HeavenStudio/Assets/Scripts/Games/KarateMan/KarateManNoriController.cs
AstrlJelly fa6d006295
Some Karate Man Fixes (#610)
* km blocks fix + a few additions to other games

* move around fxType, cull some things :(
2024-01-06 20:08:22 +00:00

340 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Jukebox;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_KarateMan
{
public class KarateManNoriController : MonoBehaviour
{
public GameObject NoriController;
public GameObject NoriHeart;
public Transform NoriHolderTengoku;
public Transform NoriHolderMania00;
public Transform NoriHolderMania01;
public GameObject NoriManiaInk00;
public GameObject NoriManiaInk01;
public Material NoriMaterial;
public Color[] NoriColorsTengoku;
public Color[] NoriColorsMania;
public float Nori;
public int MaxNori;
Animator[] NoriHeartAnimators;
Material[] NoriHeartMaterials;
Transform NoriHolder;
static Vector2 HeartScale = new Vector2(60, 52);
static float ScaleFactorTengoku = 1 / 46f;
static float ScaleFactorMania = 1 / 72f;
static float CameraOffset = 10;
static float PeriodLow = 24 / 60f;
static float PeriodHigh = 15 / 60f;
int noriMode = (int)KarateMan.NoriMode.None;
bool playedJust = false;
int inputsToSwitch = 0;
//takes 12% of inputs to fill the nori bar
float hitNoriAdd { get { return MaxNori / (inputsToSwitch * 0.12f); } }
void Start()
{
}
public void SetNoriMode(double fromBeat, int mode, int startingNori = 0)
{
float scaleFactor = 0f;
//clear all children of the holder
if (NoriHolder != null) {
foreach (Transform child in NoriHolder) {
Destroy(child.gameObject);
}
}
switch (mode)
{
case (int) KarateMan.NoriMode.Tengoku:
MaxNori = 5;
Nori = Mathf.Clamp(startingNori, 0, MaxNori);
scaleFactor = ScaleFactorTengoku;
NoriHolder = NoriHolderTengoku;
NoriManiaInk00.SetActive(false);
NoriManiaInk01.SetActive(false);
playedJust = false;
break;
case (int) KarateMan.NoriMode.Mania:
MaxNori = 10;
Nori = Mathf.Clamp(startingNori, 0, MaxNori);
scaleFactor = ScaleFactorMania;
NoriHolder = NoriHolderMania00;
NoriManiaInk00.SetActive(true);
NoriManiaInk01.SetActive(false);
playedJust = false;
inputsToSwitch = CountHitsToEnd(fromBeat);
break;
case (int) KarateMan.NoriMode.ManiaHorizontal:
MaxNori = 10;
Nori = Mathf.Clamp(startingNori, 0, MaxNori);
scaleFactor = ScaleFactorMania;
NoriHolder = NoriHolderMania01;
NoriManiaInk00.SetActive(true);
NoriManiaInk01.SetActive(true);
playedJust = false;
inputsToSwitch = CountHitsToEnd(fromBeat);
break;
default: //KarateMan.NoriMode.None
MaxNori = 0;
Nori = 0;
NoriManiaInk00.SetActive(false);
NoriManiaInk01.SetActive(false);
playedJust = false;
return;
}
NoriHeartAnimators = new Animator[MaxNori];
NoriHeartMaterials = new Material[MaxNori];
noriMode = mode;
if (mode == (int) KarateMan.NoriMode.None) return;
//add the label?
for (int i = 0; i < MaxNori; i++)
{
GameObject h = GameObject.Instantiate(NoriHeart, NoriHolder);
h.SetActive(true);
Material m_Material = Instantiate(NoriMaterial);
NoriHeartMaterials[i] = m_Material;
h.GetComponent<Image>().material = m_Material;
RectTransform hrect = h.GetComponent<RectTransform>();
hrect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, HeartScale.x * scaleFactor);
hrect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, HeartScale.y * scaleFactor);
NoriHeartAnimators[i] = h.GetComponent<Animator>();
NoriHeartAnimators[i].Play(i <= (int) (startingNori - 1) ? "NoriFull" : "NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
public void DoHit()
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return;
float oldNori = Nori;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
Nori += 1;
if (Nori > MaxNori) Nori = MaxNori;
if (Nori - 1 >= 0)
NoriHeartAnimators[(int) Nori - 1].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
}
else
{
Nori += hitNoriAdd;
if (Nori > MaxNori) Nori = MaxNori;
for (int i = 0; i < MaxNori; i++)
{
if (i <= (int) Nori && i >= (int) oldNori)
NoriHeartAnimators[i].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
}
}
if (KarateMan.instance.NoriPerformance >= 0.6f && oldNori / MaxNori < 0.6f && !playedJust)
{
playedJust = true;
SoundByte.PlayOneShotGame("karateman/nori_just");
}
UpdateHeartColours();
}
public void DoNG()
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return;
float oldNori = Nori;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
Nori -= 1;
if (Nori < 0) Nori = 0;
NoriHeartAnimators[(int)Nori].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
else
{
Nori -= hitNoriAdd;
if (Nori < 0) Nori = 0;
if (Nori == 0)
{
foreach (Animator anim in NoriHeartAnimators)
{
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
else
{
for (int i = 0; i < MaxNori; i++)
{
if (i > (int) Nori)
NoriHeartAnimators[i].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
}
if (KarateMan.instance.NoriPerformance < 0.6f && oldNori / MaxNori >= 0.6f)
{
playedJust = false;
SoundByte.PlayOneShotGame("karateman/nori_ng");
}
UpdateHeartColours();
}
public void DoThrough()
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
if (Nori >= MaxNori)
SoundByte.PlayOneShotGame("karateman/nori_through");
playedJust = false;
Nori = 0;
foreach (Animator anim in NoriHeartAnimators)
{
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
else
{
Nori -= hitNoriAdd * 2;
if (Nori < 0) Nori = 0;
if (Nori == 0)
{
foreach (Animator anim in NoriHeartAnimators)
{
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
else
{
for (int i = 0; i < MaxNori; i++)
{
if (i > (int) Nori)
NoriHeartAnimators[i].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
}
if (KarateMan.instance.NoriPerformance < 0.6f)
playedJust = false;
UpdateHeartColours();
}
void UpdateHeartColours()
{
var cond = Conductor.instance;
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (MaxNori <= 0) return;
float flashPeriod;
for (int i = 0; i < NoriHeartMaterials.Length; i++)
{
Material mat = NoriHeartMaterials[i];
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
if (Nori == MaxNori) {
mat.SetColor("_ColorAlpha", NoriColorsTengoku[3]);
} else if (KarateMan.instance.NoriPerformance < 0.6) {
mat.SetColor("_ColorAlpha", NoriColorsTengoku[0]);
} else if (i < 2) {
mat.SetColor("_ColorAlpha", NoriColorsTengoku[1]);
} else {
mat.SetColor("_ColorAlpha", NoriColorsTengoku[2]);
}
}
else
{
Color c = NoriColorsMania[0];
Color s = Color.black;
if (Nori == MaxNori)
{
flashPeriod = Mathf.Sin((cond.songPositionInBeats - i / (float) MaxNori) * Mathf.PI);
c = NoriColorsMania[2] + (NoriColorsMania[3] * ((1 - flashPeriod * 0.5f) + 0.5f));
s = Color.HSVToRGB(((cond.songPositionInBeats + 0.5f) * 4) % 1, 1, flashPeriod * 0.6f + 0.4f);
}
else
{
flashPeriod = Mathf.Sin(cond.songPositionInBeats * Mathf.PI);
if (KarateMan.instance.NoriPerformance < 0.6)
c = NoriColorsMania[0];
else if (i < MaxNori - 2) {
c = NoriColorsMania[1];
} else {
c = NoriColorsMania[2];
}
c *= (flashPeriod * 0.5f) + 1f;
}
mat.SetColor("_ColorAlpha", c);
mat.SetColor("_AddColor", s);
}
}
}
void Update()
{
Transform target = GameCamera.instance.transform;
Vector3 displacement = target.forward * CameraOffset;
transform.position = target.position + displacement;
transform.rotation = target.rotation;
UpdateHeartColours();
float inkRot = (Conductor.instance.songPositionInBeats / 8f) % 1f;
NoriManiaInk00.transform.localRotation = Quaternion.Euler(0, 0, inkRot * 360);
NoriManiaInk01.transform.localRotation = Quaternion.Euler(0, 0, inkRot * 360);
}
public int CountHitsToEnd(double fromBeat)
{
List<RiqEntity> allHits = EventCaller.GetAllInGameManagerList("karateman", new string[] { "hit", "bulb", "kick", "combo" });
List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" });
allHits.Sort((x, y) => x.beat.CompareTo(y.beat));
allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
double endBeat = double.MaxValue;
//get the beat of the closest end event
foreach (var end in allEnds) {
if (end.beat > fromBeat) {
endBeat = end.beat;
break;
}
}
//count each hit event beginning from our current beat to the beat of the closest game switch or end
int count = 0;
string type;
for (int i = 0; i < allHits.Count; i++)
{
RiqEntity h = allHits[i];
if (h.beat >= fromBeat)
{
if (h.beat < endBeat) {
//kicks and combos count for 2 hits
type = h.datamodel.Split('/')[1];
count += (type is "kick" or "combo") ? 2 : 1;
} else {
break;
}
}
}
return count;
}
}
}