mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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855b5874ef
* Almost done * Bezier curves are silly --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
272 lines
No EOL
12 KiB
C#
272 lines
No EOL
12 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_SpaceSoccer
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{
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public class Ball : MonoBehaviour
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{
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public enum State { None, Dispensing, Kicked, HighKicked, Toe };
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[Header("Components")]
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[HideInInspector] public Kicker kicker;
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[SerializeField] private GameObject holder;
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[SerializeField] private GameObject spriteHolder;
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[SerializeField] private GameObject kickFX;
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[Space(10)]
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[SerializeField] private BezierCurve3D dispenseCurve;
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[SerializeField] private BezierCurve3D kickCurve;
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[SerializeField] private BezierCurve3D highKickCurve;
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[SerializeField] private BezierCurve3D toeCurve;
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[Header("Properties")]
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public float startBeat;
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public State state;
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public float nextAnimBeat;
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public float highKickSwing = 0f;
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private float lastSpriteRot;
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public bool canKick;
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public bool waitKickRelease;
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private bool lastKickLeft;
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public float zValue;
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public void Init(Kicker kicker, float dispensedBeat)
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{
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this.kicker = kicker;
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kicker.ball = this;
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kicker.dispenserBeat = dispensedBeat;
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float currentBeat = Conductor.instance.songPositionInBeats;
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zValue = kicker.zValue;
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if(currentBeat - dispensedBeat < 2f) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
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{
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//Debug.Log("Dispensing");
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state = State.Dispensing;
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startBeat = dispensedBeat;
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nextAnimBeat = startBeat + GetAnimLength(State.Dispensing);
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kicker.kickTimes = 0;
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return;
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}
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var highKicks = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!");
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int numHighKicks = 0;
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//determine what state the ball was in for the previous kick.
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for(int i = 0; i < highKicks.Count; i++)
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{
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if (highKicks[i].beat + highKicks[i].length <= currentBeat)
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{
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numHighKicks++;
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continue;
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}
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if (highKicks[i].beat > currentBeat)
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{
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//Debug.Log("Setting state to kicked");
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state = State.Kicked;
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float relativeBeat = currentBeat - dispensedBeat;
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startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
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nextAnimBeat = startBeat + GetAnimLength(State.Kicked);
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kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1; //every high kick has 2 kicks in the same time a regular keep-up does 3 kicks.
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break;
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}
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else
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{
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highKickSwing = highKicks[i].swing;
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if (highKickSwing == 0f)
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highKickSwing = 0.5f;
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if (highKicks[i].beat + GetAnimLength(State.HighKicked) > currentBeat)
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{
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//Debug.Log("Setting state to high kick");
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state = State.HighKicked;
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float relativeBeat = highKicks[i].beat - dispensedBeat;
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startBeat = dispensedBeat + Mathf.Ceil(relativeBeat); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
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nextAnimBeat = startBeat + GetAnimLength(State.HighKicked);
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kicker.kickTimes = Mathf.CeilToInt(relativeBeat) - numHighKicks - 1;
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break;
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}
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else
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{
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//Debug.Log("Setting state to toe");
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state = State.Toe;
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float relativeBeat = Mathf.Ceil(highKicks[i].beat - dispensedBeat) + GetAnimLength(State.HighKicked); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
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startBeat = dispensedBeat + relativeBeat;
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nextAnimBeat = startBeat + GetAnimLength(State.Toe);
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kicker.kickTimes = (int)(relativeBeat - GetAnimLength(State.HighKicked)) - numHighKicks;
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break;
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}
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}
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}
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if(state == 0) //if the for loop didn't set the state, i.e. all the high kicks happen before the point we start at.
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{
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//Debug.Log("Defaulting to kicked state");
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state = State.Kicked;
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float relativeBeat = currentBeat - dispensedBeat;
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startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
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nextAnimBeat = startBeat + GetAnimLength(State.Kicked);
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kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1;
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}
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Update(); //make sure the ball is in the right place
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}
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public void Kick(bool player)
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{
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if (player)
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Jukebox.PlayOneShotGame("spaceSoccer/ballHit");
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lastSpriteRot = spriteHolder.transform.eulerAngles.z;
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SetState(State.Kicked);
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lastKickLeft = kicker.kickLeft;
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if (kicker.kickLeft)
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{
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kickCurve.transform.localScale = new Vector3(-1, 1);
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}
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else
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{
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kickCurve.transform.localScale = new Vector3(1, 1);
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}
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kickCurve.KeyPoints[0].transform.position = holder.transform.position;
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HitFX();
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}
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public void HighKick()
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{
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lastSpriteRot = spriteHolder.transform.eulerAngles.z;
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SetState(State.HighKicked);
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highKickCurve.KeyPoints[0].transform.position = holder.transform.position;
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HitFX();
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}
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public void Toe()
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{
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lastSpriteRot = spriteHolder.transform.eulerAngles.z;
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SetState(State.Toe);
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toeCurve.KeyPoints[0].transform.position = holder.transform.position;
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if (lastKickLeft)
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{
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toeCurve.KeyPoints[1].transform.localPosition = new Vector3(5.39f, 0);
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}
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else
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{
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toeCurve.KeyPoints[1].transform.localPosition = new Vector3(6.49f, 0);
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}
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HitFX();
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}
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private void Update()
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{
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switch (state) //handle animations
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{
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case State.None: //the only time any ball should ever have this state is if it's the unused offscreen ball (which is the only reason this state exists)
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{
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gameObject.SetActive(false);
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break;
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}
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case State.Dispensing:
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{
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 2.35f);
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dispenseCurve.KeyPoints[0].transform.position = new Vector3(kicker.transform.position.x - 6f, kicker.transform.position.y - 6f);
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dispenseCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 1f, kicker.transform.position.y - 6f);
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holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim);
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spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0f, -1440f, normalizedBeatAnim));
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break;
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}
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case State.Kicked:
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{
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 1.5f);
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if (!lastKickLeft)
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{
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kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x + 0.5f, kicker.transform.position.y - 6f);
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spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot - 360f, normalizedBeatAnim));
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}
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else
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{
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kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 2.5f, kicker.transform.position.y - 6f);
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spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
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}
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holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim);
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break;
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}
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case State.HighKicked:
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{
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.HighKicked) + 0.3f);
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highKickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 3.5f, kicker.transform.position.y - 6f);
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holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim);
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spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
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break;
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}
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case State.Toe:
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{
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.Toe) + 0.35f);
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if (!lastKickLeft)
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{
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toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x + 0.5f, kicker.transform.position.y - 6f);
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}
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else
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{
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toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.position.x - 1.0f, kicker.transform.position.y - 6f);
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}
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holder.transform.localPosition = toeCurve.GetPoint(normalizedBeatAnim);
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spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, -860f, normalizedBeatAnim));
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break;
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}
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}
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holder.transform.position = new Vector3(holder.transform.position.x, holder.transform.position.y, zValue);
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}
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private void HitFX()
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{
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GameObject kickfx = Instantiate(kickFX.gameObject, SpaceSoccer.instance.transform);
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kickfx.SetActive(true);
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kickfx.transform.position = holder.transform.position;
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}
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private void SetState(State newState)
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{
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state = newState;
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startBeat = nextAnimBeat;
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nextAnimBeat += GetAnimLength(newState);
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}
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public float GetAnimLength(State anim)
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{
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switch(anim)
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{
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case State.Dispensing:
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return 2f;
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case State.Kicked:
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return 1f;
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case State.HighKicked:
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return 2f - highKickSwing;
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case State.Toe:
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return 2f - (1f - highKickSwing);
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default:
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Debug.LogError("Ball has invalid state. State number: " + (int)anim);
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return 0f;
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}
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}
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}
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} |