HeavenStudioPlus/Assets/Scripts/Games/RhythmRally/Paddlers.cs
minenice55 60d29f19c6
Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs

* pooled scheduled sounds

implement S' entity seek

* remove debug prints from last two changes

* implement absolute time tracking

implement DSP time resyncing

* optimize GameManager

* update TMPro

* update IDE packages

* fix dsp sync making the drift worse

* fix issue with the JSL dll

* relocate debug print

* make scheduled pitch setter functional

* any cpu
2023-09-11 22:28:04 +00:00

121 lines
3.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_RhythmRally
{
public class Paddlers : MonoBehaviour
{
private RhythmRally game;
private Animator playerAnim;
private Animator opponentAnim;
private Conductor cond;
public void Init()
{
game = RhythmRally.instance;
playerAnim = game.playerAnim;
opponentAnim = game.opponentAnim;
cond = Conductor.instance;
}
void Update()
{
if (!game.served || game.missed || !game.started) return;
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
// Play "whoosh" sound here
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
}
}
void Ace()
{
game.served = false;
var hitBeat = cond.songPositionInBeatsAsDouble;
var bounceBeat = game.serveBeat + game.targetBeat + 1f;
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
{
bounceBeat = game.serveBeat + game.targetBeat + 2f;
}
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
{
bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
}
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
BounceFX(bounceBeat);
game.ball.SetActive(true);
}
void NearMiss(float state)
{
MissBall();
SoundByte.PlayOneShot("miss");
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
game.missBeat = cond.songPositionInBeatsAsDouble;
game.ball.SetActive(true);
}
void MissBall()
{
game.served = false;
game.missed = true;
var whistleBeat = game.serveBeat + game.targetBeat + 1f;
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
{
whistleBeat = game.serveBeat + game.targetBeat + 2f;
}
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
{
whistleBeat = game.serveBeat + game.targetBeat + 0.5f;
}
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
}
public void BounceFX(double bounceBeat)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(bounceBeat, delegate
{
GameObject ballHitFX2 = Instantiate(RhythmRally.instance.ballHitFX.gameObject, RhythmRally.instance.gameObject.transform);
ballHitFX2.SetActive(true);
ballHitFX2.transform.position = new Vector3(ballHitFX2.transform.position.x, ballHitFX2.transform.position.y, RhythmRally.instance.ball.transform.position.z);
ballHitFX2.GetComponent<SpriteRenderer>().DOColor(new Color(0, 0, 0, 0), 0.65f).SetEase(Ease.OutExpo).OnComplete(delegate { Destroy(ballHitFX2); });
})
});
}
public void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss(state);
return;
}
Ace();
}
public void Miss(PlayerActionEvent caller)
{
MissBall();
}
public void Out(PlayerActionEvent caller) {}
}
}