HeavenStudioPlus/Assets/Scripts/Games/NightWalkAgb/AgbPlatformHandler.cs
AstrlJelly 4ce1c323ef nightwalk gba fix (r2) (#973)
* nw gba fix

* remove the logs

lol
2024-06-02 21:47:34 +00:00

140 lines
5.2 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_AgbNightWalk
{
public class AgbPlatformHandler : MonoBehaviour
{
private AgbNightWalk game;
[Header("Properties")]
[SerializeField] private AgbPlatform platformRef;
[SerializeField] private AgbStarHandler starHandler;
public float defaultYPos = -11.76f;
public float heightAmount = 2;
public float platformDistance = 3.80f;
public float playerXPos = -6.78f;
[SerializeField] private float starLength = 16;
[SerializeField] private float starHeight = 0.0625f;
[Range(1, 100)]
public int platformCount = 20;
private float lastHeight = 0;
private float heightToRaiseTo = 0;
private double raiseBeat = double.MinValue;
[NonSerialized] public List<AgbPlatform> allPlatforms = new();
private int lastHeightUnits;
private int currentHeightUnits;
private bool stopStars;
private void Awake()
{
game = AgbNightWalk.instance;
}
public void SpawnPlatforms(double beat)
{
Debug.Log("game.countInBeat : " + game.countInBeat);
if (game.countInBeat != double.MinValue)
{
for (int i = 0; i < platformCount; i++)
{
AgbPlatform platform = Instantiate(platformRef, transform);
allPlatforms.Add(platform);
platform.handler = this;
platform.StartInput(game.countInBeat + i + game.countInLength - (platformCount * 0.5), game.countInBeat + i + game.countInLength);
platform.gameObject.SetActive(true);
}
}
else
{
double firstInputBeat = Math.Ceiling(beat);
for (int i = 0; i < platformCount; i++)
{
AgbPlatform platform = Instantiate(platformRef, transform);
allPlatforms.Add(platform);
platform.handler = this;
platform.StartInput(beat, firstInputBeat + i - platformCount);
platform.gameObject.SetActive(true);
}
int lastUnits = game.FindHeightUnitsAtBeat(firstInputBeat - 1);
int currentUnits = game.FindHeightUnitsAtBeat(firstInputBeat);
RaiseHeight(firstInputBeat - 1, lastUnits, currentUnits);
if (lastUnits != currentUnits)
{
game.playYan.Jump(firstInputBeat - 1);
}
}
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (raiseBeat != double.MinValue)
{
float normalizedBeat = Mathf.Clamp(cond.GetPositionFromBeat(raiseBeat, 1), 0, 1);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuint);
float newPosY = func(lastHeight, heightToRaiseTo, normalizedBeat);
transform.localPosition = new Vector3(0, -newPosY, 0);
starHandler.normalizedY = -func(starHeight * lastHeightUnits, starHeight * currentHeightUnits, normalizedBeat);
}
if (stopStars) return;
float normalizedValue = cond.GetPositionFromBeat(0, starLength);
starHandler.normalizedX = -normalizedValue;
}
}
public void StopAll()
{
foreach (var platform in allPlatforms)
{
platform.Stop();
}
stopStars = true;
}
public void DevolveAll()
{
starHandler.Devolve();
}
public bool PlatformsStopped()
{
return allPlatforms[0].stopped;
}
public void DestroyPlatforms(double startBeat, double firstBeat, double lastBeat)
{
List<AgbPlatform> platformsToDestroy = allPlatforms.FindAll(x => x.endBeat >= firstBeat && x.endBeat <= lastBeat);
platformsToDestroy.Sort((x, y) => x.endBeat.CompareTo(y.endBeat));
List<BeatAction.Action> actions = new();
for (int i = 0; i < platformsToDestroy.Count; i++)
{
AgbPlatform currentPlatformToDdestroy = platformsToDestroy[i];
double fallBeat = startBeat + i;
actions.Add(new BeatAction.Action(fallBeat, delegate
{
currentPlatformToDdestroy.Disappear(fallBeat);
}));
}
BeatAction.New(this, actions);
}
public void RaiseHeight(double beat, int lastUnits, int currentUnits)
{
raiseBeat = beat;
lastHeight = lastUnits * heightAmount * transform.localScale.y;
heightToRaiseTo = currentUnits * heightAmount * transform.localScale.y;
currentHeightUnits = currentUnits;
lastHeightUnits = lastUnits;
Update();
}
}
}