using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; using HeavenStudio.Util; using HeavenStudio.InputSystem; namespace HeavenStudio.Games.Scripts_RhythmRally { public class Paddlers : MonoBehaviour { private RhythmRally game; private Animator playerAnim; private Animator opponentAnim; private Conductor cond; public void Init() { game = RhythmRally.instance; playerAnim = game.playerAnim; opponentAnim = game.opponentAnim; cond = Conductor.instance; } void Update() { if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && !GameManager.instance.autoplay) { if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicPress)) { playerAnim.Play("Ready1"); } if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicRelease)) { playerAnim.Play("UnReady1"); } } else { if (!game.served || game.missed || !game.started) return; } if (PlayerInput.GetIsAction(RhythmRally.InputAction_FlickPress) && !game.IsExpectingInputNow(RhythmRally.InputAction_FlickPress)) { // Play "whoosh" sound here playerAnim.DoScaledAnimationAsync("Swing", 0.5f); } } void Ace() { game.served = false; var hitBeat = cond.songPositionInBeatsAsDouble; var bounceBeat = game.serveBeat + game.targetBeat + 1f; if (game.rallySpeed == RhythmRally.RallySpeed.Slow) { bounceBeat = game.serveBeat + game.targetBeat + 2f; } else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast) { bounceBeat = game.serveBeat + game.targetBeat + 0.5f; } playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ; MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) }); BounceFX(bounceBeat); game.ball.SetActive(true); } void NearMiss(float state) { MissBall(); SoundByte.PlayOneShot("miss"); playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ; game.missCurve.KeyPoints[0].Position = game.ball.transform.position; game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f); game.missBeat = cond.songPositionInBeatsAsDouble; game.ball.SetActive(true); } void MissBall() { game.served = false; game.missed = true; var whistleBeat = game.serveBeat + game.targetBeat + 1f; if (game.rallySpeed == RhythmRally.RallySpeed.Slow) { whistleBeat = game.serveBeat + game.targetBeat + 2f; } else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast) { whistleBeat = game.serveBeat + game.targetBeat + 0.5f; } MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) }); } public void BounceFX(double bounceBeat) { BeatAction.New(this, new List() { new BeatAction.Action(bounceBeat, delegate { GameObject ballHitFX2 = Instantiate(RhythmRally.instance.ballHitFX.gameObject, RhythmRally.instance.gameObject.transform); ballHitFX2.SetActive(true); ballHitFX2.transform.position = new Vector3(ballHitFX2.transform.position.x, ballHitFX2.transform.position.y, RhythmRally.instance.ball.transform.position.z); ballHitFX2.GetComponent().DOColor(new Color(0, 0, 0, 0), 0.65f).SetEase(Ease.OutExpo).OnComplete(delegate { Destroy(ballHitFX2); }); }) }); } public void Just(PlayerActionEvent caller, float state) { if (state >= 1f || state <= -1f) { NearMiss(state); return; } Ace(); } public void Miss(PlayerActionEvent caller) { MissBall(); } public void Out(PlayerActionEvent caller) { } } }