SetActive(false);
}
public void PrepareResetGame()
{
_gameState = 0;
RequestSerialization();
HandleOnDeserialization();
}
public void PlayerDroppedJoystick()
{
if (_gameState == GameState.PLAY)
{
_gameState = GameState.PAUSE;
}
else
{
PrepareResetGame();
}
RequestSerialization();
HandleOnDeserialization();
}
private int GetNextSeed()
{
return Random.Range((int)0, (int)0xFFFFFF);
}
public void OnPress()
{
if (_inputBlocked)
{
return;
}
switch (_gameState)
{
case GameState.PLAY:
{
_buttonPressed = true;
break;
}
default:
{
if (_gameState == GameState.START_SCREEN)
{
_gameState = GameState.EXPLANATIONS;
}
else if (_gameState == GameState.EXPLANATIONS)
{
_gameState = GameState.PLAY;
}
if (_gameState == GameState.PLAY)
{
InitNewRound();
_startGameTime = _startRoundTime;
}
else if (_gameState == GameState.FINISH)
{
_gameState = GameState.START_SCREEN;
}
RequestSerialization();
HandleOnDeserialization();
break;
}
};
}
bool _isPlayerInArea;
public void OnPlayerEnteredArea()
{
_isPlayerInArea = true;
}
public void OnPlayerExitedArea()
{
_isPlayerInArea = false;
}
public void SyncPlayer()
{
if (_gameState == GameState.PLAY && _gameStarted)
{
_positionPlayer = _spawnedControllable.transform.localPosition;
RequestSerialization();
SendCustomEventDelayedSeconds(nameof(SyncPlayer), 0.2f);
}
}
private void InitNewRound()
{
SetNewRoundTimer();
while (_seed == _seedSaved)
{
_seed = GetNextSeed();
}
RequestSerialization();
HandleOnDeserialization();
}
private void SetNewRoundTimer()
{
_startRoundTime = Networking.GetServerTimeInSeconds() + 4.0f;
}
public void OnRelease()
{
_buttonPressed = false;
}
private int GetIndexFirstWall()
{
return _indexLastWall + 1 >= GameSettingsInstance.NumberWalls ? 0 : _indexLastWall + 1;
}
private void UpdateMiddleBonePosition()
{
if (_gameStarted)
{
//Random.State previousState = Random.state; //Uncomment once it's exposed to Udon
Random.InitState(_currentSeed);
float newDirection = Random.Range(-0.7f, 0.7f);
_currentMiddleWallPosition += newDirection;
if (_currentMiddleWallPosition + _currentDistanceBetweenTopAndBottomWall > TopBoundary.localPosition.y || _currentMiddleWallPosition - _currentDistanceBetweenTopAndBottomWall < BottomBoundary.localPosition.y)
{
_currentMiddleWallPosition -= 2 * newDirection;
}
_currentSeed = GetNextSeed();
//Random.state = previousState; //Uncomment once it's exposed to Udon
}
}
private bool IsLocalPlayerPlaying()
{
return Networking.IsOwner(gameObject);
}
private void UpdateIngameUI()
{
if (_gameState == GameState.PLAY)
{
if (!_gameStarted)
{
if (Networking.GetServerTimeInSeconds() > _startRoundTime)
{
TimerTxt.text = "";
}
else
{
long remainingTime = (long)(_startRoundTime - Networking.GetServerTimeInSeconds());
TimerTxt.text = remainingTime == 0 ? "GO!" : remainingTime.ToString();
}
}
if (GameSettingsInstance.GameDuration != 0)
{
ProgressTxt.text = $"Progress : {(long)(_timePlayed * 100.0f / GameSettingsInstance.GameDuration)}%";
}
ScoreTxt.text = ((long)_currentScore).ToString("D14");
}
}
private void Update()
{
if (_gameState != GameState.PLAY || !_isPlayerInArea)
{
return;
}
UpdateIngameUI();
if (!_gameStarted && Networking.GetServerTimeInSeconds() > _startRoundTime)
{
_gameStarted = true;
if (IsLocalPlayerPlaying())
{
SyncPlayer();
}
SoundEffectHelicopter.gameObject.SetActive(true);
}
if (!_gameStarted)
{
return;
}
//calculating score, progress and broadness of the cave
_timePlayed += Time.deltaTime;
SetDistanceTopAndBottomWall(1.0f - (float)(Networking.GetServerTimeInSeconds() - _startRoundTime) / GameSettingsInstance.GameDuration);
if (IsLocalPlayerPlaying())
{
_currentScore += (float)(Networking.GetServerTimeInMilliseconds() / 1000.0f - _startRoundTime);
//Check if the game is finished
if (_timePlayed > GameSettingsInstance.GameDuration)
{
_gameState = GameState.FINISH;
_inputBlocked = true;
SendCustomEventDelayedSeconds(nameof(UnlockControls), 2.0f);
RequestSerialization();
HandleOnDeserialization();
}
//Applying forces to the helicopter
_spawnedControllable.transform.localPosition += new Vector3(0, _currentUpSpeed, 0);
if (_buttonPressed)
{
_currentUpSpeed += Time.deltaTime / 16.0f;
}
else
{
_currentUpSpeed -= Time.deltaTime / 16.0f;
}
SoundEffectHelicopter.pitch = Mathf.Clamp((_currentUpSpeed + 1) + _currentUpSpeed * 20, 0.2f, 1.8f);
}
else
{
_spawnedControllable.transform.localPosition = _positionPlayer;
}
//Moving the walls
float direction = -Time.deltaTime;
int startPosition = GetIndexFirstWall();
for (int i = 0; i < GameSettingsInstance.NumberWalls; i++)
{
int indexToUse = i + startPosition >= GameSettingsInstance.NumberWalls ? (i + startPosition) - GameSettingsInstance.NumberWalls : i + startPosition;
GameObject objBottom = _spawnedWallsBottom[indexToUse];
GameObject objTop = _spawnedWallsTop[indexToUse];
MoveWall(objBottom, direction, false);
MoveWall(objTop, direction, true);
}
_currentTraveledDistanceByWall += -direction;
MoveFirstWallToLast();
}
private void MoveFirstWallToLast()
{
while (_currentTraveledDistanceByWall >= _distanceBetweenEachWall)
{
UpdateMiddleBonePosition();
int indexFirstWall = GetIndexFirstWall();
//First wall will be placed behing last wall
PositionWall(_spawnedWallsBottom[indexFirstWall], _spawnedWallsBottom[_indexLastWall].transform.localPosition.x + _distanceBetweenEachWall, false);
PositionWall(_spawnedWallsTop[indexFirstWall], _spawnedWallsTop[_indexLastWall].transform.localPosition.x + _distanceBetweenEachWall, true);
_currentTraveledDistanceByWall -= _distanceBetweenEachWall;
//start and end position has changed, so we move them
_indexLastWall++;
if (_indexLastWall >= GameSettingsInstance.NumberWalls)
{
_indexLastWall = 0;
}
}
}
public void Crashed()
{
if (IsLocalPlayerPlaying())
{
InitNewRound();
RequestSerialization();
HandleOnDeserialization();
SendCustomNetworkEvent(VRC.Udon.Common.Interfaces.NetworkEventTarget.All, nameof(PlayExplosionSound));
}
}
public void PlayJumpSound()
{
if (!_isPlayerInArea)
return;
SoundEffectSource.clip = ClipJump;
SoundEffectSource.Play();
}
public void PlaySelectSound()
{
if (!_isPlayerInArea)
return;
SoundEffectSource.clip = ClipSelection;
SoundEffectSource.Play();
}
public void PlayMusic(bool shouldPlayMusic)
{
Music.gameObject.SetActive(shouldPlayMusic && _isPlayerInArea);
}
public void PlayExplosionSound()
{
if (!_isPlayerInArea)
return;
SoundEffectSource.clip = ClipExplosion;
SoundEffectSource.Play();
}
public void UnlockControls()
{
_inputBlocked = false;
}
}
}
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
public class Wall : UdonSharpBehaviour
{
public MainGame MainGameInstance;
void Start()
{
}
private void OnTriggerEnter(Collider obj)
{
Controllable controllable = obj.gameObject.GetComponent<Controllable>();
if (controllable != null)
{
MainGameInstance.Crashed();
}
}
}
}
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Copyright (c) 2011, Peter Hull (peter.hull@oikoi.com), with Reserved Font Name "VT323".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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