314 lines
12 KiB
C#
314 lines
12 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 DG.Tweening;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.RhythmRally
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{
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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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public Transform renderQuadTrans;
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public Transform cameraPos;
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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 BezierCurve3D serveCurve;
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public BezierCurve3D returnCurve;
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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 float serveBeat;
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public float targetBeat;
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private bool inPose;
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public Paddlers paddlers;
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public GameEvent bop = new GameEvent();
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public static RhythmRally instance;
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private void Awake()
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{
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instance = this;
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}
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void Start()
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{
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renderQuadTrans.gameObject.SetActive(true);
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var cam = GameCamera.instance.camera;
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var camHeight = 2f * cam.orthographicSize;
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var camWidth = camHeight * cam.aspect;
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renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
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playerAnim.Play("Idle", 0, 0);
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opponentAnim.Play("Idle", 0, 0);
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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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void Update()
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{
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var cond = Conductor.instance;
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var currentBeat = cond.songPositionInBeats;
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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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bool playerPrepping = false; // Player using prep animation?
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bool opponentPrepping = false; // Opponent using prep animation?
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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 = 1f;
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if (rallySpeed == RallySpeed.Fast && served)
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curveHeight = 0.5f;
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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.Clamp(curvePosition, 0, 1));
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}
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// TODO: Make conditional so ball shadow only appears when over table.
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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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List<Beatmap.Entity> 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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if (rallySpeed == RallySpeed.Slow || (!served && rallySpeed == RallySpeed.Fast))
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readyToPrep = timeBeforeNextHit <= 2f;
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else
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readyToPrep = timeBeforeNextHit <= 1f;
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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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playerPrepping = true;
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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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else if (!opponentServing)
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{
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opponentPrepping = true;
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if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
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opponentAnim.Play("Ready1");
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// If player never swung and is still in ready state, snap them out of it.
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if (missed && playerState.IsName("Ready1"))
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playerAnim.Play("Beat");
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}
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}
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}
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// Paddler bop animation.
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (currentBeat >= bop.startBeat && currentBeat < bop.startBeat + bop.length && !inPose)
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{
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if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat")))
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playerAnim.Play("Beat", 0, 0);
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if (!opponentPrepping && !opponentServing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat")))
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opponentAnim.Play("Beat", 0, 0);
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}
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}
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opponentServing = false;
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}
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public void Bop(float beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void Serve(float beat, RallySpeed speed)
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{
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served = true;
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missed = false;
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started = true;
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opponentServing = true;
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serveBeat = beat;
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rallySpeed = speed;
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var bounceBeat = 0f;
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switch (rallySpeed)
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{
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case RallySpeed.Normal:
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targetBeat = serveBeat + 2f;
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bounceBeat = serveBeat + 1f;
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break;
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case RallySpeed.Fast:
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case RallySpeed.SuperFast:
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targetBeat = serveBeat + 1f;
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bounceBeat = serveBeat + 0.5f;
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break;
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case RallySpeed.Slow:
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targetBeat = serveBeat + 4f;
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bounceBeat = serveBeat + 2f;
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break;
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}
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opponentAnim.Play("Swing", 0, 0);
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Serve", serveBeat), new MultiSound.Sound("rhythmRally/ServeBounce", bounceBeat) });
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paddlers.BounceFX(bounceBeat);
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paddlers.ResetState();
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}
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public void Pose()
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{
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playerAnim.Play("Pose", 0, 0);
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opponentAnim.Play("Pose", 0, 0);
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ball.gameObject.SetActive(false); // temporary solution, should realistically just fall down
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inPose = true;
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}
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public void PrepareFastRally(float beat, RallySpeed speedChange)
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{
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if (speedChange == RallySpeed.Fast)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); })
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});
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("rhythmRally/Tonk", beat),
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new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
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new MultiSound.Sound("rhythmRally/Tonk", beat + 1f)
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});
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}
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else if (speedChange == RallySpeed.SuperFast)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 4f, delegate { Serve(beat + 4f, RallySpeed.SuperFast); }),
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new BeatAction.Action(beat + 6f, delegate { Serve(beat + 6f, RallySpeed.SuperFast); }),
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new BeatAction.Action(beat + 8f, delegate { Serve(beat + 8f, RallySpeed.SuperFast); }),
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new BeatAction.Action(beat + 10f, delegate { Serve(beat + 10f, RallySpeed.SuperFast); })
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});
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("rhythmRally/Tonk", beat),
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new MultiSound.Sound("rhythmRally/Tink", beat + 0.5f),
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new MultiSound.Sound("rhythmRally/Tonk", beat + 1f),
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new MultiSound.Sound("rhythmRally/Tink", beat + 1.5f),
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new MultiSound.Sound("rhythmRally/Tonk", beat + 2f),
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new MultiSound.Sound("rhythmRally/Tink", beat + 2.5f),
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new MultiSound.Sound("rhythmRally/Tonk", beat + 3f),
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new MultiSound.Sound("rhythmRally/Tink", beat + 3.5f)
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});
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}
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}
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}
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} |