HeavenStudioPlus/Assets/Scripts/Games/KarateMan/KarateManPot.cs

456 lines
18 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_KarateMan
{
public class KarateManPot : PlayerActionObject
{
public float startBeat;
public ItemType type;
public int path = 1;
public GameObject Shadow;
public GameObject ShadowInstance;
public string awakeAnim;
FlyStatus status = FlyStatus.Fly;
Color effectTint = Color.white;
public int comboId = -1;
static int _lastCombo = -1;
public static int LastCombo { get { return _lastCombo; } }
public static int GetNewCombo() { _lastCombo++; return _lastCombo; }
public static void ResetLastCombo() { _lastCombo = -1; }
public enum ItemType {
Pot, // path 1
Bulb, // path 1
Rock, // path 1
Ball, // path 1
Cooking, // path 1
Alien, // path 1
TacoBell, // path 1
KickBarrel, // path 1
KickBomb, // no path
ComboPot1, // path 1
ComboPot2, // path 1
ComboPot3, // path 2
ComboPot4, // path 3
ComboPot5, // path 4
ComboBarrel // path 5
}
public enum FlyStatus {
Fly,
Hit,
NG,
HitWeak
}
//pot trajectory stuff
public Transform[] HitPosition;
public float[] HitPositionOffset;
public Vector3[] StartPositionOffset;
public float[] ItemSlipRt;
public SpriteRenderer BulbLight;
public void SetBulbColor(Color c) {
effectTint = c;
BulbLight.color = c;
}
float ProgressToHitPosition(float progress) {
return progress + (HitPositionOffset[path] - 0.5f);
}
Vector3 ProgressToFlyPosition()
{
var cond = Conductor.instance;
float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f - ItemSlipRt[path]);
float progressToHitPosition = ProgressToHitPosition(progress);
Vector3 hitPosition = HitPosition[path].position;
//https://www.desmos.com/calculator/ycn9v62i4f
float offset = HitPositionOffset[path];
float flyHeight = (progressToHitPosition*(progressToHitPosition-1f))/(offset*(offset-1f));
float floorHeight = HitPosition[0].position.y;
Vector3 startPosition = hitPosition + StartPositionOffset[path];
Vector3 endPosition = hitPosition - StartPositionOffset[path];
Vector3 flyPosition = new Vector3(
Mathf.Lerp(startPosition.x, endPosition.x, progress),
floorHeight + (HitPosition[path].position.y - floorHeight + (StartPositionOffset[path].y * (1 - Mathf.Min(cond.GetPositionFromBeat(startBeat, 1f), 1f)))) * flyHeight,
Mathf.Lerp(startPosition.z, endPosition.z, progress)
);
if (progress >= 0.5f && flyPosition.y < HitPosition[0].position.y) {
flyPosition.y = floorHeight;
}
return flyPosition;
}
void Awake()
{
switch (type)
{
case ItemType.ComboPot1:
KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboStartJustOrNg, ComboStartThrough, ComboStartOut);
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ComboStartWrongAction, ComboStartOut, ComboStartOut);
path = 1;
break;
case ItemType.ComboPot2:
path = 1;
BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
break;
case ItemType.ComboPot3:
path = 2;
BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
break;
case ItemType.ComboPot4:
path = 3;
//if the button isn't held anymore make Joe spin
BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
break;
case ItemType.ComboPot5:
path = 4;
BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
break;
case ItemType.ComboBarrel:
//check for button release
KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_UP, ComboEndJustOrNg, ComboEndThrough, ComboEndOut);
//button presses
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ComboEndWrongAction, ItemOut, ItemOut);
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboEndWrongActionAlt, ItemOut, ItemOut);
path = 5;
break;
case ItemType.KickBarrel:
//todo: needs own action for spawning the bomb
KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut);
path = 1;
comboId = -1;
break;
default:
KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut);
path = 1;
comboId = -1;
break;
}
float floorHeight = HitPosition[0].position.y;
transform.position = ProgressToFlyPosition();
Animator mobjAnim = GetComponent<Animator>();
mobjAnim.Play(awakeAnim, -1, 0);
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 360f));
ShadowInstance = GameObject.Instantiate(Shadow, KarateMan.instance.ItemHolder);
ShadowInstance.SetActive(true);
ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
}
void Update()
{
var cond = Conductor.instance;
float floorHeight = HitPosition[0].position.y;
ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
switch (status)
{
case FlyStatus.Fly:
float prog = cond.GetPositionFromBeat(startBeat, 2f);
transform.position = ProgressToFlyPosition();
if (prog >= 2f) {
GameObject.Destroy(ShadowInstance.gameObject);
GameObject.Destroy(gameObject);
return;
}
else if (prog < 1f - ItemSlipRt[path]) {
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (125f * Time.deltaTime * (1/cond.pitchedSecPerBeat)));
}
break;
case FlyStatus.Hit:
//TEMPORARY
GameObject.Destroy(ShadowInstance.gameObject);
GameObject.Destroy(gameObject);
return;
case FlyStatus.NG:
//TEMPORARY
GameObject.Destroy(ShadowInstance.gameObject);
GameObject.Destroy(gameObject);
return;
case FlyStatus.HitWeak:
break;
}
}
//handles hitsound and particles
void ItemHitEffect()
{
switch (type)
{
case ItemType.Bulb:
Jukebox.PlayOneShotGame("karateman/lightbulbHit", forcePlay: true);
break;
case ItemType.Rock:
Jukebox.PlayOneShotGame("karateman/rockHit", forcePlay: true);
break;
case ItemType.Ball:
Jukebox.PlayOneShotGame("karateman/soccerHit", forcePlay: true);
break;
case ItemType.Cooking:
Jukebox.PlayOneShotGame("karateman/cookingPot", forcePlay: true);
break;
case ItemType.Alien:
Jukebox.PlayOneShotGame("karateman/alienHit", forcePlay: true);
break;
case ItemType.TacoBell:
Jukebox.PlayOneShotGame("karateman/rockHit", forcePlay: true);
Jukebox.PlayOneShotGame("karateman/tacobell", forcePlay: true);
break;
case ItemType.ComboPot1:
Jukebox.PlayOneShotGame("karateman/comboHit1", forcePlay: true);
break;
case ItemType.ComboPot2:
Jukebox.PlayOneShotGame("karateman/comboHit1", forcePlay: true);
break;
case ItemType.ComboPot3:
Jukebox.PlayOneShotGame("karateman/comboHit2", forcePlay: true);
break;
case ItemType.ComboPot4:
Jukebox.PlayOneShotGame("karateman/comboHit3", forcePlay: true);
break;
case ItemType.ComboPot5:
Jukebox.PlayOneShotGame("karateman/comboHit3", forcePlay: true);
break;
case ItemType.ComboBarrel:
Jukebox.PlayOneShotGame("karateman/comboHit4", forcePlay: true);
break;
case ItemType.KickBarrel:
Jukebox.PlayOneShotGame("karateman/barrelBreak", forcePlay: true);
break;
default:
Jukebox.PlayOneShotGame("karateman/potHit", forcePlay: true);
break;
}
status = FlyStatus.Hit;
}
int ItemPunchHand()
{
switch (type)
{
case ItemType.Rock:
case ItemType.Ball:
case ItemType.Cooking:
case ItemType.Alien:
case ItemType.TacoBell:
case ItemType.KickBarrel:
return 2;
default:
return 0;
}
}
void JoeComboSequence()
{
if (GameManager.instance.currentGame != "karateman") return;
var joe = KarateMan.instance.Joe;
if (joe.GetShouldComboId() != comboId || !joe.inCombo) return;
switch (type)
{
case ItemType.ComboPot2:
joe.Punch(2);
if (joe.GetComboId() != comboId)
Jukebox.PlayOneShotGame("karateman/swingNoHit_Alt", forcePlay: true);
else
{
ItemHitEffect();
}
break;
case ItemType.ComboPot3:
joe.ComboSequence(0);
if (joe.GetComboId() != comboId) {}
else
{
ItemHitEffect();
}
break;
case ItemType.ComboPot4:
//if the button isn't held anymore make Joe spin
if (joe.GetComboId() != comboId) {
joe.ComboMiss(startBeat + 1f);
Jukebox.PlayOneShotGame("karateman/comboMiss", forcePlay: true);
joe.SetShouldComboId(-2);
}
else
{
joe.ComboSequence(1);
joe.lockedInCombo = true;
ItemHitEffect();
}
break;
case ItemType.ComboPot5:
joe.ComboSequence(2);
if (joe.GetComboId() != comboId) {}
else
{
ItemHitEffect();
}
break;
default:
break;
}
}
public void ItemJustOrNg(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "karateman") return;
var joe = KarateMan.instance.Joe;
if (status == FlyStatus.Fly && !joe.inCombo) {
joe.Punch(ItemPunchHand());
if (state <= -1f || state >= 1f) {
Jukebox.PlayOneShot("miss");
status = FlyStatus.NG;
}
else {
ItemHitEffect();
status = FlyStatus.Hit;
}
}
}
public void ItemWrongAction(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "karateman") return;
//hitting a normal object with the alt input
//WHEN SCORING THIS IS A MISS
var joe = KarateMan.instance.Joe;
if (status == FlyStatus.Fly && !joe.inCombo) {
joe.ForceFailCombo(Conductor.instance.songPositionInBeats);
if (state <= -1f || state >= 1f) {
Jukebox.PlayOneShot("miss");
status = FlyStatus.NG;
}
else {
ItemHitEffect();
}
}
}
public void ItemOut(PlayerActionEvent caller) {}
public void ItemThrough(PlayerActionEvent caller)
{
if (GameManager.instance.currentGame != "karateman") return;
if (status != FlyStatus.Fly || gameObject == null) return;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 2f, delegate {
//TODO: play miss sound
//deduct flow if applicable
})
});
}
public void ComboStartJustOrNg(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "karateman") return;
var joe = KarateMan.instance.Joe;
if (status == FlyStatus.Fly && !joe.inCombo) {
joe.inCombo = true;
joe.Punch(1);
joe.SetComboId(comboId);
joe.SetShouldComboId(comboId);
if (state <= -1f || state >= 1f) {
Jukebox.PlayOneShot("miss");
status = FlyStatus.NG;
}
else {
ItemHitEffect();
}
}
}
public void ComboStartOut(PlayerActionEvent caller) {}
public void ComboStartThrough(PlayerActionEvent caller)
{
if (status != FlyStatus.Fly || gameObject == null) return;
}
public void ComboStartWrongAction(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "karateman") return;
//hitting a combo start with the normal input
//WHEN SCORING THIS IS A MISS
var joe = KarateMan.instance.Joe;
if (status == FlyStatus.Fly && !joe.inCombo) {
joe.Punch(ItemPunchHand());
if (state <= -1f || state >= 1f) {
Jukebox.PlayOneShot("miss");
status = FlyStatus.NG;
}
else {
ItemHitEffect();
}
}
}
public void ComboEndJustOrNg(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "karateman") return;
var joe = KarateMan.instance.Joe;
if (status == FlyStatus.Fly && joe.inCombo && joe.GetComboId() == comboId) {
joe.inCombo = false;
joe.SetComboId(-1);
joe.SetShouldComboId(-1);
joe.ComboSequence(3);
if (state <= -1f || state >= 1f) {
Jukebox.PlayOneShot("miss");
status = FlyStatus.NG;
}
else {
ItemHitEffect();
}
}
}
public void ComboEndOut(PlayerActionEvent caller) {}
public void ComboEndThrough(PlayerActionEvent caller)
{
if (GameManager.instance.currentGame != "karateman") return;
if (status != FlyStatus.Fly || gameObject == null) return;
var joe = KarateMan.instance.Joe;
if (joe.GetComboId() != comboId || !joe.inCombo) return;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 1.5f, delegate {
joe.inCombo = false;
joe.SetComboId(-1);
joe.SetShouldComboId(-1);
joe.ComboSequence(4);
})
});
}
public void ComboEndWrongAction(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "karateman") return;
KarateMan.instance.Joe.Punch(1);
}
public void ComboEndWrongActionAlt(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "karateman") return;
KarateMan.instance.Joe.ForceFailCombo(Conductor.instance.songPositionInBeats);
}
}
}