HeavenStudioPlus/Assets/Scripts/Games/RhythmRally/RhythmRally.cs

314 lines
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using NaughtyBezierCurves;
using DG.Tweening;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.RhythmRally
{
public class RhythmRally : Minigame
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{
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public enum RallySpeed { Slow, Normal, Fast, SuperFast }
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[Header("Camera")]
public Transform renderQuadTrans;
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public Transform cameraPos;
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[Header("Ball and curve info")]
public GameObject ball;
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public GameObject ballShadow;
public BezierCurve3D serveCurve;
public BezierCurve3D returnCurve;
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public GameObject ballHitFX;
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[Header("Animators")]
public Animator playerAnim;
public Animator opponentAnim;
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[Header("Properties")]
public RallySpeed rallySpeed = RallySpeed.Normal;
public bool started;
public bool missed;
public bool served;
public float serveBeat;
public float targetBeat;
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private bool inPose;
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public Paddlers paddlers;
public GameEvent bop = new GameEvent();
public static RhythmRally instance;
private void Awake()
{
instance = this;
}
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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);
playerAnim.Play("Idle", 0, 0);
opponentAnim.Play("Idle", 0, 0);
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}
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const float tableHitTime = 0.58f;
bool opponentServing = false; // Opponent serving this frame?
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void Update()
{
var cond = Conductor.instance;
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var currentBeat = cond.songPositionInBeats;
var hitBeat = serveBeat; // Beat when the last paddler hit the ball
var beatDur1 = 1f; // From paddle to table
var beatDur2 = 1f; // From table to other paddle
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
bool playerPrepping = false; // Player using prep animation?
bool opponentPrepping = false; // Opponent using prep animation?
if (started)
{
// Determine hitBeat and beatDurs.
switch (rallySpeed)
{
case RallySpeed.Normal:
if (!served)
{
hitBeat = serveBeat + 2f;
}
break;
case RallySpeed.Fast:
if (!served)
{
hitBeat = serveBeat + 1f;
beatDur1 = 1f;
beatDur2 = 2f;
}
else
{
beatDur1 = 0.5f;
beatDur2 = 0.5f;
}
break;
case RallySpeed.SuperFast:
if (!served)
{
hitBeat = serveBeat + 1f;
}
beatDur1 = 0.5f;
beatDur2 = 0.5f;
break;
case RallySpeed.Slow:
if (!served)
{
hitBeat = serveBeat + 4f;
}
beatDur1 = 2f;
beatDur2 = 2f;
break;
}
// Ball position.
var curveToUse = served ? serveCurve : returnCurve;
float curvePosition;
var hitPosition1 = cond.GetPositionFromBeat(hitBeat, beatDur1);
if (hitPosition1 >= 1f)
{
var hitPosition2 = cond.GetPositionFromBeat(hitBeat + beatDur1, beatDur2);
curvePosition = tableHitTime + hitPosition2 * (1f - tableHitTime);
}
else
{
curvePosition = hitPosition1 * tableHitTime;
}
if (!missed)
{
float curveHeight = 1f;
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if (rallySpeed == RallySpeed.Fast && served)
curveHeight = 0.5f;
else if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f)
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curveHeight = 2f;
else if (rallySpeed == RallySpeed.Slow)
curveHeight = 3f;
curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
ball.transform.position = curveToUse.GetPoint(Mathf.Clamp(curvePosition, 0, 1));
}
// TODO: Make conditional so ball shadow only appears when over table.
ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
// Check if the opponent should swing.
if (!served && timeBeforeNextHit <= 0f)
{
List<Beatmap.Entity> rallies = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "rhythmRally/rally" || c.datamodel == "rhythmRally/slow rally");
for (int i = 0; i < rallies.Count; i++)
{
var rally = rallies[i];
if (rally.beat - currentBeat <= 0f && rally.beat + rally.length - currentBeat > 0f)
{
Serve(hitBeat + beatDur1 + beatDur2, rallySpeed);
opponentServing = true;
break;
}
}
}
// Check if paddler should do ready animation.
bool readyToPrep;
if (rallySpeed == RallySpeed.Slow || (!served && rallySpeed == RallySpeed.Fast))
readyToPrep = timeBeforeNextHit <= 2f;
else
readyToPrep = timeBeforeNextHit <= 1f;
// Paddler ready animation.
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if (readyToPrep && !opponentServing && !inPose)
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{
if (served)
{
playerPrepping = true;
if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1")))
playerAnim.Play("Ready1");
}
else if (!opponentServing)
{
opponentPrepping = true;
if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
opponentAnim.Play("Ready1");
// If player never swung and is still in ready state, snap them out of it.
if (missed && playerState.IsName("Ready1"))
playerAnim.Play("Beat");
}
}
}
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// Paddler bop animation.
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
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if (currentBeat >= bop.startBeat && currentBeat < bop.startBeat + bop.length && !inPose)
{
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if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
playerAnim.Play("Beat", 0, 0);
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if (!opponentPrepping && !opponentServing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
opponentAnim.Play("Beat", 0, 0);
}
}
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opponentServing = false;
}
public void Bop(float beat, float length)
{
bop.length = length;
bop.startBeat = beat;
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}
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public void Serve(float beat, RallySpeed speed)
{
served = true;
missed = false;
started = true;
opponentServing = true;
serveBeat = beat;
rallySpeed = speed;
var bounceBeat = 0f;
switch (rallySpeed)
{
case RallySpeed.Normal:
targetBeat = serveBeat + 2f;
bounceBeat = serveBeat + 1f;
break;
case RallySpeed.Fast:
case RallySpeed.SuperFast:
targetBeat = serveBeat + 1f;
bounceBeat = serveBeat + 0.5f;
break;
case RallySpeed.Slow:
targetBeat = serveBeat + 4f;
bounceBeat = serveBeat + 2f;
break;
}
opponentAnim.Play("Swing", 0, 0);
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
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paddlers.BounceFX(bounceBeat);
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paddlers.ResetState();
}
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public void Pose()
{
playerAnim.Play("Pose", 0, 0);
opponentAnim.Play("Pose", 0, 0);
ball.gameObject.SetActive(false); // temporary solution, should realistically just fall down
inPose = true;
}
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public void PrepareFastRally(float beat, RallySpeed speedChange)
{
if (speedChange == RallySpeed.Fast)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("rhythmRally/Tonk", beat),
new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
new MultiSound.Sound("rhythmRally/Tonk", beat + 1f)
});
}
else if (speedChange == RallySpeed.SuperFast)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4f, delegate { Serve(beat + 4f, RallySpeed.SuperFast); }),
new BeatAction.Action(beat + 6f, delegate { Serve(beat + 6f, RallySpeed.SuperFast); }),
new BeatAction.Action(beat + 8f, delegate { Serve(beat + 8f, RallySpeed.SuperFast); }),
new BeatAction.Action(beat + 10f, delegate { Serve(beat + 10f, RallySpeed.SuperFast); })
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("rhythmRally/Tonk", beat),
new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
new MultiSound.Sound("rhythmRally/Tonk", beat + 1f),
new MultiSound.Sound("rhythmRally/Tink", beat + 1.5f),
new MultiSound.Sound("rhythmRally/Tonk", beat + 2f),
new MultiSound.Sound("rhythmRally/Tink", beat + 2.5f),
new MultiSound.Sound("rhythmRally/Tonk", beat + 3f),
new MultiSound.Sound("rhythmRally/Tink", beat + 3.5f)
});
}
}
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}
}