mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
e50e4e39e0
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
627 lines
No EOL
28 KiB
C#
627 lines
No EOL
28 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrSoccerLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("spaceSoccer", "Space Soccer", "ff7d27", false, false, new List<GameAction>()
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{
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new GameAction("ball dispense", "Ball Dispense")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.Dispense(e.beat, !e["toggle"], false, e["down"], e["auto"], e["interval"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Disable Sound", "Toggle if the dispense sound should be disabled."),
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new Param("down", false, "Down Sound", "Toggle if the \"Down!\" cue from Remix 9 (DS) should be played."),
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new Param("auto", true, "Auto Redispense", "Toggle if a ball should automatically be redispensed if the player lets it fall.", new()
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{
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new((x, _) => (bool)x, new string[] { "interval" })
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}),
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new("interval", new EntityTypes.Integer(2, 20, 2), "Redispense Interval", "Set how many beats it should take for a ball to be redispensed.")
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},
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inactiveFunction = delegate
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{
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if (!eventCaller.currentEntity["toggle"]) { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat, eventCaller.currentEntity["down"]);}
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}
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},
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new GameAction("high kick-toe!", "High Kick-Toe!")
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{
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defaultLength = 3f,
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},
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new GameAction("npc kickers enter or exit", "NPC Kickers")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["choice"], e["ease"], e["amount"], e["x"], e["y"], e["z"], true, e["preset"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Choose a preset for the NPCs.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (int)x == (int)SpaceSoccer.EnterExitPresets.Custom, new string[] { "amount", "x", "y", "z" })
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}),
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new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Set the amount of space kickers."),
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new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "Set how much distance there should be between the space kickers on the x axis."),
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new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "Set how much distance there should be between the space kickers on the x axis."),
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new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "Set how much distance there should be between the space kickers on the x axis."),
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new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Status", "Choose if the kickers should enter or exit."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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},
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resizable = true
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},
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new GameAction("easePos", "Change NPC Distances")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.EaseSpaceKickersPositions(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "Set how much distance there should be between the space kickers on the x axis."),
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new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "Set how much distance there should be between the space kickers on the x axis."),
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new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "Set how much distance there should be between the space kickers on the x axis."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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}
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},
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new GameAction("pMove", "Move Player")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.MovePlayerKicker(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"], e["sound"], e["preset"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Choose a preset for the player.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (int)x == (int)SpaceSoccer.PlayerPresets.Custom, new string[] { "x", "y", "z", "ease", "sound" })
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}),
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new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Position", "Set the position the player should move to on the x axis."),
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new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Position", "Set the position the player should move to on the y axis."),
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new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Position", "Set the position the player should move to on the z axis."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("sound", SpaceSoccer.LaunchSoundToPlay.None, "Sound", "Set the launch sound to be played at the start of this event.")
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}
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},
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new GameAction("changeBG", "Background Appearance")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["startDots"], e["endDots"], e["ease"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("start", SpaceSoccer.defaultBGColor, "Start Color", "Set the color at the start of the event."),
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new Param("end", SpaceSoccer.defaultBGColor, "End Color", "Set the color at the end of the event."),
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new Param("startDots", Color.white, "Start Color (Dots)", "Set the color at the start of the event."),
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new Param("endDots", Color.white, "End Color (Dots)", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("scroll", "Scrolling Background")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e["x"], e["y"]); },
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defaultLength = 1f,
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parameters = new List<Param>() {
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new Param("x", new EntityTypes.Float(-10f, 10, 0.1f), "Horizontal Speed", "Set how fast the background will scroll horizontally."),
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new Param("y", new EntityTypes.Float(-10, 10f, 0.3f), "Vertical Speed", "Set how fast the background will scroll vertically."),
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}
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},
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new GameAction("stopBall", "Remove Ball")
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{
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function = delegate { SpaceSoccer.instance.StopBall(eventCaller.currentEntity["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Remove", "Toggle if the ball should be removed and the kickers shouldn't be able to kick. To re-enable kicks, place this event again and disable this property.")
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}
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},
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// This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however)
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new GameAction("keep-up", "")
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{
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defaultLength = 4f,
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resizable = true,
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hidden = true
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},
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new GameAction("npc kickers instant enter or exit", "NPC Kickers Instant Enter or Exit")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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int choice;
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if (e["toggle"])
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{
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choice = (int)SpaceSoccer.AnimationToPlay.Exit;
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}
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else
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{
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choice = (int)SpaceSoccer.AnimationToPlay.Enter;
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}
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SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, choice, (int)EasingFunction.Ease.Instant, 5, 1.75f, 0.25f, 0.75f, true, (int)SpaceSoccer.EnterExitPresets.Custom);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Should Exit?", "Whether the kickers should be exited or entered.")
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},
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hidden = true
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},
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},
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new List<string>() { "ntr", "keep" },
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"ntrsoccer", "en",
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new List<string>() { "en" }
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_SpaceSoccer;
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using HeavenStudio.Common;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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using System;
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public class SpaceSoccer : Minigame
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{
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public enum EnterExitPresets
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{
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FiveKickers,
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DuoKickers,
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Custom
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}
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public enum PlayerPresets
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{
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LaunchStart = 0,
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LaunchEnd = 1,
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Custom = 2
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}
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public enum LaunchSoundToPlay
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{
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None = 0,
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LaunchStart = 1,
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LaunchEnd = 2
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}
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public enum AnimationToPlay
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{
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Enter = 0,
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Exit = 1
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}
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private static Color _defaultBGColor;
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public static Color defaultBGColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FF7D27", out _defaultBGColor);
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return _defaultBGColor;
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}
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}
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[Header("Components")]
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[SerializeField] private GameObject kickerPrefab;
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[SerializeField] private GameObject ballRef;
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[SerializeField] private List<Kicker> kickers;
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[SerializeField] private CanvasScroll backgroundSprite;
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[SerializeField] private RawImage bgImage;
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[SerializeField] private SpriteRenderer bg;
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[Header("Properties")]
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[SerializeField] SuperCurveObject.Path[] ballPaths;
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public bool ballDispensed;
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double lastDispensedBeat;
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float xScrollMultiplier = 0.1f;
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float yScrollMultiplier = 0.3f;
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[SerializeField] private float xBaseSpeed = 1;
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[SerializeField] private float yBaseSpeed = 1;
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private List<double> _highKickToeBeats = new();
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private List<double> _stopBeats = new();
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[NonSerialized] public List<double> hitBeats = new();
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#region Space Kicker Position Easing
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float easeBeat;
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float easeLength;
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EasingFunction.Ease lastEase;
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Vector3 lastPos = new Vector3();
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Vector3 currentPos = new Vector3();
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float easeBeatP;
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float easeLengthP;
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EasingFunction.Ease lastEaseP;
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Vector3 lastPosP = new Vector3();
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Vector3 currentPosP = new Vector3();
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#endregion
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public static SpaceSoccer instance { get; private set; }
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private void Awake()
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{
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instance = this;
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colorStart = defaultBGColor;
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colorEnd = defaultBGColor;
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var allHighKickToeEvents = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "high kick-toe!" });
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foreach (var e in allHighKickToeEvents)
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{
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_highKickToeBeats.Add(e.beat);
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}
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}
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new void OnDrawGizmos()
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{
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base.OnDrawGizmos();
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foreach (SuperCurveObject.Path path in ballPaths)
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{
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if (path.preview)
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{
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ballRef.GetComponent<Ball>().DrawEditorGizmo(path);
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}
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}
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}
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private void Update()
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{
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var cond = Conductor.instance;
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BackgroundColorUpdate();
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backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
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backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
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float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength);
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if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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float newPosX = func(lastPos.x, currentPos.x, normalizedEaseBeat);
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float newPosY = func(lastPos.y, currentPos.y, normalizedEaseBeat);
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float newPosZ = func(lastPos.z, currentPos.z, normalizedEaseBeat);
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UpdateKickersPositions(newPosX, newPosY, newPosZ);
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}
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float normalizedPBeat = cond.GetPositionFromBeat(easeBeatP, easeLengthP);
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if (normalizedPBeat <= 1 && normalizedPBeat > 0)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEaseP);
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float newPosX = func(lastPosP.x, currentPosP.x, normalizedPBeat);
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float newPosY = func(lastPosP.y, currentPosP.y, normalizedPBeat);
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float newPosZ = func(lastPosP.z, currentPosP.z, normalizedPBeat);
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kickers[0].transform.parent.position = new Vector3(3.384f - newPosX, newPosY, newPosZ);
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}
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}
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public override void OnBeatPulse(double beat)
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{
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if (!ballDispensed) return;
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double offsetBeat = beat + (lastDispensedBeat % 1);
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if (_stopBeats.Exists(x => offsetBeat >= x) || offsetBeat < lastDispensedBeat + 2) return;
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if (_highKickToeBeats.Exists(x => offsetBeat >= x + 1 && offsetBeat < x + 3))
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{
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if (_highKickToeBeats.Exists(x => offsetBeat == x + 2) && !IsExpectingInputNow(InputAction_FlickRelease))
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{
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if (hitBeats.Exists(x => x == offsetBeat - 0.5)) return;
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ScoreMiss();
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}
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}
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else if (!IsExpectingInputNow(InputAction_BasicPress))
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{
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if (hitBeats.Exists(x => offsetBeat == x)) return;
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ScoreMiss();
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}
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}
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public void StopBall(bool stop)
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{
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foreach (var kicker in kickers)
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{
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kicker.StopBall(stop);
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}
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}
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public void NPCKickersEnterOrExit(double beat, float length, int animToPut, int easeToPut, int amount, float xDistance, float yDistance, float zDistance, bool overrideEasing, int preset)
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{
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switch (preset)
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{
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case (int)EnterExitPresets.Custom:
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UpdateSpaceKickers(amount, xDistance, yDistance, zDistance, overrideEasing);
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break;
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case (int)EnterExitPresets.DuoKickers:
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UpdateSpaceKickers(2, 7, -6, 10, overrideEasing);
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break;
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case (int)EnterExitPresets.FiveKickers:
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UpdateSpaceKickers(5, 2, -0.5f, 1.25f, overrideEasing);
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break;
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}
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string animName = "Enter";
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switch (animToPut)
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{
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case (int)AnimationToPlay.Enter:
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animName = "Enter";
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break;
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case (int)AnimationToPlay.Exit:
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animName = "Exit";
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break;
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}
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foreach (var kicker in kickers)
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{
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if (kicker.player) continue;
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kicker.SetAnimParams(beat, length, animName, easeToPut);
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}
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}
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public override void OnGameSwitch(double beat)
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{
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foreach(var entity in GameManager.instance.Beatmap.Entities)
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{
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if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
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{
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break;
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}
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if(entity.datamodel != "spaceSoccer/ball dispense" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
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{
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continue;
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}
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bool isOnGameSwitchBeat = entity.beat == beat;
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Dispense(entity.beat, isOnGameSwitchBeat && !entity["toggle"], false, isOnGameSwitchBeat && entity["down"], entity["auto"], entity["interval"]);
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break;
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}
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PersistColor(beat);
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AddStopEvents(beat);
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}
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public SuperCurveObject.Path GetPath(string name)
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{
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foreach (SuperCurveObject.Path path in ballPaths)
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{
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if (path.name == name)
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{
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return path;
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}
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}
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return default(SuperCurveObject.Path);
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}
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#region VisualInterpolation
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public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
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{
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xScrollMultiplier = scrollSpeedX;
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yScrollMultiplier = scrollSpeedY;
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}
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public void EaseSpaceKickersPositions(double beat, float length, int ease, float xDistance, float yDistance, float zDistance)
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{
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easeBeat = (float)beat;
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easeLength = length;
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lastEase = (EasingFunction.Ease)ease;
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lastPos = currentPos;
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currentPos = new Vector3(xDistance, yDistance, zDistance);
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}
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public void UpdateKickersPositions(float xDistance, float yDistance, float zDistance)
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{
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for (int i = 1; i < kickers.Count; i++)
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{
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kickers[i].transform.parent.position = new Vector3(3.384f - xDistance * i, -yDistance * i, zDistance * i);
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CircularMotion circularMotion = kickers[i].GetComponent<CircularMotion>();
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circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
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circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
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}
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}
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public void MovePlayerKicker(double beat, float length, int ease, float xPos, float yPos, float zPos, int soundToPlay, int preset)
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{
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switch (preset)
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{
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case (int)PlayerPresets.Custom:
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break;
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case (int)PlayerPresets.LaunchStart:
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lastEaseP = EasingFunction.Ease.EaseInOutCubic;
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xPos = -6;
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yPos = 15;
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|
zPos = 0;
|
|
soundToPlay = (int)LaunchSoundToPlay.LaunchStart;
|
|
break;
|
|
case (int)PlayerPresets.LaunchEnd:
|
|
lastEaseP = EasingFunction.Ease.EaseInOutQuint;
|
|
xPos = -4;
|
|
yPos = 15;
|
|
zPos = 0;
|
|
soundToPlay = (int)LaunchSoundToPlay.LaunchEnd;
|
|
break;
|
|
}
|
|
easeBeatP = (float)beat;
|
|
easeLengthP = length;
|
|
lastEaseP = (EasingFunction.Ease)ease;
|
|
lastPosP = currentPosP;
|
|
currentPosP = new Vector3(-xPos, yPos, -zPos);
|
|
switch (soundToPlay)
|
|
{
|
|
case (int)LaunchSoundToPlay.None:
|
|
break;
|
|
case (int)LaunchSoundToPlay.LaunchStart:
|
|
SoundByte.PlayOneShotGame("spaceSoccer/jet1");
|
|
break;
|
|
case (int)LaunchSoundToPlay.LaunchEnd:
|
|
SoundByte.PlayOneShotGame("spaceSoccer/jet2");
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void UpdateSpaceKickers(int amount, float xDistance = 1.75f, float yDistance = 0.25f, float zDistance = 0.75f, bool overrideEasing = true)
|
|
{
|
|
for (int i = kickers.Count - 1; i > 0; i--)
|
|
{
|
|
if (i >= amount)
|
|
{
|
|
Kicker kickerToDestroy = kickers[i];
|
|
kickers.Remove(kickerToDestroy);
|
|
Destroy(kickerToDestroy.transform.parent.gameObject);
|
|
}
|
|
}
|
|
if (overrideEasing)
|
|
{
|
|
UpdateKickersPositions(xDistance, yDistance, zDistance);
|
|
currentPos = new Vector3(xDistance, yDistance, zDistance);
|
|
}
|
|
|
|
for (int i = kickers.Count; i < amount; i++)
|
|
{
|
|
Transform kickerHolder = Instantiate(kickerPrefab, transform).transform;
|
|
kickerHolder.transform.position = new Vector3(kickerHolder.transform.position.x - xDistance * i, kickerHolder.transform.position.y - yDistance * i, kickerHolder.transform.position.z + zDistance * i);
|
|
Kicker spawnedKicker = kickerHolder.GetChild(0).GetComponent<Kicker>();
|
|
CircularMotion circularMotion = spawnedKicker.GetComponent<CircularMotion>();
|
|
circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
|
|
circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
|
|
circularMotion.timeOffset = kickers[0].GetComponent<CircularMotion>().timeCounter;
|
|
if (0 > zDistance)
|
|
{
|
|
spawnedKicker.GetComponent<SortingGroup>().sortingOrder = i;
|
|
}
|
|
else
|
|
{
|
|
spawnedKicker.GetComponent<SortingGroup>().sortingOrder = -i;
|
|
}
|
|
|
|
kickers.Add(spawnedKicker);
|
|
kickerHolder.gameObject.SetActive(true);
|
|
}
|
|
if (ballDispensed) Dispense(lastDispensedBeat, false, true, false, false);
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void Dispense(double beat, bool playSound = true, bool ignorePlayer = false, bool playDown = false, bool autoDispense = true, int autoInterval = 2)
|
|
{
|
|
DispenseExec(beat, playSound, ignorePlayer, playDown);
|
|
|
|
if (!autoDispense) return;
|
|
|
|
DispenseRecursion(beat + 2, autoInterval);
|
|
}
|
|
|
|
private void DispenseRecursion(double beat, int interval)
|
|
{
|
|
double dispenseBeat = beat + interval;
|
|
if (_stopBeats.Exists(x => dispenseBeat + 2 >= x)) return;
|
|
BeatAction.New(this, new()
|
|
{
|
|
new(dispenseBeat, delegate
|
|
{
|
|
if (!_highKickToeBeats.Exists(x => dispenseBeat + 2 > x && dispenseBeat + 2 < x + 3)) DispenseExec(dispenseBeat);
|
|
DispenseRecursion(dispenseBeat + 2, interval);
|
|
})
|
|
});
|
|
}
|
|
|
|
private void DispenseExec(double beat, bool playSound = true, bool ignorePlayer = false, bool playDown = false)
|
|
{
|
|
if (!ballDispensed) lastDispensedBeat = beat;
|
|
ballDispensed = true;
|
|
for (int i = 0; i < kickers.Count; i++)
|
|
{
|
|
Kicker kicker = kickers[i];
|
|
kicker.player = i == 0;
|
|
if (kicker.ball != null || (ignorePlayer && kicker.player)) continue;
|
|
|
|
GameObject ball = Instantiate(ballRef, kicker.transform.GetChild(0));
|
|
ball.SetActive(true);
|
|
Ball ball_ = ball.GetComponent<Ball>();
|
|
ball_.Init(kicker, (float)beat);
|
|
if (kicker.player && playSound)
|
|
{
|
|
DispenseSound((float)beat, playDown);
|
|
}
|
|
kicker.DispenseBall((float)beat);
|
|
|
|
kicker.canKick = true;
|
|
}
|
|
}
|
|
|
|
public static void DispenseSound(double beat, bool playDown)
|
|
{
|
|
if (playDown) SoundByte.PlayOneShot("games/spaceSoccer/down", beat);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.25f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.25f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
|
|
}, forcePlay:true);
|
|
}
|
|
|
|
private void AddStopEvents(double beat)
|
|
{
|
|
var allStopEvents = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "stopBall" }).FindAll(x => x.beat >= beat);
|
|
foreach (var e in allStopEvents)
|
|
{
|
|
_stopBeats.Add(e.beat);
|
|
}
|
|
}
|
|
|
|
private double colorStartBeat = -1;
|
|
private float colorLength = 0f;
|
|
private Color colorStart; //obviously put to the default color of the game
|
|
private Color colorEnd;
|
|
private Color colorStartDot = Color.white; //obviously put to the default color of the game
|
|
private Color colorEndDot = Color.white;
|
|
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
|
|
|
//call this in update
|
|
private void BackgroundColorUpdate()
|
|
{
|
|
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
|
|
|
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
|
|
|
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
|
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
|
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
|
|
|
bg.color = new Color(newR, newG, newB);
|
|
|
|
float newRDot = func(colorStartDot.r, colorEndDot.r, normalizedBeat);
|
|
float newGDot = func(colorStartDot.g, colorEndDot.g, normalizedBeat);
|
|
float newBDot = func(colorStartDot.b, colorEndDot.b, normalizedBeat);
|
|
|
|
bgImage.color = new Color(newRDot, newGDot, newBDot);
|
|
}
|
|
|
|
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartDotSet, Color colorEndDotSet, int ease)
|
|
{
|
|
colorStartBeat = beat;
|
|
colorLength = length;
|
|
colorStart = colorStartSet;
|
|
colorEnd = colorEndSet;
|
|
colorStartDot = colorStartDotSet;
|
|
colorEndDot = colorEndDotSet;
|
|
colorEase = (Util.EasingFunction.Ease)ease;
|
|
}
|
|
|
|
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
|
private void PersistColor(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count > 0)
|
|
{
|
|
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
|
var lastEvent = allEventsBeforeBeat[^1];
|
|
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["startDots"], lastEvent["endDots"], lastEvent["ease"]);
|
|
}
|
|
}
|
|
|
|
public override void OnPlay(double beat)
|
|
{
|
|
PersistColor(beat);
|
|
AddStopEvents(beat);
|
|
}
|
|
}
|
|
} |