HeavenStudio/Assets/Scripts/Games/SpaceSoccer/Kicker.cs
Zeo e50e4e39e0
Mass Text Update (#615)
* 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>
2024-01-15 02:04:10 +00:00

431 lines
14 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_SpaceSoccer
{
public class Kicker : MonoBehaviour
{
SpaceSoccer game;
[Header("Properties")]
public bool canKick = true; //why was this false by default???
public bool canHighKick;
private bool kickPrepare = false;
public bool kickLeft;
bool kickLeftWhiff;
public double dispenserBeat; //unused
public int kickTimes = 0;
public bool player;
private string animName = "Enter";
private float animLength;
private double animStartBeat;
private EasingFunction.Ease ease;
bool stopBall;
[Header("Components")]
private Animator anim;
public Ball ball;
[SerializeField] private Animator enterExitAnim;
PlayerActionEvent nextHit;
PlayerActionEvent nextAutoKick;
private void Awake()
{
game = SpaceSoccer.instance;
anim = GetComponent<Animator>();
}
public void SetAnimParams(double beat, float length, string anim, int easeToPut)
{
animStartBeat = beat;
animLength = length;
animName = anim;
ease = (EasingFunction.Ease)easeToPut;
EasingFunction.Function func = EasingFunction.GetEasingFunction(ease);
float newAnimPos = func(0, 1, 0);
enterExitAnim.DoNormalizedAnimation(animName, newAnimPos);
}
public void DispenseBall(double beat)
{
if (player)
{
nextHit = game.ScheduleInput(beat, ball.GetAnimLength(Ball.State.Dispensing), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
}
else
{
double beatToKick = beat + ball.GetAnimLength(Ball.State.Dispensing);
if (beatToKick < Conductor.instance.songPositionInBeatsAsDouble) beatToKick = ball.nextAnimBeat;
if (ball.state == Ball.State.HighKicked)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToKick - 0.5f, delegate { Kick(true, true); }),
new BeatAction.Action(beatToKick, delegate { Toe(true); }),
new BeatAction.Action(beatToKick + ball.GetAnimLength(Ball.State.Toe), delegate { KickCheck(true, false, beatToKick + ball.GetAnimLength(Ball.State.Toe)); }),
});
}
else
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToKick, delegate { KickCheck(true, false, beatToKick); }),
});
}
}
}
public void Kick(bool hit, bool highKick = false)
{
if (stopBall) return;
if (player)
{
SoundByte.PlayOneShotGame("spaceSoccer/kick");
}
if (hit)
{
if (highKick)
{
if (kickLeft)
{
anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
}
}
else
{
if (kickLeft)
{
anim.DoScaledAnimationAsync("KickLeft", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("KickRight", 0.5f);
}
}
}
else
{
if (highKick)
{
if (kickLeftWhiff)
{
anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
}
}
else
{
if (kickLeftWhiff)
{
anim.DoScaledAnimationAsync("KickLeft", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("KickRight", 0.5f);
}
}
kickLeftWhiff = !kickLeftWhiff;
}
if (ball == null) return;
if (highKick == false)
{
kickTimes++;
if (ball != null && hit)
ball.Kick(player);
}
else
{
kickPrepare = true;
}
}
public void HighKick(bool hit)
{
if (stopBall) return;
kickTimes++;
if (hit)
{
if (kickLeft)
{
anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
}
}
else
{
if (kickLeftWhiff)
{
anim.DoScaledAnimationAsync("HighKickLeft_0", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("HighKickRight_0", 0.5f);
}
kickLeftWhiff = !kickLeftWhiff;
}
if (player) SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe1");
if (hit && ball)
{
ball.HighKick();
if (player) SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe1_hit");
}
}
public void Toe(bool hit, bool flick = false)
{
if (stopBall) return;
if (kickLeft)
{
anim.DoScaledAnimationAsync("ToeLeft", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("ToeRight", 0.5f);
}
if (player)
{
SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe3");
if (hit && ball)
{
SoundByte.PlayOneShotGame("spaceSoccer/highkicktoe3_hit");
}
}
if (hit && ball)
ball.Toe();
if (!flick)
{
kickTimes++;
kickPrepare = false;
}
}
private void Update()
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(animStartBeat, animLength);
if (normalizedBeat >= 0 && normalizedBeat <= 1)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(ease);
float newAnimPos = func(0, 1, normalizedBeat);
enterExitAnim.DoNormalizedAnimation(animName, newAnimPos);
}
if (kickTimes % 2 == 0)
{
kickLeft = false;
}
else
{
kickLeft = true;
}
var highKicks = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel == "spaceSoccer/high kick-toe!");
for (int i = 0; i < highKicks.Count; i++)
{
if ((highKicks[i].beat - 0.15f) <= Conductor.instance.songPositionInBeatsAsDouble && highKicks[i].beat + 1f > Conductor.instance.songPositionInBeatsAsDouble)
{
canHighKick = true;
canKick = false;
if (ball)
{
ball.highKickSwing = 0.5f;
}
break;
}
else
{
canKick = true;
canHighKick = false;
}
}
if (player)
{
if (stopBall) return;
if (PlayerInput.GetIsAction(SpaceSoccer.InputAction_BasicPress)
&& !game.IsExpectingInputNow(SpaceSoccer.InputAction_BasicPress))
{
if (ball == null)
KickCheck(false, true);
else
Kick(false, ball.canKick);
}
if (PlayerInput.GetIsAction(SpaceSoccer.InputAction_FlickRelease))
{
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
if (ball == null || !(game.IsExpectingInputNow(SpaceSoccer.InputAction_FlickRelease) || ball.canKick))
{
Toe(false);
}
}
if (ball != null)
{
if (ball.waitKickRelease)
{
ball.waitKickRelease = false;
}
else if (ball.canKick && !game.IsExpectingInputNow(SpaceSoccer.InputAction_FlickRelease))
{
ball.canKick = false;
Kick(false);
}
}
}
}
}
private void KickCheck(bool hit, bool overrideState = false, double beat = 0f)
{
if (stopBall) return;
if (canHighKick)
{
HighKick(hit);
if (!player)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { Kick(true, true); }),
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Toe), delegate { Toe(true); }),
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Toe) + 1.5f, delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Toe) + 1.5f); }),
});
}
}
else if (canKick)
{
Kick(hit);
if (!player)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }),
});
}
}
else if (!canKick && !canHighKick && overrideState)
{
Kick(hit);
if (!player)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }),
});
}
}
}
public void StopBall(bool stop)
{
stopBall = stop;
if (ball != null && stop) Destroy(ball.gameObject);
}
void MissBall(double targetBeat)
{
if (stopBall) return;
var cond = Conductor.instance;
ball = null;
// queue the miss sound
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/missNeutral", targetBeat + (float)cond.SecsToBeats(Minigame.NgLateTime()-1,
cond.GetBpmAtBeat(targetBeat)), SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-75, 75), false)) });
}
private void KickJust(PlayerActionEvent caller, float state)
{
if (stopBall) return;
if (ball == null || state >= 1f || state <= -1f) { //todo: proper near miss feedback
KickCheck(false, true);
MissBall(caller.startBeat + caller.timer);
return;
}
KickCheck(true);
if (canHighKick)
{
// queue high kick inputs
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Toe), SpaceSoccer.InputAction_FlickRelease, ToeJust, Miss, Out);
nextAutoKick = game.ScheduleAutoplayInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, ToePrepareJust, Out, Out);
ball.canKick = true;
ball.waitKickRelease = true;
}
else
{
// queue normal kick input
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
}
game.hitBeats.Add(caller.startBeat + caller.timer);
}
private void Miss(PlayerActionEvent caller)
{
if (stopBall) return;
if (ball != null)
MissBall(caller.startBeat + caller.timer);
// if this were any other keep the beat game you'd cue the next input here
}
private void ToeJust(PlayerActionEvent caller, float state)
{
if (stopBall) return;
if (ball == null || (!ball.canKick) || state >= 1f || state <= -1f) { //todo: proper near miss feedback
Toe(false);
MissBall(caller.startBeat + caller.timer);
return;
}
Toe(true);
nextHit = game.ScheduleInput(caller.startBeat, 3f, SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
ball.canKick = false;
game.hitBeats.Add(caller.startBeat + caller.timer);
}
private void ToePrepareJust(PlayerActionEvent caller, float state)
{
if (stopBall) return;
//autoplay only
Kick(true, true);
}
private void Out(PlayerActionEvent caller) {}
void OnDestroy()
{
if (nextHit != null)
nextHit.Disable();
if (nextAutoKick != null)
nextAutoKick.Disable();
if (ball != null) Destroy(ball.gameObject);
}
}
}