using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; using HeavenStudio.InputSystem; namespace HeavenStudio.Games.Scripts_SpaceSoccer { public class Kicker : MonoBehaviour { SpaceSoccer game; [Header("Properties")] public bool canKick = true; //why was this false by default??? public bool canHighKick; //private bool kickPrepare = false; Unused value - Marc public bool kickLeft; bool kickLeftWhiff; public double dispenserBeat; //unused public int kickTimes = 0; public bool player; private string animName = "Enter"; private float animLength; private double animStartBeat; private EasingFunction.Ease ease; bool stopBall; [Header("Components")] private Animator anim; public Ball ball; [SerializeField] private Animator enterExitAnim; PlayerActionEvent nextHit; PlayerActionEvent nextAutoKick; private void Awake() { game = SpaceSoccer.instance; anim = GetComponent(); } public void SetAnimParams(double beat, float length, string anim, int easeToPut) { animStartBeat = beat; animLength = length; animName = anim; ease = (EasingFunction.Ease)easeToPut; EasingFunction.Function func = EasingFunction.GetEasingFunction(ease); float newAnimPos = func(0, 1, 0); enterExitAnim.DoNormalizedAnimation(animName, newAnimPos); } public void DispenseBall(double beat) { if (player) { nextHit = game.ScheduleInput(beat, ball.GetAnimLength(Ball.State.Dispensing), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out); } else { double beatToKick = beat + ball.GetAnimLength(Ball.State.Dispensing); if (beatToKick < Conductor.instance.songPositionInBeatsAsDouble) beatToKick = ball.nextAnimBeat; if (ball.state == Ball.State.HighKicked) { BeatAction.New(this, new List() { new BeatAction.Action(beatToKick - 0.5f, delegate { Kick(true, true); }), new BeatAction.Action(beatToKick, delegate { Toe(true); }), new BeatAction.Action(beatToKick + ball.GetAnimLength(Ball.State.Toe), delegate { KickCheck(true, false, beatToKick + ball.GetAnimLength(Ball.State.Toe)); }), }); } else { BeatAction.New(this, new List() { new BeatAction.Action(beatToKick, delegate { KickCheck(true, false, beatToKick); }), }); } } } public void Kick(bool hit, bool highKick = false) { if (stopBall) return; if (player) { SoundByte.PlayOneShotGame("spaceSoccer/kick"); } if (hit) { if (highKick) { if (kickLeft) { anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f); } else { anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f); } } else { if (kickLeft) { anim.DoScaledAnimationAsync("KickLeft", 0.5f); } else { anim.DoScaledAnimationAsync("KickRight", 0.5f); } } } else { if (highKick) { if (kickLeftWhiff) { anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f); } else { anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f); } } else { if (kickLeftWhiff) { anim.DoScaledAnimationAsync("KickLeft", 0.5f); } else { anim.DoScaledAnimationAsync("KickRight", 0.5f); } } kickLeftWhiff = !kickLeftWhiff; } if (ball == null) return; if (highKick == false) { kickTimes++; if (ball != null && hit) ball.Kick(player); } else { //kickPrepare = true; Unused value - Marc } } public void HighKick(bool hit) { if (stopBall) return; kickTimes++; if (hit) { if (kickLeft) { anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f); } else { anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f); } } else { if (kickLeftWhiff) { anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f); } else { anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f); } kickLeftWhiff = !kickLeftWhiff; } if (player) SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe1"); if (hit && ball) { ball.HighKick(); if (player) SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe1_hit"); } } public void Toe(bool hit, bool flick = false) { if (stopBall) return; if (kickLeft) { anim.DoScaledAnimationAsync("ToeLeft", 0.5f); } else { anim.DoScaledAnimationAsync("ToeRight", 0.5f); } if (player) { SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe3"); if (hit && ball) { SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe3_hit"); } } if (hit && ball) ball.Toe(); if (!flick) { kickTimes++; //kickPrepare = false; Unused value - Marc } } private void Update() { float normalizedBeat = Conductor.instance.GetPositionFromBeat(animStartBeat, animLength); if (normalizedBeat >= 0 && normalizedBeat <= 1) { EasingFunction.Function func = EasingFunction.GetEasingFunction(ease); float newAnimPos = func(0, 1, normalizedBeat); enterExitAnim.DoNormalizedAnimation(animName, newAnimPos); } if (kickTimes % 2 == 0) { kickLeft = false; } else { kickLeft = true; } var highKicks = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!"); for (int i = 0; i < highKicks.Count; i++) { if ((highKicks[i].beat - 0.15f) <= Conductor.instance.songPositionInBeatsAsDouble && highKicks[i].beat + 1f > Conductor.instance.songPositionInBeatsAsDouble) { canHighKick = true; canKick = false; if (ball) { ball.highKickSwing = 0.5f; } break; } else { canKick = true; canHighKick = false; } } if (player) { if (stopBall) return; if (PlayerInput.GetIsAction(SpaceSoccer.InputAction_BasicPress) && !game.IsExpectingInputNow(SpaceSoccer.InputAction_BasicPress)) { if (ball == null) KickCheck(false, true); else Kick(false, ball.canKick); } if (PlayerInput.GetIsAction(SpaceSoccer.InputAction_FlickRelease)) { if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) { if (ball == null || !(game.IsExpectingInputNow(SpaceSoccer.InputAction_FlickRelease) || ball.canKick)) { Toe(false); } } if (ball != null) { if (ball.waitKickRelease) { ball.waitKickRelease = false; } else if (ball.canKick && !game.IsExpectingInputNow(SpaceSoccer.InputAction_FlickRelease)) { ball.canKick = false; Kick(false); } } } } } private void KickCheck(bool hit, bool overrideState = false, double beat = 0f) { if (stopBall) return; if (canHighKick) { HighKick(hit); if (!player) { BeatAction.New(this, new List() { 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, new List() { 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, new List() { new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }), }); } } } public void StopBall(bool stop) { stopBall = stop; if (ball != null && stop) Destroy(ball.gameObject); } void MissBall(double targetBeat) { if (stopBall) return; var cond = Conductor.instance; ball = null; // queue the miss sound MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/missNeutral", targetBeat + (float)cond.SecsToBeats(Minigame.NgLateTime()-1, cond.GetBpmAtBeat(targetBeat)), SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-75, 75), false)) }); } private void KickJust(PlayerActionEvent caller, float state) { if (stopBall) return; if (ball == null || state >= 1f || state <= -1f) { //todo: proper near miss feedback KickCheck(false, true); MissBall(caller.startBeat + caller.timer); return; } KickCheck(true); if (canHighKick) { // queue high kick inputs nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Toe), SpaceSoccer.InputAction_FlickRelease, ToeJust, Miss, Out); nextAutoKick = game.ScheduleAutoplayInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, ToePrepareJust, Out, Out); ball.canKick = true; ball.waitKickRelease = true; } else { // queue normal kick input nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out); } game.hitBeats.Add(caller.startBeat + caller.timer); } private void Miss(PlayerActionEvent caller) { if (stopBall) return; if (ball != null) MissBall(caller.startBeat + caller.timer); // if this were any other keep the beat game you'd cue the next input here } private void ToeJust(PlayerActionEvent caller, float state) { if (stopBall) return; if (ball == null || (!ball.canKick) || state >= 1f || state <= -1f) { //todo: proper near miss feedback Toe(false); MissBall(caller.startBeat + caller.timer); return; } Toe(true); nextHit = game.ScheduleInput(caller.startBeat, 3f, SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out); ball.canKick = false; game.hitBeats.Add(caller.startBeat + caller.timer); } private void ToePrepareJust(PlayerActionEvent caller, float state) { if (stopBall) return; //autoplay only Kick(true, true); } private void Out(PlayerActionEvent caller) {} void OnDestroy() { if (nextHit != null) nextHit.Disable(); if (nextAutoKick != null) nextAutoKick.Disable(); if (ball != null) Destroy(ball.gameObject); } } }