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61 lines (51 loc) · 1.79 KB
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TO LEARN:
1. Order of events
- Left or right hand collision checked first
- Order of events between a miss vs a cut
- Order of events between a cut or an obstacle hit
- When are notes spawned
- When are obstacles spawned
2. Hitboxes
- Note position + rotation
- ~~quat_slerp [Unity Function]~~
- ~~look_rotation [Unity Object Method]~~
- rotated_object_up [Unity Object Method]
- Transform.up [Unity Function]
- middle_rotation [Beat Saber Function]
- ~~_playerTransforms.MoveTowardsHead [Beat Saber Function]~~
- ~~get_y_pos_from_layer [Beat Saber Function]~~
- ~~get_gravity [Beat Saber Function]~~
- ~~Hitbox sizes for notes~~
- ~~Bomb hitbox size and shape~~
- Obstacle hitbox
3. Collision:
- Why do GameNote objects have a list of smallCuttableBySaber (resp bigCuttableBySaber)
as opposed to just a single smallCuttableBySaber hitbox?
- How does Unity check for collision
TO CODE (based on outline in calculateScore.py):
1. Data managers:
- Energy
- Combo
- Active Notes/Bombs
- Active Obstacles
2. Collision checking:
- Box with Box
- Sphere with Box
- Point with Box
3. Game State:
- Note position + rotation
- Obstacle position
4. Score calculation
- Pre Swing
- Post Swing
- Accuracy
Maps to make replays on:
- "Curse of the lovely fox" Hard tech map that has a pattern which (i think) you're
supposed to rotate your body/head a significant amount.
- "Teleportal" Speed/vibro map
- "Funk assembly" Lots of bombs
- "Garakuta doll play" Lots of note swapping.
- "Switronic" Tech that challenges the usual notions of 'parity'
- Something with lolope notes
- Something with lots of dot notes
- Fitbeat song?