HeavenStudio/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
minenice55 81384fe7fb
Update from release 1 branch (#472)
* 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>
2023-06-13 18:47:52 -04:00

208 lines
7.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_WorkingDough
{
public class PlayerEnterDoughBall : SuperCurveObject
{
private enum State
{
None,
Entering,
Hit,
Barely,
Miss,
Weak
}
private State currentState;
private double startBeat;
private bool big;
private Path enterPath;
private Path hitPath;
private Path barelyPath;
private Path missPath;
private Path weakPath;
private WorkingDough game;
private PlayerActionEvent wrongInput;
private PlayerActionEvent rightInput;
[SerializeField] private GameObject gandw;
private void Awake()
{
game = WorkingDough.instance;
}
public void Init(double beat, bool isBig, bool hasGandw)
{
startBeat = beat;
big = isBig;
enterPath = game.GetPath("PlayerEnter");
hitPath = game.GetPath("PlayerHit");
barelyPath = game.GetPath("PlayerBarely");
missPath = game.GetPath("PlayerMiss");
weakPath = game.GetPath("PlayerWeak");
rightInput = game.ScheduleInput(beat, 1, isBig ? InputType.STANDARD_ALT_DOWN : InputType.STANDARD_DOWN, Just, Miss, Empty);
wrongInput = game.ScheduleUserInput(beat, 1, isBig ? InputType.STANDARD_DOWN : InputType.STANDARD_ALT_DOWN, WrongInput, Empty, Empty);
currentState = State.Entering;
if (gandw != null) gandw.SetActive(hasGandw);
Update();
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
Vector3 pos = new Vector3();
double beat = cond.songPositionInBeats;
switch (currentState)
{
case State.None:
break;
case State.Entering:
pos = GetPathPositionFromBeat(enterPath, Math.Max(beat, startBeat), startBeat);
break;
case State.Hit:
pos = GetPathPositionFromBeat(hitPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 1)
{
Destroy(gameObject);
}
break;
case State.Miss:
pos = GetPathPositionFromBeat(missPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 1)
{
Destroy(gameObject);
}
break;
case State.Weak:
pos = GetPathPositionFromBeat(weakPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 1)
{
Destroy(gameObject);
}
break;
case State.Barely:
pos = GetPathPositionFromBeat(barelyPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 2)
{
Destroy(gameObject);
}
break;
}
transform.position = pos;
}
}
private void Just(PlayerActionEvent caller, float state)
{
wrongInput.Disable();
double beat = Conductor.instance.songPositionInBeats;
startBeat = beat;
game.playerImpact.SetActive(true);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
});
if (state >= 1f || state <= -1f)
{
currentState = State.Barely;
SoundByte.PlayOneShot("miss");
if (big)
{
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
}
else
{
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
}
Update();
return;
}
currentState = State.Hit;
if (big)
{
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
SoundByte.PlayOneShotGame("workingDough/hitBigPlayer");
game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
game.backgroundAnimator.Play("BackgroundFlash", 0, 0);
}
else
{
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
SoundByte.PlayOneShotGame("workingDough/hitSmallPlayer");
game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
}
bool hasGandw = false;
if (gandw != null) hasGandw = gandw.activeSelf;
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
});
Update();
}
private void WrongInput(PlayerActionEvent caller, float state)
{
double beat = Conductor.instance.songPositionInBeats;
rightInput.Disable();
game.playerImpact.SetActive(true);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
});
if (big)
{
currentState = State.Weak;
startBeat = beat;
game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
SoundByte.PlayOneShotGame("workingDough/tooBig");
Update();
}
else
{
GameObject.Instantiate(game.breakParticleEffect, game.breakParticleHolder);
game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
SoundByte.PlayOneShotGame("workingDough/tooSmall");
Destroy(gameObject);
}
}
private void Miss(PlayerActionEvent caller)
{
double beat = caller.timer + caller.startBeat;
currentState = State.Miss;
startBeat = beat;
Update();
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.25f, delegate { game.missImpact.SetActive(true); }),
new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
new BeatAction.Action(beat + 0.35f, delegate { game.missImpact.SetActive(false); }),
});
}
private void Empty(PlayerActionEvent caller) { }
}
}