60d29f19c6
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
137 lines
5.2 KiB
C#
137 lines
5.2 KiB
C#
using System;
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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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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DoubleDate
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{
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public class Football : SuperCurveObject
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{
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private DoubleDate game;
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private SuperCurveObject.Path path;
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private double pathStartBeat = double.MinValue;
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private Conductor conductor;
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private GameObject shadow;
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void Awake()
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{
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game = DoubleDate.instance;
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conductor = Conductor.instance;
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}
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void Update()
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{
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double beat = conductor.songPositionInBeatsAsDouble;
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double height = 0f;
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if (pathStartBeat > double.MinValue)
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{
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Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, pathStartBeat), out height, pathStartBeat);
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transform.position = pos;
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float rot = GetPathValue("rot");
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transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f/conductor.pitchedSecPerBeat)));
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}
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shadow.transform.position = new Vector3(transform.position.x, (float) Math.Min(transform.position.y - height, game.floorHeight), transform.position.z);
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shadow.transform.localScale = Vector3.one * Mathf.Clamp(((transform.position.y) - game.shadowDepthScaleMin) / (game.shadowDepthScaleMax - game.shadowDepthScaleMin), 0f, 1f);
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}
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public void Init(double beat)
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{
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game.ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, Just, Miss, Empty);
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path = game.GetPath("FootBallInNoHit"); // there's a second path for footballs that hit the weasels, use that if the weasels haven't been hit recently
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UpdateLastRealPos();
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pathStartBeat = beat - 1f;
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Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat);
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transform.position = pos;
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gameObject.SetActive(true);
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shadow = game.MakeDropShadow();
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shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(game.floorHeight, transform.position.y - offset.y), transform.position.z);
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shadow.SetActive(true);
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}
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void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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UpdateLastRealPos();
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pathStartBeat = conductor.songPositionInBeatsAsDouble;
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path = game.GetPath("FootBallNg" + (state > 0 ? "Late" : "Early"));
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SoundByte.PlayOneShot("miss");
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game.Kick(false);
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GetComponent<SpriteRenderer>().sortingOrder = 8;
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 4f, delegate
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{
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Destroy(gameObject);
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}),
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});
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return;
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}
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Hit();
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 1f, delegate
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{
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shadow.SetActive(false);
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GetComponent<SpriteRenderer>().sortingOrder = -5;
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transform.localScale *= 0.25f;
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path = game.GetPath("FootBallFall");
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UpdateLastRealPos();
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pathStartBeat = conductor.songPositionInBeatsAsDouble + 1f;
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}),
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new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 12f, delegate
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{
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Destroy(gameObject);
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}),
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});
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}
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void Hit()
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{
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UpdateLastRealPos();
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pathStartBeat = conductor.songPositionInBeatsAsDouble;
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path = game.GetPath("FootBallJust");
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game.Kick(true, true, jump: true);
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SoundByte.PlayOneShotGame("doubleDate/footballKick");
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}
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void Miss(PlayerActionEvent caller)
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{
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if (conductor.songPositionInBeatsAsDouble > game.lastHitWeasel + 2.25f)
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{
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path = game.GetPath("FootBallIn");
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float impact = GetPointTimeByTag(path, "impact");
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if (impact > 0)
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{
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GetComponent<SpriteRenderer>().sortingOrder = 8;
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SoundByte.PlayOneShotGame("doubleDate/weasel_hit", pathStartBeat + impact);
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SoundByte.PlayOneShotGame("doubleDate/weasel_scream", pathStartBeat + impact);
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game.MissKick(pathStartBeat + impact, true);
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}
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}
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 5f, delegate
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{
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Destroy(gameObject);
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}),
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});
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}
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void Empty(PlayerActionEvent caller) { }
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private void OnDestroy() {
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if (shadow != null)
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{
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Destroy(shadow);
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}
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}
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}
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}
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