using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using Starpelly; using NaughtyBezierCurves; using HeavenStudio.Util; namespace HeavenStudio.Games.Scripts_FanClub { public class NtrIdolFan : PlayerActionObject { [Header("References")] [SerializeField] private GameObject motionRoot; [SerializeField] private GameObject headRoot; public Animator animator; public Animator headAnimator; public ParticleSystem fanClapEffect; public GameObject shadow; [Header("Properties")] [NonSerialized] public bool player = false; [NonSerialized] public bool hitValid = false; public float jumpStartTime = Single.MinValue; bool stopBeat = false; bool stopCharge = false; bool hasJumped = false; float clappingStartTime = 0f; public Queue> upcomingHits; public float startBeat; public int type; public bool doCharge = false; private bool inputHit = false; private bool hasHit = false; public void Init() { if (player) upcomingHits = new Queue>(); // beat, type inputHit = true; hasHit = true; } public override void OnAce() { Hit(true, type, true); } public void AddHit(float beat, int type) { inputHit = false; upcomingHits.Enqueue(new KeyValuePair(beat, type)); } public void Hit(bool _hit, int type = 0, bool fromAutoplay = false) { if (player && !hasHit) { if (type == 0) ClapStart(_hit, true, doCharge, fromAutoplay); else if (type == 1) JumpStart(_hit, true, fromAutoplay); hasHit = true; } } private void Update() { var cond = Conductor.instance; // read cue queue and pop when needed if (hasHit) { if (upcomingHits?.Count > 0) { var next = upcomingHits.Dequeue(); startBeat = next.Key; type = next.Value == 2 ? 0 : next.Value; doCharge = (next.Value == 2); // reset our shit to prepare for next hit hasHit = false; ResetState(); } else if (Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime()) { startBeat = Single.MinValue; type = 0; doCharge = false; // DO NOT RESET, wait for future cues } } // no input? if (!hasHit && Conductor.instance.GetPositionFromBeat(startBeat, 1f) >= Minigame.EndTime()) { FanClub.instance.AngerOnMiss(); hasHit = true; } // dunno what this is for if (!inputHit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime()) { inputHit = true; } if (!hasHit) { float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1); StateCheck(normalizedBeat); } if (player) { if (PlayerInput.Pressed() && type == 0) { if (state.perfect) { Hit(true); } else if (state.notPerfect()) { Hit(false); } } if (PlayerInput.PressedUp() && type == 1) { if (state.perfect) { Hit(true, type); } else if (state.notPerfect()) { Hit(false, type); } } if (PlayerInput.Pressed()) { if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue)) FanClub.instance.AngerOnMiss(); hasJumped = false; stopBeat = true; jumpStartTime = -99f; animator.Play("FanClap", 0, 0); Jukebox.PlayOneShotGame("fanClub/play_clap"); Jukebox.PlayOneShotGame("fanClub/crap_impact"); clappingStartTime = cond.songPositionInBeats; } if (PlayerInput.Pressing()) { if (cond.songPositionInBeats > clappingStartTime + 1.5f && !stopCharge) { animator.Play("FanClapCharge", 0, 0); stopCharge = true; } } if (PlayerInput.PressedUp()) { if (stopCharge) { if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue)) FanClub.instance.AngerOnMiss(); animator.Play("FanJump", 0, 0); Jukebox.PlayOneShotGame("fanClub/play_jump"); jumpStartTime = cond.songPositionInBeats; stopCharge = false; } else { animator.Play("FanFree", 0, 0); stopBeat = false; } } } float jumpPos = cond.GetPositionFromBeat(jumpStartTime, 1f); if (cond.songPositionInBeats >= jumpStartTime && cond.songPositionInBeats < jumpStartTime + 1f) { hasJumped = true; float yMul = jumpPos * 2f - 1f; float yWeight = -(yMul*yMul) + 1f; motionRoot.transform.localPosition = new Vector3(0, 3f * yWeight); shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * 1.4f, (1f-yWeight*0.8f) * 1.4f, 1f); } else { motionRoot.transform.localPosition = new Vector3(0, 0); shadow.transform.localScale = new Vector3(1.4f, 1.4f, 1f); if (hasJumped) { Jukebox.PlayOneShotGame("fanClub/landing_impact", pitch: UnityEngine.Random.Range(0.95f, 1f), volume: 1f/4); if (player) { animator.Play("FanPrepare", 0, 0); stopBeat = false; } } hasJumped = false; } } public void ClapStart(bool hit, bool force = false, bool doCharge = false, bool fromAutoplay = false) { var cond = Conductor.instance; if (hit) { if (doCharge) BeatAction.New(this.gameObject, new List() { new BeatAction.Action(cond.songPositionInBeats + 0.1f, delegate { if (PlayerInput.Pressing() || fromAutoplay) { animator.Play("FanClapCharge", 0, 0); stopCharge = true; } }), }); } else { FanClub.instance.AngerOnMiss(); } if (fromAutoplay || !force) { stopBeat = true; jumpStartTime = -99f; animator.Play("FanClap", 0, 0); Jukebox.PlayOneShotGame("fanClub/play_clap"); Jukebox.PlayOneShotGame("fanClub/crap_impact"); clappingStartTime = cond.songPositionInBeats; } if (fromAutoplay && !doCharge) { BeatAction.New(this.gameObject, new List() { new BeatAction.Action(cond.songPositionInBeats + 0.1f, delegate { animator.Play("FanFree", 0, 0); stopBeat = false; }), }); } } public void JumpStart(bool hit, bool force = false, bool fromAutoplay = false) { var cond = Conductor.instance; if (hit) {} else { FanClub.instance.AngerOnMiss(); } if (fromAutoplay || !force) { animator.Play("FanJump", 0, 0); Jukebox.PlayOneShotGame("fanClub/play_jump"); jumpStartTime = cond.songPositionInBeats; stopCharge = false; } } public bool IsJumping() { var cond = Conductor.instance; return (cond.songPositionInBeats >= jumpStartTime && cond.songPositionInBeats < jumpStartTime + 1f); } public void Bop() { if (!stopBeat) animator.Play("FanBeat"); } public void ClapParticle() { fanClapEffect.Play(); } public void MakeAngry(bool flip = false) { headAnimator.Play("FanFaceAngry", 0, 0); if (flip) { headRoot.transform.localScale = new Vector3(-1f, 1f, 1f); } } } }