e50e4e39e0
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
625 lines
25 KiB
C#
625 lines
25 KiB
C#
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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using HeavenStudio.InputSystem;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrPingpongLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("rhythmRally", "Rhythm Rally", "ffffff", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; RhythmRally.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Toggle if the paddlers should bop for the duration of this event."),
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new Param("bopAuto", false, "Bop (Auto)", "Toggle if the paddlers should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("whistle", "Whistle")
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{
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preFunction = delegate { RhythmRally.PlayWhistle(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f
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},
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new GameAction("toss ball", "Toss Ball")
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{
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function = delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); },
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defaultLength = 2f,
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resizable = true
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},
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new GameAction("rally", "Rally")
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{
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function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("slow rally", "Slow Rally")
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{
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function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); },
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defaultLength = 8f,
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resizable = true
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},
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new GameAction("fast rally", "Fast Rally")
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{
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function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast, eventCaller.currentEntity["muteAudio"]); },
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defaultLength = 6f,
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parameters = new List<Param>()
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{
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new Param("muteAudio", false, "Mute Cowbell", "Toggle if the cowbell \"tonk-tink-tonk\" sound should be muted.")
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}
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},
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new GameAction("superfast rally", "Superfast Rally")
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{
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function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast, eventCaller.currentEntity["muteAudio"]); },
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defaultLength = 12f,
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parameters = new List<Param>()
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{
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new Param("muteAudio", false, "Mute Cowbell", "Toggle if the cowbell \"tonk-tink-tonk\" sound should be muted.")
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}
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},
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new GameAction("tonktinktonk", "Tonk-Tink-Tonk (Stretchable)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; RhythmRally.TonkTinkTonkStretchable(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("superfast stretchable", "Superfast Rally (Stretchable)")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmRally.instance.SuperFastRallyStretchable(e.beat, e.length); },
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defaultLength = 8f,
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resizable = true
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},
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new GameAction("pose", "End Pose")
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{
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function = delegate { RhythmRally.instance.Pose(); },
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defaultLength = 0.5f
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},
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new GameAction("camera", "Camera Controls")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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// var rotation = new Vector3(0, e["valA"], 0);
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RhythmRally.instance.ChangeCameraAngle(e.beat, e["valA"], e["valB"], e.length, (Util.EasingFunction.Ease)e["type"], e["additive"]);
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},
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defaultLength = 4,
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resizable = true,
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parameters = new List<Param>() {
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new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Rotation", "Set the rotation of the camera around the center of the table."),
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new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "Set the camera's level of zoom."),
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new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("additive", true, "Additive Rotation", "Toggle if the above rotation should be added to the current angle instead of setting the target angle to travel to.")
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}
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},
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// todo: background recolouring
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// new GameAction("bg colour", "Background Colour")
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// {
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// function = delegate {
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// var e = eventCaller.currentEntity;
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// },
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// defaultLength = 1,
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// resizable = true,
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// parameters = new List<Param>() {
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// new Param("bottomColour", new Color(0,0,0,0), "Bottom Colour", "The colour at the bottom of the skybox"),
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// new Param("topColour", new Color(1,1,1,1), "Top Colour", "The colour at the top of the skybox"),
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// new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use"),
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// }
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// },
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},
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new List<string>() { "ntr", "keep" },
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"ntrpingpong", "en",
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new List<string>() { }
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_RhythmRally;
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public class RhythmRally : Minigame
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{
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public enum RallySpeed { Slow, Normal, Fast, SuperFast }
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[Header("Camera")]
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[SerializeField] Transform cameraPivot;
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[SerializeField] Transform cameraPos;
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[SerializeField] float cameraFOV;
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[Header("Ball and curve info")]
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public GameObject ball;
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public GameObject ballShadow;
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public ParticleSystem ballTrail;
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public BezierCurve3D serveCurve;
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public BezierCurve3D returnCurve;
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public BezierCurve3D tossCurve;
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public BezierCurve3D missCurve;
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public GameObject ballHitFX;
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[Header("Animators")]
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public Animator playerAnim;
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public Animator opponentAnim;
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[Header("Properties")]
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public RallySpeed rallySpeed = RallySpeed.Normal;
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public bool started;
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public bool missed;
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public bool served;
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public bool tossing;
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public double serveBeat;
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public double targetBeat;
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public double tossBeat;
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public double missBeat;
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public float tossLength;
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private bool inPose;
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public Paddlers paddlers;
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public static RhythmRally instance;
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private void Awake()
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{
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GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
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GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
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GameCamera.AdditionalFoV = cameraFOV;
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instance = this;
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paddlers.Init();
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playerAnim.Play("Idle", 0, 0);
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opponentAnim.Play("Idle", 0, 0);
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SetupBopRegion("rhythmRally", "bop", "bopAuto");
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}
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private void Start()
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{
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EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
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}
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const float tableHitTime = 0.58f;
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bool opponentServing = false; // Opponent serving this frame?
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double cameraRotateBeat = double.MaxValue;
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double cameraRotateLength;
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Util.EasingFunction.Ease cameraRotateEase;
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float cameraRotateLast = 0, cameraScaleLast = 1;
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float cameraRotateNext = 0, cameraScaleNext = 1;
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void Update()
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{
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var cond = Conductor.instance;
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var currentBeat = cond.songPositionInBeatsAsDouble;
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var hitBeat = serveBeat; // Beat when the last paddler hit the ball
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var beatDur1 = 1f; // From paddle to table
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var beatDur2 = 1f; // From table to other paddle
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var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
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var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
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if (started)
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{
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// Determine hitBeat and beatDurs.
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switch (rallySpeed)
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{
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case RallySpeed.Normal:
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if (!served)
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{
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hitBeat = serveBeat + 2f;
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}
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break;
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case RallySpeed.Fast:
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if (!served)
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{
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hitBeat = serveBeat + 1f;
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beatDur1 = 1f;
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beatDur2 = 2f;
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}
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else
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{
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beatDur1 = 0.5f;
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beatDur2 = 0.5f;
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}
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break;
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case RallySpeed.SuperFast:
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if (!served)
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{
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hitBeat = serveBeat + 1f;
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}
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beatDur1 = 0.5f;
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beatDur2 = 0.5f;
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break;
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case RallySpeed.Slow:
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if (!served)
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{
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hitBeat = serveBeat + 4f;
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}
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beatDur1 = 2f;
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beatDur2 = 2f;
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break;
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}
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// Ball position.
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var curveToUse = served ? serveCurve : returnCurve;
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float curvePosition;
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var hitPosition1 = cond.GetPositionFromBeat(hitBeat, beatDur1);
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if (hitPosition1 >= 1f)
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{
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var hitPosition2 = cond.GetPositionFromBeat(hitBeat + beatDur1, beatDur2);
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curvePosition = tableHitTime + hitPosition2 * (1f - tableHitTime);
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}
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else
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{
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curvePosition = hitPosition1 * tableHitTime;
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}
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if (!missed)
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{
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float curveHeight = 1.25f;
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if ((rallySpeed == RallySpeed.Fast && served) || rallySpeed == RallySpeed.SuperFast)
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curveHeight = 0.75f;
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else if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f)
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curveHeight = 2f;
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else if (rallySpeed == RallySpeed.Slow)
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curveHeight = 3f;
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curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
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ball.transform.position = curveToUse.GetPoint(Mathf.Max(0, curvePosition));
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// Make ball inactive before it passes through the floor.
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if (curvePosition > 1.05f)
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ball.SetActive(false);
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}
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else
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{
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if (tossing)
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{
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TossUpdate(tossBeat, tossLength);
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}
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else
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{
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var missPosition = cond.GetPositionFromBeat(missBeat, 1f);
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ball.transform.position = missCurve.GetPoint(Mathf.Max(0, missPosition));
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if (missPosition > 1f)
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ball.SetActive(false);
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}
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}
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ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
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var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
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// Check if the opponent should swing.
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if (!served && timeBeforeNextHit <= 0f)
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{
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var rallies = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel == "rhythmRally/rally" || c.datamodel == "rhythmRally/slow rally");
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for (int i = 0; i < rallies.Count; i++)
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{
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var rally = rallies[i];
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if (rally.beat - currentBeat <= 0f && rally.beat + rally.length - currentBeat > 0f)
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{
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Serve(hitBeat + beatDur1 + beatDur2, rallySpeed);
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opponentServing = true;
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break;
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}
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}
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}
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// Check if paddler should do ready animation.
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bool readyToPrep;
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switch (rallySpeed)
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{
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case RallySpeed.Slow:
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case RallySpeed.Fast:
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readyToPrep = timeBeforeNextHit <= 2f;
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break;
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case RallySpeed.SuperFast:
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readyToPrep = timeBeforeNextHit <= 0.5f;
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break;
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default:
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readyToPrep = timeBeforeNextHit <= 1f;
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break;
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}
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// Paddler ready animation.
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if (readyToPrep && !opponentServing && !inPose)
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{
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if (served)
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{
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay)
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{
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if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1")))
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playerAnim.Play("Ready1");
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}
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}
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else if (!opponentServing)
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{
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if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
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{
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opponentAnim.Play("Ready1");
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// Toss ball if it fell off the table.
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if (missed && !tossing)
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{
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float tossHeight = 3f;
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if (rallySpeed == RallySpeed.Slow || rallySpeed == RallySpeed.Fast)
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tossHeight = 6f;
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Toss(hitBeat + beatDur1, beatDur2, tossHeight);
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}
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}
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// If player never swung and is still in ready state, snap them out of it.
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// only if they're not manually preparing via touch controls
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if (missed && playerState.IsName("Ready1") && (!paddlers.PlayerDown))
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playerAnim.Play("Beat");
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}
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}
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}
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else
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{
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if (tossing)
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{
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TossUpdate(tossBeat, tossLength);
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}
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}
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opponentServing = false;
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//update camera
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UpdateCamera(currentBeat);
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}
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public override void OnPlay(double beat)
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{
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EntityPreCheck(beat);
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}
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void EntityPreCheck(double beat)
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{
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cameraRotateBeat = double.MaxValue;
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cameraRotateLength = 0;
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cameraRotateEase = Util.EasingFunction.Ease.Linear;
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cameraRotateLast = 0; cameraScaleLast = 1;
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cameraRotateNext = 0; cameraScaleNext = 1;
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List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat < beat && c.datamodel.Split(0) == "rhythmRally");
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RiqEntity lastGameSwitch = GameManager.instance.Beatmap.Entities.FindLast(c => c.beat <= beat && c.datamodel == "gameManager/switchGame/rhythmRally");
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if (lastGameSwitch == null) return;
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List<RiqEntity> cameraEntities = prevEntities.FindAll(c => c.beat >= lastGameSwitch.beat && c.datamodel == "rhythmRally/camera");
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foreach (var entity in cameraEntities)
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{
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ChangeCameraAngle(entity.beat, entity["valA"], entity["valB"], entity.length, (Util.EasingFunction.Ease)entity["type"], entity["additive"]);
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}
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UpdateCamera(beat);
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}
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void UpdateCamera(double beat)
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{
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if (beat >= cameraRotateBeat)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cameraRotateEase);
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float rotProg = Conductor.instance.GetPositionFromBeat(cameraRotateBeat, cameraRotateLength, true);
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rotProg = Mathf.Clamp01(rotProg);
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float rot = func(cameraRotateLast, cameraRotateNext, rotProg);
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cameraPivot.rotation = Quaternion.Euler(0, rot, 0);
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cameraPivot.localScale = Vector3.one * func(cameraScaleLast, cameraScaleNext, rotProg);
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}
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GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
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GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
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GameCamera.AdditionalFoV = cameraFOV;
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}
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public override void OnBeatPulse(double beat)
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{
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if (BeatIsInBopRegion(beat) && !inPose)
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{
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BopSingle();
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}
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}
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public void Bop(double beat, float length, bool bop, bool bopAuto)
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{
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if (bop)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate
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{
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BopSingle();
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})
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});
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}
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}
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}
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void BopSingle()
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{
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var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
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var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
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bool playerPrepping = false; // Player using prep animation?
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bool opponentPrepping = false; // Opponent using prep animation?
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if ((!playerPrepping) && (!paddlers.PlayerDown) && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
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playerAnim.DoScaledAnimationAsync("Beat", 0.5f);
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if ((!opponentPrepping) && (!opponentServing) && (!tossing) && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
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opponentAnim.DoScaledAnimationAsync("Beat", 0.5f);
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}
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public void Serve(double beat, RallySpeed speed)
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{
|
|
if (!ball.activeSelf)
|
|
ball.SetActive(true);
|
|
|
|
if (!ballTrail.gameObject.activeSelf)
|
|
ballTrail.gameObject.SetActive(true);
|
|
|
|
served = true;
|
|
missed = false;
|
|
started = true;
|
|
opponentServing = true;
|
|
tossing = false;
|
|
|
|
serveBeat = beat;
|
|
rallySpeed = speed;
|
|
|
|
double bounceBeat = 0f;
|
|
|
|
switch (rallySpeed)
|
|
{
|
|
case RallySpeed.Normal:
|
|
targetBeat = 2f;
|
|
bounceBeat = serveBeat + 1f;
|
|
break;
|
|
case RallySpeed.Fast:
|
|
case RallySpeed.SuperFast:
|
|
targetBeat = 1f;
|
|
bounceBeat = serveBeat + 0.5f;
|
|
break;
|
|
case RallySpeed.Slow:
|
|
targetBeat = 4f;
|
|
bounceBeat = serveBeat + 2f;
|
|
break;
|
|
}
|
|
|
|
opponentAnim.DoScaledAnimationAsync("Swing", 0.5f);
|
|
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
|
|
paddlers.BounceFX(bounceBeat);
|
|
|
|
ScheduleInput(serveBeat, targetBeat, InputAction_FlickPress, paddlers.Just, paddlers.Miss, paddlers.Out);
|
|
}
|
|
|
|
public void Toss(double beat, float length, float height, bool firstToss = false)
|
|
{
|
|
// Hide trail while tossing to prevent weirdness while teleporting ball.
|
|
ballTrail.gameObject.SetActive(false);
|
|
|
|
if (firstToss)
|
|
height *= length / 2f;
|
|
|
|
tossCurve.transform.localScale = new Vector3(1f, height, 1f);
|
|
tossBeat = beat;
|
|
tossLength = length;
|
|
tossing = true;
|
|
|
|
if (firstToss)
|
|
{
|
|
opponentAnim.Play("Ready1");
|
|
}
|
|
|
|
if (!ball.activeSelf)
|
|
ball.SetActive(true);
|
|
}
|
|
|
|
private void TossUpdate(double beat, float duration)
|
|
{
|
|
var tossPosition = Conductor.instance.GetPositionFromBeat(beat, duration);
|
|
ball.transform.position = tossCurve.GetPoint(Mathf.Clamp(tossPosition, 0, 1));
|
|
|
|
if (tossPosition > 1.05f)
|
|
ball.SetActive(false);
|
|
}
|
|
|
|
public static void PlayWhistle(double beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("rhythmRally/Whistle", beat),
|
|
}, forcePlay: true);
|
|
}
|
|
|
|
public void Pose()
|
|
{
|
|
playerAnim.Play("Pose", 0, 0);
|
|
opponentAnim.Play("Pose", 0, 0);
|
|
ball.SetActive(false); // temporary solution, should realistically just fall down
|
|
inPose = true;
|
|
}
|
|
|
|
public void ChangeCameraAngle(double beat, float rotation, float camZoom, double length, Util.EasingFunction.Ease ease, bool additive = true)
|
|
{
|
|
cameraRotateBeat = beat;
|
|
cameraRotateLength = length;
|
|
cameraRotateEase = ease;
|
|
cameraRotateLast = cameraRotateNext % 360f;
|
|
cameraScaleLast = cameraScaleNext;
|
|
cameraScaleNext = camZoom;
|
|
if (additive)
|
|
{
|
|
cameraRotateNext = cameraRotateLast + rotation;
|
|
}
|
|
else
|
|
{
|
|
cameraRotateNext = rotation;
|
|
}
|
|
}
|
|
|
|
public void PrepareFastRally(double beat, RallySpeed speedChange, bool muteAudio = false)
|
|
{
|
|
if (speedChange == RallySpeed.Fast)
|
|
{
|
|
BeatAction.New(this, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
|
|
});
|
|
|
|
if (muteAudio) return;
|
|
TonkTinkTonkStretchable(beat, 1.5f);
|
|
}
|
|
else if (speedChange == RallySpeed.SuperFast)
|
|
{
|
|
SuperFastRallyStretchable(beat + 4f, 8f);
|
|
|
|
if (muteAudio) return;
|
|
TonkTinkTonkStretchable(beat, 4f);
|
|
}
|
|
}
|
|
|
|
public static void TonkTinkTonkStretchable(double beat, float length)
|
|
{
|
|
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
|
|
bool tink = false;
|
|
for (float i = 0; i < length; i += 0.5f)
|
|
{
|
|
soundsToPlay.Add(new MultiSound.Sound(tink ? "rhythmRally/Tink" : "rhythmRally/Tonk", beat + i));
|
|
tink = !tink;
|
|
}
|
|
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
|
|
}
|
|
|
|
public void SuperFastRallyStretchable(double beat, float length)
|
|
{
|
|
List<BeatAction.Action> servesToPerform = new List<BeatAction.Action>();
|
|
|
|
for (int i = 0; i < length; i += 2)
|
|
{
|
|
double beatToSpawn = beat + i;
|
|
servesToPerform.Add(new BeatAction.Action(beatToSpawn, delegate { Serve(beatToSpawn, RallySpeed.SuperFast); }));
|
|
}
|
|
BeatAction.New(this, servesToPerform);
|
|
}
|
|
}
|
|
} |