Multiple space kickers, minor issues (#250)

* Almost done

* Bezier curves are silly

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
Rapandrasmus 2023-01-31 17:15:51 +01:00 committed by GitHub
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15 changed files with 6355 additions and 507 deletions

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@ -30,6 +30,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
public bool canKick;
public bool waitKickRelease;
private bool lastKickLeft;
public float zValue;
public void Init(Kicker kicker, float dispensedBeat)
{
@ -37,6 +38,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
kicker.ball = this;
kicker.dispenserBeat = dispensedBeat;
float currentBeat = Conductor.instance.songPositionInBeats;
zValue = kicker.zValue;
if(currentBeat - dispensedBeat < 2f) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
{
@ -232,7 +234,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
}
}
holder.transform.position = new Vector3(holder.transform.position.x, holder.transform.position.y, kicker.transform.localPosition.z);
holder.transform.position = new Vector3(holder.transform.position.x, holder.transform.position.y, zValue);
}
private void HitFX()

View file

@ -18,6 +18,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
public float dispenserBeat; //unused
public int kickTimes = 0;
public bool player;
public float zValue;
[Header("Components")]
private Animator anim;
@ -38,6 +39,12 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
{
nextHit = game.ScheduleInput(beat, ball.GetAnimLength(Ball.State.Dispensing), InputType.STANDARD_DOWN, KickJust, Miss, Out);
}
else
{
BeatAction.New(this.gameObject, new List<BeatAction.Action>(){
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Dispensing), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Dispensing)); }),
});
}
}
public void Kick(bool hit, bool highKick = false)
@ -45,7 +52,9 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
aceTimes = 0;
if (player)
{
Jukebox.PlayOneShotGame("spaceSoccer/kick");
}
if (highKick)
{
@ -200,20 +209,45 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
}
}
private void KickCheck(bool hit, bool overrideState = false)
private void KickCheck(bool hit, bool overrideState = false, float beat = 0f)
{
if (canHighKick)
{
HighKick(hit);
if (!player)
{
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { Kick(true, true); }),
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Toe), delegate { Toe(true); }),
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Toe) + 1.5f, delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Toe) + 1.5f); }),
});
}
}
else if (canKick)
{
Kick(hit);
if (!player)
{
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }),
});
}
}
else if (!canKick && !canHighKick && overrideState)
{
Kick(hit);
if (!player)
{
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }),
});
}
}
}
void MissBall(float targetBeat)

View file

@ -14,7 +14,7 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("ball dispense", "Ball Dispense")
{
function = delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat, !eventCaller.currentEntity["toggle"]); },
function = delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat, !eventCaller.currentEntity["toggle"]); },
defaultLength = 2f,
parameters = new List<Param>()
{
@ -24,18 +24,37 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("high kick-toe!", "High Kick-Toe!")
{
defaultLength = 3f,
parameters = new List<Param>()
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
}
},
new GameAction("npc kickers enter or exit", "NPC Kickers Enter or Exit")
{
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Should Exit?", "Whether the kickers should exit or enter.")
},
resizable = true
},
new GameAction("npc kickers instant enter or exit", "NPC Kickers Instant Enter or Exit")
{
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.InstantNPCKickersEnterOrExit(e["toggle"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Should Exit?", "Whether the kickers should be exited or entered.")
},
},
// This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however)
new GameAction("keep-up", "")
{
defaultLength = 4f,
defaultLength = 4f,
resizable = true,
hidden = true
hidden = true
},
});
}
@ -53,15 +72,21 @@ namespace HeavenStudio.Games
[SerializeField] private List<Kicker> kickers;
[SerializeField] private GameObject Background;
[SerializeField] private Sprite[] backgroundSprite;
[SerializeField] private Animator npcKickersAnim;
[Header("Properties")]
[SerializeField] private bool ballDispensed; //unused
float npcMoveLength = 4f;
float npcMoveStartBeat;
bool npcMoving;
string npcMoveAnimName;
public static SpaceSoccer instance { get; private set; }
private void Awake()
{
instance = this;
npcKickersAnim.Play("NPCKickersExited", 0, 0);
/*for (int x = 0; x < Random.Range(9, 12); x++)
{
for (int y = 0; y < Random.Range(6, 9); y++)
@ -78,7 +103,7 @@ namespace HeavenStudio.Games
private void Update()
{
if (npcMoving) npcKickersAnim.DoScaledAnimation(npcMoveAnimName, npcMoveStartBeat, npcMoveLength);
}
public override void OnGameSwitch(float beat)
@ -98,6 +123,24 @@ namespace HeavenStudio.Games
}
}
public void NPCKickersEnterOrExit(float beat, float length, bool shouldExit)
{
npcMoving = true;
npcMoveLength = length;
npcMoveStartBeat = beat;
npcMoveAnimName = shouldExit ? "NPCKickersExit" : "NPCKickersEnter";
npcKickersAnim.DoScaledAnimation(npcMoveAnimName, npcMoveStartBeat, npcMoveLength);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.1f, delegate { npcMoving = false; }),
});
}
public void InstantNPCKickersEnterOrExit(bool shouldExit)
{
npcKickersAnim.Play(shouldExit ? "NPCKickersExited" : "NPCKickersPresent", 0, 0);
}
public void Dispense(float beat, bool playSound = true)
{
ballDispensed = true;