81384fe7fb
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
208 lines
7.8 KiB
C#
208 lines
7.8 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 NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WorkingDough
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{
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public class PlayerEnterDoughBall : SuperCurveObject
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{
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private enum State
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{
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None,
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Entering,
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Hit,
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Barely,
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Miss,
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Weak
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}
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private State currentState;
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private double startBeat;
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private bool big;
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private Path enterPath;
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private Path hitPath;
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private Path barelyPath;
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private Path missPath;
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private Path weakPath;
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private WorkingDough game;
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private PlayerActionEvent wrongInput;
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private PlayerActionEvent rightInput;
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[SerializeField] private GameObject gandw;
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private void Awake()
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{
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game = WorkingDough.instance;
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}
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public void Init(double beat, bool isBig, bool hasGandw)
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{
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startBeat = beat;
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big = isBig;
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enterPath = game.GetPath("PlayerEnter");
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hitPath = game.GetPath("PlayerHit");
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barelyPath = game.GetPath("PlayerBarely");
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missPath = game.GetPath("PlayerMiss");
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weakPath = game.GetPath("PlayerWeak");
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rightInput = game.ScheduleInput(beat, 1, isBig ? InputType.STANDARD_ALT_DOWN : InputType.STANDARD_DOWN, Just, Miss, Empty);
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wrongInput = game.ScheduleUserInput(beat, 1, isBig ? InputType.STANDARD_DOWN : InputType.STANDARD_ALT_DOWN, WrongInput, Empty, Empty);
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currentState = State.Entering;
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if (gandw != null) gandw.SetActive(hasGandw);
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Update();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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Vector3 pos = new Vector3();
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double beat = cond.songPositionInBeats;
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switch (currentState)
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{
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case State.None:
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break;
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case State.Entering:
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pos = GetPathPositionFromBeat(enterPath, Math.Max(beat, startBeat), startBeat);
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break;
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case State.Hit:
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pos = GetPathPositionFromBeat(hitPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Miss:
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pos = GetPathPositionFromBeat(missPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Weak:
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pos = GetPathPositionFromBeat(weakPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Barely:
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pos = GetPathPositionFromBeat(barelyPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 2)
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{
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Destroy(gameObject);
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}
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break;
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}
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transform.position = pos;
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}
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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wrongInput.Disable();
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double beat = Conductor.instance.songPositionInBeats;
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startBeat = beat;
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game.playerImpact.SetActive(true);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
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});
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if (state >= 1f || state <= -1f)
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{
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currentState = State.Barely;
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SoundByte.PlayOneShot("miss");
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if (big)
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{
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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}
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else
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{
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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}
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Update();
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return;
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}
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currentState = State.Hit;
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if (big)
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{
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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SoundByte.PlayOneShotGame("workingDough/hitBigPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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game.backgroundAnimator.Play("BackgroundFlash", 0, 0);
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}
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else
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{
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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SoundByte.PlayOneShotGame("workingDough/hitSmallPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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}
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bool hasGandw = false;
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if (gandw != null) hasGandw = gandw.activeSelf;
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
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new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
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new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
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});
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Update();
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}
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private void WrongInput(PlayerActionEvent caller, float state)
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{
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double beat = Conductor.instance.songPositionInBeats;
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rightInput.Disable();
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game.playerImpact.SetActive(true);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
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});
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if (big)
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{
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currentState = State.Weak;
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startBeat = beat;
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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SoundByte.PlayOneShotGame("workingDough/tooBig");
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Update();
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}
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else
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{
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GameObject.Instantiate(game.breakParticleEffect, game.breakParticleHolder);
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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SoundByte.PlayOneShotGame("workingDough/tooSmall");
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Destroy(gameObject);
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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double beat = caller.timer + caller.startBeat;
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currentState = State.Miss;
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startBeat = beat;
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Update();
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { game.missImpact.SetActive(true); }),
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new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
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new BeatAction.Action(beat + 0.35f, delegate { game.missImpact.SetActive(false); }),
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});
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}
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private void Empty(PlayerActionEvent caller) { }
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}
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}
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