mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 05:23:06 +00:00
8ef6e480c1
you can read
546 lines
No EOL
21 KiB
C#
546 lines
No EOL
21 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using NaughtyBezierCurves;
|
|
using DG.Tweening;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class NtrPingpongLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller) {
|
|
return new Minigame("rhythmRally", "Rhythm Rally", "ffffff", true, false, new List<GameAction>()
|
|
{
|
|
new GameAction("bop", "Bop")
|
|
{
|
|
function = delegate {var e = eventCaller.currentEntity; RhythmRally.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("bop", true, "Bop", "Will the paddlers bop?"),
|
|
new Param("bopAuto", false, "Bop (Auto)", "Will the paddlers auto bop?")
|
|
}
|
|
},
|
|
new GameAction("whistle", "Whistle")
|
|
{
|
|
preFunction = delegate { RhythmRally.PlayWhistle(eventCaller.currentEntity.beat); },
|
|
defaultLength = 0.5f
|
|
},
|
|
new GameAction("toss ball", "Toss Ball")
|
|
{
|
|
function = delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); },
|
|
defaultLength = 2f,
|
|
resizable = true
|
|
},
|
|
new GameAction("rally", "Rally")
|
|
{
|
|
function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); },
|
|
defaultLength = 4f,
|
|
resizable = true
|
|
},
|
|
new GameAction("slow rally", "Slow Rally")
|
|
{
|
|
function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); },
|
|
defaultLength = 8f,
|
|
resizable = true
|
|
},
|
|
new GameAction("fast rally", "Fast Rally")
|
|
{
|
|
function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast, eventCaller.currentEntity["muteAudio"]); },
|
|
defaultLength = 6f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.")
|
|
}
|
|
},
|
|
new GameAction("superfast rally", "Superfast Rally")
|
|
{
|
|
function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast, eventCaller.currentEntity["muteAudio"]); },
|
|
defaultLength = 12f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.")
|
|
}
|
|
},
|
|
new GameAction("tonktinktonk", "Tonk-Tink-Tonk (Stretchable)")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; RhythmRally.TonkTinkTonkStretchable(e.beat, e.length); },
|
|
defaultLength = 4f,
|
|
resizable = true
|
|
},
|
|
new GameAction("superfast stretchable", "Superfast Rally (Stretchable)")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; RhythmRally.instance.SuperFastRallyStretchable(e.beat, e.length); },
|
|
defaultLength = 8f,
|
|
resizable = true
|
|
},
|
|
new GameAction("pose", "End Pose")
|
|
{
|
|
function = delegate { RhythmRally.instance.Pose(); },
|
|
defaultLength = 0.5f
|
|
},
|
|
new GameAction("camera", "Camera Controls")
|
|
{
|
|
function = delegate {
|
|
var e = eventCaller.currentEntity;
|
|
var rotation = new Vector3(0, e["valA"], 0);
|
|
RhythmRally.instance.ChangeCameraAngle(rotation, e["valB"], e.length, (Ease)e["type"], (RotateMode)e["type2"]);
|
|
},
|
|
defaultLength = 4,
|
|
resizable = true,
|
|
parameters = new List<Param>() {
|
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"),
|
|
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"),
|
|
new Param("type", Ease.Linear, "Ease", "The easing function to use"),
|
|
new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
|
|
}
|
|
},
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_RhythmRally;
|
|
|
|
public class RhythmRally : Minigame
|
|
{
|
|
public enum RallySpeed { Slow, Normal, Fast, SuperFast }
|
|
|
|
[Header("Camera")]
|
|
public Transform renderQuadTrans;
|
|
public Transform cameraPivot;
|
|
|
|
|
|
[Header("Ball and curve info")]
|
|
public GameObject ball;
|
|
public GameObject ballShadow;
|
|
public TrailRenderer ballTrail;
|
|
public BezierCurve3D serveCurve;
|
|
public BezierCurve3D returnCurve;
|
|
public BezierCurve3D tossCurve;
|
|
public BezierCurve3D missCurve;
|
|
public GameObject ballHitFX;
|
|
|
|
|
|
[Header("Animators")]
|
|
public Animator playerAnim;
|
|
public Animator opponentAnim;
|
|
|
|
[Header("Properties")]
|
|
public RallySpeed rallySpeed = RallySpeed.Normal;
|
|
public bool started;
|
|
public bool missed;
|
|
public bool served;
|
|
public bool tossing;
|
|
public float serveBeat;
|
|
public float targetBeat;
|
|
public float tossBeat;
|
|
public float missBeat;
|
|
public float tossLength;
|
|
private bool inPose;
|
|
|
|
public Paddlers paddlers;
|
|
|
|
public GameEvent bop = new GameEvent();
|
|
private bool goBop = true;
|
|
|
|
public static RhythmRally instance;
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
paddlers.Init();
|
|
renderQuadTrans.gameObject.SetActive(true);
|
|
|
|
var cam = GameCamera.instance.camera;
|
|
var camHeight = 2f * cam.orthographicSize;
|
|
var camWidth = camHeight * cam.aspect;
|
|
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
|
|
|
|
playerAnim.Play("Idle", 0, 0);
|
|
opponentAnim.Play("Idle", 0, 0);
|
|
}
|
|
|
|
const float tableHitTime = 0.58f;
|
|
bool opponentServing = false; // Opponent serving this frame?
|
|
void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
var currentBeat = cond.songPositionInBeats;
|
|
|
|
var hitBeat = serveBeat; // Beat when the last paddler hit the ball
|
|
var beatDur1 = 1f; // From paddle to table
|
|
var beatDur2 = 1f; // From table to other paddle
|
|
|
|
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
|
|
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
|
|
|
|
bool playerPrepping = false; // Player using prep animation?
|
|
bool opponentPrepping = false; // Opponent using prep animation?
|
|
|
|
if (started)
|
|
{
|
|
// Determine hitBeat and beatDurs.
|
|
switch (rallySpeed)
|
|
{
|
|
case RallySpeed.Normal:
|
|
if (!served)
|
|
{
|
|
hitBeat = serveBeat + 2f;
|
|
}
|
|
break;
|
|
case RallySpeed.Fast:
|
|
if (!served)
|
|
{
|
|
hitBeat = serveBeat + 1f;
|
|
beatDur1 = 1f;
|
|
beatDur2 = 2f;
|
|
}
|
|
else
|
|
{
|
|
beatDur1 = 0.5f;
|
|
beatDur2 = 0.5f;
|
|
}
|
|
break;
|
|
case RallySpeed.SuperFast:
|
|
if (!served)
|
|
{
|
|
hitBeat = serveBeat + 1f;
|
|
}
|
|
|
|
beatDur1 = 0.5f;
|
|
beatDur2 = 0.5f;
|
|
break;
|
|
case RallySpeed.Slow:
|
|
if (!served)
|
|
{
|
|
hitBeat = serveBeat + 4f;
|
|
}
|
|
|
|
beatDur1 = 2f;
|
|
beatDur2 = 2f;
|
|
break;
|
|
}
|
|
|
|
|
|
// Ball position.
|
|
var curveToUse = served ? serveCurve : returnCurve;
|
|
float curvePosition;
|
|
|
|
var hitPosition1 = cond.GetPositionFromBeat(hitBeat, beatDur1);
|
|
if (hitPosition1 >= 1f)
|
|
{
|
|
var hitPosition2 = cond.GetPositionFromBeat(hitBeat + beatDur1, beatDur2);
|
|
curvePosition = tableHitTime + hitPosition2 * (1f - tableHitTime);
|
|
}
|
|
else
|
|
{
|
|
curvePosition = hitPosition1 * tableHitTime;
|
|
}
|
|
|
|
if (!missed)
|
|
{
|
|
float curveHeight = 1.25f;
|
|
if ((rallySpeed == RallySpeed.Fast && served) || rallySpeed == RallySpeed.SuperFast)
|
|
curveHeight = 0.75f;
|
|
else if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f)
|
|
curveHeight = 2f;
|
|
else if (rallySpeed == RallySpeed.Slow)
|
|
curveHeight = 3f;
|
|
|
|
curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
|
|
ball.transform.position = curveToUse.GetPoint(Mathf.Max(0, curvePosition));
|
|
|
|
// Make ball inactive before it passes through the floor.
|
|
if (curvePosition > 1.05f)
|
|
ball.SetActive(false);
|
|
}
|
|
else
|
|
{
|
|
if (tossing)
|
|
{
|
|
TossUpdate(tossBeat, tossLength);
|
|
}
|
|
else
|
|
{
|
|
var missPosition = cond.GetPositionFromBeat(missBeat, 1f);
|
|
ball.transform.position = missCurve.GetPoint(Mathf.Max(0, missPosition));
|
|
|
|
if (missPosition > 1f)
|
|
ball.SetActive(false);
|
|
}
|
|
}
|
|
|
|
// TODO: Make conditional so ball shadow only appears when over table.
|
|
ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
|
|
|
|
|
|
var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
|
|
|
|
// Check if the opponent should swing.
|
|
if (!served && timeBeforeNextHit <= 0f)
|
|
{
|
|
var rallies = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "rhythmRally/rally" || c.datamodel == "rhythmRally/slow rally");
|
|
for (int i = 0; i < rallies.Count; i++)
|
|
{
|
|
var rally = rallies[i];
|
|
if (rally.beat - currentBeat <= 0f && rally.beat + rally.length - currentBeat > 0f)
|
|
{
|
|
Serve(hitBeat + beatDur1 + beatDur2, rallySpeed);
|
|
opponentServing = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check if paddler should do ready animation.
|
|
bool readyToPrep;
|
|
switch (rallySpeed)
|
|
{
|
|
case RallySpeed.Slow:
|
|
case RallySpeed.Fast:
|
|
readyToPrep = timeBeforeNextHit <= 2f;
|
|
break;
|
|
case RallySpeed.SuperFast:
|
|
readyToPrep = timeBeforeNextHit <= 0.5f;
|
|
break;
|
|
default:
|
|
readyToPrep = timeBeforeNextHit <= 1f;
|
|
break;
|
|
}
|
|
|
|
// Paddler ready animation.
|
|
if (readyToPrep && !opponentServing && !inPose)
|
|
{
|
|
if (served)
|
|
{
|
|
playerPrepping = true;
|
|
if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1")))
|
|
playerAnim.Play("Ready1");
|
|
}
|
|
else if (!opponentServing)
|
|
{
|
|
opponentPrepping = true;
|
|
if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
|
|
{
|
|
opponentAnim.Play("Ready1");
|
|
|
|
// Toss ball if it fell off the table.
|
|
if (missed && !tossing)
|
|
{
|
|
float tossHeight = 3f;
|
|
|
|
if (rallySpeed == RallySpeed.Slow || rallySpeed == RallySpeed.Fast)
|
|
tossHeight = 6f;
|
|
|
|
Toss(hitBeat + beatDur1, beatDur2, tossHeight);
|
|
}
|
|
}
|
|
|
|
// If player never swung and is still in ready state, snap them out of it.
|
|
if (missed && playerState.IsName("Ready1"))
|
|
playerAnim.Play("Beat");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (tossing)
|
|
{
|
|
TossUpdate(tossBeat, tossLength);
|
|
}
|
|
}
|
|
|
|
|
|
// Paddler bop animation.
|
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
|
{
|
|
if (goBop && !inPose)
|
|
{
|
|
BopSingle();
|
|
}
|
|
}
|
|
|
|
opponentServing = false;
|
|
}
|
|
|
|
public void Bop(float beat, float length, bool bop, bool bopAuto)
|
|
{
|
|
goBop = bopAuto;
|
|
if (bop)
|
|
{
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate
|
|
{
|
|
BopSingle();
|
|
})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
void BopSingle()
|
|
{
|
|
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
|
|
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
|
|
|
|
bool playerPrepping = false; // Player using prep animation?
|
|
bool opponentPrepping = false; // Opponent using prep animation?
|
|
if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
|
|
playerAnim.DoScaledAnimationAsync("Beat", 0.5f);
|
|
|
|
if (!opponentPrepping && !opponentServing && !tossing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
|
|
opponentAnim.DoScaledAnimationAsync("Beat", 0.5f);
|
|
}
|
|
|
|
public void Serve(float beat, RallySpeed speed)
|
|
{
|
|
if (!ball.activeSelf)
|
|
ball.SetActive(true);
|
|
|
|
if (!ballTrail.gameObject.activeSelf)
|
|
ballTrail.gameObject.SetActive(true);
|
|
|
|
served = true;
|
|
missed = false;
|
|
started = true;
|
|
opponentServing = true;
|
|
tossing = false;
|
|
|
|
serveBeat = beat;
|
|
rallySpeed = speed;
|
|
|
|
var bounceBeat = 0f;
|
|
|
|
switch (rallySpeed)
|
|
{
|
|
case RallySpeed.Normal:
|
|
targetBeat = 2f;
|
|
bounceBeat = serveBeat + 1f;
|
|
break;
|
|
case RallySpeed.Fast:
|
|
case RallySpeed.SuperFast:
|
|
targetBeat = 1f;
|
|
bounceBeat = serveBeat + 0.5f;
|
|
break;
|
|
case RallySpeed.Slow:
|
|
targetBeat = 4f;
|
|
bounceBeat = serveBeat + 2f;
|
|
break;
|
|
}
|
|
|
|
opponentAnim.DoScaledAnimationAsync("Swing", 0.5f);
|
|
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
|
|
paddlers.BounceFX(bounceBeat);
|
|
|
|
ScheduleInput(serveBeat, targetBeat, InputType.STANDARD_DOWN, paddlers.Just, paddlers.Miss, paddlers.Out);
|
|
}
|
|
|
|
public void Toss(float beat, float length, float height, bool firstToss = false)
|
|
{
|
|
// Hide trail while tossing to prevent weirdness while teleporting ball.
|
|
ballTrail.gameObject.SetActive(false);
|
|
|
|
if (firstToss)
|
|
height *= length/2f;
|
|
|
|
tossCurve.transform.localScale = new Vector3(1f, height, 1f);
|
|
tossBeat = beat;
|
|
tossLength = length;
|
|
tossing = true;
|
|
|
|
if (firstToss)
|
|
{
|
|
opponentAnim.Play("Ready1");
|
|
}
|
|
|
|
if (!ball.activeSelf)
|
|
ball.SetActive(true);
|
|
}
|
|
|
|
private void TossUpdate(float beat, float duration)
|
|
{
|
|
var tossPosition = Conductor.instance.GetPositionFromBeat(beat, duration);
|
|
ball.transform.position = tossCurve.GetPoint(Mathf.Clamp(tossPosition, 0, 1));
|
|
|
|
if (tossPosition > 1.05f)
|
|
ball.SetActive(false);
|
|
}
|
|
|
|
public static void PlayWhistle(float beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("rhythmRally/Whistle", beat),
|
|
}, forcePlay: true);
|
|
}
|
|
|
|
public void Pose()
|
|
{
|
|
playerAnim.Play("Pose", 0, 0);
|
|
opponentAnim.Play("Pose", 0, 0);
|
|
ball.SetActive(false); // temporary solution, should realistically just fall down
|
|
inPose = true;
|
|
}
|
|
|
|
public void ChangeCameraAngle(Vector3 rotation, float camZoom, float length, Ease ease, RotateMode rotateMode)
|
|
{
|
|
var len = length * Conductor.instance.secPerBeat;
|
|
cameraPivot.DORotate(rotation, len, rotateMode).SetEase(ease);
|
|
cameraPivot.DOScale(camZoom, len).SetEase(ease);
|
|
}
|
|
|
|
public void PrepareFastRally(float beat, RallySpeed speedChange, bool muteAudio = false)
|
|
{
|
|
if (speedChange == RallySpeed.Fast)
|
|
{
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
|
|
});
|
|
|
|
if (muteAudio) return;
|
|
TonkTinkTonkStretchable(beat, 1.5f);
|
|
}
|
|
else if (speedChange == RallySpeed.SuperFast)
|
|
{
|
|
SuperFastRallyStretchable(beat + 4f, 8f);
|
|
|
|
if (muteAudio) return;
|
|
TonkTinkTonkStretchable(beat, 4f);
|
|
}
|
|
}
|
|
|
|
public static void TonkTinkTonkStretchable(float beat, float length)
|
|
{
|
|
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
|
|
bool tink = false;
|
|
for (float i = 0; i < length; i += 0.5f)
|
|
{
|
|
soundsToPlay.Add(new MultiSound.Sound(tink ? "rhythmRally/Tink" : "rhythmRally/Tonk", beat + i));
|
|
tink = !tink;
|
|
}
|
|
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
|
|
}
|
|
|
|
public void SuperFastRallyStretchable(float beat, float length)
|
|
{
|
|
List<BeatAction.Action> servesToPerform = new List<BeatAction.Action>();
|
|
|
|
for (int i = 0; i < length; i += 2)
|
|
{
|
|
float beatToSpawn = beat + i;
|
|
servesToPerform.Add( new BeatAction.Action(beatToSpawn, delegate { Serve(beatToSpawn, RallySpeed.SuperFast); }) );
|
|
}
|
|
BeatAction.New(gameObject, servesToPerform);
|
|
}
|
|
}
|
|
} |