2022-02-03 02:09:50 +00:00
|
|
|
using System.Collections;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
2022-02-14 08:53:58 +00:00
|
|
|
using NaughtyBezierCurves;
|
|
|
|
using DG.Tweening;
|
2022-02-03 02:09:50 +00:00
|
|
|
|
2022-02-12 08:12:12 +00:00
|
|
|
using RhythmHeavenMania.Util;
|
2022-02-03 02:09:50 +00:00
|
|
|
namespace RhythmHeavenMania.Games.RhythmRally
|
|
|
|
{
|
2022-02-12 08:12:12 +00:00
|
|
|
public class RhythmRally : Minigame
|
2022-02-03 02:09:50 +00:00
|
|
|
{
|
2022-02-14 08:53:58 +00:00
|
|
|
public enum RallySpeed { Slow, Normal, Fast, SuperFast }
|
2022-02-12 16:57:45 +00:00
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
[Header("Camera")]
|
|
|
|
public Transform renderQuadTrans;
|
2022-02-03 02:09:50 +00:00
|
|
|
public Transform cameraPos;
|
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
|
|
|
|
[Header("Ball and curve info")]
|
2022-02-04 18:15:28 +00:00
|
|
|
public GameObject ball;
|
2022-02-14 08:53:58 +00:00
|
|
|
public GameObject ballShadow;
|
|
|
|
public BezierCurve3D serveCurve;
|
|
|
|
public BezierCurve3D returnCurve;
|
2022-02-15 05:17:53 +00:00
|
|
|
public GameObject ballHitFX;
|
2022-02-14 08:53:58 +00:00
|
|
|
|
2022-02-04 18:15:28 +00:00
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
[Header("Animators")]
|
2022-02-12 08:12:12 +00:00
|
|
|
public Animator playerAnim;
|
|
|
|
public Animator opponentAnim;
|
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
[Header("Properties")]
|
|
|
|
public RallySpeed rallySpeed = RallySpeed.Normal;
|
|
|
|
public bool started;
|
|
|
|
public bool missed;
|
|
|
|
public bool served;
|
|
|
|
public float serveBeat;
|
|
|
|
public float targetBeat;
|
2022-02-15 05:17:53 +00:00
|
|
|
private bool inPose;
|
2022-02-14 08:53:58 +00:00
|
|
|
|
|
|
|
public Paddlers paddlers;
|
|
|
|
|
2022-02-12 08:12:12 +00:00
|
|
|
public GameEvent bop = new GameEvent();
|
|
|
|
|
|
|
|
public static RhythmRally instance;
|
|
|
|
|
|
|
|
private void Awake()
|
|
|
|
{
|
|
|
|
instance = this;
|
|
|
|
}
|
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
|
2022-02-03 02:09:50 +00:00
|
|
|
void Start()
|
|
|
|
{
|
2022-02-12 17:16:50 +00:00
|
|
|
renderQuadTrans.gameObject.SetActive(true);
|
|
|
|
|
2022-02-12 16:57:45 +00:00
|
|
|
var cam = GameCamera.instance.camera;
|
|
|
|
var camHeight = 2f * cam.orthographicSize;
|
|
|
|
var camWidth = camHeight * cam.aspect;
|
|
|
|
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
|
2022-02-12 08:12:12 +00:00
|
|
|
|
|
|
|
playerAnim.Play("Idle", 0, 0);
|
|
|
|
opponentAnim.Play("Idle", 0, 0);
|
2022-02-03 02:09:50 +00:00
|
|
|
}
|
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
const float tableHitTime = 0.58f;
|
|
|
|
bool opponentServing = false; // Opponent serving this frame?
|
2022-02-03 02:09:50 +00:00
|
|
|
void Update()
|
|
|
|
{
|
2022-02-12 08:12:12 +00:00
|
|
|
var cond = Conductor.instance;
|
2022-02-14 08:53:58 +00:00
|
|
|
var currentBeat = cond.songPositionInBeats;
|
|
|
|
|
|
|
|
var hitBeat = serveBeat; // Beat when the last paddler hit the ball
|
|
|
|
var beatDur1 = 1f; // From paddle to table
|
|
|
|
var beatDur2 = 1f; // From table to other paddle
|
|
|
|
|
|
|
|
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
|
|
|
|
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
|
|
|
|
|
|
|
|
bool playerPrepping = false; // Player using prep animation?
|
|
|
|
bool opponentPrepping = false; // Opponent using prep animation?
|
|
|
|
|
|
|
|
if (started)
|
|
|
|
{
|
|
|
|
// Determine hitBeat and beatDurs.
|
|
|
|
switch (rallySpeed)
|
|
|
|
{
|
|
|
|
case RallySpeed.Normal:
|
|
|
|
if (!served)
|
|
|
|
{
|
|
|
|
hitBeat = serveBeat + 2f;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case RallySpeed.Fast:
|
|
|
|
if (!served)
|
|
|
|
{
|
|
|
|
hitBeat = serveBeat + 1f;
|
|
|
|
beatDur1 = 1f;
|
|
|
|
beatDur2 = 2f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
beatDur1 = 0.5f;
|
|
|
|
beatDur2 = 0.5f;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case RallySpeed.SuperFast:
|
|
|
|
if (!served)
|
|
|
|
{
|
|
|
|
hitBeat = serveBeat + 1f;
|
|
|
|
}
|
|
|
|
|
|
|
|
beatDur1 = 0.5f;
|
|
|
|
beatDur2 = 0.5f;
|
|
|
|
break;
|
|
|
|
case RallySpeed.Slow:
|
|
|
|
if (!served)
|
|
|
|
{
|
|
|
|
hitBeat = serveBeat + 4f;
|
|
|
|
}
|
|
|
|
|
|
|
|
beatDur1 = 2f;
|
|
|
|
beatDur2 = 2f;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Ball position.
|
|
|
|
var curveToUse = served ? serveCurve : returnCurve;
|
|
|
|
float curvePosition;
|
|
|
|
|
|
|
|
var hitPosition1 = cond.GetPositionFromBeat(hitBeat, beatDur1);
|
|
|
|
if (hitPosition1 >= 1f)
|
|
|
|
{
|
|
|
|
var hitPosition2 = cond.GetPositionFromBeat(hitBeat + beatDur1, beatDur2);
|
|
|
|
curvePosition = tableHitTime + hitPosition2 * (1f - tableHitTime);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
curvePosition = hitPosition1 * tableHitTime;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!missed)
|
|
|
|
{
|
|
|
|
float curveHeight = 1f;
|
2022-02-15 05:17:53 +00:00
|
|
|
if (rallySpeed == RallySpeed.Fast && served)
|
|
|
|
curveHeight = 0.5f;
|
|
|
|
else if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f)
|
2022-02-14 08:53:58 +00:00
|
|
|
curveHeight = 2f;
|
|
|
|
else if (rallySpeed == RallySpeed.Slow)
|
|
|
|
curveHeight = 3f;
|
|
|
|
|
|
|
|
curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
|
|
|
|
ball.transform.position = curveToUse.GetPoint(Mathf.Clamp(curvePosition, 0, 1));
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: Make conditional so ball shadow only appears when over table.
|
|
|
|
ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
|
|
|
|
|
|
|
|
|
|
|
|
var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
|
|
|
|
|
|
|
|
// Check if the opponent should swing.
|
|
|
|
if (!served && timeBeforeNextHit <= 0f)
|
|
|
|
{
|
|
|
|
List<Beatmap.Entity> rallies = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "rhythmRally/rally" || c.datamodel == "rhythmRally/slow rally");
|
|
|
|
for (int i = 0; i < rallies.Count; i++)
|
|
|
|
{
|
|
|
|
var rally = rallies[i];
|
|
|
|
if (rally.beat - currentBeat <= 0f && rally.beat + rally.length - currentBeat > 0f)
|
|
|
|
{
|
|
|
|
Serve(hitBeat + beatDur1 + beatDur2, rallySpeed);
|
|
|
|
opponentServing = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check if paddler should do ready animation.
|
|
|
|
bool readyToPrep;
|
|
|
|
if (rallySpeed == RallySpeed.Slow || (!served && rallySpeed == RallySpeed.Fast))
|
|
|
|
readyToPrep = timeBeforeNextHit <= 2f;
|
|
|
|
else
|
|
|
|
readyToPrep = timeBeforeNextHit <= 1f;
|
|
|
|
|
|
|
|
// Paddler ready animation.
|
2022-02-15 05:17:53 +00:00
|
|
|
if (readyToPrep && !opponentServing && !inPose)
|
2022-02-14 08:53:58 +00:00
|
|
|
{
|
|
|
|
if (served)
|
|
|
|
{
|
|
|
|
playerPrepping = true;
|
|
|
|
if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1")))
|
|
|
|
playerAnim.Play("Ready1");
|
|
|
|
}
|
|
|
|
else if (!opponentServing)
|
|
|
|
{
|
|
|
|
opponentPrepping = true;
|
|
|
|
if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
|
|
|
|
opponentAnim.Play("Ready1");
|
|
|
|
|
|
|
|
// If player never swung and is still in ready state, snap them out of it.
|
|
|
|
if (missed && playerState.IsName("Ready1"))
|
|
|
|
playerAnim.Play("Beat");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2022-02-12 08:12:12 +00:00
|
|
|
|
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
// Paddler bop animation.
|
2022-02-12 08:12:12 +00:00
|
|
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
|
|
|
{
|
2022-02-15 05:17:53 +00:00
|
|
|
if (currentBeat >= bop.startBeat && currentBeat < bop.startBeat + bop.length && !inPose)
|
2022-02-12 08:12:12 +00:00
|
|
|
{
|
2022-02-14 08:53:58 +00:00
|
|
|
if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
|
2022-02-12 08:12:12 +00:00
|
|
|
playerAnim.Play("Beat", 0, 0);
|
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
if (!opponentPrepping && !opponentServing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
|
2022-02-12 08:12:12 +00:00
|
|
|
opponentAnim.Play("Beat", 0, 0);
|
|
|
|
}
|
|
|
|
}
|
2022-02-14 08:53:58 +00:00
|
|
|
|
|
|
|
opponentServing = false;
|
2022-02-12 08:12:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
public void Bop(float beat, float length)
|
|
|
|
{
|
|
|
|
bop.length = length;
|
|
|
|
bop.startBeat = beat;
|
2022-02-03 02:09:50 +00:00
|
|
|
}
|
2022-02-14 08:53:58 +00:00
|
|
|
|
|
|
|
public void Serve(float beat, RallySpeed speed)
|
|
|
|
{
|
|
|
|
served = true;
|
|
|
|
missed = false;
|
|
|
|
started = true;
|
|
|
|
opponentServing = true;
|
|
|
|
|
|
|
|
serveBeat = beat;
|
|
|
|
rallySpeed = speed;
|
|
|
|
|
|
|
|
var bounceBeat = 0f;
|
|
|
|
|
|
|
|
switch (rallySpeed)
|
|
|
|
{
|
|
|
|
case RallySpeed.Normal:
|
|
|
|
targetBeat = serveBeat + 2f;
|
|
|
|
bounceBeat = serveBeat + 1f;
|
|
|
|
break;
|
|
|
|
case RallySpeed.Fast:
|
|
|
|
case RallySpeed.SuperFast:
|
|
|
|
targetBeat = serveBeat + 1f;
|
|
|
|
bounceBeat = serveBeat + 0.5f;
|
|
|
|
break;
|
|
|
|
case RallySpeed.Slow:
|
|
|
|
targetBeat = serveBeat + 4f;
|
|
|
|
bounceBeat = serveBeat + 2f;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
opponentAnim.Play("Swing", 0, 0);
|
|
|
|
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
|
2022-02-15 05:17:53 +00:00
|
|
|
paddlers.BounceFX(bounceBeat);
|
2022-02-14 08:53:58 +00:00
|
|
|
|
|
|
|
paddlers.ResetState();
|
|
|
|
}
|
|
|
|
|
2022-02-15 05:17:53 +00:00
|
|
|
public void Pose()
|
|
|
|
{
|
|
|
|
playerAnim.Play("Pose", 0, 0);
|
|
|
|
opponentAnim.Play("Pose", 0, 0);
|
|
|
|
ball.gameObject.SetActive(false); // temporary solution, should realistically just fall down
|
|
|
|
inPose = true;
|
|
|
|
}
|
|
|
|
|
2022-02-14 08:53:58 +00:00
|
|
|
public void PrepareFastRally(float beat, RallySpeed speedChange)
|
|
|
|
{
|
|
|
|
if (speedChange == RallySpeed.Fast)
|
|
|
|
{
|
|
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
|
|
{
|
|
|
|
new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
|
|
|
|
});
|
|
|
|
|
|
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
|
|
{
|
|
|
|
new MultiSound.Sound("rhythmRally/Tonk", beat),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tonk", beat + 1f)
|
|
|
|
});
|
|
|
|
}
|
|
|
|
else if (speedChange == RallySpeed.SuperFast)
|
|
|
|
{
|
|
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
|
|
{
|
|
|
|
new BeatAction.Action(beat + 4f, delegate { Serve(beat + 4f, RallySpeed.SuperFast); }),
|
|
|
|
new BeatAction.Action(beat + 6f, delegate { Serve(beat + 6f, RallySpeed.SuperFast); }),
|
|
|
|
new BeatAction.Action(beat + 8f, delegate { Serve(beat + 8f, RallySpeed.SuperFast); }),
|
|
|
|
new BeatAction.Action(beat + 10f, delegate { Serve(beat + 10f, RallySpeed.SuperFast); })
|
|
|
|
});
|
|
|
|
|
|
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
|
|
{
|
|
|
|
new MultiSound.Sound("rhythmRally/Tonk", beat),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tonk", beat + 1f),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tink", beat + 1.5f),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tonk", beat + 2f),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tink", beat + 2.5f),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tonk", beat + 3f),
|
|
|
|
new MultiSound.Sound("rhythmRally/Tink", beat + 3.5f)
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
2022-02-03 02:09:50 +00:00
|
|
|
}
|
|
|
|
}
|