HeavenStudioPlus/Assets/Scripts/Games/Spaceball/Spaceball.cs
Slaith 531053cdd3 Implemented inactive functions for all game count ins
Also made some changes to how SwitchGame(), OnGameSwitch, and the jukebox work.
2022-03-07 20:46:49 -08:00

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6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.Spaceball
{
public class Spaceball : Minigame
{
public enum CostumeType {
Standard,
Bunny,
SphereHead
}
public GameObject Ball;
public GameObject BallsHolder;
public GameObject Dispenser;
public GameObject Dust;
private float lastCamDistance;
private float currentZoomCamBeat;
private float currentZoomCamLength;
private float currentZoomCamDistance;
private int currentZoomIndex;
public Sprite[] Balls;
private List<Beatmap.Entity> allCameraEvents = new List<Beatmap.Entity>();
public Alien alien;
private EasingFunction.Ease lastEase;
public static Spaceball instance { get; set; }
public override void OnGameSwitch(float beat)
{
for (int i = 1; i < BallsHolder.transform.childCount; i++)
Destroy(BallsHolder.transform.GetChild(i).gameObject);
GameCamera.instance.camera.orthographic = false;
if (EligibleHits.Count > 0)
EligibleHits.RemoveRange(0, EligibleHits.Count);
}
public override void OnTimeChange()
{
UpdateCameraZoom();
}
private void Awake()
{
instance = this;
}
private void Start()
{
var camEvents = EventCaller.GetAllInGameManagerList("spaceball", new string[] { "camera" });
List<Beatmap.Entity> tempEvents = new List<Beatmap.Entity>();
for (int i = 0; i < camEvents.Count; i++)
{
if (camEvents[i].beat + camEvents[i].beat >= Conductor.instance.songPositionInBeats)
{
tempEvents.Add(camEvents[i]);
}
}
allCameraEvents = tempEvents;
UpdateCameraZoom(); // can't believe this shit actually works
}
private void Update()
{
if (allCameraEvents.Count > 0)
{
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
{
if (Conductor.instance.songPositionInBeats >= allCameraEvents[currentZoomIndex].beat)
{
UpdateCameraZoom();
currentZoomIndex++;
}
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(currentZoomCamBeat, currentZoomCamLength);
if (normalizedBeat >= 0)
{
if (normalizedBeat > 1)
{
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
}
else
{
if (currentZoomCamLength < 0)
{
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPosZ = func(lastCamDistance, currentZoomCamDistance, normalizedBeat);
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, newPosZ);
}
}
}
else
{
// ?
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, -10f);
}
}
}
private void UpdateCameraZoom()
{
if (allCameraEvents.Count == 0)
currentZoomCamDistance = -10;
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
{
if (currentZoomIndex - 1 >= 0)
lastCamDistance = allCameraEvents[currentZoomIndex - 1].valA * -1;
else
{
if (currentZoomIndex == 0)
lastCamDistance = -10;
else
lastCamDistance = allCameraEvents[0].valA * -1;
}
currentZoomCamBeat = allCameraEvents[currentZoomIndex].beat;
currentZoomCamLength = allCameraEvents[currentZoomIndex].length;
float dist = allCameraEvents[currentZoomIndex].valA * -1;
if (dist > 0)
currentZoomCamDistance = 0;
else
currentZoomCamDistance = dist;
lastEase = allCameraEvents[currentZoomIndex].ease;
}
}
public void OverrideCurrentZoom()
{
// lastCamDistance = GameCamera.instance.camera.transform.localPosition.z;
}
public void Shoot(float beat, bool high, int type)
{
GameObject ball = Instantiate(Ball);
ball.transform.parent = Ball.transform.parent;
ball.SetActive(true);
ball.GetComponent<SpaceballBall>().startBeat = beat;
if (high)
{
ball.GetComponent<SpaceballBall>().high = true;
Jukebox.PlayOneShotGame("spaceball/longShoot");
}
else
{
Jukebox.PlayOneShotGame("spaceball/shoot");
}
if (type == 1)
{
ball.GetComponent<SpaceballBall>().Sprite.sprite = Balls[1];
}
Dispenser.GetComponent<Animator>().Play("DispenserShoot", 0, 0);
}
public void PrepareDispenser()
{
Dispenser.GetComponent<Animator>().Play("DispenserPrepare", 0, 0);
}
public void Costume(int type)
{
SpaceballPlayer.instance.SetCostume(type);
}
}
}