HeavenStudioPlus/Assets/Scripts/Games/NightWalkAgb/AgbPlatformHandler.cs

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C#
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Nightwalk GBA (#569) * Nightwalks set up * Play yan with balloons * platformSetUp * Platform handler fundamentals * Count In Added * small thing * Got em inputs in nightwalk gba to work * Platforms now spawn when there's no count-in * He jumps now! * Decreased platform count * Height changes added * Randomness for height changes * Name changing * Fixed a bug with no count in blocks * Ok height changes should be flawless now * No jumping added * Umbrella and lollipop added * Umbrella drum pattern added * Fallyan :( * Implemented falling :( * Fixed drum patterns not working * Fish implemented * Fixed kick sound being weird * 4 beat count in added * Tweaked landing pos * Walking Count-In added * new sprites touched up anims * oops1 * barely anims * Implemented barelies into nightwalk gba * Balloons have random positioning now * New sounds and whiff/barely sounds * Fall smear added * Fixed issues with platform heights on gameswitches * 24 platforms * walk is normalized now * Star scrolling functionality done * Blink animations n stuff * STARS BLINK NOW * Force evolve added + tweaks * Fixed stars not stopping + upped amount of stars * End event setup * Finding end blocks logic added * end event functionality finished * end platform anim * fixed anim * only stars on screen evolve * 2 evolve by default * End event fixes * more blinking * star blinks now and has string * minor tweak * fix to interaction between fish and end block * tweaked dropdown values * removed fish sound * named some sprites in the spritesheet * high jump and roll anims * Roll sound should only play if valid * Small fix to roll cue sound logic * Another small fix to roll cue sound logic * ok actually fixed roll sound * roll platform added to jumpl platform prefab * Roll cue platform visuals done * Basic Roll Cue implemented * flower * umbrella * barely for roll release * OOPS * smol fixes * fixed visual stuff and added missing to rolls * redid sheet, new anims * slow walkin' * adjustments * oops * adjusted smear * improved interaction between roll and end block * improved interaction between roll cue and platform heights * 32 stars * made the star boundary way smaller * how was i this stupid * fixed more interactions * stack proof roll cue and also end block + roll cue fix * Fixed things related to stars * fixed no jumping not working with end block + roll * nearing the final stages * rolls counts for 2 jumps now * fixed a bug to do with roll platforms and made roll platform sounds not be able to be played on invalid beats * made stage 2 stars bigger * added destroy roll platform sprites * update to new systems --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-28 06:03:53 +00:00
using HeavenStudio.Util;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_AgbNightWalk
{
public class AgbPlatformHandler : MonoBehaviour
{
private AgbNightWalk game;
[Header("Properties")]
[SerializeField] private AgbPlatform platformRef;
[SerializeField] private AgbStarHandler starHandler;
public float defaultYPos = -11.76f;
public float heightAmount = 2;
public float platformDistance = 3.80f;
public float playerXPos = -6.78f;
[SerializeField] private float starLength = 16;
[SerializeField] private float starHeight = 0.0625f;
[Range(1, 100)]
public int platformCount = 20;
private float lastHeight = 0;
private float heightToRaiseTo = 0;
private double raiseBeat = double.MinValue;
[NonSerialized] public List<AgbPlatform> allPlatforms = new();
private int lastHeightUnits;
private int currentHeightUnits;
private bool stopStars;
private void Awake()
{
game = AgbNightWalk.instance;
}
public void SpawnPlatforms(double beat)
{
if (game.countInBeat != double.MinValue)
{
for (int i = 0; i < platformCount; i++)
{
AgbPlatform platform = Instantiate(platformRef, transform);
allPlatforms.Add(platform);
platform.handler = this;
platform.StartInput(game.countInBeat + i + game.countInLength - (platformCount * 0.5), game.countInBeat + i + game.countInLength);
platform.gameObject.SetActive(true);
}
}
else
{
double firstInputBeat = Math.Ceiling(beat);
for (int i = 0; i < platformCount; i++)
{
AgbPlatform platform = Instantiate(platformRef, transform);
allPlatforms.Add(platform);
platform.handler = this;
platform.StartInput(beat, firstInputBeat + i - platformCount);
platform.gameObject.SetActive(true);
}
int lastUnits = game.FindHeightUnitsAtBeat(firstInputBeat - 1);
int currentUnits = game.FindHeightUnitsAtBeat(firstInputBeat);
RaiseHeight(firstInputBeat - 1, lastUnits, currentUnits);
if (lastUnits != currentUnits)
{
game.playYan.Jump(firstInputBeat - 1);
}
}
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (raiseBeat != double.MinValue)
{
float normalizedBeat = Mathf.Clamp(cond.GetPositionFromBeat(raiseBeat, 1), 0, 1);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuint);
float newPosY = func(lastHeight, heightToRaiseTo, normalizedBeat);
transform.localPosition = new Vector3(0, -newPosY, 0);
starHandler.normalizedY = -func(starHeight * lastHeightUnits, starHeight * currentHeightUnits, normalizedBeat);
}
if (stopStars) return;
float normalizedValue = cond.GetPositionFromBeat(0, starLength);
starHandler.normalizedX = -normalizedValue;
}
}
public void StopAll()
{
foreach (var platform in allPlatforms)
{
platform.Stop();
}
stopStars = true;
}
public void DevolveAll()
{
starHandler.Devolve();
}
public bool PlatformsStopped()
{
return allPlatforms[0].stopped;
}
public void DestroyPlatforms(double startBeat, double firstBeat, double lastBeat)
{
List<AgbPlatform> platformsToDestroy = allPlatforms.FindAll(x => x.endBeat >= firstBeat && x.endBeat <= lastBeat);
platformsToDestroy.Sort((x, y) => x.endBeat.CompareTo(y.endBeat));
List<BeatAction.Action> actions = new();
for (int i = 0; i < platformsToDestroy.Count; i++)
{
AgbPlatform currentPlatformToDdestroy = platformsToDestroy[i];
double fallBeat = startBeat + i;
actions.Add(new BeatAction.Action(fallBeat, delegate
{
currentPlatformToDdestroy.Disappear(fallBeat);
}));
}
BeatAction.New(this, actions);
}
public void RaiseHeight(double beat, int lastUnits, int currentUnits)
{
raiseBeat = beat;
lastHeight = lastUnits * heightAmount * transform.localScale.y;
heightToRaiseTo = currentUnits * heightAmount * transform.localScale.y;
currentHeightUnits = currentUnits;
lastHeightUnits = lastUnits;
Update();
}
}
}