using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; using RhythmHeavenMania.Util; namespace RhythmHeavenMania.Games.Scripts_SpaceSoccer { public class Ball : MonoBehaviour { public enum State { Dispensing, Kicked, HighKicked, Toe }; [Header("Components")] [HideInInspector] public Kicker kicker; [SerializeField] private GameObject holder; [SerializeField] private GameObject spriteHolder; [SerializeField] private GameObject kickFX; [Space(10)] [SerializeField] private BezierCurve3D dispenseCurve; [SerializeField] private BezierCurve3D kickCurve; [SerializeField] private BezierCurve3D highKickCurve; [SerializeField] private BezierCurve3D toeCurve; [Header("Properties")] public float startBeat; public State state; public float nextAnimBeat; public float highKickSwing = 0f; private float lastSpriteRot; public bool canKick; //unused private bool lastKickLeft; public void Init(Kicker kicker, float dispensedBeat) { this.kicker = kicker; kicker.ball = this; kicker.dispenserBeat = dispensedBeat; float currentBeat = Conductor.instance.songPositionInBeats; if(currentBeat - dispensedBeat < 2f) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix) { //Debug.Log("Dispensing"); state = State.Dispensing; startBeat = dispensedBeat; nextAnimBeat = startBeat + GetAnimLength(State.Dispensing); kicker.kickTimes = 0; return; } List highKicks = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!"); int numHighKicks = 0; //determine what state the ball was in for the previous kick. for(int i = 0; i < highKicks.Count; i++) { if (highKicks[i].beat + highKicks[i].length <= currentBeat) { numHighKicks++; continue; } if (highKicks[i].beat > currentBeat) { //Debug.Log("Setting state to kicked"); state = State.Kicked; float relativeBeat = currentBeat - dispensedBeat; startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation. nextAnimBeat = startBeat + GetAnimLength(State.Kicked); kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1; //every high kick has 2 kicks in the same time a regular keep-up does 3 kicks. break; } else { highKickSwing = highKicks[i].swing; if (highKickSwing == 0f) highKickSwing = 0.5f; if (highKicks[i].beat + GetAnimLength(State.HighKicked) > currentBeat) { //Debug.Log("Setting state to high kick"); state = State.HighKicked; float relativeBeat = highKicks[i].beat - dispensedBeat; startBeat = dispensedBeat + Mathf.Ceil(relativeBeat); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly. nextAnimBeat = startBeat + GetAnimLength(State.HighKicked); kicker.kickTimes = Mathf.CeilToInt(relativeBeat) - numHighKicks - 1; break; } else { //Debug.Log("Setting state to toe"); state = State.Toe; float relativeBeat = Mathf.Ceil(highKicks[i].beat - dispensedBeat) + GetAnimLength(State.HighKicked); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly. startBeat = dispensedBeat + relativeBeat; nextAnimBeat = startBeat + GetAnimLength(State.Toe); kicker.kickTimes = (int)(relativeBeat - GetAnimLength(State.HighKicked)) - numHighKicks; break; } } } if(state == 0) //if the for loop didn't set the state { //Debug.Log("Defaulting to kicked state"); state = State.Kicked; float relativeBeat = currentBeat - dispensedBeat; startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation. nextAnimBeat = startBeat + GetAnimLength(State.Kicked); kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1; } Update(); //make sure the ball is in the right place } public void Kick(bool player) { if (player) Jukebox.PlayOneShotGame("spaceSoccer/ballHit"); lastSpriteRot = spriteHolder.transform.eulerAngles.z; SetState(State.Kicked); lastKickLeft = kicker.kickLeft; if (kicker.kickLeft) { kickCurve.transform.localScale = new Vector3(-1, 1); } else { kickCurve.transform.localScale = new Vector3(1, 1); } kickCurve.KeyPoints[0].transform.position = holder.transform.position; HitFX(); } public void HighKick() { lastSpriteRot = spriteHolder.transform.eulerAngles.z; SetState(State.HighKicked); highKickCurve.KeyPoints[0].transform.position = holder.transform.position; HitFX(); } public void Toe() { lastSpriteRot = spriteHolder.transform.eulerAngles.z; SetState(State.Toe); toeCurve.KeyPoints[0].transform.position = holder.transform.position; if (lastKickLeft) { toeCurve.KeyPoints[1].transform.localPosition = new Vector3(5.39f, 0); } else { toeCurve.KeyPoints[1].transform.localPosition = new Vector3(6.49f, 0); } HitFX(); } private void Update() { switch (state) //handle animations { case State.Dispensing: { float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 2.35f); dispenseCurve.KeyPoints[0].transform.position = new Vector3(kicker.transform.position.x - 6f, kicker.transform.position.y - 6f); dispenseCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 1f, kicker.transform.position.y - 6f); holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim); spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0f, -1440f, normalizedBeatAnim)); /*if (PlayerInput.Pressed()) { if (state.perfect) { Kick(); } }*/ break; } case State.Kicked: { float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 1.5f); if (!lastKickLeft) { kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x + 0.5f, kicker.transform.position.y - 6f); spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot - 360f, normalizedBeatAnim)); } else { kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 2.5f, kicker.transform.position.y - 6f); spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim)); } holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim); /*if (PlayerInput.Pressed()) { if (state.perfect) { if (kicker.canHighKick) { HighKick(); } else if (kicker.canKick) { Kick(); } // print(normalizedBeat); } }*/ break; } case State.HighKicked: { float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.HighKicked) + 0.3f); highKickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 3.5f, kicker.transform.position.y - 6f); holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim); spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim)); // if (state.perfect) Debug.Break(); /*if (PlayerInput.Pressed()) { kickPrepare = true; kicker.Kick(this); } if (kickPrepare) { if (PlayerInput.PressedUp()) { if (state.perfect) { Toe(); } } }*/ break; } case State.Toe: { float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.Toe) + 0.35f); if (!lastKickLeft) { toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x + 0.5f, kicker.transform.position.y - 6f); } else { toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 1.0f, kicker.transform.position.y - 6f); } holder.transform.localPosition = toeCurve.GetPoint(normalizedBeatAnim); spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, -860f, normalizedBeatAnim)); break; } } holder.transform.position = new Vector3(holder.transform.position.x, holder.transform.position.y, kicker.transform.localPosition.z); } private void HitFX() { GameObject kickfx = Instantiate(kickFX.gameObject, SpaceSoccer.instance.transform); kickfx.SetActive(true); kickfx.transform.position = holder.transform.position; } private void SetState(State newState) { state = newState; startBeat = nextAnimBeat; nextAnimBeat += GetAnimLength(newState); } public float GetAnimLength(State anim) { switch(anim) { case State.Dispensing: return 2f; case State.Kicked: return 1f; case State.HighKicked: return 2f - highKickSwing; case State.Toe: return 2f - (1f - highKickSwing); default: Debug.LogError("Ball has invalid state. State number: " + (int)anim); return 0f; } } } }