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

252 lines
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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 AgbPlayYan : SuperCurveObject
{
private enum JumpingState
{
Flying,
Walking,
Jumping,
Shocked,
Falling,
Whiffing,
Floating,
Rolling,
HighJumping,
JumpingFall,
HighJumpingFall
}
private JumpingState jumpingState;
private AgbNightWalk game;
private double jumpBeat;
[SerializeField] private List<Animator> balloons = new List<Animator>();
[SerializeField] private Animator star;
private Path jumpPath;
private Path whiffPath;
private Path highJumpPath;
private Animator anim;
private float fallStartY;
private double playYanFallBeat;
private double walkBeat;
[SerializeField] private float randomMinBalloonX = -0.45f;
[SerializeField] private float randomMaxBalloonX = 0.45f;
[SerializeField] private Transform spriteTrans; //for rolling rotation
private void Awake()
{
game = AgbNightWalk.instance;
jumpPath = game.GetPath("Jump");
whiffPath = game.GetPath("Whiff");
highJumpPath = game.GetPath("highJump");
anim = GetComponent<Animator>();
foreach (var balloon in balloons)
{
balloon.Play("Idle", 0, UnityEngine.Random.Range(0f, 1f));
Transform balloonTrans = balloon.transform.parent;
balloonTrans.localPosition = new Vector3(balloonTrans.localPosition.x + UnityEngine.Random.Range(randomMinBalloonX, randomMaxBalloonX), balloonTrans.localPosition.y);
}
}
bool hasFallen;
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
switch (jumpingState)
{
case JumpingState.Jumping:
Vector3 pos = GetPathPositionFromBeat(jumpPath, Math.Min(jumpBeat + jumpPath.positions[0].duration, cond.songPositionInBeatsAsDouble), jumpBeat);
transform.localPosition = pos;
float normalizedBeat = cond.GetPositionFromBeat(jumpBeat, jumpPath.positions[0].duration);
if (normalizedBeat >= 1f)
{
Walk();
}
break;
case JumpingState.JumpingFall:
Vector3 posf = GetPathPositionFromBeat(jumpPath, cond.songPositionInBeatsAsDouble, jumpBeat);
transform.localPosition = posf;
float normalizedBeatf = cond.GetPositionFromBeat(jumpBeat, jumpPath.positions[0].duration);
if (normalizedBeatf >= 1f && !hasFallen)
{
hasFallen = true;
SoundByte.PlayOneShotGame("nightWalkAgb/fall");
}
break;
case JumpingState.Walking:
transform.localPosition = Vector3.zero;
anim.DoScaledAnimation("Walk", walkBeat, 0.5f, 0.35f);
if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !game.IsExpectingInputNow(Minigame.InputAction_BasicPress))
{
Whiff(cond.songPositionInBeatsAsDouble);
}
break;
case JumpingState.Flying:
transform.localPosition = Vector3.zero;
break;
case JumpingState.Shocked:
break;
case JumpingState.Falling:
float normalizedFallBeat = cond.GetPositionFromBeat(playYanFallBeat, 2);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
float newPlayYanY = func(fallStartY, -12, normalizedFallBeat);
transform.localPosition = new Vector3(0, newPlayYanY);
break;
case JumpingState.Whiffing:
Vector3 pos2 = GetPathPositionFromBeat(whiffPath, Math.Min(jumpBeat + 0.5, cond.songPositionInBeatsAsDouble), jumpBeat);
transform.localPosition = pos2;
float normalizedBeat2 = cond.GetPositionFromBeat(jumpBeat, 0.5);
if (normalizedBeat2 >= 1f)
{
Walk();
}
break;
case JumpingState.Floating:
float normalizedFloatBeat = cond.GetPositionFromBeat(playYanFallBeat, 10);
EasingFunction.Function funcF = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
float newPlayYanYF = funcF(fallStartY, 12, normalizedFloatBeat);
transform.localPosition = new Vector3(0, newPlayYanYF);
break;
case JumpingState.Rolling:
float normalizedRoll = cond.GetPositionFromBeat(jumpBeat, 0.5f);
float newRot = Mathf.LerpUnclamped(0, -360, normalizedRoll);
spriteTrans.localEulerAngles = new Vector3(0, 0, newRot);
break;
case JumpingState.HighJumping:
Vector3 posH = GetPathPositionFromBeat(highJumpPath, Math.Min(jumpBeat + highJumpPath.positions[0].duration, cond.songPositionInBeatsAsDouble), jumpBeat);
transform.localPosition = posH;
float normalizedBeatH = cond.GetPositionFromBeat(jumpBeat, highJumpPath.positions[0].duration);
if (normalizedBeatH >= 1f)
{
Walk();
}
break;
case JumpingState.HighJumpingFall:
Vector3 posHf = GetPathPositionFromBeat(highJumpPath, cond.songPositionInBeatsAsDouble, jumpBeat);
transform.localPosition = posHf;
float normalizedBeatHf = cond.GetPositionFromBeat(jumpBeat, highJumpPath.positions[0].duration);
if (normalizedBeatHf >= 1f && !hasFallen)
{
hasFallen = true;
SoundByte.PlayOneShotGame("nightWalkAgb/fall");
}
break;
}
}
}
public void Shock(bool roll = false)
{
jumpingState = JumpingState.Shocked;
anim.DoScaledAnimationAsync(roll ? "RollShock" : "Shock", 0.5f);
SoundByte.PlayOneShotGame("nightWalkAgb/shock");
spriteTrans.localEulerAngles = Vector3.zero;
}
public void Fall(double beat)
{
jumpingState = JumpingState.Falling;
anim.Play("Jump", 0, 0);
playYanFallBeat = beat;
fallStartY = transform.localPosition.y;
SoundByte.PlayOneShotGame("nightWalkAgb/fall");
spriteTrans.localEulerAngles = Vector3.zero;
Update();
}
public void Float(double beat)
{
jumpingState = JumpingState.Floating;
anim.Play("Jump", 0, 0);
playYanFallBeat = beat;
fallStartY = transform.localPosition.y;
star.gameObject.SetActive(true);
StarBlink();
spriteTrans.localEulerAngles = Vector3.zero;
Update();
}
private void StarBlink()
{
if (UnityEngine.Random.Range(1, 3) == 1) star.DoScaledAnimationAsync("Blink", 0.5f);
Invoke("StarBlink", UnityEngine.Random.Range(0.1f, 0.3f));
}
public void Jump(double beat, bool fall = false)
{
jumpingState = fall ? JumpingState.JumpingFall : JumpingState.Jumping;
jumpBeat = beat;
anim.Play("Jump", 0, 0);
spriteTrans.localEulerAngles = Vector3.zero;
jumpPath.positions[0].duration = 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(jumpBeat));
Update();
}
public void HighJump(double beat, bool fall = false, bool barely = false)
{
jumpingState = fall ? JumpingState.HighJumpingFall : JumpingState.HighJumping;
jumpBeat = beat;
anim.DoScaledAnimationAsync("HighJump", 0.5f);
spriteTrans.localEulerAngles = Vector3.zero;
highJumpPath.positions[0].duration = 1.5f - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(jumpBeat));
highJumpPath.positions[0].height = barely ? 3.5f : 4.5f;
Update();
}
public void Roll(double beat)
{
jumpingState = JumpingState.Rolling;
jumpBeat = beat;
anim.DoScaledAnimationAsync("Roll", 0.5f);
Update();
}
public void Whiff(double beat)
{
jumpingState = JumpingState.Whiffing;
jumpBeat = beat;
anim.Play("Jump", 0, 0);
SoundByte.PlayOneShotGame("nightWalkAgb/whiff");
spriteTrans.localEulerAngles = Vector3.zero;
Update();
}
public void Walk()
{
if (jumpingState == JumpingState.Walking) return;
jumpingState = JumpingState.Walking;
walkBeat = Conductor.instance.songPositionInBeats;
spriteTrans.localEulerAngles = Vector3.zero;
}
public void PopBalloon(int index, bool instant)
{
if (instant)
{
balloons[index].DoNormalizedAnimation("Pop", 1);
return;
}
balloons[index].DoScaledAnimationAsync("Pop", 0.5f);
}
public void PopAll()
{
foreach (var balloon in balloons)
{
balloon.DoNormalizedAnimation("Pop", 1);
}
}
public void Hide()
{
anim.gameObject.SetActive(false);
}
}
}