HeavenStudioPlus/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrSoccerLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
{
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new GameAction("ball dispense", "Ball Dispense")
{
function = delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat, !eventCaller.currentEntity["toggle"]); },
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defaultLength = 2f,
parameters = new List<Param>()
{
new Param("toggle", false, "Disable Sound", "Disables the dispense sound")
},
inactiveFunction = delegate { if (!eventCaller.currentEntity["toggle"]) { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat); } }
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},
new GameAction("high kick-toe!", "High Kick-Toe!")
{
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
}
},
// This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however)
new GameAction("keep-up", "")
{
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defaultLength = 4f,
resizable = true,
hidden = true
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},
});
}
}
}
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namespace HeavenStudio.Games
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{
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using Scripts_SpaceSoccer;
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public class SpaceSoccer : Minigame
{
[Header("Components")]
[SerializeField] private GameObject ballRef;
[SerializeField] private List<Kicker> kickers;
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[SerializeField] private GameObject Background;
[SerializeField] private Sprite[] backgroundSprite;
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[Header("Properties")]
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[SerializeField] private bool ballDispensed; //unused
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public static SpaceSoccer instance { get; private set; }
private void Awake()
{
instance = this;
/*for (int x = 0; x < Random.Range(9, 12); x++)
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{
for (int y = 0; y < Random.Range(6, 9); y++)
{
GameObject test = new GameObject("test");
test.transform.parent = Background.transform;
test.AddComponent<SpriteRenderer>().sprite = backgroundSprite[Random.Range(0, 2)];
test.GetComponent<SpriteRenderer>().sortingOrder = -50;
test.transform.localPosition = new Vector3(Random.Range(-15f, 15f), Random.Range(-15f, 15f));
test.transform.localScale = new Vector3(0.52f, 0.52f);
}
}*/
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}
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private void Update()
{
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}
public override void OnGameSwitch(float beat)
{
foreach(var entity in GameManager.instance.Beatmap.entities)
{
if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
{
break;
}
if(entity.datamodel != "spaceSoccer/ball dispense" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
{
continue;
}
Dispense(entity.beat, false);
break;
}
}
public void Dispense(float beat, bool playSound = true)
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{
ballDispensed = true;
for (int i = 0; i < kickers.Count; i++)
{
Kicker kicker = kickers[i];
if (i == 0) kicker.player = true;
if (kicker.ball != null) return;
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GameObject ball = Instantiate(ballRef, transform);
ball.SetActive(true);
Ball ball_ = ball.GetComponent<Ball>();
ball_.Init(kicker, beat);
if (kicker.player && playSound)
{
DispenseSound(beat);
}
kicker.canKick = true;
}
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}
public static void DispenseSound(float beat)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
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new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat),
new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.25f),
new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.25f),
new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
}, forcePlay:true);
}
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}
}