HeavenStudio/Assets/Scripts/Games/SpaceSoccer/Kicker.cs
Slaith ebeea121ed Moved all minigame initialization to Awake()
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
2022-03-25 19:08:46 -07:00

357 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_SpaceSoccer
{
public class Kicker : PlayerActionObject
{
[Header("Properties")]
public bool canKick;
public bool canHighKick;
private bool kickPrepare = false;
public bool kickLeft;
public float dispenserBeat; //unused
public int kickTimes = 0;
public bool player;
[Header("Components")]
private Animator anim;
public Ball ball;
private void Awake()
{
anim = GetComponent<Animator>();
}
public override void OnAce()
{
if (ball.state == Ball.State.HighKicked)
{
if (!kickPrepare)
{
Kick(false, true);
}
else
{
Toe(true);
}
}
else
{
if (canHighKick)
{
HighKick(true);
}
else
{
Kick(true);
}
}
}
public void Kick(bool hit, bool highKick = false)
{
kickTimes++;
aceTimes = 0;
if (player)
Jukebox.PlayOneShotGame("spaceSoccer/kick");
if (highKick)
{
if (kickLeft)
{
anim.Play("HighKickLeft_0", 0, 0);
}
else
{
anim.Play("HighKickRight_0", 0, 0);
}
}
else
{
if (kickLeft)
{
anim.Play("KickLeft", 0, 0);
}
else
{
anim.Play("KickRight", 0, 0);
}
}
if (ball == null) return;
if (highKick == false)
{
if (ball != null && hit)
ball.Kick(player);
}
else
{
kickPrepare = true;
}
ResetState();
}
public void HighKick(bool hit)
{
kickTimes++;
if (kickLeft)
{
anim.Play("HighKickLeft_0", 0, 0);
}
else
{
anim.Play("HighKickRight_0", 0, 0);
}
if (hit && ball)
{
ball.HighKick();
if (player)
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe1_hit");
}
else
{
if (player)
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe1");
}
ResetState();
}
public void Toe(bool hit)
{
if (kickLeft)
{
anim.Play("ToeLeft", 0, 0);
}
else
{
anim.Play("ToeRight", 0, 0);
}
if (player)
{
if (hit && ball)
{
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe3_hit");
}
else
{
Jukebox.PlayOneShotGame("spaceSoccer/highkicktoe3");
}
}
if (hit && ball)
ball.Toe();
kickPrepare = false;
ResetState();
}
private void Update()
{
if (kickTimes % 2 == 0)
{
kickLeft = false;
}
else
{
kickLeft = true;
}
List<Beatmap.Entity> keepUps = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/keep-up");
List<Beatmap.Entity> highKicks = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!");
for (int i = 0; i < keepUps.Count; i++)
{
if ((keepUps[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (keepUps[i].beat + keepUps[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
{
canKick = true;
canHighKick = false;
break;
}
else
{
canKick = false;
}
}
for (int i = 0; i < highKicks.Count; i++)
{
if ((highKicks[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && highKicks[i].beat + 1f > Conductor.instance.songPositionInBeats)
{
canHighKick = true;
canKick = false;
if (ball)
{
ball.highKickSwing = highKicks[i].swing;
if (ball.highKickSwing == 0f)
ball.highKickSwing = 0.5f;
}
break;
}
else
{
canHighKick = false;
}
}
if (ball)
{
switch (ball.state)
{
case Ball.State.Dispensing:
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(ball.startBeat, ball.GetAnimLength(Ball.State.Dispensing));
StateCheck(normalizedBeat, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.Pressed())
{
if (state.perfect)
{
KickCheck(true);
}
else
{
KickCheck(false, true);
}
}
}
break;
}
case Ball.State.Kicked:
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(ball.startBeat, ball.GetAnimLength(Ball.State.Kicked));
StateCheck(normalizedBeat, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.Pressed())
{
if (state.perfect)
{
KickCheck(true);
}
else
{
KickCheck(false, true);
}
}
}
break;
}
case Ball.State.HighKicked:
{
float normalizedBeat = Conductor.instance.GetPositionFromMargin(ball.startBeat + ball.GetAnimLength(Ball.State.HighKicked), 1f);
if (!kickPrepare)
{
float normalizedBeatPrepare = Conductor.instance.GetPositionFromBeat(ball.startBeat, 1f);
StateCheck(normalizedBeatPrepare, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.Pressed() || PlayerInput.AltPressed())
{
Kick(false, true);
}
}
}
else
{
StateCheck(normalizedBeat, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.PressedUp() || PlayerInput.AltPressedUp())
{
if (state.perfect)
{
Toe(true);
}
else
{
Toe(false);
}
}
}
}
break;
}
case Ball.State.Toe:
{
float normalizedBeat = Conductor.instance.GetPositionFromMargin(ball.startBeat + ball.GetAnimLength(Ball.State.Toe), 1f);
StateCheck(normalizedBeat, !player);
CheckIfFall(normalizedBeat);
if (player)
{
if (PlayerInput.Pressed())
{
if (state.perfect)
{
KickCheck(true);
}
else
{
KickCheck(false, true);
}
}
}
break;
}
}
}
else
{
if (player)
{
if (PlayerInput.Pressed())
{
KickCheck(false, true);
}
}
}
}
private void KickCheck(bool hit, bool overrideState = false)
{
if (canHighKick)
{
HighKick(hit);
}
else if (canKick)
{
Kick(hit);
}
else if (!canKick && !canHighKick && overrideState)
{
Kick(hit);
}
}
private void CheckIfFall(float normalizedBeat)
{
if (normalizedBeat > Minigame.LateTime() && (!GameManager.instance.autoplay || !GameManager.instance.canInput))
{
Jukebox.PlayOneShotGame("spaceSoccer/missNeutral");
ball = null;
ResetState();
}
}
}
}