HeavenStudioPlus/Assets/Scripts/Games/MeatGrinder/Meat.cs

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Meat Grinder Rework (#598) * meat grinder has been entirely reworked * update MeatGrinder.cs, replace assets background is still temporary but this is all im doing til ev can help * Boss New Anims * New Tack Animations * edited anims * new bg * working out merge conflics (cries) * push for anims stuff why r unity animations so suck * Cart guy cart guy cart guy * cart guy :) * explodes :angel: * curves for meat trajectory * typo * cart guy is awesome. and tack reaction. :cat: :cat: :cat: :cat: :cat: * I love unity animation * everything but the boss call cancel fix * bacon anim (+ remove interp on other meat anims) * lastbeatpulse + gears are the only thing left i was GONNA add both the beat based and constant gear animations but it just doesn't work out the way i want it to. OHHHH WELLLLL im gonna use straight up transforms anyways so i wont have to deal with unity animation (🤢) * truly, and dearly, finished? NOPE! UNITY ANIMATION BUG :D * mwuhahahaha disable ass buns * meatsplash start, fix riqentity find bug * fixes + particle improvements all that's left is the phone bop and arc/particle adjustments, im pretty sure * particle + arc adjustment, fix weird anim play on gameswitch * fixed phonebop oops i was playing the idle animation in update... * make particles beat based just waiting on mine to fix the offset bug * fix trajectory jank --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: Seanski2 <seanbenedit@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-12-31 04:06:31 +00:00
using HeavenStudio.Util;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_MeatGrinder
{
public class Meat : MonoBehaviour
{
[SerializeField] Transform startPosition;
[SerializeField] Transform startPositionAlt;
[SerializeField] Transform hitPosition;
[SerializeField] Transform missPosition;
[SerializeField] float meatFlyHeight = 1f;
[SerializeField] float meatFlyHeightAlt = 1f;
[SerializeField] bool showAltCurve;
[NonSerialized] public double startBeat;
[NonSerialized] public MeatType meatType;
[NonSerialized] public MeatGrinder.Reaction tackReaction;
[NonSerialized] public MeatGrinder.Reaction bossReaction;
private bool isHit = false;
// const float meatStart = 0;
// const float meatEnd = 3.43f;
[Header("Animators")]
private Animator anim;
private SpriteRenderer sr;
[SerializeField] private Sprite[] meats;
public enum MeatType
{
DarkMeat,
LightMeat,
BaconBall,
}
private MeatGrinder game;
private void Awake()
{
game = MeatGrinder.instance;
anim = GetComponent<Animator>();
sr = GetComponent<SpriteRenderer>();
// anim.writeDefaultValuesOnDisable = false;
}
private void Start()
{
sr.sprite = meats[(int)meatType];
game.ScheduleInput(startBeat, 1, MeatGrinder.InputAction_Press, Hit, Miss, Nothing);
}
private void Update()
{
Conductor cond = Conductor.instance;
if (!isHit)
{
double startTime = cond.GetSongPosFromBeat(startBeat);
double hitTime = cond.GetSongPosFromBeat(startBeat + 1);
double missTime = hitTime + MeatGrinder.ngLateTime;
double currentTime = cond.songPositionAsDouble;
Vector3 lastPos = transform.position;
Vector3 startPos = meatType == MeatType.LightMeat ? startPositionAlt.position : startPosition.position;
float hitAlongMissRatio = Vector3.Dot((startPos - missPosition.position), (startPos - hitPosition.position));
hitAlongMissRatio /= Vector3.Dot((startPos - missPosition.position), (startPos - missPosition.position));
Vector3 hitOnMissPos = startPos + ((missPosition.position - startPos) * hitAlongMissRatio);
float prog;
if (currentTime >= hitTime)
{
prog = (float)((currentTime - hitTime) / (missTime - hitTime));
transform.position = Vector3.Lerp(hitOnMissPos, missPosition.position, prog);
prog = (prog * (1 - hitAlongMissRatio)) + hitAlongMissRatio;
}
else
{
prog = (float)((currentTime - startTime) / (hitTime - startTime));
transform.position = Vector3.Lerp(startPos, hitOnMissPos, prog);
prog *= hitAlongMissRatio;
}
float yMul = prog * 2f - 1f;
float yWeight = -(yMul * yMul) + 1f;
transform.position += (meatType == MeatType.LightMeat ? meatFlyHeightAlt : meatFlyHeight) * yWeight * Vector3.up;
// point towards the next position
if (cond.isPlaying)
{
transform.right = transform.position - lastPos;
}
}
}
private void Hit(PlayerActionEvent caller, float state)
{
anim.enabled = true;
isHit = true;
game.TackAnim.SetBool("tackMeated", false);
anim.DoScaledAnimationAsync(meatType.ToString() + "Hit", 0.5f);
bool isBarely = state is >= 1f or <= -1f;
game.bossAnnoyed = isBarely;
SoundByte.PlayOneShotGame("meatGrinder/" + (isBarely ? "tink" : "meatHit"));
game.TackAnim.DoScaledAnimationAsync("TackHit" + (isBarely ? "Barely" : "Success"), 0.5f);
(float rangeStart, float rangeEnd) = meatType switch { // im not good enough at math to figure out how to make this an equation
MeatType.DarkMeat => (0, 0.333f),
MeatType.LightMeat => (0.334f, 0.666f),
MeatType.BaconBall or _ => (0.667f, 1),
};
var sheetAnim = game.MeatSplash.textureSheetAnimation;
var main = game.MeatSplash.main;
sheetAnim.frameOverTime = new ParticleSystem.MinMaxCurve(rangeStart, rangeEnd);
main.simulationSpeed = 0.5f / Conductor.instance.pitchedSecPerBeat;
// has a probability of zero normally so it's not played with Play() but this exposes it to the editor
var emission = game.MeatSplash.emission;
game.MeatSplash.Emit(new ParticleSystem.EmitParams(), (int)emission.GetBurst(0).count.constant);
if (tackReaction.expression > 0) {
BeatAction.New(game, new List<BeatAction.Action>() {
new(startBeat + tackReaction.beat + 1, delegate { game.DoExpressions(tackReaction.expression); }),
});
}
if (bossReaction.expression > 0) {
BeatAction.New(game, new List<BeatAction.Action>() {
new(startBeat + bossReaction.beat + 1, delegate { game.DoExpressions(0, bossReaction.expression); }),
});
}
}
private void Miss(PlayerActionEvent caller)
{
anim.enabled = true;
game.bossAnnoyed = true;
SoundByte.PlayOneShotGame("meatGrinder/miss");
game.TackAnim.DoScaledAnimationAsync("TackMiss" + meatType.ToString(), 0.5f);
game.TackAnim.SetBool("tackMeated", true);
game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f);
Destroy(gameObject);
}
private void Nothing(PlayerActionEvent caller) { }
public void SetSprite()
{
sr.sprite = meats[(int)meatType];
}
public void DestroySelf()
{
Destroy(gameObject);
}
/// <summary>
/// Callback to draw gizmos that are pickable and always drawn.
/// </summary>
private void OnDrawGizmos()
{
// draw a line showing the direction from the miss position to the hit position
if (startPosition == null) return;
if (startPositionAlt == null) return;
Vector3 startPos = showAltCurve ? startPositionAlt.position : startPosition.position;
if (hitPosition != null && missPosition != null && startPos != null)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(startPos, hitPosition.position);
Gizmos.color = Color.blue;
Gizmos.DrawLine(startPos, missPosition.position);
Gizmos.color = Color.green;
Vector3 direction = (hitPosition.position - missPosition.position).normalized;
Gizmos.DrawRay(missPosition.position, direction * 10);
// project start position -> hit position onto start position -> miss position
float hitAlongMissRatio = Vector3.Dot((startPos - missPosition.position), (startPos - hitPosition.position));
hitAlongMissRatio /= Vector3.Dot((startPos - missPosition.position), (startPos - missPosition.position));
Gizmos.color = Color.yellow;
Gizmos.DrawRay(startPos, (missPosition.position - startPos) * hitAlongMissRatio);
DrawCurveGizmo(startPos, missPosition.position, Vector3.up * (showAltCurve ? meatFlyHeightAlt : meatFlyHeight), Color.yellow, 0.1f);
}
}
void DrawCurveGizmo(Vector3 start, Vector3 end, Vector3 height, Color colour, float interval)
{
Gizmos.color = colour;
Vector3 lastPos = start;
Vector3 pos;
float t, yMul, yWeight;
for (float i = 0; i < 1; i += interval)
{
t = i;
pos = Vector3.Lerp(start, end, t);
yMul = t * 2f - 1f;
yWeight = -(yMul * yMul) + 1f;
pos += height * yWeight;
Gizmos.DrawLine(lastPos, pos);
lastPos = pos;
}
t = 1f;
pos = end;
yMul = t * 2f - 1f;
yWeight = -(yMul * yMul) + 1f;
pos += height * yWeight;
Gizmos.DrawLine(lastPos, pos);
}
}
}