using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; using DG.Tweening; using RhythmHeavenMania.Util; namespace RhythmHeavenMania.Games.RhythmRally { public class RhythmRally : Minigame { public enum RallySpeed { Slow, Normal, Fast, SuperFast } [Header("Camera")] public Transform renderQuadTrans; public Transform cameraPos; [Header("Ball and curve info")] public GameObject ball; public GameObject ballShadow; public BezierCurve3D serveCurve; public BezierCurve3D returnCurve; [Header("Animators")] public Animator playerAnim; public Animator opponentAnim; [Header("Properties")] public RallySpeed rallySpeed = RallySpeed.Normal; public bool started; public bool missed; public bool served; public float serveBeat; public float targetBeat; public Paddlers paddlers; public GameEvent bop = new GameEvent(); public static RhythmRally instance; private void Awake() { instance = this; } 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); } const float tableHitTime = 0.58f; bool opponentServing = false; // Opponent serving this frame? void Update() { var cond = Conductor.instance; 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; if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f) 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 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. if (readyToPrep && !opponentServing) { 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"); } } } // Paddler bop animation. if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) { if (currentBeat >= bop.startBeat && currentBeat < bop.startBeat + bop.length) { if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))) playerAnim.Play("Beat", 0, 0); if (!opponentPrepping && !opponentServing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))) opponentAnim.Play("Beat", 0, 0); } } opponentServing = false; } public void Bop(float beat, float length) { bop.length = length; bop.startBeat = beat; } 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) }); paddlers.ResetState(); } public void PrepareFastRally(float beat, RallySpeed speedChange) { if (speedChange == RallySpeed.Fast) { BeatAction.New(gameObject, new List() { 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() { 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) }); } } } }