mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
3eac52f38d
* fixed blue bear * fixed tap trial bug * see saw fix * Auto bop rework
547 lines
No EOL
21 KiB
C#
547 lines
No EOL
21 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 DG.Tweening;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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 NtrPingpongLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("rhythmRally", "Rhythm Rally", "ffffff", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; RhythmRally.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Will the paddlers bop?"),
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new Param("bopAuto", false, "Bop (Auto)", "Will the paddlers auto bop?")
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}
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},
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new GameAction("whistle", "Whistle")
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{
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preFunction = delegate { RhythmRally.PlayWhistle(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f
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},
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new GameAction("toss ball", "Toss Ball")
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{
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function = delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); },
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defaultLength = 2f,
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resizable = true
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},
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new GameAction("rally", "Rally")
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{
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function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("slow rally", "Slow Rally")
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{
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function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); },
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defaultLength = 8f,
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resizable = true
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},
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new GameAction("fast rally", "Fast Rally")
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{
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function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast, eventCaller.currentEntity["muteAudio"]); },
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defaultLength = 6f,
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parameters = new List<Param>()
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{
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new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.")
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}
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},
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new GameAction("superfast rally", "Superfast Rally")
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{
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function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast, eventCaller.currentEntity["muteAudio"]); },
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defaultLength = 12f,
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parameters = new List<Param>()
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{
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new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.")
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}
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},
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new GameAction("tonktinktonk", "Tonk-Tink-Tonk (Stretchable)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; RhythmRally.TonkTinkTonkStretchable(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("superfast stretchable", "Superfast Rally (Stretchable)")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmRally.instance.SuperFastRallyStretchable(e.beat, e.length); },
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defaultLength = 8f,
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resizable = true
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},
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new GameAction("pose", "End Pose")
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{
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function = delegate { RhythmRally.instance.Pose(); },
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defaultLength = 0.5f
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},
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new GameAction("camera", "Camera Controls")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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var rotation = new Vector3(0, e["valA"], 0);
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RhythmRally.instance.ChangeCameraAngle(rotation, e["valB"], e.length, (Ease)e["type"], (RotateMode)e["type2"]);
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},
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defaultLength = 4,
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resizable = true,
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parameters = new List<Param>() {
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new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"),
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new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"),
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new Param("type", Ease.Linear, "Ease", "The easing function to use"),
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new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
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}
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},
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},
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new List<string>() { "ntr", "keep" },
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"ntrpingpong", "en",
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new List<string>() { }
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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_RhythmRally;
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public class RhythmRally : Minigame
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{
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public enum RallySpeed { Slow, Normal, Fast, SuperFast }
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[Header("Camera")]
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[SerializeField] Transform cameraPivot;
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[SerializeField] Transform cameraPos;
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[SerializeField] float cameraFOV;
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[Header("Ball and curve info")]
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public GameObject ball;
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public GameObject ballShadow;
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public TrailRenderer ballTrail;
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public BezierCurve3D serveCurve;
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public BezierCurve3D returnCurve;
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public BezierCurve3D tossCurve;
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public BezierCurve3D missCurve;
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public GameObject ballHitFX;
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[Header("Animators")]
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public Animator playerAnim;
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public Animator opponentAnim;
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[Header("Properties")]
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public RallySpeed rallySpeed = RallySpeed.Normal;
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public bool started;
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public bool missed;
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public bool served;
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public bool tossing;
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public double serveBeat;
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public double targetBeat;
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public double tossBeat;
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public double missBeat;
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public float tossLength;
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private bool inPose;
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public Paddlers paddlers;
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public static RhythmRally instance;
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private void Awake()
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{
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GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
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GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
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GameCamera.AdditionalFoV = cameraFOV;
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instance = this;
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paddlers.Init();
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playerAnim.Play("Idle", 0, 0);
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opponentAnim.Play("Idle", 0, 0);
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SetupBopRegion("rhythmRally", "bop", "bopAuto");
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}
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const float tableHitTime = 0.58f;
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bool opponentServing = false; // Opponent serving this frame?
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void Update()
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{
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var cond = Conductor.instance;
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var currentBeat = cond.songPositionInBeatsAsDouble;
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var hitBeat = serveBeat; // Beat when the last paddler hit the ball
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var beatDur1 = 1f; // From paddle to table
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var beatDur2 = 1f; // From table to other paddle
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var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
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var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
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if (started)
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{
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// Determine hitBeat and beatDurs.
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switch (rallySpeed)
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{
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case RallySpeed.Normal:
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if (!served)
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{
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hitBeat = serveBeat + 2f;
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}
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break;
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case RallySpeed.Fast:
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if (!served)
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{
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hitBeat = serveBeat + 1f;
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beatDur1 = 1f;
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beatDur2 = 2f;
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}
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else
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{
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beatDur1 = 0.5f;
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beatDur2 = 0.5f;
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}
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break;
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case RallySpeed.SuperFast:
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if (!served)
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{
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hitBeat = serveBeat + 1f;
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}
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beatDur1 = 0.5f;
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beatDur2 = 0.5f;
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break;
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case RallySpeed.Slow:
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if (!served)
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{
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hitBeat = serveBeat + 4f;
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}
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beatDur1 = 2f;
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beatDur2 = 2f;
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break;
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}
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// Ball position.
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var curveToUse = served ? serveCurve : returnCurve;
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float curvePosition;
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var hitPosition1 = cond.GetPositionFromBeat(hitBeat, beatDur1);
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if (hitPosition1 >= 1f)
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{
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var hitPosition2 = cond.GetPositionFromBeat(hitBeat + beatDur1, beatDur2);
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curvePosition = tableHitTime + hitPosition2 * (1f - tableHitTime);
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}
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else
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{
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curvePosition = hitPosition1 * tableHitTime;
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}
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if (!missed)
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{
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float curveHeight = 1.25f;
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if ((rallySpeed == RallySpeed.Fast && served) || rallySpeed == RallySpeed.SuperFast)
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curveHeight = 0.75f;
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else if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f)
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curveHeight = 2f;
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else if (rallySpeed == RallySpeed.Slow)
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curveHeight = 3f;
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curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
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ball.transform.position = curveToUse.GetPoint(Mathf.Max(0, curvePosition));
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// Make ball inactive before it passes through the floor.
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if (curvePosition > 1.05f)
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ball.SetActive(false);
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}
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else
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{
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if (tossing)
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{
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TossUpdate(tossBeat, tossLength);
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}
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else
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{
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var missPosition = cond.GetPositionFromBeat(missBeat, 1f);
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ball.transform.position = missCurve.GetPoint(Mathf.Max(0, missPosition));
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if (missPosition > 1f)
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ball.SetActive(false);
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}
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}
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// TODO: Make conditional so ball shadow only appears when over table.
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ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
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var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
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// Check if the opponent should swing.
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if (!served && timeBeforeNextHit <= 0f)
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{
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var rallies = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel == "rhythmRally/rally" || c.datamodel == "rhythmRally/slow rally");
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for (int i = 0; i < rallies.Count; i++)
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{
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var rally = rallies[i];
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if (rally.beat - currentBeat <= 0f && rally.beat + rally.length - currentBeat > 0f)
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{
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Serve(hitBeat + beatDur1 + beatDur2, rallySpeed);
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opponentServing = true;
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break;
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}
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}
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}
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// Check if paddler should do ready animation.
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bool readyToPrep;
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switch (rallySpeed)
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{
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case RallySpeed.Slow:
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case RallySpeed.Fast:
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readyToPrep = timeBeforeNextHit <= 2f;
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break;
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case RallySpeed.SuperFast:
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readyToPrep = timeBeforeNextHit <= 0.5f;
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break;
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default:
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readyToPrep = timeBeforeNextHit <= 1f;
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break;
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}
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// Paddler ready animation.
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if (readyToPrep && !opponentServing && !inPose)
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{
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if (served)
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{
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay)
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{
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if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1")))
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playerAnim.Play("Ready1");
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}
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}
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else if (!opponentServing)
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{
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if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
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{
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opponentAnim.Play("Ready1");
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// Toss ball if it fell off the table.
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if (missed && !tossing)
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{
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float tossHeight = 3f;
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if (rallySpeed == RallySpeed.Slow || rallySpeed == RallySpeed.Fast)
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tossHeight = 6f;
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Toss(hitBeat + beatDur1, beatDur2, tossHeight);
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}
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}
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// If player never swung and is still in ready state, snap them out of it.
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if (missed && playerState.IsName("Ready1"))
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playerAnim.Play("Beat");
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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 (tossing)
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{
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TossUpdate(tossBeat, tossLength);
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}
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}
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opponentServing = false;
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//update camera
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GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
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GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
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GameCamera.AdditionalFoV = cameraFOV;
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}
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public override void OnBeatPulse(double beat)
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{
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if (BeatIsInBopRegion(beat) && !inPose)
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{
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BopSingle();
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}
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}
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public void Bop(double beat, float length, bool bop, bool bopAuto)
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{
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if (bop)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate
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{
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BopSingle();
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})
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});
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}
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}
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}
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void BopSingle()
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{
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var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
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var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
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bool playerPrepping = false; // Player using prep animation?
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bool opponentPrepping = false; // Opponent using prep animation?
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if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
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playerAnim.DoScaledAnimationAsync("Beat", 0.5f);
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if (!opponentPrepping && !opponentServing && !tossing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
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opponentAnim.DoScaledAnimationAsync("Beat", 0.5f);
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}
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public void Serve(double beat, RallySpeed speed)
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{
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if (!ball.activeSelf)
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ball.SetActive(true);
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if (!ballTrail.gameObject.activeSelf)
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ballTrail.gameObject.SetActive(true);
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served = true;
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missed = false;
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started = true;
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opponentServing = true;
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tossing = false;
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serveBeat = beat;
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rallySpeed = speed;
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double bounceBeat = 0f;
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switch (rallySpeed)
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{
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case RallySpeed.Normal:
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targetBeat = 2f;
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bounceBeat = serveBeat + 1f;
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break;
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case RallySpeed.Fast:
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case RallySpeed.SuperFast:
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targetBeat = 1f;
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bounceBeat = serveBeat + 0.5f;
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break;
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case RallySpeed.Slow:
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targetBeat = 4f;
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bounceBeat = serveBeat + 2f;
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break;
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}
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opponentAnim.DoScaledAnimationAsync("Swing", 0.5f);
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
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paddlers.BounceFX(bounceBeat);
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ScheduleInput(serveBeat, targetBeat, InputAction_FlickPress, paddlers.Just, paddlers.Miss, paddlers.Out);
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}
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public void Toss(double beat, float length, float height, bool firstToss = false)
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{
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// Hide trail while tossing to prevent weirdness while teleporting ball.
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ballTrail.gameObject.SetActive(false);
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if (firstToss)
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height *= length / 2f;
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tossCurve.transform.localScale = new Vector3(1f, height, 1f);
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tossBeat = beat;
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tossLength = length;
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tossing = true;
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if (firstToss)
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{
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opponentAnim.Play("Ready1");
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}
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if (!ball.activeSelf)
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ball.SetActive(true);
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}
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private void TossUpdate(double beat, float duration)
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{
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var tossPosition = Conductor.instance.GetPositionFromBeat(beat, duration);
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ball.transform.position = tossCurve.GetPoint(Mathf.Clamp(tossPosition, 0, 1));
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if (tossPosition > 1.05f)
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ball.SetActive(false);
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}
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public static void PlayWhistle(double beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("rhythmRally/Whistle", beat),
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}, forcePlay: true);
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}
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public void Pose()
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{
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playerAnim.Play("Pose", 0, 0);
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opponentAnim.Play("Pose", 0, 0);
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ball.SetActive(false); // temporary solution, should realistically just fall down
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inPose = true;
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}
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public void ChangeCameraAngle(Vector3 rotation, float camZoom, float length, Ease ease, RotateMode rotateMode)
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{
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var len = length * Conductor.instance.secPerBeat;
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cameraPivot.DORotate(rotation, len, rotateMode).SetEase(ease);
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cameraPivot.DOScale(camZoom, len).SetEase(ease);
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}
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public void PrepareFastRally(double beat, RallySpeed speedChange, bool muteAudio = false)
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{
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if (speedChange == RallySpeed.Fast)
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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 + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
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});
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if (muteAudio) return;
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TonkTinkTonkStretchable(beat, 1.5f);
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}
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else if (speedChange == RallySpeed.SuperFast)
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{
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SuperFastRallyStretchable(beat + 4f, 8f);
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if (muteAudio) return;
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TonkTinkTonkStretchable(beat, 4f);
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}
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}
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|
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public static void TonkTinkTonkStretchable(double beat, float length)
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|
{
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|
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
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|
bool tink = false;
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for (float i = 0; i < length; i += 0.5f)
|
|
{
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|
soundsToPlay.Add(new MultiSound.Sound(tink ? "rhythmRally/Tink" : "rhythmRally/Tonk", beat + i));
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|
tink = !tink;
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|
}
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|
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
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|
}
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|
|
|
public void SuperFastRallyStretchable(double beat, float length)
|
|
{
|
|
List<BeatAction.Action> servesToPerform = new List<BeatAction.Action>();
|
|
|
|
for (int i = 0; i < length; i += 2)
|
|
{
|
|
double beatToSpawn = beat + i;
|
|
servesToPerform.Add(new BeatAction.Action(beatToSpawn, delegate { Serve(beatToSpawn, RallySpeed.SuperFast); }));
|
|
}
|
|
BeatAction.New(this, servesToPerform);
|
|
}
|
|
}
|
|
} |