mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
340 lines
No EOL
15 KiB
C#
340 lines
No EOL
15 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_NtrSamurai
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{
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public class NtrSamuraiObject : MonoBehaviour
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{
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[Header("Objects")]
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public ParticleSystem moneyBurst;
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public ParticleSystem pickelBurst;
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public Animator anim;
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public NtrSamuraiObject secondHalf;
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[Header("Transforms")]
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public Transform doubleLaunchPos;
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public Transform heldPos;
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public double startBeat;
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public int type;
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public bool isDebris = false;
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public int holdingCash = 1;
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BezierCurve3D currentCurve;
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int flyProg = 0;
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bool flying = true;
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bool missedLaunch = false;
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bool missedHit = false;
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PlayerActionEvent launchProg;
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PlayerActionEvent hitProg;
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void Awake()
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{
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if (isDebris)
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{
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switch (type)
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{
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case (int) SamuraiSliceNtr.ObjectType.Fish:
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anim.Play("ObjFishDebris");
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break;
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case (int) SamuraiSliceNtr.ObjectType.Demon:
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anim.Play("ObjDemonDebris02");
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break;
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case (int) SamuraiSliceNtr.ObjectType.Melon2B2T:
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anim.Play("ObjMelonPickelDebris02");
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break;
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default:
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anim.Play("ObjMelonDebris");
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break;
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}
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currentCurve = SamuraiSliceNtr.instance.DebrisLeftCurve;
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
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transform.position = currentCurve.GetPoint(flyPos);
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}
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else
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{
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switch (type)
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{
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case (int) SamuraiSliceNtr.ObjectType.Fish:
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anim.Play("ObjFish");
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break;
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case (int) SamuraiSliceNtr.ObjectType.Demon:
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anim.Play("ObjDemon");
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1f, 1.5f),
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new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1.5f, 1.25f),
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new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 2f),
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});
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break;
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case (int) SamuraiSliceNtr.ObjectType.Melon2B2T:
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anim.Play("ObjMelonPickel");
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break;
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default:
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anim.Play("ObjMelon");
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break;
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}
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
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//autoplay: launch anim
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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//autoplay: unstep
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.InCurve;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * (float) startBeat));
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
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transform.position = currentCurve.GetPoint(flyPos);
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 180f));
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}
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}
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void Update()
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{
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var cond = Conductor.instance;
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float flyPos;
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if (flying)
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{
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switch (flyProg)
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{
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case -3: // near miss on board launch
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flyPos = cond.GetPositionFromBeat(startBeat, 2f);
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transform.position = currentCurve.GetPoint(flyPos);
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (180f * Time.deltaTime));
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if (flyPos > 1f)
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{
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GameObject.Destroy(gameObject);
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return;
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}
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break;
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case -2: // being carried by a child
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flyPos = cond.GetPositionFromBeat(startBeat + 2f, 4f);
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if (heldPos == null || flyPos > 1f)
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{
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GameObject.Destroy(gameObject);
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return;
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}
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transform.position = heldPos.position;
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break;
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case -1: // sliced by samurai, falling towards child
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flyPos = cond.GetPositionFromBeat(startBeat, 1f);
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transform.position = currentCurve.GetPoint(flyPos);
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + ((isDebris? 360f : -360f) * Time.deltaTime));
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if (flyPos > 1f)
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{
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_catch");
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if (!isDebris)
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{
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NtrSamuraiChild child = SamuraiSliceNtr.instance.CreateChild(startBeat + 1f);
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heldPos = child.DebrisPosR;
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secondHalf.heldPos = child.DebrisPosL;
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}
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flyProg = -2;
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GetComponent<SpriteRenderer>().sortingOrder = 7;
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return;
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}
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break;
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case 2: // fish first bounce
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float jumpPos = cond.GetPositionFromBeat(launchProg.startBeat, 2f);
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float yMul = jumpPos * 2f - 1f;
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float yWeight = -(yMul*yMul) + 1f;
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transform.position = doubleLaunchPos.position + new Vector3(0, 4.5f * yWeight);
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-2 * 360f * Time.deltaTime));
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if (jumpPos > 2f)
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{
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// missed...
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GameObject.Destroy(gameObject);
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return;
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}
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break;
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case 1: // launched from board to samurai
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float flyDur = 3f;
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switch (type)
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{
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case (int) SamuraiSliceNtr.ObjectType.Demon:
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flyDur = 5f;
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break;
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default:
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flyDur = 3f;
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break;
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}
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flyPos = cond.GetPositionFromBeat(hitProg.startBeat, flyDur);
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transform.position = currentCurve.GetPoint(flyPos);
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (3 * 360f * Time.deltaTime));
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if (flyPos > 1f)
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{
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// missed...
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GameObject.Destroy(gameObject);
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return;
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}
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break;
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default: // object initial spawn, flying towards board
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flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
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transform.position = currentCurve.GetPoint(flyPos);
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime));
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if (flyPos > 1f)
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{
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// missed...
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GameObject.Destroy(gameObject);
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return;
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}
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break;
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}
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}
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}
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void DoLaunch()
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{
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switch (type)
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{
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case (int) SamuraiSliceNtr.ObjectType.Fish:
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if (flyProg == 2)
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{
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flyProg = 1;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
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currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
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SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f/4);
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}
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else
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{
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flyProg = 2;
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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//autoplay: unstep
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = null;
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SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
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}
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break;
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case (int) SamuraiSliceNtr.ObjectType.Demon:
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flyProg = 1;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.LaunchHighCurve;
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break;
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default:
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flyProg = 1;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
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break;
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}
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}
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void DoLaunchAutoplay(PlayerActionEvent caller, float state)
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{
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SamuraiSliceNtr.instance.DoStep();
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}
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void DoSliceAutoplay(PlayerActionEvent caller, float state)
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{
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SamuraiSliceNtr.instance.DoSlice();
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}
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void DoUnStepAutoplay(PlayerActionEvent caller, float state)
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{
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if (SamuraiSliceNtr.instance.player.stepping)
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{
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SamuraiSliceNtr.instance.DoUnStep();
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}
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}
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public void LaunchSuccess(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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startBeat = launchProg.startBeat + 2f;
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currentCurve = SamuraiSliceNtr.instance.NgLaunchCurve;
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flyProg = -3;
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: 2f);
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launchProg.Disable();
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return;
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}
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launchProg.Disable();
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DoLaunch();
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: UnityEngine.Random.Range(0.85f, 1.05f));
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}
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public void LaunchMiss(PlayerActionEvent caller)
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{
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missedLaunch = true;
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}
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public void LaunchThrough(PlayerActionEvent caller) {}
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public void HitSuccess(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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startBeat = hitProg.startBeat + hitProg.timer;
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currentCurve = SamuraiSliceNtr.instance.NgDebrisCurve;
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flyProg = -3;
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_ng");
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hitProg.Disable();
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return;
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}
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flyProg = -1;
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hitProg.Disable();
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if (UnityEngine.Random.Range(0f, 1f) >= 0.5f)
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_just00", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
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else
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_just01", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
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currentCurve = SamuraiSliceNtr.instance.DebrisRightCurve;
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var mobj = GameObject.Instantiate(SamuraiSliceNtr.instance.objectPrefab, SamuraiSliceNtr.instance.objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
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mobjDat.startBeat = caller.startBeat + caller.timer;
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mobjDat.type = type;
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mobjDat.isDebris = true;
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mobjDat.flyProg = -1;
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mobj.transform.position = transform.position;
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mobj.transform.rotation = transform.rotation;
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mobj.GetComponent<SpriteRenderer>().sortingOrder = 4;
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mobj.SetActive(true);
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secondHalf = mobjDat;
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this.startBeat = caller.startBeat + caller.timer;
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if (type == (int) SamuraiSliceNtr.ObjectType.Demon)
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anim.Play("ObjDemonDebris01");
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else if (type == (int) SamuraiSliceNtr.ObjectType.Melon2B2T)
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{
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SoundByte.PlayOneShotGame("samuraiSliceNtr/melon_dig");
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pickelBurst.Play();
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anim.Play("ObjMelonPickelDebris01");
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}
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if (holdingCash > 0)
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{
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moneyBurst.Emit(holdingCash);
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SoundByte.PlayOneShotGame((holdingCash > 2) ? "samuraiSliceNtr/ntrSamurai_scoreMany" : "samuraiSliceNtr/ntrSamurai_ng", pitch: UnityEngine.Random.Range(0.95f, 1.05f));
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}
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}
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public void HitMiss(PlayerActionEvent caller)
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{
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missedHit = true;
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}
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}
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} |