HeavenStudio/Assets/Scripts/Games/RhythmRally/Paddlers.cs
minenice55 bb2ae74339
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
2023-06-10 15:13:29 -04:00

122 lines
3.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_RhythmRally
{
public class Paddlers : MonoBehaviour
{
private RhythmRally game;
private Animator playerAnim;
private Animator opponentAnim;
private Conductor cond;
public void Init()
{
game = RhythmRally.instance;
playerAnim = game.playerAnim;
opponentAnim = game.opponentAnim;
cond = Conductor.instance;
}
void Update()
{
if (!game.served || game.missed || !game.started) return;
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
// Play "whoosh" sound here
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
}
}
void Ace()
{
game.served = false;
var hitBeat = cond.songPositionInBeatsAsDouble;
var bounceBeat = game.serveBeat + game.targetBeat + 1f;
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
{
bounceBeat = game.serveBeat + game.targetBeat + 2f;
}
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
{
bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
}
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
BounceFX(bounceBeat);
game.ball.SetActive(true);
}
void NearMiss(float state)
{
MissBall();
SoundByte.PlayOneShot("miss");
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
game.missBeat = cond.songPositionInBeatsAsDouble;
game.ball.SetActive(true);
}
void MissBall()
{
game.served = false;
game.missed = true;
var whistleBeat = game.serveBeat + game.targetBeat + 1f;
if (game.rallySpeed == RhythmRally.RallySpeed.Slow)
{
whistleBeat = game.serveBeat + game.targetBeat + 2f;
}
else if (game.rallySpeed == RhythmRally.RallySpeed.SuperFast)
{
whistleBeat = game.serveBeat + game.targetBeat + 0.5f;
}
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
}
public void BounceFX(double bounceBeat)
{
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(bounceBeat, delegate
{
GameObject ballHitFX2 = Instantiate(RhythmRally.instance.ballHitFX.gameObject, RhythmRally.instance.gameObject.transform);
ballHitFX2.SetActive(true);
ballHitFX2.transform.position = new Vector3(ballHitFX2.transform.position.x, ballHitFX2.transform.position.y, RhythmRally.instance.ball.transform.position.z);
ballHitFX2.GetComponent<SpriteRenderer>().DOColor(new Color(0, 0, 0, 0), 0.65f).SetEase(Ease.OutExpo).OnComplete(delegate { Destroy(ballHitFX2); });
})
});
}
public void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss(state);
return;
}
Ace();
}
public void Miss(PlayerActionEvent caller)
{
MissBall();
}
public void Out(PlayerActionEvent caller) {}
}
}