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using System.Collections ;
using System.Collections.Generic ;
using UnityEngine ;
using NaughtyBezierCurves ;
using RhythmHeavenMania.Util ;
namespace RhythmHeavenMania.Games.SpaceSoccer
{
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public class Ball : MonoBehaviour
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{
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public enum State { Dispensing , Kicked , HighKicked , Toe } ;
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[Header("Components")]
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[HideInInspector] public Kicker kicker ;
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[SerializeField] private GameObject holder ;
[SerializeField] private GameObject spriteHolder ;
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[SerializeField] private GameObject kickFX ;
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[Space(10)]
[SerializeField] private BezierCurve3D dispenseCurve ;
[SerializeField] private BezierCurve3D kickCurve ;
[SerializeField] private BezierCurve3D highKickCurve ;
[SerializeField] private BezierCurve3D toeCurve ;
[Header("Properties")]
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public float startBeat ;
public State state ;
public float nextAnimBeat ;
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public float highKickSwing = 0f ;
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private float lastSpriteRot ;
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public bool canKick ; //unused
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private bool lastKickLeft ;
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public void Init ( Kicker kicker , float dispensedBeat )
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{
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this . kicker = kicker ;
kicker . ball = this ;
kicker . dispenserBeat = dispensedBeat ;
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float currentBeat = Conductor . instance . songPositionInBeats ;
if ( currentBeat - dispensedBeat < 2f ) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
{
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//Debug.Log("Dispensing");
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state = State . Dispensing ;
startBeat = dispensedBeat ;
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nextAnimBeat = startBeat + GetAnimLength ( State . Dispensing ) ;
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kicker . kickTimes = 0 ;
if ( kicker . player )
{
MultiSound . Play ( new MultiSound . Sound [ ]
{
new MultiSound . Sound ( "spaceSoccer/dispenseNoise" , dispensedBeat ) ,
new MultiSound . Sound ( "spaceSoccer/dispenseTumble1" , dispensedBeat + 0.25f ) ,
new MultiSound . Sound ( "spaceSoccer/dispenseTumble2" , dispensedBeat + 0.5f ) ,
new MultiSound . Sound ( "spaceSoccer/dispenseTumble2B" , dispensedBeat + 0.5f ) ,
new MultiSound . Sound ( "spaceSoccer/dispenseTumble3" , dispensedBeat + 0.75f ) ,
new MultiSound . Sound ( "spaceSoccer/dispenseTumble4" , dispensedBeat + 1f ) ,
new MultiSound . Sound ( "spaceSoccer/dispenseTumble5" , dispensedBeat + 1.25f ) ,
new MultiSound . Sound ( "spaceSoccer/dispenseTumble6" , dispensedBeat + 1.5f ) ,
new MultiSound . Sound ( "spaceSoccer/dispenseTumble6B" , dispensedBeat + 1.75f ) ,
} ) ;
}
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return ;
}
List < Beatmap . Entity > highKicks = GameManager . instance . Beatmap . entities . FindAll ( c = > c . datamodel = = "spaceSoccer/high kick-toe!" ) ;
int numHighKicks = 0 ;
//determine what state the ball was in for the previous kick.
for ( int i = 0 ; i < highKicks . Count ; i + + )
{
if ( highKicks [ i ] . beat + highKicks [ i ] . length < = currentBeat )
{
numHighKicks + + ;
continue ;
}
if ( highKicks [ i ] . beat > currentBeat )
{
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//Debug.Log("Setting state to kicked");
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state = State . Kicked ;
float relativeBeat = currentBeat - dispensedBeat ;
startBeat = dispensedBeat + ( int ) ( relativeBeat - 0.1 ) ; //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
nextAnimBeat = startBeat + GetAnimLength ( State . Kicked ) ;
kicker . kickTimes = ( int ) ( relativeBeat - 0.1 ) - numHighKicks - 1 ; //every high kick has 2 kicks in the same time a regular keep-up does 3 kicks.
break ;
}
else
{
highKickSwing = highKicks [ i ] . swing ;
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if ( highKickSwing = = 0f )
highKickSwing = 0.5f ;
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if ( highKicks [ i ] . beat + GetAnimLength ( State . HighKicked ) > currentBeat )
{
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//Debug.Log("Setting state to high kick");
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state = State . HighKicked ;
float relativeBeat = highKicks [ i ] . beat - dispensedBeat ;
startBeat = dispensedBeat + Mathf . Ceil ( relativeBeat ) ; //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
nextAnimBeat = startBeat + GetAnimLength ( State . HighKicked ) ;
kicker . kickTimes = Mathf . CeilToInt ( relativeBeat ) - numHighKicks - 1 ;
break ;
}
else
{
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//Debug.Log("Setting state to toe");
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state = State . Toe ;
float relativeBeat = Mathf . Ceil ( highKicks [ i ] . beat - dispensedBeat ) + GetAnimLength ( State . HighKicked ) ; //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
startBeat = dispensedBeat + relativeBeat ;
nextAnimBeat = startBeat + GetAnimLength ( State . Toe ) ;
kicker . kickTimes = ( int ) ( relativeBeat - GetAnimLength ( State . HighKicked ) ) - numHighKicks ;
break ;
}
}
}
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if ( state = = 0 ) //if the for loop didn't set the state
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{
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//Debug.Log("Defaulting to kicked state");
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state = State . Kicked ;
float relativeBeat = currentBeat - dispensedBeat ;
startBeat = dispensedBeat + ( int ) ( relativeBeat - 0.1 ) ; //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
nextAnimBeat = startBeat + GetAnimLength ( State . Kicked ) ;
kicker . kickTimes = ( int ) ( relativeBeat - 0.1 ) - numHighKicks - 1 ;
}
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Update ( ) ; //make sure the ball is in the right place
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}
public void Kick ( bool player )
{
if ( player )
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Jukebox . PlayOneShotGame ( "spaceSoccer/ballHit" ) ;
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lastSpriteRot = spriteHolder . transform . eulerAngles . z ;
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SetState ( State . Kicked ) ;
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lastKickLeft = kicker . kickLeft ;
if ( kicker . kickLeft )
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{
kickCurve . transform . localScale = new Vector3 ( - 1 , 1 ) ;
}
else
{
kickCurve . transform . localScale = new Vector3 ( 1 , 1 ) ;
}
kickCurve . KeyPoints [ 0 ] . transform . position = holder . transform . position ;
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HitFX ( ) ;
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}
public void HighKick ( )
{
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lastSpriteRot = spriteHolder . transform . eulerAngles . z ;
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SetState ( State . HighKicked ) ;
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highKickCurve . KeyPoints [ 0 ] . transform . position = holder . transform . position ;
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HitFX ( ) ;
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}
public void Toe ( )
{
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lastSpriteRot = spriteHolder . transform . eulerAngles . z ;
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SetState ( State . Toe ) ;
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toeCurve . KeyPoints [ 0 ] . transform . position = holder . transform . position ;
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if ( lastKickLeft )
{
toeCurve . KeyPoints [ 1 ] . transform . localPosition = new Vector3 ( 5.39f , 0 ) ;
}
else
{
toeCurve . KeyPoints [ 1 ] . transform . localPosition = new Vector3 ( 6.49f , 0 ) ;
}
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HitFX ( ) ;
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}
private void Update ( )
{
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switch ( state ) //handle animations
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{
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case State . Dispensing :
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{
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float normalizedBeatAnim = Conductor . instance . GetPositionFromBeat ( startBeat , 2.35f ) ;
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dispenseCurve . KeyPoints [ 0 ] . transform . position = new Vector3 ( kicker . transform . position . x - 6f , kicker . transform . position . y - 6f ) ;
dispenseCurve . KeyPoints [ 1 ] . transform . position = new Vector3 ( kicker . transform . position . x - 1f , kicker . transform . position . y - 6f ) ;
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holder . transform . localPosition = dispenseCurve . GetPoint ( normalizedBeatAnim ) ;
spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( 0f , - 1440f , normalizedBeatAnim ) ) ;
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/ * if ( PlayerInput . Pressed ( ) )
{
if ( state . perfect )
{
Kick ( ) ;
}
} * /
break ;
}
case State . Kicked :
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{
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float normalizedBeatAnim = Conductor . instance . GetPositionFromBeat ( startBeat , 1.5f ) ;
if ( ! lastKickLeft )
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{
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kickCurve . KeyPoints [ 1 ] . transform . position = new Vector3 ( kicker . transform . position . x + 0.5f , kicker . transform . position . y - 6f ) ;
spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( lastSpriteRot , lastSpriteRot - 360f , normalizedBeatAnim ) ) ;
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}
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else
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{
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kickCurve . KeyPoints [ 1 ] . transform . position = new Vector3 ( kicker . transform . position . x - 2.5f , kicker . transform . position . y - 6f ) ;
spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( lastSpriteRot , lastSpriteRot + 360f , normalizedBeatAnim ) ) ;
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}
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holder . transform . localPosition = kickCurve . GetPoint ( normalizedBeatAnim ) ;
/ * if ( PlayerInput . Pressed ( ) )
{
if ( state . perfect )
{
if ( kicker . canHighKick )
{
HighKick ( ) ;
}
else if ( kicker . canKick )
{
Kick ( ) ;
}
// print(normalizedBeat);
}
} * /
break ;
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}
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case State . HighKicked :
{
float normalizedBeatAnim = Conductor . instance . GetPositionFromBeat ( startBeat , GetAnimLength ( State . HighKicked ) + 0.3f ) ;
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highKickCurve . KeyPoints [ 1 ] . transform . position = new Vector3 ( kicker . transform . position . x - 3.5f , kicker . transform . position . y - 6f ) ;
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holder . transform . localPosition = highKickCurve . GetPoint ( normalizedBeatAnim ) ;
spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( lastSpriteRot , lastSpriteRot + 360f , normalizedBeatAnim ) ) ;
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// if (state.perfect) Debug.Break();
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/ * if ( PlayerInput . Pressed ( ) )
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{
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kickPrepare = true ;
kicker . Kick ( this ) ;
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}
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if ( kickPrepare )
{
if ( PlayerInput . PressedUp ( ) )
{
if ( state . perfect )
{
Toe ( ) ;
}
}
} * /
break ;
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}
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case State . Toe :
{
float normalizedBeatAnim = Conductor . instance . GetPositionFromBeat ( startBeat , GetAnimLength ( State . Toe ) + 0.35f ) ;
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if ( ! lastKickLeft )
{
toeCurve . KeyPoints [ 1 ] . transform . position = new Vector3 ( kicker . transform . position . x + 0.5f , kicker . transform . position . y - 6f ) ;
}
else
{
toeCurve . KeyPoints [ 1 ] . transform . position = new Vector3 ( kicker . transform . position . x - 1.0f , kicker . transform . position . y - 6f ) ;
}
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holder . transform . localPosition = toeCurve . GetPoint ( normalizedBeatAnim ) ;
spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( lastSpriteRot , - 860f , normalizedBeatAnim ) ) ;
break ;
}
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}
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holder . transform . position = new Vector3 ( holder . transform . position . x , holder . transform . position . y , kicker . transform . localPosition . z ) ;
}
private void HitFX ( )
{
GameObject kickfx = Instantiate ( kickFX . gameObject , SpaceSoccer . instance . transform ) ;
kickfx . SetActive ( true ) ;
kickfx . transform . position = holder . transform . position ;
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}
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private void SetState ( State newState )
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{
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state = newState ;
startBeat = nextAnimBeat ;
nextAnimBeat + = GetAnimLength ( newState ) ;
}
public float GetAnimLength ( State anim )
{
switch ( anim )
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{
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case State . Dispensing :
return 2f ;
case State . Kicked :
return 1f ;
case State . HighKicked :
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return 2f - highKickSwing ;
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case State . Toe :
return 2f - ( 1f - highKickSwing ) ;
default :
Debug . LogError ( "Ball has invalid state. State number: " + ( int ) anim ) ;
return 0f ;
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}
}
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}
}