using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; using System; namespace HeavenStudio.Games.Scripts_Splashdown { public class NtrSynchrette : MonoBehaviour { [SerializeField] private NtrSplash splashPrefab; [SerializeField] private Animator anim; [SerializeField] private Transform synchretteTransform; [SerializeField] private Transform splashHolder; [SerializeField] private Animator throwAnim; private Splashdown game; private double startBeat; private bool missedJump; [SerializeField] private float jumpHeight = 5f; [SerializeField] private float jumpStart = -3f; private enum MovementState { None, Dive, Jumping, Raise, Stand, JumpIntoWater } private MovementState currentMovementState; private void Awake() { game = Splashdown.instance; Update(); } private void Update() { var cond = Conductor.instance; switch (currentMovementState) { case MovementState.None: float normalizedFloatDownBeat = cond.GetPositionFromBeat(0, 1) % 2; float normalizedFloatUpBeat = cond.GetPositionFromBeat(1, 1) % 2; if (normalizedFloatUpBeat <= 1f) { EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad); float newPosYUp = func(0, -0.5f, normalizedFloatUpBeat); synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f); } else { EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad); float newPosYDown = func(-0.5f, 0, normalizedFloatDownBeat); synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f); } break; case MovementState.Dive: synchretteTransform.localPosition = new Vector3(0f, -6f, 0f); break; case MovementState.Jumping: float normalizedUpBeat = cond.GetPositionFromBeat(startBeat, 1); float normalizedDownBeat = cond.GetPositionFromBeat(startBeat + 1, 1); if (normalizedUpBeat <= 1f) { EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutCubic); float newPosYUp = func(jumpStart, jumpHeight, normalizedUpBeat); synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f); } else { EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInCubic); float newPosYDown = func(jumpHeight, jumpStart, normalizedDownBeat); synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f); } if (missedJump) return; float normalizedRotBeat = cond.GetPositionFromBeat(startBeat + 1, 0.25); float newAngle = Mathf.Lerp(0, 360, normalizedRotBeat); synchretteTransform.localEulerAngles = new Vector3(0, 0, newAngle); break; case MovementState.Raise: float normalizedBeat = cond.GetPositionFromBeat(startBeat, 1); float newPosY = Mathf.Lerp(-6f, 0, normalizedBeat); synchretteTransform.localPosition = new Vector3(0, newPosY, 0); if (normalizedBeat >= 1) { SetState(MovementState.None, 0); } break; case MovementState.Stand: synchretteTransform.localPosition = new Vector3(0, 2.73f, 0); break; case MovementState.JumpIntoWater: float normalizedUp = cond.GetPositionFromBeat(startBeat, 0.5); float normalizedDown = cond.GetPositionFromBeat(startBeat + 0.5, 0.5); if (normalizedUp <= 1f) { EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad); float newPosYUp = func(2.73f, 4f, normalizedUp); synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f); } else { EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad); float newPosYDown = func(4f, -3, normalizedDown); synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f); } break; } } public void Appear(bool miss = false, int appearType = 1) { SetState(MovementState.None, startBeat); if (!miss) anim.DoScaledAnimationAsync("Appear" + appearType, 0.4f); else anim.DoScaledAnimationAsync("MissAppear", 0.4f); Instantiate(splashPrefab, splashHolder).Init("Appearsplash"); } public void GoDown() { SetState(MovementState.Dive, startBeat); Instantiate(splashPrefab, splashHolder).Init("GodownSplash"); } public void Bop() { anim.DoScaledAnimationAsync("Bop", 0.5f); if (currentMovementState != MovementState.Stand) { SetState(MovementState.Stand, 0); } } public void JumpIntoWater(double beat) { anim.Play("Idle", 0, 0); SetState(MovementState.JumpIntoWater, beat); BeatAction.New(this, new List() { new BeatAction.Action(beat + 0.75, delegate { Instantiate(splashPrefab, splashHolder).Init("GodownSplash"); }), new BeatAction.Action(beat + 1, delegate { SetState(MovementState.Raise, beat + 1); }) }); } public void Jump(double beat, bool missed = false, bool noDolphin = false) { missedJump = missed; SetState(MovementState.Jumping, beat); Instantiate(splashPrefab, splashHolder).Init("Appearsplash"); if (noDolphin) { anim.DoScaledAnimationAsync(missed ? "JumpMiss" : "JumpOut", 0.5f); throwAnim.gameObject.SetActive(true); throwAnim.DoScaledAnimationAsync("Throw", 0.5f); } else { anim.DoScaledAnimationAsync(missed ? "DolphinMiss" : "Dolphin", 0.5f); } BeatAction.New(this, new List() { new BeatAction.Action(beat + 1.75, delegate { Instantiate(splashPrefab, splashHolder).Init("BigSplash"); }), new BeatAction.Action(beat + 2, delegate { anim.Play("Idle", 0, 0); SetState(MovementState.Raise, beat + 2); }) }); } private void SetState(MovementState state, double beat) { currentMovementState = state; startBeat = beat; synchretteTransform.localEulerAngles = Vector3.zero; Update(); } } }