mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 11:33:05 +00:00
8b3bca35c7
fix potential crashes when exiting play
343 lines
No EOL
13 KiB
C#
343 lines
No EOL
13 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Jukebox;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_KarateMan
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{
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public class KarateManNoriController : MonoBehaviour
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{
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public GameObject NoriController;
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public GameObject NoriHeart;
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public Transform NoriHolderTengoku;
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public Transform NoriHolderMania00;
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public Transform NoriHolderMania01;
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public GameObject NoriManiaInk00;
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public GameObject NoriManiaInk01;
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public Material NoriMaterial;
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public Color[] NoriColorsTengoku;
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public Color[] NoriColorsMania;
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public float Nori;
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public int MaxNori;
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Animator[] NoriHeartAnimators;
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Material[] NoriHeartMaterials;
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Transform NoriHolder;
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static Vector2 HeartScale = new Vector2(60, 52);
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static float ScaleFactorTengoku = 1 / 46f;
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static float ScaleFactorMania = 1 / 72f;
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static float CameraOffset = 10;
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static float PeriodLow = 24 / 60f;
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static float PeriodHigh = 15 / 60f;
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int noriMode = (int)KarateMan.NoriMode.None;
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bool playedJust = false;
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int inputsToSwitch = 0;
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//takes 12% of inputs to fill the nori bar
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float hitNoriAdd { get { return MaxNori / (inputsToSwitch * 0.12f); } }
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void Start()
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{
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}
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public void SetNoriMode(double fromBeat, int mode, int startingNori = 0)
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{
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if (GameManager.instance == null) return;
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float scaleFactor = 0f;
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//clear all children of the holder
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if (NoriHolder != null) {
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foreach (Transform child in NoriHolder) {
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Destroy(child.gameObject);
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}
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}
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switch (mode)
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{
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case (int) KarateMan.NoriMode.Tengoku:
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MaxNori = 5;
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Nori = Mathf.Clamp(startingNori, 0, MaxNori);
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scaleFactor = ScaleFactorTengoku;
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NoriHolder = NoriHolderTengoku;
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NoriManiaInk00.SetActive(false);
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NoriManiaInk01.SetActive(false);
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playedJust = false;
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break;
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case (int) KarateMan.NoriMode.Mania:
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MaxNori = 10;
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Nori = Mathf.Clamp(startingNori, 0, MaxNori);
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scaleFactor = ScaleFactorMania;
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NoriHolder = NoriHolderMania00;
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NoriManiaInk00.SetActive(true);
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NoriManiaInk01.SetActive(false);
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playedJust = false;
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inputsToSwitch = CountHitsToEnd(fromBeat);
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break;
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case (int) KarateMan.NoriMode.ManiaHorizontal:
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MaxNori = 10;
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Nori = Mathf.Clamp(startingNori, 0, MaxNori);
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scaleFactor = ScaleFactorMania;
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NoriHolder = NoriHolderMania01;
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NoriManiaInk00.SetActive(true);
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NoriManiaInk01.SetActive(true);
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playedJust = false;
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inputsToSwitch = CountHitsToEnd(fromBeat);
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break;
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default: //KarateMan.NoriMode.None
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MaxNori = 0;
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Nori = 0;
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NoriManiaInk00.SetActive(false);
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NoriManiaInk01.SetActive(false);
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playedJust = false;
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return;
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}
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NoriHeartAnimators = new Animator[MaxNori];
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NoriHeartMaterials = new Material[MaxNori];
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noriMode = mode;
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if (mode == (int) KarateMan.NoriMode.None) return;
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//add the label?
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for (int i = 0; i < MaxNori; i++)
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{
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GameObject h = GameObject.Instantiate(NoriHeart, NoriHolder);
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h.SetActive(true);
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Material m_Material = Instantiate(NoriMaterial);
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NoriHeartMaterials[i] = m_Material;
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h.GetComponent<Image>().material = m_Material;
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RectTransform hrect = h.GetComponent<RectTransform>();
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hrect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, HeartScale.x * scaleFactor);
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hrect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, HeartScale.y * scaleFactor);
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NoriHeartAnimators[i] = h.GetComponent<Animator>();
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NoriHeartAnimators[i].Play(i <= (int) (startingNori - 1) ? "NoriFull" : "NoriNone", -1, (Time.time * PeriodLow) % 1f);
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}
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}
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public void DoHit()
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{
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if (noriMode == (int) KarateMan.NoriMode.None) return;
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if (MaxNori <= 0) return;
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float oldNori = Nori;
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if (noriMode == (int) KarateMan.NoriMode.Tengoku)
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{
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Nori += 1;
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if (Nori > MaxNori) Nori = MaxNori;
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if (Nori - 1 >= 0)
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NoriHeartAnimators[(int) Nori - 1].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
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}
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else
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{
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Nori += hitNoriAdd;
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if (Nori > MaxNori) Nori = MaxNori;
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for (int i = 0; i < MaxNori; i++)
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{
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if (i <= (int) Nori && i >= (int) oldNori)
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NoriHeartAnimators[i].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
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}
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}
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if (KarateMan.instance.NoriPerformance >= 0.6f && oldNori / MaxNori < 0.6f && !playedJust)
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{
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playedJust = true;
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SoundByte.PlayOneShotGame("karateman/nori_just");
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}
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UpdateHeartColours();
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}
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public void DoNG()
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{
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if (noriMode == (int) KarateMan.NoriMode.None) return;
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if (MaxNori <= 0) return;
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float oldNori = Nori;
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if (noriMode == (int) KarateMan.NoriMode.Tengoku)
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{
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Nori -= 1;
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if (Nori < 0) Nori = 0;
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NoriHeartAnimators[(int)Nori].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
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}
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else
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{
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Nori -= hitNoriAdd;
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if (Nori < 0) Nori = 0;
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if (Nori == 0)
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{
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foreach (Animator anim in NoriHeartAnimators)
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{
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anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
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}
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}
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else
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{
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for (int i = 0; i < MaxNori; i++)
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{
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if (i > (int) Nori)
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NoriHeartAnimators[i].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
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}
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}
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}
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if (KarateMan.instance.NoriPerformance < 0.6f && oldNori / MaxNori >= 0.6f)
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{
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playedJust = false;
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SoundByte.PlayOneShotGame("karateman/nori_ng");
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}
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UpdateHeartColours();
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}
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public void DoThrough()
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{
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if (noriMode == (int) KarateMan.NoriMode.None) return;
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if (MaxNori <= 0) return;
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if (noriMode == (int) KarateMan.NoriMode.Tengoku)
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{
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if (Nori >= MaxNori)
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SoundByte.PlayOneShotGame("karateman/nori_through");
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playedJust = false;
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Nori = 0;
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foreach (Animator anim in NoriHeartAnimators)
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{
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anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
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}
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}
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else
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{
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Nori -= hitNoriAdd * 2;
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if (Nori < 0) Nori = 0;
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if (Nori == 0)
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{
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foreach (Animator anim in NoriHeartAnimators)
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{
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anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
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}
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}
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else
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{
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for (int i = 0; i < MaxNori; i++)
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{
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if (i > (int) Nori)
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NoriHeartAnimators[i].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
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}
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}
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}
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if (KarateMan.instance.NoriPerformance < 0.6f)
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playedJust = false;
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UpdateHeartColours();
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}
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void UpdateHeartColours()
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{
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var cond = Conductor.instance;
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if (noriMode == (int) KarateMan.NoriMode.None) return;
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if (MaxNori <= 0) return;
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float flashPeriod;
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for (int i = 0; i < NoriHeartMaterials.Length; i++)
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{
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Material mat = NoriHeartMaterials[i];
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if (noriMode == (int) KarateMan.NoriMode.Tengoku)
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{
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if (Nori == MaxNori) {
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mat.SetColor("_ColorAlpha", NoriColorsTengoku[3]);
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} else if (KarateMan.instance.NoriPerformance < 0.6) {
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mat.SetColor("_ColorAlpha", NoriColorsTengoku[0]);
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} else if (i < 2) {
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mat.SetColor("_ColorAlpha", NoriColorsTengoku[1]);
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} else {
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mat.SetColor("_ColorAlpha", NoriColorsTengoku[2]);
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}
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}
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else
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{
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Color c = NoriColorsMania[0];
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Color s = Color.black;
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if (Nori == MaxNori)
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{
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flashPeriod = Mathf.Sin((cond.songPositionInBeats - i / (float) MaxNori) * Mathf.PI);
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c = NoriColorsMania[2] + (NoriColorsMania[3] * ((1 - flashPeriod * 0.5f) + 0.5f));
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s = Color.HSVToRGB(((cond.songPositionInBeats + 0.5f) * 4) % 1, 1, flashPeriod * 0.6f + 0.4f);
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}
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else
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{
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flashPeriod = Mathf.Sin(cond.songPositionInBeats * Mathf.PI);
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if (KarateMan.instance.NoriPerformance < 0.6)
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c = NoriColorsMania[0];
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else if (i < MaxNori - 2) {
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c = NoriColorsMania[1];
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} else {
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c = NoriColorsMania[2];
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}
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c *= (flashPeriod * 0.5f) + 1f;
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}
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mat.SetColor("_ColorAlpha", c);
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mat.SetColor("_AddColor", s);
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}
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}
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}
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void Update()
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{
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if (Conductor.instance == null) return;
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Transform target = GameCamera.instance.transform;
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Vector3 displacement = target.forward * CameraOffset;
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transform.position = target.position + displacement;
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transform.rotation = target.rotation;
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UpdateHeartColours();
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float inkRot = (Conductor.instance.songPositionInBeats / 8f) % 1f;
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NoriManiaInk00.transform.localRotation = Quaternion.Euler(0, 0, inkRot * 360);
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NoriManiaInk01.transform.localRotation = Quaternion.Euler(0, 0, inkRot * 360);
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}
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public int CountHitsToEnd(double fromBeat)
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{
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List<RiqEntity> allHits = EventCaller.GetAllInGameManagerList("karateman", new string[] { "hit", "bulb", "kick", "combo" });
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List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" });
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allHits.Sort((x, y) => x.beat.CompareTo(y.beat));
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allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
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double endBeat = double.MaxValue;
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//get the beat of the closest end event
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foreach (var end in allEnds) {
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if (end.beat > fromBeat) {
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endBeat = end.beat;
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break;
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}
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}
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//count each hit event beginning from our current beat to the beat of the closest game switch or end
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int count = 0;
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string type;
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for (int i = 0; i < allHits.Count; i++)
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{
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RiqEntity h = allHits[i];
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if (h.beat >= fromBeat)
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{
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if (h.beat < endBeat) {
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//kicks and combos count for 2 hits
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type = h.datamodel.Split('/')[1];
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count += (type is "kick" or "combo") ? 2 : 1;
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} else {
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break;
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}
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}
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}
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return count;
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}
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}
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} |