mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
ccfc528d99
* setup * scroll stuff * tons of stuff * totem bop * bopping and new assets * soem more * frog fit * fixed order of operation issue * triple proto * wow i love super curves * TRIPLE JUMP * frog fall * the spinny * dragon initial * functional dragon * fixed un bug * the deets * the deets have been fixed * miss stuff * smol fix * no log * fixed some issues * switch to next state * particle * remove useless logic * zoomed out * sound and line fix * new bg sheet * minor tweaks * pillar tops * background objects * background tweak * triple sound tweak * background rework * frog wings and new jump anim * fix * birds * disable pillars * landing end * fix again * minor fix * fixes and icon * background scroll logic rework * put in fixed sheet * fixed sounds
420 lines
18 KiB
C#
420 lines
18 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TotemClimb
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{
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public class TCJumper : SuperCurveObject
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{
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[SerializeField] private Transform _initialPoint;
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[SerializeField] private ParticleSystem _highParticle;
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[SerializeField] private ParticleSystem _highMissParticle;
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[SerializeField] private ParticleSystem _jumpParticle;
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[SerializeField] private float _jumpHeight = 2f;
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[SerializeField] private float _jumpHeightTriple = 1f;
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[SerializeField] private float _jumpHighHeight = 6f;
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private Path _path;
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private Animator _anim;
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private TotemClimb _game;
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private double _startBeat;
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private double _onPlayBeat;
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private IEnumerator _currentStateCo;
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private void Awake()
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{
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_anim = GetComponent<Animator>();
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_game = TotemClimb.instance;
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}
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public void InitPath(double beat, double onPlayBeat)
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{
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_onPlayBeat = onPlayBeat;
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_startBeat = beat;
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_path = new Path();
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_path.positions = new PathPos[2];
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_path.positions[0] = new PathPos()
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{
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duration = 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat)),
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target = _initialPoint,
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height = _jumpHeight
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};
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if (_game.IsHighBeat(beat))
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{
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_path.positions[1] = new PathPos()
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{
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target = _game.GetDragonPointAtBeat(beat)
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};
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}
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else
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{
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_path.positions[1] = new PathPos()
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{
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target = _game.IsTripleBeat(beat) ? _game.GetJumperFrogPointAtBeat(beat, -1) : _game.GetJumperPointAtBeat(beat)
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};
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}
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}
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public void StartJumping(double beat, bool miss = false, bool nearMiss = false)
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{
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bool nextIsTriple = _game.IsTripleBeat(beat + 1);
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bool nextIsHigh = _game.IsHighBeat(beat + 1);
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SwitchToNextState(JumpCo(beat, miss, nearMiss));
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if (beat + 1 >= _game.EndBeat) return;
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if (nextIsHigh)
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{
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_game.ScheduleInput(beat, 1, Minigame.InputAction_BasicPress, JustHold, Empty, Empty);
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_game.ScheduleInput(beat, 3, Minigame.InputAction_FlickRelease, JustRelease, MissRelease, Empty);
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}
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else _game.ScheduleInput(beat, 1, Minigame.InputAction_BasicPress, nextIsTriple ? JustTripleEnter : Just, nextIsTriple ? MissTripleEnter : Miss, Empty);
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}
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public void HighJump(double beat, bool miss)
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{
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bool nextIsTriple = _game.IsTripleBeat(beat + 2);
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bool nextIsHigh = _game.IsHighBeat(beat + 2);
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SwitchToNextState(JumpHighCo(beat, miss));
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if (beat + 2 >= _game.EndBeat) return;
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if (nextIsHigh)
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{
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_game.ScheduleInput(beat, 2, Minigame.InputAction_BasicPress, JustHold, Empty, Empty);
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_game.ScheduleInput(beat, 4, Minigame.InputAction_FlickRelease, JustRelease, MissRelease, Empty);
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}
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else _game.ScheduleInput(beat, 2, Minigame.InputAction_BasicPress, nextIsTriple ? JustTripleEnter : Just, nextIsTriple ? MissTripleEnter : Miss, Empty);
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}
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public void TripleJumping(double beat, bool enter, bool miss = false, bool nearMiss = false)
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{
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SwitchToNextState(JumpTripleCo(beat, enter, miss, nearMiss));
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if (beat + 0.5 >= _game.EndBeat) return;
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_game.ScheduleInput(beat, 0.5, Minigame.InputAction_BasicPress, enter ? JustTripleExit : Just, enter ? MissTripleExit : Miss, Empty);
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}
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public void Bop()
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{
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_anim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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private IEnumerator JumpCo(double beat, bool miss, bool nearMiss)
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{
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if (beat >= _startBeat)
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{
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_path = new Path();
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_path.positions = new PathPos[2];
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_path.positions[0] = new PathPos()
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{
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duration = (_game.EndBeat <= beat + 1) ? 1 : 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 1)),
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height = _jumpHeight,
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target = _game.IsTripleBeat(beat) ? _game.GetJumperFrogPointAtBeat(beat, 1) : _game.GetJumperPointAtBeat(beat)
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};
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if (beat + 1 >= _onPlayBeat && _game.EndBeat <= beat + 1 && _game.UseEndTotem)
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{
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_path.positions[1] = new PathPos()
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{
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target = _game.EndJumperPoint
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};
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}
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else if (_game.IsHighBeat(beat + 1))
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{
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_path.positions[1] = new PathPos()
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{
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target = _game.GetDragonPointAtBeat(beat + 1)
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};
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}
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else
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{
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_path.positions[1] = new PathPos()
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{
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target = _game.IsTripleBeat(beat + 1) ? _game.GetJumperFrogPointAtBeat(beat + 1, -1) : _game.GetJumperPointAtBeat(beat + 1)
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};
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}
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}
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if (!miss) _anim.DoScaledAnimationAsync(nearMiss ? "NearMiss" : "Jump", 0.5f);
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else _anim.DoScaledAnimationAsync("Miss", 0.5f);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
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bool playedFall = false;
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while(normalizedBeat < 1f)
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{
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transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
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if (normalizedBeat >= 0.5f && !playedFall)
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{
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if (!miss && !nearMiss) _anim.Play("Fall", 0, 0);
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playedFall = true;
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}
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normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
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yield return null;
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}
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transform.position = GetPathPositionFromBeat(_path, beat + _path.positions[0].duration, beat);
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_anim.Play("Idle", 0, 0);
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if (beat + 1 >= _onPlayBeat && _game.EndBeat <= beat + 1)
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{
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SoundByte.PlayOneShotGame("totemClimb/totemland");
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if (_game.UseEndTotem)
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{
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_game.DoEndTotemEvents(beat + 1);
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gameObject.SetActive(false);
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}
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}
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}
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private IEnumerator JumpTripleCo(double beat, bool enter, bool miss, bool nearMiss)
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{
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if (beat >= _startBeat)
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{
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_path = new Path();
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_path.positions = new PathPos[2];
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_path.positions[0] = new PathPos()
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{
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duration = 0.5f - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 0.5)),
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height = _jumpHeightTriple,
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target = _game.GetJumperFrogPointAtBeat(beat, enter ? -1 : 0)
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};
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_path.positions[1] = new PathPos()
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{
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target = _game.GetJumperFrogPointAtBeat(beat + 0.5, enter ? 0 : 1)
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};
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}
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if (!miss) _anim.DoScaledAnimationAsync(nearMiss ? "NearMiss" : "Jump", 0.5f);
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else _anim.DoScaledAnimationAsync("Miss", 0.5f);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
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bool playedFall = false;
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while (normalizedBeat < 1f)
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{
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transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
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if (normalizedBeat >= 0.5f && !playedFall)
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{
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if (!miss && !nearMiss) _anim.Play("Fall", 0, 0);
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playedFall = true;
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}
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normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
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yield return null;
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}
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_anim.Play("Idle", 0, 0);
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}
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private IEnumerator JumpHighCo(double beat, bool miss)
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{
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if (beat >= _startBeat)
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{
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_path = new Path();
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_path.positions = new PathPos[2];
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_path.positions[0] = new PathPos()
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{
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duration = (_game.EndBeat <= beat + 2) ? 2 : 2 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 2)),
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height = _jumpHighHeight,
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target = _game.GetDragonPointAtBeat(beat)
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};
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if (beat + 2 >= _onPlayBeat && _game.EndBeat <= beat + 2 && _game.UseEndTotem)
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{
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_path.positions[1] = new PathPos()
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{
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target = _game.EndJumperPoint
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};
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}
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else if (_game.IsHighBeat(beat + 2))
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{
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_path.positions[1] = new PathPos()
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{
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target = _game.GetDragonPointAtBeat(beat + 2)
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};
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}
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else
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{
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_path.positions[1] = new PathPos()
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{
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target = _game.IsTripleBeat(beat + 2) ? _game.GetJumperFrogPointAtBeat(beat + 2, -1) : _game.GetJumperPointAtBeat(beat + 2)
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};
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}
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}
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if (!miss)
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{
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_anim.Play("HighJump", 0, 0);
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_highParticle.PlayScaledAsync(0.5f);
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}
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else
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{
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_anim.DoScaledAnimationAsync("HighMiss", 0.5f);
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_highMissParticle.PlayScaledAsync(0.5f);
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}
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
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bool playedFall = false;
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while (normalizedBeat < 1f)
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{
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transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
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if (normalizedBeat >= 0.5f && !playedFall)
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{
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if (!miss) _anim.Play("HighFall", 0, 0);
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playedFall = true;
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}
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normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
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yield return null;
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}
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transform.position = GetPathPositionFromBeat(_path, beat + _path.positions[0].duration, beat);
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_anim.Play("Idle", 0, 0);
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_highParticle.Stop();
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_highMissParticle.Stop();
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if (beat + 2 >= _onPlayBeat && _game.EndBeat <= beat + 2)
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{
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SoundByte.PlayOneShotGame("totemClimb/totemland");
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if (_game.UseEndTotem)
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{
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_game.DoEndTotemEvents(beat + 2);
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gameObject.SetActive(false);
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}
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}
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}
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private IEnumerator HoldCo(double beat)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, 2);
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Transform dragonPoint = _game.GetDragonPointAtBeat(beat);
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bool canUnHold = true;
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while (normalizedBeat < 1f)
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{
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normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, 2);
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transform.position = dragonPoint.position;
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if (!_game.IsExpectingInputNow(Minigame.InputAction_FlickRelease)
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&& (PlayerInput.GetIsAction(Minigame.InputAction_FlickRelease) || PlayerInput.GetIsAction(Minigame.InputAction_BasicRelease))
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&& canUnHold)
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{
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_anim.DoScaledAnimationAsync("UnHold", 0.5f);
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_game.ScoreMiss();
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canUnHold = false;
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}
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if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !canUnHold)
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{
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_anim.DoScaledAnimationAsync("Hold", 0.5f);
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SoundByte.PlayOneShot("nearMiss");
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_game.ScoreMiss();
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canUnHold = true;
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}
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yield return null;
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}
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}
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private void SwitchToNextState(IEnumerator coroutine)
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{
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_highParticle.Stop();
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_highMissParticle.Stop();
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if (_currentStateCo != null) StopCoroutine(_currentStateCo);
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_currentStateCo = coroutine;
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StartCoroutine(_currentStateCo);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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bool isTriple = _game.IsTripleBeat(caller.startBeat + caller.timer);
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StartJumping(caller.startBeat + caller.timer, false, state >= 1f || state <= -1f);
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_game.BopTotemAtBeat(caller.startBeat + caller.timer);
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if (isTriple) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
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if (state >= 1f || state <= -1f)
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{
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
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return;
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}
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_jumpParticle.PlayScaledAsync(0.5f);
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame(isTriple ? "totemClimb/totemlandb" : "totemClimb/totemland");
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}
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private void JustTripleEnter(PlayerActionEvent caller, float state)
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{
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TripleJumping(caller.startBeat + caller.timer, true, false, state >= 1f || state <= -1f);
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_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
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if (state >= 1f || state <= -1f)
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{
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
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return;
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}
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_jumpParticle.PlayScaledAsync(0.5f);
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/totemland");
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}
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private void JustTripleExit(PlayerActionEvent caller, float state)
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{
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TripleJumping(caller.startBeat + caller.timer, false, false, state >= 1f || state <= -1f);
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_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
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if (state >= 1f || state <= -1f)
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{
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
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return;
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}
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_jumpParticle.PlayScaledAsync(0.5f);
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/totemland");
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}
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private void JustHold(PlayerActionEvent caller, float state)
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{
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/chargejump");
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_game.HoldDragonAtBeat(caller.startBeat + caller.timer);
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SwitchToNextState(HoldCo(caller.startBeat + caller.timer));
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_anim.DoScaledAnimationAsync("Hold", 0.5f);
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if (state >= 1f || state <= -1f)
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{
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
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return;
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}
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}
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private void JustRelease(PlayerActionEvent caller, float state)
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{
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HighJump(caller.startBeat + caller.timer, state >= 1f && state <= -1f);
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_game.ReleaseDragonAtBeat(caller.startBeat + caller.timer);
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/superjumpgood");
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if (state >= 1f || state <= -1f)
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{
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
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return;
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}
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_jumpParticle.PlayScaledAsync(0.5f);
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}
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private void Miss(PlayerActionEvent caller)
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{
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StartJumping(caller.startBeat + caller.timer, true);
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_game.BopTotemAtBeat(caller.startBeat + caller.timer);
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if (_game.IsTripleBeat(caller.startBeat + caller.timer)) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
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}
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private void MissTripleEnter(PlayerActionEvent caller)
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{
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TripleJumping(caller.startBeat + caller.timer, true, true);
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_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
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}
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private void MissTripleExit(PlayerActionEvent caller)
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{
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TripleJumping(caller.startBeat + caller.timer, false, true);
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_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
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}
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private void MissRelease(PlayerActionEvent caller)
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{
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HighJump(caller.startBeat + caller.timer, true);
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_game.ReleaseDragonAtBeat(caller.startBeat + caller.timer);
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if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
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}
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private void Empty(PlayerActionEvent caller) { }
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}
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}
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