HeavenStudioPlus/Assets/Scripts/Games/CropStomp/CropStomp.cs

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using DG.Tweening;
using NaughtyBezierCurves;
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using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
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namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrCropLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("cropStomp", "Crop Stomp", "BFDEA6", false, false, new List<GameAction>()
{
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new GameAction("start marching", "Start Marching")
{
function = delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); },
defaultLength = 2f,
inactiveFunction = delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }
},
new GameAction("veggies", "Veggies")
{
defaultLength = 4f,
resizable = true
},
new GameAction("mole", "Mole")
{
defaultLength = 2f
},
});
}
}
}
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namespace HeavenStudio.Games
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{
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using Scripts_CropStomp;
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public class CropStomp : Minigame
{
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const float stepDistance = 2.115f;
public static float[] moleSoundOffsets = new float[]{ 0.134f, 0.05f, 0.061f };
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float scrollRate => stepDistance / (Conductor.instance.pitchedSecPerBeat * 2f);
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float grassWidth;
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float dotsWidth = 19.2f;
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private float newBeat = -1f; // So that marching can happen on beat 0.
private float marchStartBeat = -1f;
private float marchOffset;
private int currentMarchBeat;
private int stepCount;
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private bool isStepping;
private static float inactiveStart = -1f;
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public bool isMarching => marchStartBeat != -1f;
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[NonSerialized] public bool isFlicking;
public GameObject baseVeggie;
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public GameObject baseMole;
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public Animator legsAnim;
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public Animator bodyAnim;
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public Transform farmerTrans;
public SpriteRenderer grass;
public Transform grassTrans;
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public Transform dotsTrans;
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public Transform scrollingHolder;
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public Transform veggieHolder;
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public Farmer farmer;
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public BezierCurve3D pickCurve;
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public BezierCurve3D moleCurve;
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private Tween shakeTween;
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public static CropStomp instance;
private void Awake()
{
instance = this;// Finding grass sprite width for grass scrolling.
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farmer.Init();
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var grassSprite = grass.sprite;
var borderLeft = grassSprite.rect.xMin + grassSprite.border.x;
var borderRight = grassSprite.rect.xMax - grassSprite.border.z;
var borderWidthPixels = borderRight - borderLeft;
grassWidth = borderWidthPixels / grassSprite.pixelsPerUnit;
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legsAnim.Play("LiftFront", 0, 1); // Start with leg up.
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// Initialize vegetables.
var cond = Conductor.instance;
var entities = GameManager.instance.Beatmap.entities;
float startBeat = cond.songPositionInBeats;
if (inactiveStart == -1f)
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{
// Find the beat of the closest "start marching" event.
var marchStarts = entities.FindAll(m => m.datamodel == "cropStomp/start marching");
for (int i = 0; i < marchStarts.Count; i++)
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{
var sampleBeat = marchStarts[i].beat;
if (cond.songPositionInBeats <= sampleBeat + 0.25f) // 0.25-beat buffer in case the start marching event is directly next to the game switch event.
{
startBeat = sampleBeat;
break;
}
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}
}
else
{
// Find the beat of the next step, assuming marching started at inactiveStart.
int stepsPassed = 0;
while (inactiveStart + (stepsPassed * 2f) < cond.songPositionInBeats)
{
stepsPassed++;
if (stepsPassed > 1000)
{
Debug.Log("Loop broke!");
return;
}
}
startBeat = inactiveStart + (stepsPassed * 2f);
// Cue the marching proper to begin when applicable.
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate { StartMarching(startBeat); })
});
inactiveStart = -1f;
}
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// Veggie and mole events.
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var vegEvents = entities.FindAll(v => v.datamodel == "cropStomp/veggies");
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var moleEvents = entities.FindAll(m => m.datamodel == "cropStomp/mole");
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// Spawn veggies.
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for (int i = 0; i < vegEvents.Count; i++)
{
var vegBeat = vegEvents[i].beat;
var vegLength = vegEvents[i].length;
// Only consider veggie events that aren't past the start point.
if (startBeat <= vegBeat + vegLength)
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{
int veggiesInEvent = Mathf.CeilToInt(vegLength + 1) / 2;
for (int b = 0; b < veggiesInEvent; b++)
{
var targetVeggieBeat = vegBeat + 2f * b;
if (startBeat <= targetVeggieBeat)
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{
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SpawnVeggie(targetVeggieBeat, startBeat, false);
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}
}
}
}
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// Spawn moles.
for (int i = 0; i < moleEvents.Count; i++)
{
var moleBeat = moleEvents[i].beat;
if (startBeat <= moleBeat)
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{
SpawnVeggie(moleBeat, startBeat, true);
}
}
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}
List<DynamicBeatmap.DynamicEntity> cuedMoleSounds = new List<DynamicBeatmap.DynamicEntity>();
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private void Update()
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{
var cond = Conductor.instance;
if (!cond.isPlaying)
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return;
// Mole sounds.
var moleEvents = GameManager.instance.Beatmap.entities.FindAll(m => m.datamodel == "cropStomp/mole");
for (int i = 0; i < moleEvents.Count; i++)
{
var moleEvent = moleEvents[i];
var timeToEvent = moleEvent.beat - cond.songPositionInBeats;
if (timeToEvent <= 4f && timeToEvent > 2f && !cuedMoleSounds.Contains(moleEvent))
{
cuedMoleSounds.Add(moleEvent);
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("cropStomp/moleNyeh", (moleEvent.beat - 2f) - moleSoundOffsets[0] * Conductor.instance.songBpm / 60f),
new MultiSound.Sound("cropStomp/moleHeh1", (moleEvent.beat - 1.5f) - moleSoundOffsets[1] * Conductor.instance.songBpm / 60f),
new MultiSound.Sound("cropStomp/moleHeh2", (moleEvent.beat - 1f) - moleSoundOffsets[2] * Conductor.instance.songBpm / 60f) });
}
}
if (!isMarching)
return;
// Debug.Log(newBeat);
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if (cond.ReportBeat(ref newBeat, marchOffset, true))
{
currentMarchBeat += 1;
PlayAnims();
if (currentMarchBeat % 2 != 0) //step sound
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{
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Jukebox.PlayOneShotGame("cropStomp/hmm");
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}
}
// Object scroll.
var scrollPos = scrollingHolder.localPosition;
var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime);
scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z);
// Grass scroll.
var grassPos = grassTrans.localPosition;
var newGrassX = grassPos.x + (scrollRate * Time.deltaTime);
newGrassX = (newGrassX % (grassWidth * 4.5f));
grassTrans.localPosition = new Vector3(newGrassX, grassPos.y, grassPos.z);
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// Dots scroll
var dotsPos = dotsTrans.localPosition;
var newDotsX = dotsPos.x + (scrollRate * Time.deltaTime);
newDotsX = (newDotsX % dotsWidth);
dotsTrans.localPosition = new Vector3(newDotsX, dotsPos.y, dotsPos.z);
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}
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private void LateUpdate()
{
if (!isMarching)
return;
if (PlayerInput.PressedUp())
{
// Don't play raise animation if successfully flicked.
if (!isFlicking)
bodyAnim.Play("Raise");
}
isFlicking = false;
}
private void PlayAnims()
{
// Step.
if (currentMarchBeat % 2 != 0)
{
// Don't step if already stomped.
if (!isStepping)
{
stepCount += 1;
var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
legsAnim.Play(stepAnim, 0, 0);
isStepping = true;
}
}
// Lift.
else
{
var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
legsAnim.Play(liftAnim, 0, 0);
var farmerPos = farmerTrans.localPosition;
farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
isStepping = false;
}
}
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public void StartMarching(float beat)
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{
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marchStartBeat = beat;
marchOffset = marchStartBeat % 1;
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currentMarchBeat = 0;
stepCount = 0;
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farmer.nextStompBeat = beat;
}
public void Stomp()
{
// Don't increment step counter if autostep stepped already.
if (!isStepping)
stepCount += 1;
var stompAnim = (stepCount % 2 != 0 ? "StompFront" : "StompBack");
legsAnim.Play(stompAnim, 0, 0);
Jukebox.PlayOneShotGame("cropStomp/stomp");
if (shakeTween != null)
shakeTween.Kill(true);
DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(0, 0.75f, 0),
Conductor.instance.pitchedSecPerBeat*0.5f, 18, 1f);
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isStepping = true;
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}
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private void SpawnVeggie(float beat, float startBeat, bool isMole)
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{
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var newVeggie = GameObject.Instantiate(isMole ? baseMole : baseVeggie, veggieHolder).GetComponent<Veggie>();
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newVeggie.targetBeat = beat;
var veggieX = (beat - startBeat) * -stepDistance / 2f;
newVeggie.transform.localPosition = new Vector3(veggieX, 0f, 0f);
newVeggie.Init();
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newVeggie.gameObject.SetActive(true);
}
public static void MarchInactive(float beat)
{
if (GameManager.instance.currentGame == "cropStomp") //this function is only meant for making march sounds while the game is inactive
{
return;
}
inactiveStart = beat;
DynamicBeatmap.DynamicEntity gameSwitch = GameManager.instance.Beatmap.entities.Find(c => c.beat >= beat && c.datamodel == "gameManager/switchGame/cropStomp");
if (gameSwitch == null)
return;
int length = Mathf.CeilToInt((gameSwitch.beat - beat)/2);
MultiSound.Sound[] sounds = new MultiSound.Sound[length];
for(int i = 0; i < length; i++)
{
sounds[i] = new MultiSound.Sound("cropStomp/hmm", beat + i*2);
}
MultiSound.Play(sounds, forcePlay:true);
}
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}
}