mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
ebeea121ed
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
294 lines
9.7 KiB
C#
294 lines
9.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_FanClub
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{
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public class NtrIdolFan : PlayerActionObject
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{
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[Header("References")]
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[SerializeField] private GameObject motionRoot;
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[SerializeField] private GameObject headRoot;
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public Animator animator;
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public Animator headAnimator;
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public ParticleSystem fanClapEffect;
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public GameObject shadow;
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[Header("Properties")]
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[NonSerialized] public bool player = false;
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[NonSerialized] public bool hitValid = false;
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public float jumpStartTime = Single.MinValue;
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bool stopBeat = false;
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bool stopCharge = false;
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bool hasJumped = false;
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float clappingStartTime = 0f;
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public Queue<KeyValuePair<float, int>> upcomingHits;
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public float startBeat;
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public int type;
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public bool doCharge = false;
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private bool inputHit = false;
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private bool hasHit = false;
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public void Init()
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{
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if (player)
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upcomingHits = new Queue<KeyValuePair<float, int>>(); // beat, type
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inputHit = true;
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hasHit = true;
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}
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public override void OnAce()
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{
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Hit(true, type, true);
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}
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public void AddHit(float beat, int type)
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{
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inputHit = false;
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upcomingHits.Enqueue(new KeyValuePair<float, int>(beat, type));
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}
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public void Hit(bool _hit, int type = 0, bool fromAutoplay = false)
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{
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if (player && !hasHit)
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{
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if (type == 0)
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ClapStart(_hit, true, doCharge, fromAutoplay);
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else if (type == 1)
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JumpStart(_hit, true, fromAutoplay);
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hasHit = true;
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}
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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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// read cue queue and pop when needed
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if (hasHit)
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{
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if (upcomingHits?.Count > 0)
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{
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var next = upcomingHits.Dequeue();
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startBeat = next.Key;
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type = next.Value == 2 ? 0 : next.Value;
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doCharge = (next.Value == 2);
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// reset our shit to prepare for next hit
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hasHit = false;
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ResetState();
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}
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else if (Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
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{
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startBeat = Single.MinValue;
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type = 0;
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doCharge = false;
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// DO NOT RESET, wait for future cues
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}
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}
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// no input?
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if (!hasHit && Conductor.instance.GetPositionFromBeat(startBeat, 1f) >= Minigame.EndTime())
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{
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FanClub.instance.AngerOnMiss();
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hasHit = true;
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}
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// dunno what this is for
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if (!inputHit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
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{
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inputHit = true;
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}
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if (!hasHit)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1);
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StateCheck(normalizedBeat);
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}
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if (player)
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{
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if (PlayerInput.Pressed() && type == 0)
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{
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if (state.perfect)
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{
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Hit(true);
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} else if (state.notPerfect())
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{
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Hit(false);
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}
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}
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if (PlayerInput.PressedUp() && type == 1)
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{
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if (state.perfect)
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{
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Hit(true, type);
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} else if (state.notPerfect())
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{
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Hit(false, type);
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}
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}
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if (PlayerInput.Pressed())
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{
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if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
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FanClub.instance.AngerOnMiss();
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hasJumped = false;
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stopBeat = true;
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jumpStartTime = -99f;
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animator.Play("FanClap", 0, 0);
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Jukebox.PlayOneShotGame("fanClub/play_clap");
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Jukebox.PlayOneShotGame("fanClub/crap_impact");
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clappingStartTime = cond.songPositionInBeats;
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}
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if (PlayerInput.Pressing())
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{
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if (cond.songPositionInBeats > clappingStartTime + 1.5f && !stopCharge)
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{
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animator.Play("FanClapCharge", 0, 0);
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stopCharge = true;
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}
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}
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if (PlayerInput.PressedUp())
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{
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if (stopCharge)
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{
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if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
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FanClub.instance.AngerOnMiss();
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animator.Play("FanJump", 0, 0);
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Jukebox.PlayOneShotGame("fanClub/play_jump");
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jumpStartTime = cond.songPositionInBeats;
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stopCharge = false;
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}
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else
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{
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animator.Play("FanFree", 0, 0);
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stopBeat = false;
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}
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}
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}
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float jumpPos = cond.GetPositionFromBeat(jumpStartTime, 1f);
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if (cond.songPositionInBeats >= jumpStartTime && cond.songPositionInBeats < jumpStartTime + 1f)
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{
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hasJumped = true;
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float yMul = jumpPos * 2f - 1f;
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float yWeight = -(yMul*yMul) + 1f;
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motionRoot.transform.localPosition = new Vector3(0, 3f * yWeight);
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shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * 1.4f, (1f-yWeight*0.8f) * 1.4f, 1f);
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}
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else
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{
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motionRoot.transform.localPosition = new Vector3(0, 0);
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shadow.transform.localScale = new Vector3(1.4f, 1.4f, 1f);
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if (hasJumped)
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{
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Jukebox.PlayOneShotGame("fanClub/landing_impact", pitch: UnityEngine.Random.Range(0.95f, 1f), volume: 1f/4);
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if (player)
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{
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animator.Play("FanPrepare", 0, 0);
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stopBeat = false;
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}
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}
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hasJumped = false;
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}
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}
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public void ClapStart(bool hit, bool force = false, bool doCharge = false, bool fromAutoplay = false)
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{
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var cond = Conductor.instance;
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if (hit)
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{
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if (doCharge)
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(cond.songPositionInBeats + 0.1f, delegate {
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if (PlayerInput.Pressing() || fromAutoplay)
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{
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animator.Play("FanClapCharge", 0, 0);
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stopCharge = true;
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}
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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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FanClub.instance.AngerOnMiss();
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}
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if (fromAutoplay || !force)
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{
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stopBeat = true;
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jumpStartTime = -99f;
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animator.Play("FanClap", 0, 0);
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Jukebox.PlayOneShotGame("fanClub/play_clap");
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Jukebox.PlayOneShotGame("fanClub/crap_impact");
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clappingStartTime = cond.songPositionInBeats;
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}
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if (fromAutoplay && !doCharge)
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{
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(cond.songPositionInBeats + 0.1f, delegate {
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animator.Play("FanFree", 0, 0);
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stopBeat = false;
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}),
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});
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}
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}
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public void JumpStart(bool hit, bool force = false, bool fromAutoplay = false)
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{
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var cond = Conductor.instance;
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if (hit)
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{}
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else
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{
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FanClub.instance.AngerOnMiss();
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}
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if (fromAutoplay || !force)
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{
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animator.Play("FanJump", 0, 0);
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Jukebox.PlayOneShotGame("fanClub/play_jump");
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jumpStartTime = cond.songPositionInBeats;
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stopCharge = false;
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}
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}
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public bool IsJumping()
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{
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var cond = Conductor.instance;
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return (cond.songPositionInBeats >= jumpStartTime && cond.songPositionInBeats < jumpStartTime + 1f);
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}
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public void Bop()
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{
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if (!stopBeat)
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animator.Play("FanBeat");
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}
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public void ClapParticle()
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{
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fanClapEffect.Play();
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}
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public void MakeAngry(bool flip = false)
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{
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headAnimator.Play("FanFaceAngry", 0, 0);
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if (flip)
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{
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headRoot.transform.localScale = new Vector3(-1f, 1f, 1f);
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}
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}
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}
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}
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