using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; using DG.Tweening; using HeavenStudio.Util; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class NtrPingpongLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("rhythmRally", "Rhythm Rally", "FFFFFF", true, false, new List() { new GameAction("bop", "Bop") { function = delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, defaultLength = 0.5f, resizable = true }, new GameAction("whistle", "Whistle") { preFunction = delegate { RhythmRally.PlayWhistle(eventCaller.currentEntity.beat); }, defaultLength = 0.5f }, new GameAction("toss ball", "Toss Ball") { function = delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); }, defaultLength = 2f, resizable = true }, new GameAction("rally", "Rally") { function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); }, defaultLength = 4f, resizable = true }, new GameAction("slow rally", "Slow Rally") { function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); }, defaultLength = 8f, resizable = true }, new GameAction("fast rally", "Fast Rally") { function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast, eventCaller.currentEntity["muteAudio"]); }, defaultLength = 6f, parameters = new List() { new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.") } }, new GameAction("superfast rally", "Superfast Rally") { function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast, eventCaller.currentEntity["muteAudio"]); }, defaultLength = 12f, parameters = new List() { new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.") } }, new GameAction("pose", "End Pose") { function = delegate { RhythmRally.instance.Pose(); }, defaultLength = 0.5f }, new GameAction("camera", "Camera Controls") { function = delegate { var e = eventCaller.currentEntity; var rotation = new Vector3(0, e["valA"], 0); RhythmRally.instance.ChangeCameraAngle(rotation, e["valB"], e.length, (Ease)e["type"], (RotateMode)e["type2"]); }, defaultLength = 4, resizable = true, parameters = new List() { new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"), new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"), new Param("type", Ease.Linear, "Ease", "The easing function to use"), new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use") } }, }); } } } namespace HeavenStudio.Games { using Scripts_RhythmRally; public class RhythmRally : Minigame { public enum RallySpeed { Slow, Normal, Fast, SuperFast } [Header("Camera")] public Transform renderQuadTrans; public Transform cameraPivot; [Header("Ball and curve info")] public GameObject ball; public GameObject ballShadow; public TrailRenderer ballTrail; public BezierCurve3D serveCurve; public BezierCurve3D returnCurve; public BezierCurve3D tossCurve; public BezierCurve3D missCurve; public GameObject ballHitFX; [Header("Animators")] public Animator playerAnim; public Animator opponentAnim; [Header("Properties")] public RallySpeed rallySpeed = RallySpeed.Normal; public bool started; public bool missed; public bool served; public bool tossing; public float serveBeat; public float targetBeat; public float tossBeat; public float missBeat; public float tossLength; private bool inPose; public Paddlers paddlers; public GameEvent bop = new GameEvent(); public static RhythmRally instance; private void Awake() { instance = this; paddlers.Init(); renderQuadTrans.gameObject.SetActive(true); var cam = GameCamera.instance.camera; var camHeight = 2f * cam.orthographicSize; var camWidth = camHeight * cam.aspect; renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f); playerAnim.Play("Idle", 0, 0); opponentAnim.Play("Idle", 0, 0); } const float tableHitTime = 0.58f; bool opponentServing = false; // Opponent serving this frame? void Update() { var cond = Conductor.instance; var currentBeat = cond.songPositionInBeats; var hitBeat = serveBeat; // Beat when the last paddler hit the ball var beatDur1 = 1f; // From paddle to table var beatDur2 = 1f; // From table to other paddle var playerState = playerAnim.GetCurrentAnimatorStateInfo(0); var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0); bool playerPrepping = false; // Player using prep animation? bool opponentPrepping = false; // Opponent using prep animation? if (started) { // Determine hitBeat and beatDurs. switch (rallySpeed) { case RallySpeed.Normal: if (!served) { hitBeat = serveBeat + 2f; } break; case RallySpeed.Fast: if (!served) { hitBeat = serveBeat + 1f; beatDur1 = 1f; beatDur2 = 2f; } else { beatDur1 = 0.5f; beatDur2 = 0.5f; } break; case RallySpeed.SuperFast: if (!served) { hitBeat = serveBeat + 1f; } beatDur1 = 0.5f; beatDur2 = 0.5f; break; case RallySpeed.Slow: if (!served) { hitBeat = serveBeat + 4f; } beatDur1 = 2f; beatDur2 = 2f; break; } // Ball position. var curveToUse = served ? serveCurve : returnCurve; float curvePosition; var hitPosition1 = cond.GetPositionFromBeat(hitBeat, beatDur1); if (hitPosition1 >= 1f) { var hitPosition2 = cond.GetPositionFromBeat(hitBeat + beatDur1, beatDur2); curvePosition = tableHitTime + hitPosition2 * (1f - tableHitTime); } else { curvePosition = hitPosition1 * tableHitTime; } if (!missed) { float curveHeight = 1.25f; if ((rallySpeed == RallySpeed.Fast && served) || rallySpeed == RallySpeed.SuperFast) curveHeight = 0.75f; else if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f) curveHeight = 2f; else if (rallySpeed == RallySpeed.Slow) curveHeight = 3f; curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f); ball.transform.position = curveToUse.GetPoint(Mathf.Max(0, curvePosition)); // Make ball inactive before it passes through the floor. if (curvePosition > 1.05f) ball.SetActive(false); } else { if (tossing) { TossUpdate(tossBeat, tossLength); } else { var missPosition = cond.GetPositionFromBeat(missBeat, 1f); ball.transform.position = missCurve.GetPoint(Mathf.Max(0, missPosition)); if (missPosition > 1f) ball.SetActive(false); } } // TODO: Make conditional so ball shadow only appears when over table. ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z); var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat; // Check if the opponent should swing. if (!served && timeBeforeNextHit <= 0f) { var rallies = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "rhythmRally/rally" || c.datamodel == "rhythmRally/slow rally"); for (int i = 0; i < rallies.Count; i++) { var rally = rallies[i]; if (rally.beat - currentBeat <= 0f && rally.beat + rally.length - currentBeat > 0f) { Serve(hitBeat + beatDur1 + beatDur2, rallySpeed); opponentServing = true; break; } } } // Check if paddler should do ready animation. bool readyToPrep; switch (rallySpeed) { case RallySpeed.Slow: case RallySpeed.Fast: readyToPrep = timeBeforeNextHit <= 2f; break; case RallySpeed.SuperFast: readyToPrep = timeBeforeNextHit <= 0.5f; break; default: readyToPrep = timeBeforeNextHit <= 1f; break; } // Paddler ready animation. if (readyToPrep && !opponentServing && !inPose) { if (served) { playerPrepping = true; if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1"))) playerAnim.Play("Ready1"); } else if (!opponentServing) { opponentPrepping = true; if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1"))) { opponentAnim.Play("Ready1"); // Toss ball if it fell off the table. if (missed && !tossing) { float tossHeight = 3f; if (rallySpeed == RallySpeed.Slow || rallySpeed == RallySpeed.Fast) tossHeight = 6f; Toss(hitBeat + beatDur1, beatDur2, tossHeight); } } // If player never swung and is still in ready state, snap them out of it. if (missed && playerState.IsName("Ready1")) playerAnim.Play("Beat"); } } } else { if (tossing) { TossUpdate(tossBeat, tossLength); } } // Paddler bop animation. if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) { if (currentBeat >= bop.startBeat && currentBeat < bop.startBeat + bop.length && !inPose) { if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))) playerAnim.DoScaledAnimationAsync("Beat", 0.5f); if (!opponentPrepping && !opponentServing && !tossing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))) opponentAnim.DoScaledAnimationAsync("Beat", 0.5f); } } opponentServing = false; } public void Bop(float beat, float length) { bop.length = length; bop.startBeat = beat; } public void Serve(float beat, RallySpeed speed) { if (!ball.activeSelf) ball.SetActive(true); if (!ballTrail.gameObject.activeSelf) ballTrail.gameObject.SetActive(true); served = true; missed = false; started = true; opponentServing = true; tossing = false; serveBeat = beat; rallySpeed = speed; var bounceBeat = 0f; switch (rallySpeed) { case RallySpeed.Normal: targetBeat = 2f; bounceBeat = serveBeat + 1f; break; case RallySpeed.Fast: case RallySpeed.SuperFast: targetBeat = 1f; bounceBeat = serveBeat + 0.5f; break; case RallySpeed.Slow: targetBeat = 4f; bounceBeat = serveBeat + 2f; break; } opponentAnim.DoScaledAnimationAsync("Swing", 0.5f); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) }); paddlers.BounceFX(bounceBeat); ScheduleInput(serveBeat, targetBeat, InputType.STANDARD_DOWN, paddlers.Just, paddlers.Miss, paddlers.Out); } public void Toss(float beat, float length, float height, bool firstToss = false) { // Hide trail while tossing to prevent weirdness while teleporting ball. ballTrail.gameObject.SetActive(false); if (firstToss) height *= length/2f; tossCurve.transform.localScale = new Vector3(1f, height, 1f); tossBeat = beat; tossLength = length; tossing = true; if (firstToss) { opponentAnim.Play("Ready1"); } if (!ball.activeSelf) ball.SetActive(true); } private void TossUpdate(float beat, float duration) { var tossPosition = Conductor.instance.GetPositionFromBeat(beat, duration); ball.transform.position = tossCurve.GetPoint(Mathf.Clamp(tossPosition, 0, 1)); if (tossPosition > 1.05f) ball.SetActive(false); } public static void PlayWhistle(float beat) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", beat), }, forcePlay: true); } public void Pose() { playerAnim.Play("Pose", 0, 0); opponentAnim.Play("Pose", 0, 0); ball.SetActive(false); // temporary solution, should realistically just fall down inPose = true; } public void ChangeCameraAngle(Vector3 rotation, float camZoom, float length, Ease ease, RotateMode rotateMode) { var len = length * Conductor.instance.secPerBeat; cameraPivot.DORotate(rotation, len, rotateMode).SetEase(ease); cameraPivot.DOScale(camZoom, len).SetEase(ease); } public void PrepareFastRally(float beat, RallySpeed speedChange, bool muteAudio = false) { if (speedChange == RallySpeed.Fast) { BeatAction.New(gameObject, new List() { new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); }) }); if (muteAudio) return; MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Tonk", beat), new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f), new MultiSound.Sound("rhythmRally/Tonk", beat + 1f) }); } else if (speedChange == RallySpeed.SuperFast) { BeatAction.New(gameObject, new List() { new BeatAction.Action(beat + 4f, delegate { Serve(beat + 4f, RallySpeed.SuperFast); }), new BeatAction.Action(beat + 6f, delegate { Serve(beat + 6f, RallySpeed.SuperFast); }), new BeatAction.Action(beat + 8f, delegate { Serve(beat + 8f, RallySpeed.SuperFast); }), new BeatAction.Action(beat + 10f, delegate { Serve(beat + 10f, RallySpeed.SuperFast); }) }); if (muteAudio) return; MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Tonk", beat), new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f), new MultiSound.Sound("rhythmRally/Tonk", beat + 1f), new MultiSound.Sound("rhythmRally/Tink", beat + 1.5f), new MultiSound.Sound("rhythmRally/Tonk", beat + 2f), new MultiSound.Sound("rhythmRally/Tink", beat + 2.5f), new MultiSound.Sound("rhythmRally/Tonk", beat + 3f), new MultiSound.Sound("rhythmRally/Tink", beat + 3.5f) }); } } } }