HeavenStudioPlus/Assets/Scripts/Games/TotemClimb/TCJumper.cs
Rapandrasmus 3e20013a1a
Totem Climb (#660)
* setup

* scroll stuff

* tons of stuff

* totem bop

* bopping and new assets

* soem more

* frog fit

* fixed order of operation issue

* triple proto

* wow i love super curves

* TRIPLE JUMP

* frog fall

* the spinny

* dragon initial

* functional dragon

* fixed un bug

* the deets

* the deets have been fixed

* miss stuff

* smol fix

* no log

* fixed some issues

* switch to next state

* particle

* remove useless logic

* zoomed out

* sound and line fix

* new bg sheet

* minor tweaks

* pillar tops

* background objects

* background tweak

* triple sound tweak

* background rework

* frog wings and new jump anim

* fix

* birds

* disable pillars

* landing end

* fix again

* minor fix

* fixes and icon

* background scroll logic rework

* put in fixed sheet

* fixed sounds
2024-01-28 03:43:54 +00:00

420 lines
18 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TotemClimb
{
public class TCJumper : SuperCurveObject
{
[SerializeField] private Transform _initialPoint;
[SerializeField] private ParticleSystem _highParticle;
[SerializeField] private ParticleSystem _highMissParticle;
[SerializeField] private ParticleSystem _jumpParticle;
[SerializeField] private float _jumpHeight = 2f;
[SerializeField] private float _jumpHeightTriple = 1f;
[SerializeField] private float _jumpHighHeight = 6f;
private Path _path;
private Animator _anim;
private TotemClimb _game;
private double _startBeat;
private double _onPlayBeat;
private IEnumerator _currentStateCo;
private void Awake()
{
_anim = GetComponent<Animator>();
_game = TotemClimb.instance;
}
public void InitPath(double beat, double onPlayBeat)
{
_onPlayBeat = onPlayBeat;
_startBeat = beat;
_path = new Path();
_path.positions = new PathPos[2];
_path.positions[0] = new PathPos()
{
duration = 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat)),
target = _initialPoint,
height = _jumpHeight
};
if (_game.IsHighBeat(beat))
{
_path.positions[1] = new PathPos()
{
target = _game.GetDragonPointAtBeat(beat)
};
}
else
{
_path.positions[1] = new PathPos()
{
target = _game.IsTripleBeat(beat) ? _game.GetJumperFrogPointAtBeat(beat, -1) : _game.GetJumperPointAtBeat(beat)
};
}
}
public void StartJumping(double beat, bool miss = false, bool nearMiss = false)
{
bool nextIsTriple = _game.IsTripleBeat(beat + 1);
bool nextIsHigh = _game.IsHighBeat(beat + 1);
SwitchToNextState(JumpCo(beat, miss, nearMiss));
if (beat + 1 >= _game.EndBeat) return;
if (nextIsHigh)
{
_game.ScheduleInput(beat, 1, Minigame.InputAction_BasicPress, JustHold, Empty, Empty);
_game.ScheduleInput(beat, 3, Minigame.InputAction_FlickRelease, JustRelease, MissRelease, Empty);
}
else _game.ScheduleInput(beat, 1, Minigame.InputAction_BasicPress, nextIsTriple ? JustTripleEnter : Just, nextIsTriple ? MissTripleEnter : Miss, Empty);
}
public void HighJump(double beat, bool miss)
{
bool nextIsTriple = _game.IsTripleBeat(beat + 2);
bool nextIsHigh = _game.IsHighBeat(beat + 2);
SwitchToNextState(JumpHighCo(beat, miss));
if (beat + 2 >= _game.EndBeat) return;
if (nextIsHigh)
{
_game.ScheduleInput(beat, 2, Minigame.InputAction_BasicPress, JustHold, Empty, Empty);
_game.ScheduleInput(beat, 4, Minigame.InputAction_FlickRelease, JustRelease, MissRelease, Empty);
}
else _game.ScheduleInput(beat, 2, Minigame.InputAction_BasicPress, nextIsTriple ? JustTripleEnter : Just, nextIsTriple ? MissTripleEnter : Miss, Empty);
}
public void TripleJumping(double beat, bool enter, bool miss = false, bool nearMiss = false)
{
SwitchToNextState(JumpTripleCo(beat, enter, miss, nearMiss));
if (beat + 0.5 >= _game.EndBeat) return;
_game.ScheduleInput(beat, 0.5, Minigame.InputAction_BasicPress, enter ? JustTripleExit : Just, enter ? MissTripleExit : Miss, Empty);
}
public void Bop()
{
_anim.DoScaledAnimationAsync("Bop", 0.5f);
}
private IEnumerator JumpCo(double beat, bool miss, bool nearMiss)
{
if (beat >= _startBeat)
{
_path = new Path();
_path.positions = new PathPos[2];
_path.positions[0] = new PathPos()
{
duration = (_game.EndBeat <= beat + 1) ? 1 : 1 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 1)),
height = _jumpHeight,
target = _game.IsTripleBeat(beat) ? _game.GetJumperFrogPointAtBeat(beat, 1) : _game.GetJumperPointAtBeat(beat)
};
if (beat + 1 >= _onPlayBeat && _game.EndBeat <= beat + 1 && _game.UseEndTotem)
{
_path.positions[1] = new PathPos()
{
target = _game.EndJumperPoint
};
}
else if (_game.IsHighBeat(beat + 1))
{
_path.positions[1] = new PathPos()
{
target = _game.GetDragonPointAtBeat(beat + 1)
};
}
else
{
_path.positions[1] = new PathPos()
{
target = _game.IsTripleBeat(beat + 1) ? _game.GetJumperFrogPointAtBeat(beat + 1, -1) : _game.GetJumperPointAtBeat(beat + 1)
};
}
}
if (!miss) _anim.DoScaledAnimationAsync(nearMiss ? "NearMiss" : "Jump", 0.5f);
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
bool playedFall = false;
while(normalizedBeat < 1f)
{
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
if (normalizedBeat >= 0.5f && !playedFall)
{
if (!miss && !nearMiss) _anim.Play("Fall", 0, 0);
playedFall = true;
}
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
yield return null;
}
transform.position = GetPathPositionFromBeat(_path, beat + _path.positions[0].duration, beat);
_anim.Play("Idle", 0, 0);
if (beat + 1 >= _onPlayBeat && _game.EndBeat <= beat + 1)
{
SoundByte.PlayOneShotGame("totemClimb/totemland");
if (_game.UseEndTotem)
{
_game.DoEndTotemEvents(beat + 1);
gameObject.SetActive(false);
}
}
}
private IEnumerator JumpTripleCo(double beat, bool enter, bool miss, bool nearMiss)
{
if (beat >= _startBeat)
{
_path = new Path();
_path.positions = new PathPos[2];
_path.positions[0] = new PathPos()
{
duration = 0.5f - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 0.5)),
height = _jumpHeightTriple,
target = _game.GetJumperFrogPointAtBeat(beat, enter ? -1 : 0)
};
_path.positions[1] = new PathPos()
{
target = _game.GetJumperFrogPointAtBeat(beat + 0.5, enter ? 0 : 1)
};
}
if (!miss) _anim.DoScaledAnimationAsync(nearMiss ? "NearMiss" : "Jump", 0.5f);
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
bool playedFall = false;
while (normalizedBeat < 1f)
{
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
if (normalizedBeat >= 0.5f && !playedFall)
{
if (!miss && !nearMiss) _anim.Play("Fall", 0, 0);
playedFall = true;
}
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
yield return null;
}
_anim.Play("Idle", 0, 0);
}
private IEnumerator JumpHighCo(double beat, bool miss)
{
if (beat >= _startBeat)
{
_path = new Path();
_path.positions = new PathPos[2];
_path.positions[0] = new PathPos()
{
duration = (_game.EndBeat <= beat + 2) ? 2 : 2 - (float)Conductor.instance.SecsToBeats(Minigame.justEarlyTime, Conductor.instance.GetBpmAtBeat(beat + 2)),
height = _jumpHighHeight,
target = _game.GetDragonPointAtBeat(beat)
};
if (beat + 2 >= _onPlayBeat && _game.EndBeat <= beat + 2 && _game.UseEndTotem)
{
_path.positions[1] = new PathPos()
{
target = _game.EndJumperPoint
};
}
else if (_game.IsHighBeat(beat + 2))
{
_path.positions[1] = new PathPos()
{
target = _game.GetDragonPointAtBeat(beat + 2)
};
}
else
{
_path.positions[1] = new PathPos()
{
target = _game.IsTripleBeat(beat + 2) ? _game.GetJumperFrogPointAtBeat(beat + 2, -1) : _game.GetJumperPointAtBeat(beat + 2)
};
}
}
if (!miss)
{
_anim.Play("HighJump", 0, 0);
_highParticle.PlayScaledAsync(0.5f);
}
else
{
_anim.DoScaledAnimationAsync("HighMiss", 0.5f);
_highMissParticle.PlayScaledAsync(0.5f);
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
bool playedFall = false;
while (normalizedBeat < 1f)
{
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
if (normalizedBeat >= 0.5f && !playedFall)
{
if (!miss) _anim.Play("HighFall", 0, 0);
playedFall = true;
}
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
yield return null;
}
transform.position = GetPathPositionFromBeat(_path, beat + _path.positions[0].duration, beat);
_anim.Play("Idle", 0, 0);
_highParticle.Stop();
_highMissParticle.Stop();
if (beat + 2 >= _onPlayBeat && _game.EndBeat <= beat + 2)
{
SoundByte.PlayOneShotGame("totemClimb/totemland");
if (_game.UseEndTotem)
{
_game.DoEndTotemEvents(beat + 2);
gameObject.SetActive(false);
}
}
}
private IEnumerator HoldCo(double beat)
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, 2);
Transform dragonPoint = _game.GetDragonPointAtBeat(beat);
bool canUnHold = true;
while (normalizedBeat < 1f)
{
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, 2);
transform.position = dragonPoint.position;
if (!_game.IsExpectingInputNow(Minigame.InputAction_FlickRelease)
&& (PlayerInput.GetIsAction(Minigame.InputAction_FlickRelease) || PlayerInput.GetIsAction(Minigame.InputAction_BasicRelease))
&& canUnHold)
{
_anim.DoScaledAnimationAsync("UnHold", 0.5f);
_game.ScoreMiss();
canUnHold = false;
}
if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !canUnHold)
{
_anim.DoScaledAnimationAsync("Hold", 0.5f);
SoundByte.PlayOneShot("nearMiss");
_game.ScoreMiss();
canUnHold = true;
}
yield return null;
}
}
private void SwitchToNextState(IEnumerator coroutine)
{
_highParticle.Stop();
_highMissParticle.Stop();
if (_currentStateCo != null) StopCoroutine(_currentStateCo);
_currentStateCo = coroutine;
StartCoroutine(_currentStateCo);
}
private void Just(PlayerActionEvent caller, float state)
{
bool isTriple = _game.IsTripleBeat(caller.startBeat + caller.timer);
StartJumping(caller.startBeat + caller.timer, false, state >= 1f || state <= -1f);
_game.BopTotemAtBeat(caller.startBeat + caller.timer);
if (isTriple) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
if (state >= 1f || state <= -1f)
{
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
return;
}
_jumpParticle.PlayScaledAsync(0.5f);
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame(isTriple ? "totemClimb/totemlandb" : "totemClimb/totemland");
}
private void JustTripleEnter(PlayerActionEvent caller, float state)
{
TripleJumping(caller.startBeat + caller.timer, true, false, state >= 1f || state <= -1f);
_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
if (state >= 1f || state <= -1f)
{
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
return;
}
_jumpParticle.PlayScaledAsync(0.5f);
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/totemland");
}
private void JustTripleExit(PlayerActionEvent caller, float state)
{
TripleJumping(caller.startBeat + caller.timer, false, false, state >= 1f || state <= -1f);
_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
if (state >= 1f || state <= -1f)
{
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
return;
}
_jumpParticle.PlayScaledAsync(0.5f);
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/totemland");
}
private void JustHold(PlayerActionEvent caller, float state)
{
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/chargejump");
_game.HoldDragonAtBeat(caller.startBeat + caller.timer);
SwitchToNextState(HoldCo(caller.startBeat + caller.timer));
_anim.DoScaledAnimationAsync("Hold", 0.5f);
if (state >= 1f || state <= -1f)
{
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
return;
}
}
private void JustRelease(PlayerActionEvent caller, float state)
{
HighJump(caller.startBeat + caller.timer, state >= 1f && state <= -1f);
_game.ReleaseDragonAtBeat(caller.startBeat + caller.timer);
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShotGame("totemClimb/superjumpgood");
if (state >= 1f || state <= -1f)
{
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("nearMiss");
return;
}
_jumpParticle.PlayScaledAsync(0.5f);
}
private void Miss(PlayerActionEvent caller)
{
StartJumping(caller.startBeat + caller.timer, true);
_game.BopTotemAtBeat(caller.startBeat + caller.timer);
if (_game.IsTripleBeat(caller.startBeat + caller.timer)) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
}
private void MissTripleEnter(PlayerActionEvent caller)
{
TripleJumping(caller.startBeat + caller.timer, true, true);
_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
}
private void MissTripleExit(PlayerActionEvent caller)
{
TripleJumping(caller.startBeat + caller.timer, false, true);
_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
}
private void MissRelease(PlayerActionEvent caller)
{
HighJump(caller.startBeat + caller.timer, true);
_game.ReleaseDragonAtBeat(caller.startBeat + caller.timer);
if (caller.startBeat + caller.timer >= _onPlayBeat) SoundByte.PlayOneShot("miss");
}
private void Empty(PlayerActionEvent caller) { }
}
}