HeavenStudioPlus/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs
AstrlJelly 08a7fce35a ColorEase Class (#735)
* ColorEase stuff

why didn't we do this earlier!! this is so much common code cut down and makes things a LOT easier to type

* port karate man, fix NaN bug

goin to bed now!

* km fix, convert all to colorease, multisounds stuff

fix that goddamn ms.startBeat = sounds[0].beat; bug + if it's already converting to a list, why not just define the sounds as a list??????? they're a list most of the time anyways

ive got work ahead of me.

* finish up the code, document it

just a few more fixes and we're good

* revert some fork lifter stuff

as nice as it would be i just don't want things to break

* revert some MORE stuff

* revert even more. bleh

* semtiones lol

also a karate man fix
2024-03-04 03:51:43 +00:00

593 lines
No EOL
27 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrSoccerLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceSoccer", "Space Soccer", "ff7d27", false, false, new List<GameAction>()
{
new GameAction("ball dispense", "Ball Dispense")
{
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.Dispense(e.beat, !e["toggle"], false, e["down"], e["auto"], e["interval"]); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("toggle", false, "Disable Sound", "Toggle if the dispense sound should be disabled."),
new Param("down", false, "Down Sound", "Toggle if the \"Down!\" cue from Remix 9 (DS) should be played."),
new Param("auto", true, "Auto Redispense", "Toggle if a ball should automatically be redispensed if the player lets it fall.", new()
{
new((x, _) => (bool)x, new string[] { "interval" })
}),
new("interval", new EntityTypes.Integer(2, 20, 2), "Redispense Interval", "Set how many beats it should take for a ball to be redispensed.")
},
inactiveFunction = delegate
{
if (!eventCaller.currentEntity["toggle"]) { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat, eventCaller.currentEntity["down"]);}
}
},
new GameAction("high kick-toe!", "High Kick-Toe!")
{
defaultLength = 3f,
},
new GameAction("npc kickers enter or exit", "NPC Kickers")
{
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["choice"], e["ease"], e["amount"], e["x"], e["y"], e["z"], true, e["preset"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Choose a preset for the NPCs.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x == (int)SpaceSoccer.EnterExitPresets.Custom, new string[] { "amount", "x", "y", "z" })
}),
new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Set the amount of space kickers."),
new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "Set how much distance there should be between the space kickers on the x axis."),
new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "Set how much distance there should be between the space kickers on the x axis."),
new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "Set how much distance there should be between the space kickers on the x axis."),
new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Status", "Choose if the kickers should enter or exit."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
},
resizable = true
},
new GameAction("easePos", "Change NPC Distances")
{
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.EaseSpaceKickersPositions(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "Set how much distance there should be between the space kickers on the x axis."),
new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "Set how much distance there should be between the space kickers on the x axis."),
new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "Set how much distance there should be between the space kickers on the x axis."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
}
},
new GameAction("pMove", "Move Player")
{
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.MovePlayerKicker(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"], e["sound"], e["preset"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Choose a preset for the player.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x == (int)SpaceSoccer.PlayerPresets.Custom, new string[] { "x", "y", "z", "ease", "sound" })
}),
new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Position", "Set the position the player should move to on the x axis."),
new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Position", "Set the position the player should move to on the y axis."),
new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Position", "Set the position the player should move to on the z axis."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
new Param("sound", SpaceSoccer.LaunchSoundToPlay.None, "Sound", "Set the launch sound to be played at the start of this event.")
}
},
new GameAction("changeBG", "Background Appearance")
{
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["startDots"], e["endDots"], e["ease"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("start", SpaceSoccer.defaultBGColor, "Start Color", "Set the color at the start of the event."),
new Param("end", SpaceSoccer.defaultBGColor, "End Color", "Set the color at the end of the event."),
new Param("startDots", Color.white, "Start Color (Dots)", "Set the color at the start of the event."),
new Param("endDots", Color.white, "End Color (Dots)", "Set the color at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("scroll", "Scrolling Background")
{
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e["x"], e["y"]); },
defaultLength = 1f,
parameters = new List<Param>() {
new Param("x", new EntityTypes.Float(-10f, 10, 0.1f), "Horizontal Speed", "Set how fast the background will scroll horizontally."),
new Param("y", new EntityTypes.Float(-10, 10f, 0.3f), "Vertical Speed", "Set how fast the background will scroll vertically."),
}
},
new GameAction("stopBall", "Remove Ball")
{
function = delegate { SpaceSoccer.instance.StopBall(eventCaller.currentEntity["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", true, "Remove", "Toggle if the ball should be removed and the kickers shouldn't be able to kick. To re-enable kicks, place this event again and disable this property.")
}
},
// This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however)
new GameAction("keep-up", "")
{
defaultLength = 4f,
resizable = true,
hidden = true
},
new GameAction("npc kickers instant enter or exit", "NPC Kickers Instant Enter or Exit")
{
function = delegate
{
var e = eventCaller.currentEntity;
int choice;
if (e["toggle"])
{
choice = (int)SpaceSoccer.AnimationToPlay.Exit;
}
else
{
choice = (int)SpaceSoccer.AnimationToPlay.Enter;
}
SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, choice, (int)EasingFunction.Ease.Instant, 5, 1.75f, 0.25f, 0.75f, true, (int)SpaceSoccer.EnterExitPresets.Custom);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Should Exit?", "Whether the kickers should be exited or entered.")
},
hidden = true
},
},
new List<string>() { "ntr", "keep" },
"ntrsoccer", "en",
new List<string>() { "en" }
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_SpaceSoccer;
using HeavenStudio.Common;
using UnityEngine.Rendering;
using UnityEngine.UI;
using System;
public class SpaceSoccer : Minigame
{
public enum EnterExitPresets
{
FiveKickers,
DuoKickers,
Custom
}
public enum PlayerPresets
{
LaunchStart = 0,
LaunchEnd = 1,
Custom = 2
}
public enum LaunchSoundToPlay
{
None = 0,
LaunchStart = 1,
LaunchEnd = 2
}
public enum AnimationToPlay
{
Enter = 0,
Exit = 1
}
public static Color defaultBGColor = new(1f, 0.49f, 0.153f);
[Header("Components")]
[SerializeField] private GameObject kickerPrefab;
[SerializeField] private GameObject ballRef;
[SerializeField] private List<Kicker> kickers;
[SerializeField] private CanvasScroll backgroundSprite;
[SerializeField] private RawImage bgImage;
[SerializeField] private SpriteRenderer bg;
[Header("Properties")]
[SerializeField] SuperCurveObject.Path[] ballPaths;
public bool ballDispensed;
double lastDispensedBeat;
float xScrollMultiplier = 0.1f;
float yScrollMultiplier = 0.3f;
[SerializeField] private float xBaseSpeed = 1;
[SerializeField] private float yBaseSpeed = 1;
private List<double> _highKickToeBeats = new();
private List<double> _stopBeats = new();
[NonSerialized] public List<double> hitBeats = new();
#region Space Kicker Position Easing
float easeBeat;
float easeLength;
EasingFunction.Ease lastEase;
Vector3 lastPos = new Vector3();
Vector3 currentPos = new Vector3();
float easeBeatP;
float easeLengthP;
EasingFunction.Ease lastEaseP;
Vector3 lastPosP = new Vector3();
Vector3 currentPosP = new Vector3();
#endregion
public static SpaceSoccer instance { get; private set; }
private void Awake()
{
instance = this;
var allHighKickToeEvents = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "high kick-toe!" });
foreach (var e in allHighKickToeEvents)
{
_highKickToeBeats.Add(e.beat);
}
}
new void OnDrawGizmos()
{
base.OnDrawGizmos();
foreach (SuperCurveObject.Path path in ballPaths)
{
if (path.preview)
{
ballRef.GetComponent<Ball>().DrawEditorGizmo(path);
}
}
}
private void Update()
{
bg.color = bgColorEase.GetColor();
bgImage.color = dotColorEase.GetColor();
backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
float normalizedEaseBeat = conductor.GetPositionFromBeat(easeBeat, easeLength);
if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPosX = func(lastPos.x, currentPos.x, normalizedEaseBeat);
float newPosY = func(lastPos.y, currentPos.y, normalizedEaseBeat);
float newPosZ = func(lastPos.z, currentPos.z, normalizedEaseBeat);
UpdateKickersPositions(newPosX, newPosY, newPosZ);
}
float normalizedPBeat = conductor.GetPositionFromBeat(easeBeatP, easeLengthP);
if (normalizedPBeat <= 1 && normalizedPBeat > 0)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEaseP);
float newPosX = func(lastPosP.x, currentPosP.x, normalizedPBeat);
float newPosY = func(lastPosP.y, currentPosP.y, normalizedPBeat);
float newPosZ = func(lastPosP.z, currentPosP.z, normalizedPBeat);
kickers[0].transform.parent.position = new Vector3(3.384f - newPosX, newPosY, newPosZ);
}
}
public override void OnBeatPulse(double beat)
{
if (!ballDispensed) return;
double offsetBeat = beat + (lastDispensedBeat % 1);
if (_stopBeats.Exists(x => offsetBeat >= x) || offsetBeat < lastDispensedBeat + 2) return;
if (_highKickToeBeats.Exists(x => offsetBeat >= x + 1 && offsetBeat < x + 3))
{
if (_highKickToeBeats.Exists(x => offsetBeat == x + 2) && !IsExpectingInputNow(InputAction_FlickRelease))
{
if (hitBeats.Exists(x => x == offsetBeat - 0.5)) return;
ScoreMiss();
}
}
else if (!IsExpectingInputNow(InputAction_BasicPress))
{
if (hitBeats.Exists(x => offsetBeat == x)) return;
ScoreMiss();
}
}
public void StopBall(bool stop)
{
foreach (var kicker in kickers)
{
kicker.StopBall(stop);
}
}
public void NPCKickersEnterOrExit(double beat, float length, int animToPut, int easeToPut, int amount, float xDistance, float yDistance, float zDistance, bool overrideEasing, int preset)
{
switch (preset)
{
case (int)EnterExitPresets.Custom:
UpdateSpaceKickers(amount, xDistance, yDistance, zDistance, overrideEasing);
break;
case (int)EnterExitPresets.DuoKickers:
UpdateSpaceKickers(2, 7, -6, 10, overrideEasing);
break;
case (int)EnterExitPresets.FiveKickers:
UpdateSpaceKickers(5, 2, -0.5f, 1.25f, overrideEasing);
break;
}
string animName = "Enter";
switch (animToPut)
{
case (int)AnimationToPlay.Enter:
animName = "Enter";
break;
case (int)AnimationToPlay.Exit:
animName = "Exit";
break;
}
foreach (var kicker in kickers)
{
if (kicker.player) continue;
kicker.SetAnimParams(beat, length, animName, easeToPut);
}
}
public override void OnGameSwitch(double beat)
{
foreach(var entity in GameManager.instance.Beatmap.Entities)
{
if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
{
break;
}
if(entity.datamodel != "spaceSoccer/ball dispense" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
{
continue;
}
bool isOnGameSwitchBeat = entity.beat == beat;
Dispense(entity.beat, isOnGameSwitchBeat && !entity["toggle"], false, isOnGameSwitchBeat && entity["down"], entity["auto"], entity["interval"]);
break;
}
PersistColor(beat);
AddStopEvents(beat);
}
public SuperCurveObject.Path GetPath(string name)
{
foreach (SuperCurveObject.Path path in ballPaths)
{
if (path.name == name)
{
return path;
}
}
return default(SuperCurveObject.Path);
}
#region VisualInterpolation
public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
{
xScrollMultiplier = scrollSpeedX;
yScrollMultiplier = scrollSpeedY;
}
public void EaseSpaceKickersPositions(double beat, float length, int ease, float xDistance, float yDistance, float zDistance)
{
easeBeat = (float)beat;
easeLength = length;
lastEase = (EasingFunction.Ease)ease;
lastPos = currentPos;
currentPos = new Vector3(xDistance, yDistance, zDistance);
}
public void UpdateKickersPositions(float xDistance, float yDistance, float zDistance)
{
for (int i = 1; i < kickers.Count; i++)
{
kickers[i].transform.parent.position = new Vector3(3.384f - xDistance * i, -yDistance * i, zDistance * i);
CircularMotion circularMotion = kickers[i].GetComponent<CircularMotion>();
circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
}
}
public void MovePlayerKicker(double beat, float length, int ease, float xPos, float yPos, float zPos, int soundToPlay, int preset)
{
switch (preset)
{
case (int)PlayerPresets.Custom:
break;
case (int)PlayerPresets.LaunchStart:
lastEaseP = EasingFunction.Ease.EaseInOutCubic;
xPos = -6;
yPos = 15;
zPos = 0;
soundToPlay = (int)LaunchSoundToPlay.LaunchStart;
break;
case (int)PlayerPresets.LaunchEnd:
lastEaseP = EasingFunction.Ease.EaseInOutQuint;
xPos = -4;
yPos = 15;
zPos = 0;
soundToPlay = (int)LaunchSoundToPlay.LaunchEnd;
break;
}
easeBeatP = (float)beat;
easeLengthP = length;
lastEaseP = (EasingFunction.Ease)ease;
lastPosP = currentPosP;
currentPosP = new Vector3(-xPos, yPos, -zPos);
switch (soundToPlay)
{
case (int)LaunchSoundToPlay.None:
break;
case (int)LaunchSoundToPlay.LaunchStart:
SoundByte.PlayOneShotGame("spaceSoccer/jet1");
break;
case (int)LaunchSoundToPlay.LaunchEnd:
SoundByte.PlayOneShotGame("spaceSoccer/jet2");
break;
}
}
public void UpdateSpaceKickers(int amount, float xDistance = 1.75f, float yDistance = 0.25f, float zDistance = 0.75f, bool overrideEasing = true)
{
for (int i = kickers.Count - 1; i > 0; i--)
{
if (i >= amount)
{
Kicker kickerToDestroy = kickers[i];
kickers.Remove(kickerToDestroy);
Destroy(kickerToDestroy.transform.parent.gameObject);
}
}
if (overrideEasing)
{
UpdateKickersPositions(xDistance, yDistance, zDistance);
currentPos = new Vector3(xDistance, yDistance, zDistance);
}
for (int i = kickers.Count; i < amount; i++)
{
Transform kickerHolder = Instantiate(kickerPrefab, transform).transform;
kickerHolder.transform.position = new Vector3(kickerHolder.transform.position.x - xDistance * i, kickerHolder.transform.position.y - yDistance * i, kickerHolder.transform.position.z + zDistance * i);
Kicker spawnedKicker = kickerHolder.GetChild(0).GetComponent<Kicker>();
CircularMotion circularMotion = spawnedKicker.GetComponent<CircularMotion>();
circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
circularMotion.timeOffset = kickers[0].GetComponent<CircularMotion>().timeCounter;
if (0 > zDistance)
{
spawnedKicker.GetComponent<SortingGroup>().sortingOrder = i;
}
else
{
spawnedKicker.GetComponent<SortingGroup>().sortingOrder = -i;
}
kickers.Add(spawnedKicker);
kickerHolder.gameObject.SetActive(true);
}
if (ballDispensed) Dispense(lastDispensedBeat, false, true, false, false);
}
#endregion
public void Dispense(double beat, bool playSound = true, bool ignorePlayer = false, bool playDown = false, bool autoDispense = true, int autoInterval = 2)
{
DispenseExec(beat, playSound, ignorePlayer, playDown);
if (!autoDispense) return;
DispenseRecursion(beat + 2, autoInterval);
}
private void DispenseRecursion(double beat, int interval)
{
double dispenseBeat = beat + interval;
if (_stopBeats.Exists(x => dispenseBeat + 2 >= x)) return;
BeatAction.New(this, new()
{
new(dispenseBeat, delegate
{
if (!_highKickToeBeats.Exists(x => dispenseBeat + 2 > x && dispenseBeat + 2 < x + 3)) DispenseExec(dispenseBeat);
DispenseRecursion(dispenseBeat + 2, interval);
})
});
}
private void DispenseExec(double beat, bool playSound = true, bool ignorePlayer = false, bool playDown = false)
{
if (!ballDispensed) lastDispensedBeat = beat;
ballDispensed = true;
for (int i = 0; i < kickers.Count; i++)
{
Kicker kicker = kickers[i];
kicker.player = i == 0;
if (kicker.ball != null || (ignorePlayer && kicker.player)) continue;
GameObject ball = Instantiate(ballRef, kicker.transform.GetChild(0));
ball.SetActive(true);
Ball ball_ = ball.GetComponent<Ball>();
ball_.Init(kicker, (float)beat);
if (kicker.player && playSound)
{
DispenseSound((float)beat, playDown);
}
kicker.DispenseBall((float)beat);
kicker.canKick = true;
}
}
public static void DispenseSound(double beat, bool playDown)
{
if (playDown) SoundByte.PlayOneShot("games/spaceSoccer/down", beat);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat),
new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.25f),
new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.25f),
new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
}, forcePlay:true);
}
private void AddStopEvents(double beat)
{
var allStopEvents = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "stopBall" }).FindAll(x => x.beat >= beat);
foreach (var e in allStopEvents)
{
_stopBeats.Add(e.beat);
}
}
private ColorEase bgColorEase = new(defaultBGColor);
private ColorEase dotColorEase = new(Color.white);
//call this in update
private void BackgroundColorUpdate()
{
}
public void BackgroundColor(double beat, float length, Color startColorBG, Color endColorBG, Color startColorDot, Color endColorDot, int ease)
{
bgColorEase = new(beat, length, startColorBG, endColorBG, ease);
dotColorEase = new(beat, length, startColorDot, endColorDot, ease);
}
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allEventsBeforeBeat[^1];
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["startDots"], lastEvent["endDots"], lastEvent["ease"]);
}
}
public override void OnPlay(double beat)
{
PersistColor(beat);
AddStopEvents(beat);
}
}
}