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Crosshairs

A simple Confirm input prompt consisting of a ring that renders on an actor with its matching crosshair moving from a random position towards it which is then repeated multiple times. The goal of the command is to press Confirm when the crosshair falls inside its ring visually and to hit all of the Confirm inputs correctly in a row. If no Confirm inputs is done for any crosshairs or if Confirm is pressed too early, the command is a failure.

timer usage

The amount of frames the first crosshair will move before the command is considered a failure. This frames amount never changes for all crosshairs if data[3] doesn't exist and if it does, it will decrease by data[3] after each successful crosshair.

data array

  • data[0]: The amount of crosshairs to hit for the command to succeed
  • data[1]: The actor index that the crosshairs will target on. The party depends on the value:
    • If it's 0 or higher, it's an enemydata index
    • If it's less than 0, its absolute value - 1 is a playerdata index
  • data[2]: This is both the distance the crosshair will be from the target before heading towards it and it also determines the range of each component of the generated starting position's vector (between - (2 * data[2]) and 2 * data[2])
  • data[3]: The amount of frames that gets removed of the total time the crosshair will move after each sucessful Confirm press. This is optional: no frames are removed if this value doesn't exist

DoCommand Setup phase

  • presskey is set to 4
  • The Crosshair sound is played on sounds[9] with 0.5 volume on loop
  • commandsprites is set to a new array of 2 elements where each is the SpriteRenderer of a new UI object named crossX where X is the index childed to the battlemap with a scale of Vector3.one using the guisprites[41] sprite (a white cross with a dot in the center) with a sortorder of 10 + index on layer 15 (3DUI). The local position depends on data[1]:
    • If it's at least 0, it's the enemydata's battleentity position at index data[1] (truncated to int) + (Vector3.up * (the enemy party member's battleentity.height - 1.0) + the enemy party member's cursoroffset). However, if the enemy party member's position is Underground, it's the enemy party member's battleentity position + (0.0, 0.5, 0.0)
    • Otherwise (meaning data[1] is negative), the logic is the same, but the enemydata index is the absolute value of data[1] - 1 and the local position doesn't change if the enemy party member's position is Underground
  • commandsprites[0].sprite is set to guisprites[93] (a white crosshair's ring)

DoCommand Execution phase

There's 3 parts to the execution phase: before the timer loop which has some initialisation, the timer loop itself and after the timer loop where there's cleanups.

Before timer loop

  • combo is set to 0
  • The actor's entity corresponding to the command's target is obtained (the enemy party member if data[1] is 0 or above, the player party member otherwise)
  • The amount of remaining crosshairs is stored in a local int and initialised to data[0]
  • caninputcooldown is set to 10.0
  • A starting crosshair position is generated which is done by doing the following:
    • Generate a random vector where each component is between - (2 * data[2]) and 2 * data[2] (via MainManager.RandomVector)
    • Clamp the magnitude of the vector to be data[2] (via calling MainManager.ClampMagnitude from data[2] to data[2])
    • Add the commandsprites[0]'s position (the crosshair's ring)
    • Repeat if the x/y distance to commandsprites[0]'s position (the crosshair's ring) is less than data[2]. NOTE: This is an inneficient way to reject any vectors whose z has an absolute value that is too high. It shouldn't have been considered in the vector's generation, but instead of doing that, the sample is rejected

timer loop

This loop goes on until timer expires which happens when no Confirm inputs was done for enough time to fail the command. It will be exited early if an early fail happens or if a success happens.

This is what happens inside the loop:

  • Both commandsprites (the crosshair and its ring) has their z angles incremented by 7x the game's frametime so they continuously rotate
  • commandsprites[1] (the crosshair) has its position set to a lerpUnclamped from the starting position generated (with the z being the commandsprites[0] one which is the crosshair's ring) to commandsprites[0].position (the crosshair's ring) with an unclamped factor of (1.0 - timer / initialtimer) * 1.15. This essentially makes the crosshair travel towards its ring, but it will overshoot intentionally the position by 15% which allows the crosshair to go slightly past the center of its ring
  • If the distance between both commandsprites is less than 0.75, commandsprites[1] (the crosshair)'s color is set to pure green. This is only updated for every 3 frames tracked by timer floored % 3 being 0
  • If Confirm was pressed without hold and caninputcooldown expired (normally not for the first 10.0 frames of the loop), the input is handled by either failing or moving on to the next crosshair:
    • If the distance between both commandsprites is more than 0.85, the command is failed by calling PlayBuzzer followed by setting commandsprites[1] (the crosshair)'s color is set to pure red and breaking out of the timer loop early
    • If wordroutine isn't in progress, it is stopped and commandword is destroyed
    • wordroutine is set to a new ShowSuccessWord call for the targetted entity without block or super
    • commandsprites[1] (the crosshair)'s color is set to pure white
    • A new starting crosshair position is generated using the same scheme than the first one and assigned to it
    • The amount of remaining crosshairs is decremented
    • If data[3] existed, initialtimer is decreased by it (effectively, it removes this much amount of frames for the duration of the next crosshair)
    • timer is set to initialtimer
    • combo is incremented (this will be used when showing the next success word)
    • The volume of sounds[9] (Crosshair sound) is saved, then temporarilly set to 0.0
    • The ACBeep sound is played with a pitch of 0.9 + combo / 10.0 and a volume of 1.0 - 0.075 * combo
    • 0.05 seconds are yielded
    • The volume of sounds[9] (Crosshair sound) is restored
    • caninputcooldown is reset to 10.0 frames
  • If there's no more remaining crosshair, the command is succeeded by doing the following:
    • Both commandsprites are disabled
    • commandsuccess is set to true
    • Break out of the timer loop early
  • If caninputcooldown hasn't expired yet, it is decreased by the game's frametime
  • timer is decreased by the game's frametime
  • A frame is yielded

After timer loop

  • sounds[9] is stopped (Crosshair sound)
  • doingaction is set to false (this will be interpreted as DoCommand being done, but it isn't technically done. This however shouldn't matter in practice because the rest of the coroutine is just cleanup so it is logically done)
  • If commandsuccess is false (the command was failed), commandsprites[1].color (the crosshair) is set to pure red. Otherwise (the command was succeeded), the AtkSuccess sound is played
  • 0.5 seconds are yielded