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if (!opponentPrepping && !opponentServing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))) + if (!opponentPrepping && !opponentServing && !tossing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))) opponentAnim.Play("Beat", 0, 0); } } @@ -233,6 +265,7 @@ namespace RhythmHeavenMania.Games.RhythmRally missed = false; started = true; opponentServing = true; + tossing = false; serveBeat = beat; rallySpeed = speed; @@ -263,6 +296,39 @@ namespace RhythmHeavenMania.Games.RhythmRally paddlers.ResetState(); } + public void Toss(float beat, float length, float height, bool firstToss = false) + { + tossCurve.transform.localScale = new Vector3(1f, height, 1f); + tossBeat = beat; + tossLength = length; + tossing = true; + + if (firstToss) + { + opponentAnim.Play("Ready1"); + Jukebox.PlayOneShotGame("rhythmRally/Whistle"); + } + + StartCoroutine(TossTrailCo()); + } + + // Hide the trail for one frame to avoid shenanigans when teleporting the ball. + IEnumerator TossTrailCo() + { + ballTrail.emitting = false; + TossUpdate(tossBeat, tossLength); + + yield return null; + + ballTrail.emitting = true; + } + + private void TossUpdate(float beat, float duration) + { + var tossPosition = Conductor.instance.GetPositionFromBeat(beat, duration); + ball.transform.position = tossCurve.GetPoint(Mathf.Clamp(tossPosition, 0, 1)); + } + public void Pose() { playerAnim.Play("Pose", 0, 0); diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index bcaf01af..b4e5c952 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -231,6 +231,7 @@ namespace RhythmHeavenMania new Minigame("rhythmRally", "Rhythm Rally \n[WIP don't use]", "00e700", true, false, new List() { new GameAction("bop", delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true), + new GameAction("toss ball", delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); }, 2f), new GameAction("rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); }, 4f, true), new GameAction("slow rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); }, 8f, true), new GameAction("fast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast); }, 6f),