mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
63a2814caa
* 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
194 lines
7.8 KiB
C#
194 lines
7.8 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 System;
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namespace HeavenStudio.Games.Scripts_Splashdown
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{
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public class NtrSynchrette : MonoBehaviour
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{
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[SerializeField] private NtrSplash splashPrefab;
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[SerializeField] private Animator anim;
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[SerializeField] private Transform synchretteTransform;
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[SerializeField] private Transform splashHolder;
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[SerializeField] private Animator throwAnim;
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private Splashdown game;
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private double startBeat;
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private bool missedJump;
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[SerializeField] private float jumpHeight = 5f;
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[SerializeField] private float jumpStart = -3f;
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private enum MovementState
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{
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None,
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Dive,
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Jumping,
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Raise,
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Stand,
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JumpIntoWater
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}
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private MovementState currentMovementState;
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private void Awake()
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{
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game = Splashdown.instance;
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Update();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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switch (currentMovementState)
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{
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case MovementState.None:
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float normalizedFloatDownBeat = cond.GetPositionFromBeat(0, 1) % 2;
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float normalizedFloatUpBeat = cond.GetPositionFromBeat(1, 1) % 2;
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if (normalizedFloatUpBeat <= 1f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
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float newPosYUp = func(0, -0.5f, normalizedFloatUpBeat);
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synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
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}
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else
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
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float newPosYDown = func(-0.5f, 0, normalizedFloatDownBeat);
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synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
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}
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break;
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case MovementState.Dive:
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synchretteTransform.localPosition = new Vector3(0f, -6f, 0f);
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break;
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case MovementState.Jumping:
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float normalizedUpBeat = cond.GetPositionFromBeat(startBeat, 1);
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float normalizedDownBeat = cond.GetPositionFromBeat(startBeat + 1, 1);
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if (normalizedUpBeat <= 1f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutCubic);
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float newPosYUp = func(jumpStart, jumpHeight, normalizedUpBeat);
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synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
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}
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else
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInCubic);
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float newPosYDown = func(jumpHeight, jumpStart, normalizedDownBeat);
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synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
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}
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if (missedJump) return;
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float normalizedRotBeat = cond.GetPositionFromBeat(startBeat + 1, 0.25);
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float newAngle = Mathf.Lerp(0, 360, normalizedRotBeat);
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synchretteTransform.localEulerAngles = new Vector3(0, 0, newAngle);
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break;
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case MovementState.Raise:
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float normalizedBeat = cond.GetPositionFromBeat(startBeat, 1);
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float newPosY = Mathf.Lerp(-6f, 0, normalizedBeat);
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synchretteTransform.localPosition = new Vector3(0, newPosY, 0);
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if (normalizedBeat >= 1)
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{
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SetState(MovementState.None, 0);
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}
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break;
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case MovementState.Stand:
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synchretteTransform.localPosition = new Vector3(0, 2.73f, 0);
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break;
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case MovementState.JumpIntoWater:
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float normalizedUp = cond.GetPositionFromBeat(startBeat, 0.5);
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float normalizedDown = cond.GetPositionFromBeat(startBeat + 0.5, 0.5);
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if (normalizedUp <= 1f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
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float newPosYUp = func(2.73f, 4f, normalizedUp);
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synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
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}
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else
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
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float newPosYDown = func(4f, -3, normalizedDown);
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synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
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}
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break;
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}
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}
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public void Appear(bool miss = false, int appearType = 1)
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{
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SetState(MovementState.None, startBeat);
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if (!miss) anim.DoScaledAnimationAsync("Appear" + appearType, 0.4f);
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else anim.DoScaledAnimationAsync("MissAppear", 0.4f);
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Instantiate(splashPrefab, splashHolder).Init("Appearsplash");
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}
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public void GoDown()
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{
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SetState(MovementState.Dive, startBeat);
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Instantiate(splashPrefab, splashHolder).Init("GodownSplash");
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}
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public void Bop()
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{
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anim.DoScaledAnimationAsync("Bop", 0.5f);
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if (currentMovementState != MovementState.Stand)
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{
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SetState(MovementState.Stand, 0);
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}
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}
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public void JumpIntoWater(double beat)
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{
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anim.Play("Idle", 0, 0);
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SetState(MovementState.JumpIntoWater, beat);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.75, delegate
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{
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Instantiate(splashPrefab, splashHolder).Init("GodownSplash");
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}),
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new BeatAction.Action(beat + 1, delegate
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{
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SetState(MovementState.Raise, beat + 1);
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})
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});
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}
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public void Jump(double beat, bool missed = false, bool noDolphin = false)
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{
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missedJump = missed;
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SetState(MovementState.Jumping, beat);
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Instantiate(splashPrefab, splashHolder).Init("Appearsplash");
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if (noDolphin)
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{
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anim.DoScaledAnimationAsync(missed ? "JumpMiss" : "JumpOut", 0.5f);
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throwAnim.gameObject.SetActive(true);
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throwAnim.DoScaledAnimationAsync("Throw", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync(missed ? "DolphinMiss" : "Dolphin", 0.5f);
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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 + 1.75, delegate { Instantiate(splashPrefab, splashHolder).Init("BigSplash"); }),
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new BeatAction.Action(beat + 2, delegate
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{
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anim.Play("Idle", 0, 0);
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SetState(MovementState.Raise, beat + 2);
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})
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});
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}
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private void SetState(MovementState state, double beat)
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{
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currentMovementState = state;
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startBeat = beat;
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synchretteTransform.localEulerAngles = Vector3.zero;
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Update();
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}
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}
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}
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