using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; using static HeavenStudio.Games.FanClub; namespace HeavenStudio.Games.Scripts_FanClub { public class NtrIdolAmie : MonoBehaviour { [Header("Params")] [SerializeField] float stepDistance = 1f; [SerializeField] float startPostion = 0f; [SerializeField] float rootYPos = 0f; [Header("Objects")] [SerializeField] ParticleSystem clapEffect; [SerializeField] ParticleSystem winkEffect; [SerializeField] GameObject rootTransform; [SerializeField] GameObject shadow; [Header("References")] public Material coreMat; Animator anim; double startStepBeat = double.MaxValue; float stepLength = 16f; bool exiting = false; int currentAnim = 0; double startJumpTime = double.MinValue; //bool hasJumped = false; Unused value - Marc const int StepCount = 8; const int AnimCount = StepCount * 2; Conductor cond; private void Update() { if (cond.songPositionInBeatsAsDouble >= startStepBeat + stepLength) { FinishEntrance(exiting); startStepBeat = double.MaxValue; currentAnim = 0; } else if (cond.songPositionInBeatsAsDouble >= startStepBeat) { currentAnim = (int)((cond.songPositionInBeatsAsDouble - startStepBeat) / (stepLength / AnimCount)); double startAnimBeat = startStepBeat + (stepLength / AnimCount) * currentAnim; double endAnimBeat = startAnimBeat + (stepLength / AnimCount); float prog = (float)((cond.songPositionInBeatsAsDouble - startAnimBeat - 0.75) / (endAnimBeat - startAnimBeat)); prog = Mathf.Clamp01(prog * 4); if (exiting) { currentAnim = AnimCount - currentAnim; prog = (float)((cond.songPositionInBeatsAsDouble - startAnimBeat) / (endAnimBeat - startAnimBeat)); prog = Mathf.Clamp01(prog * 4); } anim.DoScaledAnimation(currentAnim % 2 == 0 ? "WalkB" : "WalkA", startAnimBeat - (exiting ? 0.75f : 0), stepLength / AnimCount); if (exiting) rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * currentAnim - stepDistance * prog, rootYPos); else rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * currentAnim + stepDistance * prog, rootYPos); } if (startStepBeat == double.MaxValue) { //idol jumping physics float jumpPos = cond.GetPositionFromBeat(startJumpTime, 1f); float IDOL_SHADOW_SCALE = 1.18f; if (cond.unswungSongPositionInBeatsAsDouble >= startJumpTime && cond.unswungSongPositionInBeatsAsDouble < startJumpTime + 1f) { //hasJumped = true; Unused value - Marc float yMul = jumpPos * 2f - 1f; float yWeight = -(yMul*yMul) + 1f; rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos + (2f * yWeight + 0.25f)); shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, (1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, 1f); anim.DoScaledAnimation("Jump", startJumpTime, 1f, ignoreSwing: true); } else { startJumpTime = float.MinValue; rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos); shadow.transform.localScale = new Vector3(IDOL_SHADOW_SCALE, IDOL_SHADOW_SCALE, 1f); } } shadow.transform.localPosition = new Vector3(rootTransform.transform.localPosition.x, shadow.transform.localPosition.y); } public void ClapParticle() { if (clapEffect == null) return; clapEffect.Play(); } public void WinkParticle() { if (winkEffect == null) return; winkEffect.Play(); } public void Init() { gameObject.SetActive(false); rootTransform.SetActive(false); shadow.SetActive(false); cond = Conductor.instance; anim = GetComponent(); } public void StartEntrance(double beat, float length, bool exit) { gameObject.SetActive(true); rootTransform.SetActive(true); shadow.SetActive(true); startStepBeat = beat; stepLength = length; exiting = exit; if (exiting) { rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos); } else { rootTransform.transform.localPosition = new Vector3(startPostion, rootYPos); } } public void FinishEntrance(bool exit) { exiting = exit; if (exiting) { rootTransform.transform.localPosition = new Vector3(startPostion, rootYPos); gameObject.SetActive(false); rootTransform.SetActive(false); shadow.SetActive(false); } else { rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos); gameObject.SetActive(true); rootTransform.SetActive(true); shadow.SetActive(true); } } public void ToSpot(bool unspot = true) { if (unspot) coreMat.SetColor("_Color", new Color(1, 1, 1, 1)); else coreMat.SetColor("_Color", new Color(117/255f, 177/255f, 209/255f, 1)); } public void DoIdolJump(double beat) { if (startStepBeat != double.MaxValue) return; if (!gameObject.activeInHierarchy) return; startJumpTime = Conductor.instance.GetUnSwungBeat(beat); //play anim BeatAction.New(this, new List() { new BeatAction.Action(beat + 1f, delegate { anim.Play("Land", -1, 0); }), }); } public void PlayAnim(double beat, float length, int type) { if (startStepBeat != double.MaxValue) return; if (!gameObject.activeInHierarchy) return; startJumpTime = double.MinValue; // DisableResponse(beat, length + 0.5f); // DisableBop(beat, length + 0.5f); // DisableCall(beat, length + 0.5f); switch (type) { case (int) IdolAnimations.Bop: anim.Play("Beat", -1, 0); break; case (int) IdolAnimations.PeaceVocal: anim.Play("Peace", -1, 0); break; case (int) IdolAnimations.Peace: anim.Play("Peace", -1, 0); break; case (int) IdolAnimations.Clap: anim.Play("Crap", -1, 0); break; case (int) IdolAnimations.Jump: DoIdolJump(beat); break; case (int) IdolAnimations.Squat: BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { anim.Play("Squat0", -1, 0); }), new BeatAction.Action(beat + length, delegate { anim.Play("Squat1", -1, 0); }), }); break; case (int) IdolAnimations.Wink: BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { anim.Play("Wink0", -1, 0); }), new BeatAction.Action(beat + length, delegate { anim.Play("Wink1", -1, 0); }), }); break; case (int) IdolAnimations.Dab: anim.Play("Dab", -1, 0); break; case (int) IdolAnimations.Call: case (int) IdolAnimations.Response: case (int) IdolAnimations.BigCall: default: break; } } public void PlayAnimState(string state) { if (startStepBeat != double.MaxValue) return; if (!gameObject.activeInHierarchy) return; anim.Play(state, -1, 0); } } }