HeavenStudioPlus/Assets/Scripts/Games/Splashdown/NtrSynchrette.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

194 lines
7.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using System;
namespace HeavenStudio.Games.Scripts_Splashdown
{
public class NtrSynchrette : MonoBehaviour
{
[SerializeField] private NtrSplash splashPrefab;
[SerializeField] private Animator anim;
[SerializeField] private Transform synchretteTransform;
[SerializeField] private Transform splashHolder;
[SerializeField] private Animator throwAnim;
private Splashdown game;
private double startBeat;
private bool missedJump;
[SerializeField] private float jumpHeight = 5f;
[SerializeField] private float jumpStart = -3f;
private enum MovementState
{
None,
Dive,
Jumping,
Raise,
Stand,
JumpIntoWater
}
private MovementState currentMovementState;
private void Awake()
{
game = Splashdown.instance;
Update();
}
private void Update()
{
var cond = Conductor.instance;
switch (currentMovementState)
{
case MovementState.None:
float normalizedFloatDownBeat = cond.GetPositionFromBeat(0, 1) % 2;
float normalizedFloatUpBeat = cond.GetPositionFromBeat(1, 1) % 2;
if (normalizedFloatUpBeat <= 1f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
float newPosYUp = func(0, -0.5f, normalizedFloatUpBeat);
synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
float newPosYDown = func(-0.5f, 0, normalizedFloatDownBeat);
synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
}
break;
case MovementState.Dive:
synchretteTransform.localPosition = new Vector3(0f, -6f, 0f);
break;
case MovementState.Jumping:
float normalizedUpBeat = cond.GetPositionFromBeat(startBeat, 1);
float normalizedDownBeat = cond.GetPositionFromBeat(startBeat + 1, 1);
if (normalizedUpBeat <= 1f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutCubic);
float newPosYUp = func(jumpStart, jumpHeight, normalizedUpBeat);
synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInCubic);
float newPosYDown = func(jumpHeight, jumpStart, normalizedDownBeat);
synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
}
if (missedJump) return;
float normalizedRotBeat = cond.GetPositionFromBeat(startBeat + 1, 0.25);
float newAngle = Mathf.Lerp(0, 360, normalizedRotBeat);
synchretteTransform.localEulerAngles = new Vector3(0, 0, newAngle);
break;
case MovementState.Raise:
float normalizedBeat = cond.GetPositionFromBeat(startBeat, 1);
float newPosY = Mathf.Lerp(-6f, 0, normalizedBeat);
synchretteTransform.localPosition = new Vector3(0, newPosY, 0);
if (normalizedBeat >= 1)
{
SetState(MovementState.None, 0);
}
break;
case MovementState.Stand:
synchretteTransform.localPosition = new Vector3(0, 2.73f, 0);
break;
case MovementState.JumpIntoWater:
float normalizedUp = cond.GetPositionFromBeat(startBeat, 0.5);
float normalizedDown = cond.GetPositionFromBeat(startBeat + 0.5, 0.5);
if (normalizedUp <= 1f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
float newPosYUp = func(2.73f, 4f, normalizedUp);
synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
float newPosYDown = func(4f, -3, normalizedDown);
synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
}
break;
}
}
public void Appear(bool miss = false, int appearType = 1)
{
SetState(MovementState.None, startBeat);
if (!miss) anim.DoScaledAnimationAsync("Appear" + appearType, 0.4f);
else anim.DoScaledAnimationAsync("MissAppear", 0.4f);
Instantiate(splashPrefab, splashHolder).Init("Appearsplash");
}
public void GoDown()
{
SetState(MovementState.Dive, startBeat);
Instantiate(splashPrefab, splashHolder).Init("GodownSplash");
}
public void Bop()
{
anim.DoScaledAnimationAsync("Bop", 0.5f);
if (currentMovementState != MovementState.Stand)
{
SetState(MovementState.Stand, 0);
}
}
public void JumpIntoWater(double beat)
{
anim.Play("Idle", 0, 0);
SetState(MovementState.JumpIntoWater, beat);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.75, delegate
{
Instantiate(splashPrefab, splashHolder).Init("GodownSplash");
}),
new BeatAction.Action(beat + 1, delegate
{
SetState(MovementState.Raise, beat + 1);
})
});
}
public void Jump(double beat, bool missed = false, bool noDolphin = false)
{
missedJump = missed;
SetState(MovementState.Jumping, beat);
Instantiate(splashPrefab, splashHolder).Init("Appearsplash");
if (noDolphin)
{
anim.DoScaledAnimationAsync(missed ? "JumpMiss" : "JumpOut", 0.5f);
throwAnim.gameObject.SetActive(true);
throwAnim.DoScaledAnimationAsync("Throw", 0.5f);
}
else
{
anim.DoScaledAnimationAsync(missed ? "DolphinMiss" : "Dolphin", 0.5f);
}
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1.75, delegate { Instantiate(splashPrefab, splashHolder).Init("BigSplash"); }),
new BeatAction.Action(beat + 2, delegate
{
anim.Play("Idle", 0, 0);
SetState(MovementState.Raise, beat + 2);
})
});
}
private void SetState(MovementState state, double beat)
{
currentMovementState = state;
startBeat = beat;
synchretteTransform.localEulerAngles = Vector3.zero;
Update();
}
}
}