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
251 lines
9.9 KiB
C#
251 lines
9.9 KiB
C#
using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_TotemClimb
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{
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public class TCTotemManager : MonoBehaviour
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{
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[SerializeField] private Transform _totemTransform;
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[SerializeField] private Transform _frogTransform;
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[SerializeField] private Transform _endTotemTransform;
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[SerializeField] private Animator _endTotemAnimator;
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[SerializeField] private Transform _endJumperPoint;
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[SerializeField] private ParticleSystem _endParticleLeft;
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[SerializeField] private ParticleSystem _endParticleRight;
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[SerializeField] private TCDragon _dragon;
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[SerializeField] private float _xDistance;
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[SerializeField] private float _yDistance;
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[SerializeField] private int _totemAmount = 12;
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private Transform _scrollTransform;
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private float _totemStartX;
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private float _totemStartY;
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private List<TCTotem> _totems = new();
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private List<TCFrog> _frogs = new();
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private List<TCDragon> _dragons = new();
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private int _totemIndex = 0;
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private float _pillarEndDistance;
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private bool _usingEndTotem = false;
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public Transform EndJumperPoint => _endJumperPoint;
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public Animator EndTotemAnimator => _endTotemAnimator;
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private TotemClimb _game;
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private void Awake()
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{
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_game = TotemClimb.instance;
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_scrollTransform = transform.parent;
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_totemStartX = _totemTransform.localPosition.x;
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_totemStartY = _totemTransform.localPosition.y;
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var pillarEnd = GetPillarEndBeatDistance();
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_pillarEndDistance = pillarEnd;
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_totems.Add(_totemTransform.GetComponent<TCTotem>());
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for (int i = 1; i < _totemAmount; i++)
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{
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Transform spawnedTotem = Instantiate(_totemTransform, transform);
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spawnedTotem.transform.localPosition = new Vector3(_totemStartX + (_xDistance * i), _totemStartY + (_yDistance * i));
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_totems.Add(spawnedTotem.GetComponent<TCTotem>());
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}
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}
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public void InitBeats(double startBeat, double endBeat, bool useEndTotem)
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{
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_usingEndTotem = useEndTotem;
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for (int i = 0; i < _totems.Count; i++)
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{
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_totems[i].beat = startBeat + i;
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_totems[i].transform.gameObject.SetActive(_totems[i].beat - (_usingEndTotem ? 0 : 1) < _game.EndBeat && !_game.IsTripleOrHighBeat(_totems[i].beat));
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}
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bool startBeatParam = GetStartBeatParam();
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foreach (var e in _game._tripleEvents)
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{
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for (int i = 0; i < e.length; i += 2)
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{
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double beat = e.beat + i;
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Transform spawnedFrog = Instantiate(_frogTransform, transform);
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spawnedFrog.transform.localPosition += new Vector3(_xDistance * (float)(beat - startBeat), _yDistance * (float)(beat - startBeat));
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if (spawnedFrog.transform.localPosition.y >= _pillarEndDistance || startBeatParam) spawnedFrog.GetComponent<TCFrog>().SetHasWings();
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spawnedFrog.gameObject.SetActive(true);
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spawnedFrog.GetComponent<TCFrog>().beat = beat;
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_frogs.Add(spawnedFrog.GetComponent<TCFrog>());
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}
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}
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foreach (var e in _game._highJumpEvents)
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{
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double beat = e.beat;
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TCDragon spawnedDragon = Instantiate(_dragon, transform);
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spawnedDragon.transform.localPosition += new Vector3(_xDistance * (float)(beat - startBeat), _yDistance * (float)(beat - startBeat));
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spawnedDragon.gameObject.SetActive(true);
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spawnedDragon.beat = beat;
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_dragons.Add(spawnedDragon);
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}
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if (useEndTotem)
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{
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_endTotemTransform.gameObject.SetActive(true);
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_endTotemTransform.localPosition += new Vector3(_xDistance * (float)(endBeat - startBeat), _yDistance * (float)(endBeat - startBeat));
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}
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}
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public void ActivateEndParticles()
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{
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_endParticleLeft.PlayScaledAsync(0.5f);
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_endParticleRight.PlayScaledAsync(0.5f);
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}
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public void BopTotemAtBeat(double beat)
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{
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var t = _totems.Find(x => x.beat == beat);
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if (t == null) return;
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t.Bop();
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}
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public Transform GetJumperPointAtBeat(double beat)
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{
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var t = _totems.Find(x => x.beat == beat);
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if (t == null)
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{
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Debug.Log($"Jumper Point unavaible at beat {beat}.");
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return null;
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}
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return t.JumperPoint;
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}
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public Transform GetJumperFrogPointAtBeat(double beat, int part)
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{
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var f = _frogs.Find(x => beat >= x.beat && beat < x.beat + 2);
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if (f == null)
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{
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Debug.Log($"Jumper Frog Point unavaible at beat {beat}.");
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return null;
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}
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switch (part)
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{
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case -1:
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return f.JumperPointLeft;
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case 0:
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return f.JumperPointMiddle;
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default:
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return f.JumperPointRight;
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}
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}
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public void FallFrogAtBeat(double beat, int part)
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{
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var f = _frogs.Find(x => beat >= x.beat && beat < x.beat + 2);
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if (f == null)
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{
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Debug.Log($"Frog unavaible at beat {beat}.");
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return;
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}
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f.FallPiece(part);
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}
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public Transform GetHighJumperPointAtBeat(double beat)
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{
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var d = _dragons.Find(x => beat >= x.beat && beat < x.beat + 4);
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if (d == null)
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{
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Debug.Log($"Jumper Dragon Point unavaible at beat {beat}.");
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return null;
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}
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return d.JumperPoint;
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}
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public void HoldDragonAtBeat(double beat)
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{
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var d = _dragons.Find(x => beat >= x.beat && beat < x.beat + 4);
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if (d == null)
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{
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Debug.Log($"Dragon unavaible at beat {beat}.");
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return;
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}
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d.Hold();
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}
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public void ReleaseDragonAtBeat(double beat)
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{
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var d = _dragons.Find(x => beat >= x.beat && beat < x.beat + 4);
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if (d == null)
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{
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Debug.Log($"Dragon unavaible at beat {beat}.");
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return;
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}
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d.Release();
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}
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private void Update()
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{
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float currentScrollX = _scrollTransform.localPosition.x;
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float currentDistanceX = _totemStartX + (_xDistance * _totemIndex);
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if (currentScrollX >= currentDistanceX + (_xDistance * _totemAmount / 2))
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{
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var t = _totems[_totemIndex % _totemAmount];
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t.transform.localPosition = new Vector3(t.transform.localPosition.x + (_xDistance * _totemAmount), t.transform.localPosition.y + (_yDistance * _totemAmount));
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t.beat += _totemAmount;
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t.transform.gameObject.SetActive(t.beat - (_usingEndTotem ? 0 : 1) < _game.EndBeat && !_game.IsTripleOrHighBeat(t.beat));
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_totemIndex++;
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}
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}
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private float GetPillarEndBeatDistance()
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{
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var allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat <= Conductor.instance.songPositionInBeatsAsDouble && x.datamodel is "gameManager/switchGame/totemClimb");
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double lastGameSwitchBeat = 0;
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if (allGameSwitches.Count > 0) lastGameSwitchBeat = allGameSwitches[^1].beat;
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var nextGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat > lastGameSwitchBeat && x.datamodel != "gameManager/switchGame/totemClimb");
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double nextGameSwitchBeat = double.MaxValue;
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if (nextGameSwitches.Count > 0)
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{
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nextGameSwitchBeat = nextGameSwitches[0].beat;
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}
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var allStarts = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "start" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
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if (allStarts.Count == 0) return float.MaxValue;
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double startBeat = allStarts[0].beat;
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var allPillarEnds = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "above" }).FindAll(x => x.beat >= startBeat && x.beat < nextGameSwitchBeat);
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if (allPillarEnds.Count == 0) return float.MaxValue;
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return (float)(allPillarEnds[0].beat - startBeat) * 1.45f;
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}
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private bool GetStartBeatParam()
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{
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var allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat <= Conductor.instance.songPositionInBeatsAsDouble && x.datamodel is "gameManager/switchGame/totemClimb");
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double lastGameSwitchBeat = 0;
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if (allGameSwitches.Count > 0) lastGameSwitchBeat = allGameSwitches[^1].beat;
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var nextGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat > lastGameSwitchBeat && x.datamodel != "gameManager/switchGame/totemClimb");
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double nextGameSwitchBeat = double.MaxValue;
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if (nextGameSwitches.Count > 0)
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{
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nextGameSwitchBeat = nextGameSwitches[0].beat;
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}
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var allStarts = EventCaller.GetAllInGameManagerList("totemClimb", new string[] { "start" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
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if (allStarts.Count == 0) return false;
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return allStarts[0]["hide"];
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}
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}
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}
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