HeavenStudioPlus/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using System;
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using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.BuiltToScaleDS
{
public class BuiltToScaleDS : Minigame
{
public enum BTSObject { HitPieces, MissPieces, FlyingRod }
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[Header("Camera")]
public Transform renderQuadTrans;
public Transform camPivot;
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[Header("References")]
public SkinnedMeshRenderer environmentRenderer;
public GameObject flyingRodBase;
public GameObject movingBlocksBase;
public GameObject hitPartsBase;
public GameObject missPartsBase;
public Transform partsHolder;
public Transform blocksHolder;
public Animator shooterAnim;
public Animator elevatorAnim;
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[Header("Properties")]
public float beltSpeed = 1f;
private Material beltMaterial;
private Material[] environmentMaterials;
private float currentBeltOffset;
[NonSerialized] public bool shootingThisFrame;
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public static BuiltToScaleDS instance;
private void Awake()
{
instance = this;
environmentMaterials = environmentRenderer.materials;
beltMaterial = Instantiate(environmentMaterials[8]);
environmentMaterials[8] = beltMaterial;
}
void Start()
{
renderQuadTrans.gameObject.SetActive(true);
var cam = GameCamera.instance.camera;
var camHeight = 2f * cam.orthographicSize;
var camWidth = camHeight * cam.aspect;
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
elevatorAnim.Play("MakeRod", 0, 1f);
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}
List<Beatmap.Entity> spawnedBlockEvents = new List<Beatmap.Entity>();
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void Update()
{
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
return;
var currentBeat = Conductor.instance.songPositionInBeats;
var blockEvents = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "builtToScaleDS/spawn blocks");
for (int i = 0; i < blockEvents.Count; i++)
{
var ev = blockEvents[i];
if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times.
var spawnBeat = ev.beat - ev.length;
if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length)
{
SpawnBlocks(spawnBeat, ev.length);
spawnedBlockEvents.Add(ev);
break;
}
}
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currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
environmentRenderer.materials = environmentMaterials;
}
void LateUpdate()
{
var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
bool canShoot = !shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying();
if (canShoot && PlayerInput.Pressed() && !shootingThisFrame)
{
shootingThisFrame = true;
Shoot();
SpawnObject(BTSObject.FlyingRod);
Jukebox.PlayOneShotGame("builtToScaleDS/Boing");
}
if (!shootingThisFrame)
{
if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
{
shooterAnim.Play("WindDown", 0, 0);
}
}
shootingThisFrame = false;
}
public void SpawnBlocks(float beat, float length)
{
var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent<Blocks>();
newBlocks.createBeat = beat;
newBlocks.createLength = length;
newBlocks.gameObject.SetActive(true);
SetBlockTime(newBlocks, beat, length);
}
const int blockFramesPerSecond = 24;
const int blockHitFrame = 39;
const int blockTotalFrames = 80;
const int spawnFrameOffset = -3;
List<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 };
public void SetBlockTime(Blocks blocks, float spawnBeat, float length)
{
float spawnTimeOffset = (float)spawnFrameOffset / (float)blockFramesPerSecond;
float secondsPerFrame = 1f / blockFramesPerSecond;
float secondsToHitFrame = secondsPerFrame * blockHitFrame;
float secondsPerBeat = Conductor.instance.secPerBeat;
float secondsToHitBeat = secondsPerBeat * 5f * length + spawnTimeOffset;
float speedMult = secondsToHitFrame / secondsToHitBeat;
float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - spawnBeat) + spawnTimeOffset;
float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime;
// The only way I could deal with Unity's interpolation shenanigans without having a stroke.
if (criticalFrames.Contains(Mathf.FloorToInt(framesPastSpawnTime)))
framesPastSpawnTime = Mathf.CeilToInt(framesPastSpawnTime);
blocks.anim.Play("Move", 0, framesPastSpawnTime / blockTotalFrames);
blocks.anim.speed = speedMult;
}
public void SpawnObject(BTSObject btsObject)
{
GameObject prefabToUse = null;
string animNameToUse = "";
switch (btsObject)
{
case BTSObject.HitPieces:
prefabToUse = hitPartsBase;
animNameToUse = "PartsHit";
break;
case BTSObject.MissPieces:
prefabToUse = missPartsBase;
animNameToUse = "PartsMiss";
break;
case BTSObject.FlyingRod:
prefabToUse = flyingRodBase;
animNameToUse = "Fly";
break;
}
if (prefabToUse != null)
{
var newPiece = GameObject.Instantiate(prefabToUse, partsHolder).GetComponent<BTSPiece>();
newPiece.gameObject.SetActive(true);
newPiece.anim.Play(animNameToUse, 0, 0);
}
}
public void Shoot()
{
shooterAnim.Play("Shoot", 0, 0);
elevatorAnim.Play("MakeRod", 0, 0);
}
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public void PlayPiano(float beat, float length, int semiTones)
{
var pianoPitch = Mathf.Pow(2f, (1f / 12f) * semiTones) *Conductor.instance.musicSource.pitch;
var pianoSource = Jukebox.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true);
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Jukebox.SetLoopParams(pianoSource, beat + length, 0.1f);
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}
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}
}