HeavenStudioPlus/Assets/Scripts/Games/Spaceball/Spaceball.cs
AstrlJelly a206ddf400 Marching Orders Rework + Bug Fixes (#442)
* first things first, kill mr. downbeat.

now onto fixing meat grinder forrealzies

* meat grinder fix

* fixed munchy monk icon + mr upbeat ding bug

* a few little changes

* lotta stuff

yeahh just look at the pr description

* point and clap

* anim Adjustment

* new sheet + adjustments for it

* IM USING THE INTERNET

i hate merge conflicts

* grrr merge conflicts

* insane changes

* progress

* fixed The Spaceball Camera Bug (literally a single line of code wtf guys)
* colrs

* k im done :3

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-06-04 04:30:42 +00:00

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9.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbBatterLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceball", "Spaceball", "000073", false, false, new List<GameAction>()
{
new GameAction("shoot", "Pitch Ball")
{
function = delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, false, eventCaller.currentEntity["type"]); },
preFunction = delegate { Spaceball.instance.PrepareDispenser(); },
preFunctionLength = 1,
defaultLength = 2,
parameters = new List<Param>()
{
new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot")
}
},
new GameAction("shootHigh", "Pitch High Ball")
{
function = delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity["type"]); },
preFunction = delegate { Spaceball.instance.PrepareDispenser(); },
preFunctionLength = 1,
defaultLength = 3,
parameters = new List<Param>()
{
new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot")
}
},
new GameAction("costume", "Change Batter Costume")
{
function = delegate { Spaceball.instance.Costume(eventCaller.currentEntity["type"]); },
parameters = new List<Param>()
{
new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to")
}
},
new GameAction("alien", "Show Alien")
{
function = delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat, eventCaller.currentEntity["hide"]); },
parameters = new List<Param>()
{
new Param("hide", false, "Hide", "Should the alien be hidden?")
}
},
new GameAction("camera", "Zoom Camera")
{
defaultLength = 4,
resizable = true,
parameters = new List<Param>()
{
new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "The camera's zoom level (Lower value = Zoomed in)"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "The easing function to use while zooming")
}
},
new GameAction("prepare dispenser", "Dispenser Prepare")
{
function = delegate { Spaceball.instance.PrepareDispenser(); },
},
},
new List<string>() {"agb", "normal"},
"agbbatter", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_Spaceball;
public class Spaceball : Minigame
{
public enum BallType {
Baseball = 0,
Onigiri = 1,
Alien = 2,
Tacobell = 3,
}
public enum CostumeType {
Standard,
Bunny,
SphereHead
}
[SerializeField] GameObject Ball;
[SerializeField] GameObject BallsHolder;
[SerializeField] GameObject Dispenser;
public GameObject Dust;
private float lastCamDistance;
private float currentZoomCamBeat;
private float currentZoomCamLength;
private float currentZoomCamDistance;
private int currentZoomIndex;
[SerializeField] Sprite[] BallSprites;
[SerializeField] Material[] CostumeColors;
private List<DynamicBeatmap.DynamicEntity> _allCameraEvents = new List<DynamicBeatmap.DynamicEntity>();
public Alien alien;
private EasingFunction.Ease lastEase;
public static Spaceball instance { get; set; }
public override void OnGameSwitch(float beat)
{
for (int i = 1; i < BallsHolder.transform.childCount; i++)
Destroy(BallsHolder.transform.GetChild(i).gameObject);
GameCamera.instance.camera.orthographic = false;
if (EligibleHits.Count > 0)
EligibleHits.RemoveRange(0, EligibleHits.Count);
}
public override void OnTimeChange()
{
UpdateCameraZoom();
}
private void Awake()
{
instance = this;
var camEvents = EventCaller.GetAllInGameManagerList("spaceball", new string[] { "camera" });
List<DynamicBeatmap.DynamicEntity> tempEvents = new List<DynamicBeatmap.DynamicEntity>();
for (int i = 0; i < camEvents.Count; i++)
{
if (camEvents[i].beat + camEvents[i].beat >= Conductor.instance.songPositionInBeats)
{
tempEvents.Add(camEvents[i]);
}
}
_allCameraEvents = tempEvents;
currentZoomCamDistance = -10;
}
private void Update()
{
if (_allCameraEvents.Count > 0)
{
if (currentZoomIndex < _allCameraEvents.Count && currentZoomIndex >= 0)
{
if (Conductor.instance.songPositionInBeats >= _allCameraEvents[currentZoomIndex].beat)
{
UpdateCameraZoom();
currentZoomIndex++;
}
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(currentZoomCamBeat, currentZoomCamLength);
if (normalizedBeat >= 0)
{
if (normalizedBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
}
else
{
if (currentZoomCamLength < 0)
{
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newPosZ);
}
}
}
else
{
// ?
GameCamera.additionalPosition = new Vector3(0, 0, 0);
}
}
}
private void UpdateCameraZoom()
{
if (_allCameraEvents.Count == 0)
currentZoomCamDistance = -10;
if (currentZoomIndex < _allCameraEvents.Count && currentZoomIndex >= 0)
{
if (currentZoomIndex - 1 >= 0)
lastCamDistance = _allCameraEvents[currentZoomIndex - 1]["valA"] * -1;
else
{
if (currentZoomIndex == 0)
lastCamDistance = -10;
else
lastCamDistance = _allCameraEvents[0]["valA"] * -1;
}
currentZoomCamBeat = _allCameraEvents[currentZoomIndex].beat;
currentZoomCamLength = _allCameraEvents[currentZoomIndex].length;
float dist = _allCameraEvents[currentZoomIndex]["valA"] * -1;
if (dist > 0)
currentZoomCamDistance = 0;
else
currentZoomCamDistance = dist;
lastEase = (EasingFunction.Ease) _allCameraEvents[currentZoomIndex]["ease"];
}
}
public void Shoot(float beat, bool high, int type)
{
GameObject ball = Instantiate(Ball);
ball.transform.parent = Ball.transform.parent;
ball.SetActive(true);
ball.GetComponent<SpaceballBall>().startBeat = beat;
if (high)
{
ball.GetComponent<SpaceballBall>().high = true;
Jukebox.PlayOneShotGame("spaceball/longShoot");
}
else
{
Jukebox.PlayOneShotGame("spaceball/shoot");
}
ball.GetComponent<SpaceballBall>().Sprite.sprite = BallSprites[type];
switch(type)
{
case (int)BallType.Baseball:
break;
case (int)BallType.Onigiri:
ball.transform.localScale = new Vector3(1.2f, 1.2f, 1);
break;
case (int)BallType.Alien:
break;
case (int)BallType.Tacobell:
ball.transform.localScale = new Vector3(2f, 2f, 1);
ball.GetComponent<SpaceballBall>().isTacobell = true;
break;
}
Dispenser.GetComponent<Animator>().Play("DispenserShoot", 0, 0);
}
public void PrepareDispenser()
{
Dispenser.GetComponent<Animator>().Play("DispenserPrepare", 0, 0);
}
public void Costume(int type)
{
SpaceballPlayer.instance.SetCostume(CostumeColors[type], type);
}
}
}