HeavenStudioPlus/Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs

390 lines
15 KiB
C#
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using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbBouncyRoadLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("bouncyRoad", "Bouncy Road", "0296FF", false, false, new List<GameAction>()
{
new GameAction("ball", "Ball")
{
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("goal", true, "Play Goal Sound"),
new Param("color", Color.white, "Color", "Choose the color of the ball."),
}
},
new GameAction("background appearance", "Background Appearance")
{
function = delegate {
var e = eventCaller.currentEntity;
BouncyRoad.instance.BackgroundColorSet(e.beat, e.length, e["colorBG1Start"], e["colorBG1End"], e["colorBG2Start"], e["colorBG2End"], e["ease"]);
},
defaultLength = 0.5f,
resizable = true,
parameters = new List<Param>()
{
new Param("colorBG1Start", new Color(0.004f, 0.596f, 0.996f), "Start BG Color", "Set top-most color of the background gradient at the start of the event."),
new Param("colorBG1End", new Color(0.004f, 0.596f, 0.996f), "End BG Color", "Set top-most color of the background gradient at the end of the event."),
new Param("colorBG2Start", Color.black, "Start BG Color", "Set bottom-most color of the background gradient at the start of the event."),
new Param("colorBG2End",Color.black, "End BG Color", "Set bottom-most color of the background gradient at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
}
},
// new GameAction("object appearance", "Object Appearance")
// {
// function = delegate {
// var e = eventCaller.currentEntity;
// BouncyRoad.instance.ObjectColorSet(e["color1"], e["color2"], e["color3"]);
// },
// defaultLength = 0.5f,
// parameters = new List<Param>()
// {
// new Param("color1", new Color(1, 1, 1), "Color 1"),
// new Param("color2", new Color(1, 1, 1), "Color 2"),
// new Param("color3", new Color(1, 1, 1), "Color 3"),
// }
// },
},
new List<string>() { "agb", "normal" },
"agbbouncy", "en",
new List<string>() { },
chronologicalSortKey: 24
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_BouncyRoad;
public class BouncyRoad : Minigame
{
[SerializeField] GameObject baseBall;
[SerializeField] GameObject baseBounceCurve;
[SerializeField] Transform CurveHolder;
[SerializeField] Transform ThingsTrans;
[System.NonSerialized] public Animator[] ThingsAnim;
[System.NonSerialized] public Dictionary<float, BezierCurve3D[]> CurveCache;
[SerializeField] BezierCurve3D PosCurve;
[SerializeField] float fallY;
[SerializeField] private SpriteRenderer BGGradient, BGHigh, BGLow;
private ColorEase[] colorEases = new ColorEase[2];
const double BALL_SEEK_TIME = 1.0;
private struct ScheduledBall
{
public double beat;
public double length;
public bool goal;
public Color color;
}
List<ScheduledBall> scheduledBalls = new();
int ballIndex;
public static BouncyRoad instance;
const int IALeft = 0;
const int IARight = 1;
protected static bool IA_PadLeft(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
}
protected static bool IA_TouchLeft(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt);
}
protected static bool IA_PadRight(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
}
protected static bool IA_TouchRight(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt);
}
public static PlayerInput.InputAction InputAction_Left =
new("AgbBouncyLeft", new int[] { IALeft, IALeft, IALeft },
IA_PadLeft, IA_TouchLeft, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_Right =
new("AgbBouncyRight", new int[] { IARight, IARight, IAEmptyCat },
IA_PadRight, IA_TouchRight, IA_Empty);
void Awake()
{
instance = this;
colorEases = new ColorEase[] {
new(new Color(0.004f, 0.596f, 0.996f)),
new(Color.black),
};
ThingsAnim = new Animator[ThingsTrans.childCount];
int childIndex = 0;
foreach (Transform child in ThingsTrans)
{
// var prog = (float)childIndex/(ThingsTrans.childCount-1);
// child.transform.localPosition = PosCurve.GetPoint(prog);
ThingsAnim[childIndex++] = child.GetComponent<Animator>();
}
var newCurves = new BezierCurve3D[ThingsTrans.childCount + 3];
// for (var i = 0; i < ThingsAnim.Length + 1; ++i)
// {
// var prog1 = (float)(i-1)/(ThingsTrans.childCount-1);
// var prog2 = (float)(i)/(ThingsTrans.childCount-1);
// var pos1 = PosCurve.GetPoint(prog1);
// var pos2 = PosCurve.GetPoint(prog2);
// var newCurve = GenerateInitCurve(pos1, pos2);
// newCurves[i] = newCurve.GetComponent<BezierCurve3D>();
// }
{
Vector3 pos1, pos2;
pos1 = PosCurve.GetPoint((float)(-1)/(ThingsAnim.Length-1));
pos2 = PosCurve.GetPoint(0);
newCurves[0] = GenerateInitCurve(pos1, pos2).GetComponent<BezierCurve3D>();
for (var i = 0; i < ThingsAnim.Length-1; ++i)
{
pos1 = ThingsTrans.GetChild(i).transform.localPosition;
pos2 = ThingsTrans.GetChild(i+1).transform.localPosition;
var newCurve = GenerateInitCurve(pos1, pos2);
newCurves[1+i] = newCurve.GetComponent<BezierCurve3D>();
}
pos1 = PosCurve.GetPoint(1);
pos2 = PosCurve.GetPoint((float)(ThingsAnim.Length)/(ThingsAnim.Length-1));
newCurves[ThingsAnim.Length] = GenerateInitCurve(pos1, pos2).GetComponent<BezierCurve3D>();
}
newCurves[^2] = GenerateMissCurve(13).GetComponent<BezierCurve3D>();
newCurves[^1] = GenerateMissCurve(14).GetComponent<BezierCurve3D>();
CurveCache = new Dictionary<float, BezierCurve3D[]>();
CurveCache.Add(1, newCurves);
}
public override void OnGameSwitch(double beat)
{
PersistColor(beat);
double gameStartBeat = beat, gameEndBeat = double.MaxValue;
var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > gameStartBeat);
gameEndBeat = firstEnd?.beat ?? gameEndBeat;
scheduledBalls.Clear();
ballIndex = 0;
var events = EventCaller.GetAllInGameManagerList("bouncyRoad", new string[] { "ball" }).FindAll(x => x.beat >= gameStartBeat && x.beat < gameEndBeat);
foreach (var e in events)
{
if (e.length == 0) continue;
var ball = new ScheduledBall
{
beat = e.beat,
length = e.length,
goal = e["goal"],
color = e["color"],
};
scheduledBalls.Add(ball);
}
scheduledBalls.Sort((x, y) => (x.beat - x.length).CompareTo(y.beat - y.length));
}
public override void OnPlay(double beat)
{
OnGameSwitch(beat);
}
void Update()
{
var cond = Conductor.instance;
if (!cond.isPlaying || cond.isPaused) return;
if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right))
{
ThingsAnim[12].Play("podium", 0, 0);
}
if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left))
{
ThingsAnim[13].Play("podium", 0, 0);
}
UpdateBalls();
UpdateBackgroundColor();
}
void UpdateBalls()
{
double beat = conductor.songPositionInBeatsAsDouble;
while(ballIndex < scheduledBalls.Count)
{
var ball = scheduledBalls[ballIndex];
if (ball.beat - ball.length < beat + BALL_SEEK_TIME)
{
SpawnBall(ball.beat, ball.length, ball.goal, ball.color);
ballIndex++;
}
else
{
break;
}
}
}
public void SpawnBall(double beat, double length, bool goal, Color color)
{
var newBall = Instantiate(baseBall, transform).GetComponent<Ball>();
newBall.startBeat = beat;
newBall.lengthBeat = length;
newBall.goal = goal;
newBall.color = color;
newBall.curve = GetHeightCurve((float)length);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - length, delegate
{
newBall.Init();
newBall.gameObject.SetActive(true);
})
});
}
List<double> bounceBeats = new();
public void PlayBounceSound(double beat, double length)
{
var sounds = new List<MultiSound.Sound>();
for (int i = 0; i < 12 ; i++)
{
var bounceBeat = beat + i * length;
if (!bounceBeats.Contains(bounceBeat)) sounds.Add(new MultiSound.Sound("bouncyRoad/ballBounce", bounceBeat));
bounceBeats.Add(bounceBeat);
}
MultiSound.Play(sounds.ToArray());
}
private Transform GenerateInitCurve(Vector3 pos1, Vector3 pos2)
{
float dist = Vector3.Distance(pos1, pos2);
float angle = Mathf.Atan2(pos1.z - pos2.z, pos1.x - pos2.x) * Mathf.Rad2Deg;
var newCurve = Instantiate(baseBounceCurve, CurveHolder).transform;
var point0 = newCurve.GetChild(0);
var point1 = newCurve.GetChild(1);
point0.transform.localPosition = pos1;
point0.transform.localEulerAngles = new Vector3(0, -angle, 0);
point0.transform.localScale = new Vector3(dist, 1, 1);
point1.transform.localPosition = pos2;
point1.transform.localEulerAngles = new Vector3(0, -angle, 0);
point1.transform.localScale = new Vector3(dist, 1, 1);
return newCurve;
}
private Transform GenerateMissCurve(int number)
{
var curve = CurveHolder.GetChild(number);
var newCurve = Instantiate(curve, CurveHolder).transform;
var point0 = newCurve.GetChild(0);
var point1 = newCurve.GetChild(1);
Vector3 pos1 = point1.transform.localPosition;
point1.transform.localPosition = pos1 + new Vector3(0, fallY, 0);
return newCurve;
}
private BezierCurve3D[] GetHeightCurve(float length)
{
BezierCurve3D[] newCurves;
CurveCache.TryGetValue(length, out newCurves);
if (newCurves is null)
{
var newCurveHolder = Instantiate(CurveHolder, transform);
newCurveHolder.name = $"CurveHolder_{length}";
var newCurvesTrans = newCurveHolder.transform;
newCurves = new BezierCurve3D[newCurvesTrans.childCount];
int childIndex = 0;
foreach (Transform child in newCurvesTrans)
{
var point0 = child.GetChild(0);
var point1 = child.GetChild(1);
Vector3 scale = point0.transform.localScale;
point0.transform.localScale = new Vector3(scale.x, length * scale.y, scale.z);
point1.transform.localScale = new Vector3(scale.x, length * scale.y, scale.z);
newCurves[childIndex++] = child.GetComponent<BezierCurve3D>();
}
CurveCache.Add(length, newCurves);
}
return newCurves;
}
public void BackgroundColorSet(double beat, float length, Color BG1Start, Color BG1End, Color BG2Start, Color BG2End, int colorEaseSet)
{
colorEases = new ColorEase[] {
new(beat, length, BG1Start, BG1End, colorEaseSet),
new(beat, length, BG2Start, BG2End, colorEaseSet),
};
UpdateBackgroundColor();
}
public void ObjectColorSet(Color Color1, Color Color2, Color Color3)
{
}
private void UpdateBackgroundColor()
{
BGGradient.material.SetColor("_ColorAlpha", colorEases[0].GetColor());
BGGradient.material.SetColor("_ColorDelta", colorEases[1].GetColor());
BGHigh.color = colorEases[0].GetColor();
BGLow.color = colorEases[1].GetColor();
}
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("bouncyRoad", new string[] { "background appearance" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allEventsBeforeBeat[^1];
BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBG1Start"], lastEvent["colorBG1End"], lastEvent["colorBG2Start"], lastEvent["colorBG2End"], lastEvent["ease"]);
}
}
}
}