HeavenStudio/Assets/Scripts/Games/SpaceSoccer/Ball.cs

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using System;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_SpaceSoccer
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{
public class Ball : SuperCurveObject
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{
public enum State { None, Dispensing, Kicked, HighKicked, Toe };
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[Header("Components")]
[HideInInspector] public Kicker kicker;
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[SerializeField] private GameObject holder;
[SerializeField] private GameObject spriteHolder;
[Space(10)]
//[SerializeField] private BezierCurve3D dispenseCurve;
//[SerializeField] private BezierCurve3D kickCurve;
//[SerializeField] private BezierCurve3D highKickCurve;
//[SerializeField] private BezierCurve3D toeCurve;
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[Header("Properties")]
public double startBeat;
public State state;
public double nextAnimBeat;
public float highKickSwing = 0f;
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private float lastSpriteRot;
public bool canKick;
public bool waitKickRelease;
private bool lastKickLeft;
private SuperCurveObject.Path kickPath;
private SuperCurveObject.Path dispensePath;
private SuperCurveObject.Path highKickPath;
private SuperCurveObject.Path toePath;
//private float currentKickPathScale = 1;
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protected override void UpdateLastRealPos()
{
lastRealPos = transform.localPosition;
}
public void Init(Kicker kicker, double dispensedBeat)
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{
this.kicker = kicker;
kicker.ball = this;
kicker.dispenserBeat = dispensedBeat;
double currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
kickPath = SpaceSoccer.instance.GetPath("Kick");
dispensePath = SpaceSoccer.instance.GetPath("Dispense");
highKickPath = SpaceSoccer.instance.GetPath("HighKick");
toePath = SpaceSoccer.instance.GetPath("Toe");
//holder.transform.localPosition = kicker.transform.GetChild(0).position;
if (currentBeat - dispensedBeat < 2f) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
{
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//Debug.Log("Dispensing");
state = State.Dispensing;
startBeat = dispensedBeat;
nextAnimBeat = startBeat + GetAnimLength(State.Dispensing);
kicker.kickTimes = 0;
return;
}
var highKicks = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!");
int numHighKicks = 0;
//determine what state the ball was in for the previous kick.
for(int i = 0; i < highKicks.Count; i++)
{
if (highKicks[i].beat + highKicks[i].length <= currentBeat)
{
numHighKicks++;
continue;
}
if (highKicks[i].beat > currentBeat)
{
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//Debug.Log("Setting state to kicked");
state = State.Kicked;
double relativeBeat = currentBeat - dispensedBeat;
startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
nextAnimBeat = startBeat + GetAnimLength(State.Kicked);
kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1; //every high kick has 2 kicks in the same time a regular keep-up does 3 kicks.
break;
}
else
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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highKickSwing = 0.5f;
if (highKicks[i].beat + GetAnimLength(State.HighKicked) > currentBeat)
{
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//Debug.Log("Setting state to high kick");
state = State.HighKicked;
double relativeBeat = highKicks[i].beat - dispensedBeat;
startBeat = dispensedBeat + Math.Ceiling(relativeBeat); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
nextAnimBeat = startBeat + GetAnimLength(State.HighKicked);
kicker.kickTimes = (int)Math.Ceiling(relativeBeat) - numHighKicks - 1;
break;
}
else
{
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//Debug.Log("Setting state to toe");
state = State.Toe;
double relativeBeat = Math.Ceiling(highKicks[i].beat - dispensedBeat) + GetAnimLength(State.HighKicked); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
startBeat = dispensedBeat + relativeBeat;
nextAnimBeat = startBeat + GetAnimLength(State.Toe);
kicker.kickTimes = (int)(relativeBeat - GetAnimLength(State.HighKicked)) - numHighKicks;
break;
}
}
}
if(state == 0) //if the for loop didn't set the state, i.e. all the high kicks happen before the point we start at.
{
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//Debug.Log("Defaulting to kicked state");
state = State.Kicked;
double relativeBeat = currentBeat - dispensedBeat;
startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
nextAnimBeat = startBeat + GetAnimLength(State.Kicked);
kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1;
}
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Update(); //make sure the ball is in the right place
}
public void Kick(bool player)
{
if (player)
SoundByte.PlayOneShotGame("spaceSoccer/ballHit", -1, SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-38, 39), false));
lastSpriteRot = spriteHolder.transform.eulerAngles.z;
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SetState(State.Kicked);
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lastKickLeft = kicker.kickLeft;
/*if (kicker.kickLeft)
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{
kickCurve.transform.localScale = new Vector3(-1, 1);
currentKickPathScale = -1;
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}
else
{
kickCurve.transform.localScale = new Vector3(1, 1);
currentKickPathScale = 1;
}*/
//kickCurve.KeyPoints[0].transform.position = holder.transform.position;
//kickPath.positions[0].pos = holder.transform.position;
UpdateLastRealPos();
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}
public void HighKick()
{
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lastSpriteRot = spriteHolder.transform.eulerAngles.z;
SetState(State.HighKicked);
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//highKickCurve.KeyPoints[0].transform.position = holder.transform.position;
//highKickPath.positions[0].pos = holder.transform.position;
UpdateLastRealPos();
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}
public void Toe()
{
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lastSpriteRot = spriteHolder.transform.eulerAngles.z;
SetState(State.Toe);
//toeCurve.KeyPoints[0].transform.position = holder.transform.position;
//toePath.positions[0].pos = holder.transform.position;
UpdateLastRealPos();
if (lastKickLeft)
{
//toeCurve.KeyPoints[1].transform.localPosition = new Vector3(5.39f, 0);
toePath.positions[1].pos = new Vector3(5.39f, 0);
}
else
{
//toeCurve.KeyPoints[1].transform.localPosition = new Vector3(6.49f, 0);
toePath.positions[1].pos = new Vector3(6.49f, 0);
}
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}
private void Update()
{
double beat = Conductor.instance.songPositionInBeatsAsDouble;
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switch (state) //handle animations
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{
case State.None: //the only time any ball should ever have this state is if it's the unused offscreen ball (which is the only reason this state exists)
{
gameObject.SetActive(false);
break;
}
case State.Dispensing:
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{
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 2.35f);
//dispenseCurve.KeyPoints[0].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 6f, kicker.transform.GetChild(0).position.y - 6f);
//dispenseCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 1f, kicker.transform.GetChild(0).position.y - 6f);
//holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim);
holder.transform.localPosition = GetPathPositionFromBeat(dispensePath, Math.Max(beat, startBeat), out double height, startBeat);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0f, -1440f, normalizedBeatAnim));
break;
}
case State.Kicked:
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{
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 1.5f);
if (!lastKickLeft)
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{
//kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x + 0.5f, kicker.transform.GetChild(0).position.y - 6f);
kickPath.positions[1].pos = new Vector3(0, -6f);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot - 360f, normalizedBeatAnim));
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}
else
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{
//kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 2.5f, kicker.transform.GetChild(0).position.y - 6f);
kickPath.positions[1].pos = new Vector3(-2.5f, -6f);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
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}
//holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim);
holder.transform.localPosition = GetPathPositionFromBeat(kickPath, Math.Max(beat, startBeat), out double height, startBeat);
break;
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}
case State.HighKicked:
{
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.HighKicked) + 0.3f);
highKickPath.positions[0].duration = GetAnimLength(State.HighKicked) + 0.3f;
//highKickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 3.5f, kicker.transform.GetChild(0).position.y - 6f);
//holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim);
holder.transform.localPosition = GetPathPositionFromBeat(highKickPath, Math.Max(beat, startBeat), out double height, startBeat);
spriteHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastSpriteRot, lastSpriteRot + 360f, normalizedBeatAnim));
break;
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}
case State.Toe:
{
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//float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.Toe) + 0.35f);
toePath.positions[0].duration = GetAnimLength(State.Toe) + 0.35f;
if (!lastKickLeft)
{
//toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x + 0.5f, kicker.transform.GetChild(0).position.y - 6f);
toePath.positions[1].pos = new Vector3(-1.5f, -6f);
}
else
{
//toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 1.0f, kicker.transform.GetChild(0).position.y - 6f);
toePath.positions[1].pos = new Vector3(-0.5f, -6f);
}
//holder.transform.localPosition = toeCurve.GetPoint(normalizedBeatAnim);
holder.transform.localPosition = GetPathPositionFromBeat(toePath, Math.Max(beat, startBeat), out double height, startBeat);
break;
}
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}
holder.transform.position = new Vector3(holder.transform.position.x, holder.transform.position.y, kicker.transform.GetChild(0).position.z);
}
private void SetState(State newState)
{
state = newState;
startBeat = nextAnimBeat;
nextAnimBeat += GetAnimLength(newState);
}
public float GetAnimLength(State anim)
{
switch(anim)
{
case State.Dispensing:
return 2f;
case State.Kicked:
return 1f;
case State.HighKicked:
return 2f - highKickSwing;
case State.Toe:
return 2f - (1f - highKickSwing);
default:
Debug.LogError("Ball has invalid state. State number: " + (int)anim);
return 0f;
}
}
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}
}