mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
3a4279ce5e
* 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>
431 lines
No EOL
14 KiB
C#
431 lines
No EOL
14 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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using HeavenStudio.InputSystem;
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namespace HeavenStudio.Games.Scripts_SpaceSoccer
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{
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public class Kicker : MonoBehaviour
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{
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SpaceSoccer game;
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[Header("Properties")]
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public bool canKick = true; //why was this false by default???
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public bool canHighKick;
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private bool kickPrepare = false;
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public bool kickLeft;
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bool kickLeftWhiff;
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public double dispenserBeat; //unused
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public int kickTimes = 0;
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public bool player;
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private string animName = "Enter";
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private float animLength;
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private double animStartBeat;
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private EasingFunction.Ease ease;
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bool stopBall;
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[Header("Components")]
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private Animator anim;
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public Ball ball;
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[SerializeField] private Animator enterExitAnim;
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PlayerActionEvent nextHit;
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PlayerActionEvent nextAutoKick;
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private void Awake()
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{
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game = SpaceSoccer.instance;
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anim = GetComponent<Animator>();
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}
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public void SetAnimParams(double beat, float length, string anim, int easeToPut)
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{
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animStartBeat = beat;
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animLength = length;
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animName = anim;
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ease = (EasingFunction.Ease)easeToPut;
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EasingFunction.Function func = EasingFunction.GetEasingFunction(ease);
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float newAnimPos = func(0, 1, 0);
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enterExitAnim.DoNormalizedAnimation(animName, newAnimPos);
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}
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public void DispenseBall(double beat)
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{
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if (player)
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{
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nextHit = game.ScheduleInput(beat, ball.GetAnimLength(Ball.State.Dispensing), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
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}
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else
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{
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double beatToKick = beat + ball.GetAnimLength(Ball.State.Dispensing);
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if (beatToKick < Conductor.instance.songPositionInBeatsAsDouble) beatToKick = ball.nextAnimBeat;
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if (ball.state == Ball.State.HighKicked)
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{
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beatToKick - 0.5f, delegate { Kick(true, true); }),
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new BeatAction.Action(beatToKick, delegate { Toe(true); }),
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new BeatAction.Action(beatToKick + ball.GetAnimLength(Ball.State.Toe), delegate { KickCheck(true, false, beatToKick + ball.GetAnimLength(Ball.State.Toe)); }),
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});
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}
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else
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{
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beatToKick, delegate { KickCheck(true, false, beatToKick); }),
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});
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}
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}
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}
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public void Kick(bool hit, bool highKick = false)
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{
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if (stopBall) return;
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if (player)
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{
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SoundByte.PlayOneShotGame("spaceSoccer/kick");
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}
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if (hit)
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{
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if (highKick)
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{
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if (kickLeft)
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{
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anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
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}
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}
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else
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{
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if (kickLeft)
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{
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anim.DoScaledAnimationAsync("KickLeft", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync("KickRight", 0.5f);
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}
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}
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}
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else
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{
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if (highKick)
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{
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if (kickLeftWhiff)
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{
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anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
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}
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}
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else
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{
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if (kickLeftWhiff)
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{
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anim.DoScaledAnimationAsync("KickLeft", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync("KickRight", 0.5f);
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}
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}
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kickLeftWhiff = !kickLeftWhiff;
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}
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if (ball == null) return;
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if (highKick == false)
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{
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kickTimes++;
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if (ball != null && hit)
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ball.Kick(player);
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}
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else
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{
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kickPrepare = true;
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}
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}
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public void HighKick(bool hit)
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{
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if (stopBall) return;
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kickTimes++;
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if (hit)
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{
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if (kickLeft)
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{
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anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
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}
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}
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else
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{
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if (kickLeftWhiff)
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{
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anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
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}
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kickLeftWhiff = !kickLeftWhiff;
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}
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if (player) SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe1");
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if (hit && ball)
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{
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ball.HighKick();
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if (player) SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe1_hit");
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}
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}
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public void Toe(bool hit, bool flick = false)
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{
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if (stopBall) return;
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if (kickLeft)
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{
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anim.DoScaledAnimationAsync("ToeLeft", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync("ToeRight", 0.5f);
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}
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if (player)
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{
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SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe3");
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if (hit && ball)
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{
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SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe3_hit");
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}
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}
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if (hit && ball)
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ball.Toe();
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if (!flick)
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{
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kickTimes++;
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kickPrepare = false;
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}
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}
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private void Update()
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(animStartBeat, animLength);
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if (normalizedBeat >= 0 && normalizedBeat <= 1)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(ease);
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float newAnimPos = func(0, 1, normalizedBeat);
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enterExitAnim.DoNormalizedAnimation(animName, newAnimPos);
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}
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if (kickTimes % 2 == 0)
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{
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kickLeft = false;
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}
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else
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{
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kickLeft = true;
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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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for (int i = 0; i < highKicks.Count; i++)
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{
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if ((highKicks[i].beat - 0.15f) <= Conductor.instance.songPositionInBeatsAsDouble && highKicks[i].beat + 1f > Conductor.instance.songPositionInBeatsAsDouble)
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{
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canHighKick = true;
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canKick = false;
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if (ball)
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{
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ball.highKickSwing = 0.5f;
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}
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break;
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}
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else
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{
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canKick = true;
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canHighKick = false;
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}
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}
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if (player)
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{
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if (stopBall) return;
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if (PlayerInput.GetIsAction(SpaceSoccer.InputAction_BasicPress)
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&& !game.IsExpectingInputNow(SpaceSoccer.InputAction_BasicPress))
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{
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if (ball == null)
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KickCheck(false, true);
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else
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Kick(false, ball.canKick);
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}
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if (PlayerInput.GetIsAction(SpaceSoccer.InputAction_FlickRelease))
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{
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if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
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{
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if (ball == null || !(game.IsExpectingInputNow(SpaceSoccer.InputAction_FlickRelease) || ball.canKick))
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{
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Toe(false);
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}
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}
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if (ball != null)
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{
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if (ball.waitKickRelease)
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{
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ball.waitKickRelease = false;
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}
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else if (ball.canKick && !game.IsExpectingInputNow(SpaceSoccer.InputAction_FlickRelease))
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{
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ball.canKick = false;
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Kick(false);
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}
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}
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}
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}
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}
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private void KickCheck(bool hit, bool overrideState = false, double beat = 0f)
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{
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if (stopBall) return;
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if (canHighKick)
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{
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HighKick(hit);
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if (!player)
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{
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { Kick(true, true); }),
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new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Toe), delegate { Toe(true); }),
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new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Toe) + 1.5f, delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Toe) + 1.5f); }),
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});
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}
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}
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else if (canKick)
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{
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Kick(hit);
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if (!player)
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{
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }),
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});
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}
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}
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else if (!canKick && !canHighKick && overrideState)
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{
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Kick(hit);
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if (!player)
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{
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }),
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});
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}
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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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stopBall = stop;
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if (ball != null && stop) Destroy(ball.gameObject);
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}
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void MissBall(double targetBeat)
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{
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if (stopBall) return;
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var cond = Conductor.instance;
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ball = null;
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// queue the miss sound
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/missNeutral", targetBeat + (float)cond.SecsToBeats(Minigame.NgLateTime()-1,
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cond.GetBpmAtBeat(targetBeat)), SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-75, 75), false)) });
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}
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private void KickJust(PlayerActionEvent caller, float state)
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{
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if (stopBall) return;
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if (ball == null || state >= 1f || state <= -1f) { //todo: proper near miss feedback
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KickCheck(false, true);
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MissBall(caller.startBeat + caller.timer);
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return;
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}
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KickCheck(true);
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if (canHighKick)
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{
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// queue high kick inputs
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nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Toe), SpaceSoccer.InputAction_FlickRelease, ToeJust, Miss, Out);
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nextAutoKick = game.ScheduleAutoplayInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, ToePrepareJust, Out, Out);
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ball.canKick = true;
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ball.waitKickRelease = true;
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}
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else
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{
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// queue normal kick input
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nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
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}
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game.hitBeats.Add(caller.startBeat + caller.timer);
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}
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private void Miss(PlayerActionEvent caller)
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{
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if (stopBall) return;
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if (ball != null)
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MissBall(caller.startBeat + caller.timer);
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// if this were any other keep the beat game you'd cue the next input here
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}
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private void ToeJust(PlayerActionEvent caller, float state)
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{
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if (stopBall) return;
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if (ball == null || (!ball.canKick) || state >= 1f || state <= -1f) { //todo: proper near miss feedback
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Toe(false);
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MissBall(caller.startBeat + caller.timer);
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return;
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}
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Toe(true);
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nextHit = game.ScheduleInput(caller.startBeat, 3f, SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
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ball.canKick = false;
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game.hitBeats.Add(caller.startBeat + caller.timer);
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}
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private void ToePrepareJust(PlayerActionEvent caller, float state)
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{
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if (stopBall) return;
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//autoplay only
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Kick(true, true);
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}
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private void Out(PlayerActionEvent caller) {}
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void OnDestroy()
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{
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if (nextHit != null)
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nextHit.Disable();
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if (nextAutoKick != null)
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nextAutoKick.Disable();
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if (ball != null) Destroy(ball.gameObject);
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}
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}
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} |