3e20013a1a
* 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
421 lines
18 KiB
C#
421 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) { }
|
|
}
|
|
}
|
|
|