HeavenStudio/Assets/Scripts/Games/RhythmRally/RhythmRally.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

414 lines
15 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using HeavenStudio.Util;
namespace HeavenStudio.Games
{
using Scripts_RhythmRally;
public class RhythmRally : Minigame
{
public enum RallySpeed { Slow, Normal, Fast, SuperFast }
[Header("Camera")]
public Transform renderQuadTrans;
public Transform cameraPivot;
[Header("Ball and curve info")]
public GameObject ball;
public GameObject ballShadow;
public TrailRenderer ballTrail;
public BezierCurve3D serveCurve;
public BezierCurve3D returnCurve;
public BezierCurve3D tossCurve;
public BezierCurve3D missCurve;
public GameObject ballHitFX;
[Header("Animators")]
public Animator playerAnim;
public Animator opponentAnim;
[Header("Properties")]
public RallySpeed rallySpeed = RallySpeed.Normal;
public bool started;
public bool missed;
public bool served;
public bool tossing;
public float serveBeat;
public float targetBeat;
public float tossBeat;
public float missBeat;
public float tossLength;
private bool inPose;
public Paddlers paddlers;
public GameEvent bop = new GameEvent();
public static RhythmRally instance;
private void Awake()
{
instance = this;
paddlers.Init();
renderQuadTrans.gameObject.SetActive(true);
var cam = GameCamera.instance.camera;
var camHeight = 2f * cam.orthographicSize;
var camWidth = camHeight * cam.aspect;
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
playerAnim.Play("Idle", 0, 0);
opponentAnim.Play("Idle", 0, 0);
}
const float tableHitTime = 0.58f;
bool opponentServing = false; // Opponent serving this frame?
void Update()
{
var cond = Conductor.instance;
var currentBeat = cond.songPositionInBeats;
var hitBeat = serveBeat; // Beat when the last paddler hit the ball
var beatDur1 = 1f; // From paddle to table
var beatDur2 = 1f; // From table to other paddle
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
bool playerPrepping = false; // Player using prep animation?
bool opponentPrepping = false; // Opponent using prep animation?
if (started)
{
// Determine hitBeat and beatDurs.
switch (rallySpeed)
{
case RallySpeed.Normal:
if (!served)
{
hitBeat = serveBeat + 2f;
}
break;
case RallySpeed.Fast:
if (!served)
{
hitBeat = serveBeat + 1f;
beatDur1 = 1f;
beatDur2 = 2f;
}
else
{
beatDur1 = 0.5f;
beatDur2 = 0.5f;
}
break;
case RallySpeed.SuperFast:
if (!served)
{
hitBeat = serveBeat + 1f;
}
beatDur1 = 0.5f;
beatDur2 = 0.5f;
break;
case RallySpeed.Slow:
if (!served)
{
hitBeat = serveBeat + 4f;
}
beatDur1 = 2f;
beatDur2 = 2f;
break;
}
// Ball position.
var curveToUse = served ? serveCurve : returnCurve;
float curvePosition;
var hitPosition1 = cond.GetPositionFromBeat(hitBeat, beatDur1);
if (hitPosition1 >= 1f)
{
var hitPosition2 = cond.GetPositionFromBeat(hitBeat + beatDur1, beatDur2);
curvePosition = tableHitTime + hitPosition2 * (1f - tableHitTime);
}
else
{
curvePosition = hitPosition1 * tableHitTime;
}
if (!missed)
{
float curveHeight = 1.25f;
if ((rallySpeed == RallySpeed.Fast && served) || rallySpeed == RallySpeed.SuperFast)
curveHeight = 0.75f;
else if (rallySpeed == RallySpeed.Fast && !served && hitPosition1 >= 1f)
curveHeight = 2f;
else if (rallySpeed == RallySpeed.Slow)
curveHeight = 3f;
curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
ball.transform.position = curveToUse.GetPoint(Mathf.Max(0, curvePosition));
// Make ball inactive before it passes through the floor.
if (curvePosition > 1.05f)
ball.SetActive(false);
}
else
{
if (tossing)
{
TossUpdate(tossBeat, tossLength);
}
else
{
var missPosition = cond.GetPositionFromBeat(missBeat, 1f);
ball.transform.position = missCurve.GetPoint(Mathf.Max(0, missPosition));
if (missPosition > 1f)
ball.SetActive(false);
}
}
// TODO: Make conditional so ball shadow only appears when over table.
ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat;
// Check if the opponent should swing.
if (!served && timeBeforeNextHit <= 0f)
{
List<Beatmap.Entity> rallies = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "rhythmRally/rally" || c.datamodel == "rhythmRally/slow rally");
for (int i = 0; i < rallies.Count; i++)
{
var rally = rallies[i];
if (rally.beat - currentBeat <= 0f && rally.beat + rally.length - currentBeat > 0f)
{
Serve(hitBeat + beatDur1 + beatDur2, rallySpeed);
opponentServing = true;
break;
}
}
}
// Check if paddler should do ready animation.
bool readyToPrep;
switch (rallySpeed)
{
case RallySpeed.Slow:
case RallySpeed.Fast:
readyToPrep = timeBeforeNextHit <= 2f;
break;
case RallySpeed.SuperFast:
readyToPrep = timeBeforeNextHit <= 0.5f;
break;
default:
readyToPrep = timeBeforeNextHit <= 1f;
break;
}
// Paddler ready animation.
if (readyToPrep && !opponentServing && !inPose)
{
if (served)
{
playerPrepping = true;
if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1")))
playerAnim.Play("Ready1");
}
else if (!opponentServing)
{
opponentPrepping = true;
if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
{
opponentAnim.Play("Ready1");
// Toss ball if it fell off the table.
if (missed && !tossing)
{
float tossHeight = 3f;
if (rallySpeed == RallySpeed.Slow || rallySpeed == RallySpeed.Fast)
tossHeight = 6f;
Toss(hitBeat + beatDur1, beatDur2, tossHeight);
}
}
// If player never swung and is still in ready state, snap them out of it.
if (missed && playerState.IsName("Ready1"))
playerAnim.Play("Beat");
}
}
}
else
{
if (tossing)
{
TossUpdate(tossBeat, tossLength);
}
}
// Paddler bop animation.
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
if (currentBeat >= bop.startBeat && currentBeat < bop.startBeat + bop.length && !inPose)
{
if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
playerAnim.Play("Beat", 0, 0);
if (!opponentPrepping && !opponentServing && !tossing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
opponentAnim.Play("Beat", 0, 0);
}
}
opponentServing = false;
}
public void Bop(float beat, float length)
{
bop.length = length;
bop.startBeat = beat;
}
public void Serve(float beat, RallySpeed speed)
{
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;
var bounceBeat = 0f;
switch (rallySpeed)
{
case RallySpeed.Normal:
targetBeat = serveBeat + 2f;
bounceBeat = serveBeat + 1f;
break;
case RallySpeed.Fast:
case RallySpeed.SuperFast:
targetBeat = serveBeat + 1f;
bounceBeat = serveBeat + 0.5f;
break;
case RallySpeed.Slow:
targetBeat = serveBeat + 4f;
bounceBeat = serveBeat + 2f;
break;
}
opponentAnim.Play("Swing", 0, 0);
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
paddlers.BounceFX(bounceBeat);
paddlers.ResetState();
}
public void Toss(float beat, float length, float height, bool firstToss = false)
{
// Hide trail while tossing to prevent weirdness while teleporting ball.
ballTrail.gameObject.SetActive(false);
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(float 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 void PlayWhistle()
{
Jukebox.PlayOneShotGame("rhythmRally/Whistle");
}
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(Vector3 rotation, float camZoom, float length, Ease ease, RotateMode rotateMode)
{
var len = length * Conductor.instance.secPerBeat;
cameraPivot.DORotate(rotation, len, rotateMode).SetEase(ease);
cameraPivot.DOScale(camZoom, len).SetEase(ease);
}
public void PrepareFastRally(float beat, RallySpeed speedChange)
{
if (speedChange == RallySpeed.Fast)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("rhythmRally/Tonk", beat),
new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
new MultiSound.Sound("rhythmRally/Tonk", beat + 1f)
});
}
else if (speedChange == RallySpeed.SuperFast)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4f, delegate { Serve(beat + 4f, RallySpeed.SuperFast); }),
new BeatAction.Action(beat + 6f, delegate { Serve(beat + 6f, RallySpeed.SuperFast); }),
new BeatAction.Action(beat + 8f, delegate { Serve(beat + 8f, RallySpeed.SuperFast); }),
new BeatAction.Action(beat + 10f, delegate { Serve(beat + 10f, RallySpeed.SuperFast); })
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("rhythmRally/Tonk", beat),
new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
new MultiSound.Sound("rhythmRally/Tonk", beat + 1f),
new MultiSound.Sound("rhythmRally/Tink", beat + 1.5f),
new MultiSound.Sound("rhythmRally/Tonk", beat + 2f),
new MultiSound.Sound("rhythmRally/Tink", beat + 2.5f),
new MultiSound.Sound("rhythmRally/Tonk", beat + 3f),
new MultiSound.Sound("rhythmRally/Tink", beat + 3.5f)
});
}
}
}
}