HeavenStudioPlus/Assets/Scripts/Games/SpaceSoccer/Ball.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_SpaceSoccer
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{
public class Ball : MonoBehaviour
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{
public enum State { None, Dispensing, Kicked, HighKicked, Toe };
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[Header("Components")]
[HideInInspector] public Kicker kicker;
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[SerializeField] private GameObject holder;
[SerializeField] private GameObject spriteHolder;
[SerializeField] private GameObject kickFX;
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[Space(10)]
[SerializeField] private BezierCurve3D dispenseCurve;
[SerializeField] private BezierCurve3D kickCurve;
[SerializeField] private BezierCurve3D highKickCurve;
[SerializeField] private BezierCurve3D toeCurve;
[Header("Properties")]
public float startBeat;
public State state;
public float nextAnimBeat;
public float highKickSwing = 0f;
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private float lastSpriteRot;
public bool canKick;
public bool waitKickRelease;
private bool lastKickLeft;
public float zValue;
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public void Init(Kicker kicker, float dispensedBeat)
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{
this.kicker = kicker;
kicker.ball = this;
kicker.dispenserBeat = dispensedBeat;
float currentBeat = Conductor.instance.songPositionInBeats;
zValue = kicker.zValue;
if(currentBeat - dispensedBeat < 2f) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
{
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//Debug.Log("Dispensing");
state = State.Dispensing;
startBeat = dispensedBeat;
nextAnimBeat = startBeat + GetAnimLength(State.Dispensing);
kicker.kickTimes = 0;
return;
}
var highKicks = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!");
int numHighKicks = 0;
//determine what state the ball was in for the previous kick.
for(int i = 0; i < highKicks.Count; i++)
{
if (highKicks[i].beat + highKicks[i].length <= currentBeat)
{
numHighKicks++;
continue;
}
if (highKicks[i].beat > currentBeat)
{
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//Debug.Log("Setting state to kicked");
state = State.Kicked;
float relativeBeat = currentBeat - dispensedBeat;
startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
nextAnimBeat = startBeat + GetAnimLength(State.Kicked);
kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1; //every high kick has 2 kicks in the same time a regular keep-up does 3 kicks.
break;
}
else
{
highKickSwing = highKicks[i].swing;
if (highKickSwing == 0f)
highKickSwing = 0.5f;
if (highKicks[i].beat + GetAnimLength(State.HighKicked) > currentBeat)
{
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//Debug.Log("Setting state to high kick");
state = State.HighKicked;
float relativeBeat = highKicks[i].beat - dispensedBeat;
startBeat = dispensedBeat + Mathf.Ceil(relativeBeat); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
nextAnimBeat = startBeat + GetAnimLength(State.HighKicked);
kicker.kickTimes = Mathf.CeilToInt(relativeBeat) - numHighKicks - 1;
break;
}
else
{
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//Debug.Log("Setting state to toe");
state = State.Toe;
float relativeBeat = Mathf.Ceil(highKicks[i].beat - dispensedBeat) + GetAnimLength(State.HighKicked); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
startBeat = dispensedBeat + relativeBeat;
nextAnimBeat = startBeat + GetAnimLength(State.Toe);
kicker.kickTimes = (int)(relativeBeat - GetAnimLength(State.HighKicked)) - numHighKicks;
break;
}
}
}
if(state == 0) //if the for loop didn't set the state, i.e. all the high kicks happen before the point we start at.
{
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//Debug.Log("Defaulting to kicked state");
state = State.Kicked;
float relativeBeat = currentBeat - dispensedBeat;
startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
nextAnimBeat = startBeat + GetAnimLength(State.Kicked);
kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1;
}
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Update(); //make sure the ball is in the right place
}
public void Kick(bool player)
{
if (player)
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Jukebox.PlayOneShotGame("spaceSoccer/ballHit");
lastSpriteRot = spriteHolder.transform.eulerAngles.z;
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SetState(State.Kicked);
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lastKickLeft = kicker.kickLeft;
if (kicker.kickLeft)
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{
kickCurve.transform.localScale = new Vector3(-1, 1);
}
else
{
kickCurve.transform.localScale = new Vector3(1, 1);
}
kickCurve.KeyPoints[0].transform.position = holder.transform.position;
HitFX();
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}
public void HighKick()
{
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lastSpriteRot = spriteHolder.transform.eulerAngles.z;
SetState(State.HighKicked);
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highKickCurve.KeyPoints[0].transform.position = holder.transform.position;
HitFX();
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}
public void Toe()
{
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lastSpriteRot = spriteHolder.transform.eulerAngles.z;
SetState(State.Toe);
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toeCurve.KeyPoints[0].transform.position = holder.transform.position;
if (lastKickLeft)
{
toeCurve.KeyPoints[1].transform.localPosition = new Vector3(5.39f, 0);
}
else
{
toeCurve.KeyPoints[1].transform.localPosition = new Vector3(6.49f, 0);
}
HitFX();
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}
private void Update()
{
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switch (state) //handle animations
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{
case State.None: //the only time any ball should ever have this state is if it's the unused offscreen ball (which is the only reason this state exists)
{
gameObject.SetActive(false);
break;
}
case State.Dispensing:
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{
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 2.35f);
dispenseCurve.KeyPoints[0].transform.position = new Vector3(kicker.transform.position.x - 6f, kicker.transform.position.y - 6f);
dispenseCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 1f, kicker.transform.position.y - 6f);
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holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0f, -1440f, normalizedBeatAnim));
break;
}
case State.Kicked:
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{
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 1.5f);
if (!lastKickLeft)
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{
kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x + 0.5f, kicker.transform.position.y - 6f);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot - 360f, normalizedBeatAnim));
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}
else
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{
kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 2.5f, kicker.transform.position.y - 6f);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
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}
holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim);
break;
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}
case State.HighKicked:
{
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.HighKicked) + 0.3f);
highKickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 3.5f, kicker.transform.position.y - 6f);
holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
break;
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}
case State.Toe:
{
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.Toe) + 0.35f);
if (!lastKickLeft)
{
toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x + 0.5f, kicker.transform.position.y - 6f);
}
else
{
toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 1.0f, kicker.transform.position.y - 6f);
}
holder.transform.localPosition = toeCurve.GetPoint(normalizedBeatAnim);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, -860f, normalizedBeatAnim));
break;
}
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}
holder.transform.position = new Vector3(holder.transform.position.x, holder.transform.position.y, zValue);
}
private void HitFX()
{
GameObject kickfx = Instantiate(kickFX.gameObject, SpaceSoccer.instance.transform);
kickfx.SetActive(true);
kickfx.transform.position = holder.transform.position;
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}
private void SetState(State newState)
{
state = newState;
startBeat = nextAnimBeat;
nextAnimBeat += GetAnimLength(newState);
}
public float GetAnimLength(State anim)
{
switch(anim)
{
case State.Dispensing:
return 2f;
case State.Kicked:
return 1f;
case State.HighKicked:
return 2f - highKickSwing;
case State.Toe:
return 2f - (1f - highKickSwing);
default:
Debug.LogError("Ball has invalid state. State number: " + (int)anim);
return 0f;
}
}
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}
}