Space Soccer Improvements (#382)

* SupahScrollSetUp

* Scrolls now, with issues, also added a flames animation

* Started implementing new multiple space kickers

* bg recolor space soccer

* Recolorable dots!

* we circular motitating n shit

* ReAdded Enter and exit stuff

* I despise unexplainable bugs

* The balls are so buggy 😱

* Trying to fix someting

* Fixed Scroll Stutter

* Fixed a whiff bug

* Updated sounds and added ease event for space kickers

* Fixed some bugs

* Changed some names

* new option for quiz show random presses

* Board meeting bug fixes

* Testing Curve stuff

* Converted all code to use new curves, need to fix all issues

* Playing around with keypoint values, will probably expose them so someone else can mess with them

* curves be like

* Fixed stuff

* BALLS FIXED

* Fixed clappy trio stuff

* Added player move event

* Almost fixed, just need to fix wonkiness with high kick toe

* Fixed da bug

* Board meeting and quiz show tweaks

* Fix for board meeting and enter/exit presets for space soccer

* Stop ball added

* Updated how scroll works
This commit is contained in:
Rapandrasmus
2023-04-26 14:43:35 +02:00
committed by GitHub
parent 7858bdba3d
commit ac1804a901
63 changed files with 2930 additions and 6163 deletions

View File

@ -1,7 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
@ -32,22 +32,79 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("npc kickers enter or exit", "NPC Kickers Enter or Exit")
{
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["toggle"]); },
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["choice"], e["ease"], e["amount"], e["x"], e["y"], e["z"], e["override"], e["preset"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Should Exit?", "Whether the kickers should exit or enter.")
new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Which preset should be used?"),
new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Enter Or Exit", "Whether the kickers should exit or enter."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the entering or exiting."),
new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Amount of Space Kickers."),
new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"),
new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"),
new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"),
new Param("override", true, "Override Easing", "Should this block override the easing of the space kickers' positions?")
},
resizable = true
},
new GameAction("npc kickers instant enter or exit", "NPC Kickers Instant Enter or Exit")
new GameAction("easePos", "Ease NPC Space Kicker Distances")
{
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.InstantNPCKickersEnterOrExit(e["toggle"]); },
defaultLength = 0.5f,
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.EaseSpaceKickersPositions(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", false, "Should Exit?", "Whether the kickers should be exited or entered.")
},
new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"),
new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"),
new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the space kickers moving."),
}
},
new GameAction("pMove", "Move Player")
{
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.MovePlayerKicker(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"], e["sound"], e["preset"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Which preset should be used?"),
new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Pos", "Which position should the player move to on the x axis?"),
new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Pos", "Which position should the player move to on the y axis?"),
new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Pos", "Which position should the player move to on the z axis?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the space kickers moving."),
new Param("sound", SpaceSoccer.LaunchSoundToPlay.None, "Sound", "Which launch sound should be played at the start of this block?")
}
},
new GameAction("changeBG", "Change Background Color")
{
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.FadeBackgroundColor(e["start"], e["end"], e["startDots"], e["endDots"], e.length, e["toggle"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("start", SpaceSoccer.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
new Param("end", SpaceSoccer.defaultBGColor, "End Color", "The end color for the fade."),
new Param("startDots", Color.white, "Start Color (Dots)", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
new Param("endDots", Color.white, "End Color (Dots)", "The end color for the fade."),
new Param("toggle", false, "Instant", "Should the background instantly change color?")
}
},
new GameAction("scroll", "Scrolling Background")
{
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e.beat, e["x"], e["y"]); },
defaultLength = 1f,
parameters = new List<Param>() {
new Param("x", new EntityTypes.Float(-5f, 5f, 0.045f), "Horizontal", "How many horizontal loops in 1 beat?"),
new Param("y", new EntityTypes.Float(-5f, 5f, 0.16f), "Vertical", "How many vertical loops in 1 beat?"),
}
},
new GameAction("stopBall", "Stop Ball")
{
function = delegate { SpaceSoccer.instance.StopBall(eventCaller.currentEntity["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", true, "Stop ball?", "Should the ball be stopped? If ticked off the kickers will regain their ability to use the ball.")
}
},
// This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however)
new GameAction("keep-up", "")
@ -56,6 +113,29 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
hidden = true
},
new GameAction("npc kickers instant enter or exit", "NPC Kickers Instant Enter or Exit")
{
function = delegate
{
var e = eventCaller.currentEntity;
int choice;
if (e["toggle"])
{
choice = (int)SpaceSoccer.AnimationToPlay.Exit;
}
else
{
choice = (int)SpaceSoccer.AnimationToPlay.Enter;
}
SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, choice, (int)EasingFunction.Ease.Instant, 5, 1.75f, 0.25f, 0.75f, true, (int)SpaceSoccer.EnterExitPresets.Custom);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Should Exit?", "Whether the kickers should be exited or entered.")
},
hidden = true
},
});
}
}
@ -64,46 +144,160 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
using Scripts_SpaceSoccer;
using HeavenStudio.Common;
using UnityEngine.Rendering;
public class SpaceSoccer : Minigame
{
public enum EnterExitPresets
{
FiveKickers,
DuoKickers,
Custom
}
public enum PlayerPresets
{
LaunchStart = 0,
LaunchEnd = 1,
Custom = 2
}
public enum LaunchSoundToPlay
{
None = 0,
LaunchStart = 1,
LaunchEnd = 2
}
public enum AnimationToPlay
{
Enter = 0,
Exit = 1
}
private static Color _defaultBGColor;
public static Color defaultBGColor
{
get
{
ColorUtility.TryParseHtmlString("#FF7D27", out _defaultBGColor);
return _defaultBGColor;
}
}
[Header("Components")]
[SerializeField] private GameObject kickerPrefab;
[SerializeField] private GameObject ballRef;
[SerializeField] private List<Kicker> kickers;
[SerializeField] private GameObject Background;
[SerializeField] private Sprite[] backgroundSprite;
[SerializeField] private Animator npcKickersAnim;
[SerializeField] private SuperScroll backgroundSprite;
[SerializeField] private SpriteRenderer bg;
[Header("Properties")]
[SerializeField] private bool ballDispensed; //unused
float npcMoveLength = 4f;
float npcMoveStartBeat;
bool npcMoving;
string npcMoveAnimName;
[SerializeField] SuperCurveObject.Path[] ballPaths;
public bool ballDispensed;
float lastDispensedBeat;
float scrollBeat;
float scrollOffsetX;
float scrollOffsetY;
float currentScrollLengthX = 0.045f;
float currentScrollLengthY = 0.16f;
Tween bgColorTween;
Tween dotColorTween;
#region Space Kicker Position Easing
float easeBeat;
float easeLength;
EasingFunction.Ease lastEase;
Vector3 lastPos = new Vector3();
Vector3 currentPos = new Vector3();
float easeBeatP;
float easeLengthP;
EasingFunction.Ease lastEaseP;
Vector3 lastPosP = new Vector3();
Vector3 currentPosP = new Vector3();
#endregion
public static SpaceSoccer instance { get; private set; }
private void Awake()
{
instance = this;
npcKickersAnim.Play("NPCKickersExited", 0, 0);
/*for (int x = 0; x < Random.Range(9, 12); x++)
}
new void OnDrawGizmos()
{
base.OnDrawGizmos();
foreach (SuperCurveObject.Path path in ballPaths)
{
for (int y = 0; y < Random.Range(6, 9); y++)
if (path.preview)
{
GameObject test = new GameObject("test");
test.transform.parent = Background.transform;
test.AddComponent<SpriteRenderer>().sprite = backgroundSprite[Random.Range(0, 2)];
test.GetComponent<SpriteRenderer>().sortingOrder = -50;
test.transform.localPosition = new Vector3(Random.Range(-15f, 15f), Random.Range(-15f, 15f));
test.transform.localScale = new Vector3(0.52f, 0.52f);
ballRef.GetComponent<Ball>().DrawEditorGizmo(path);
}
}*/
}
}
private void Update()
{
if (npcMoving) npcKickersAnim.DoScaledAnimation(npcMoveAnimName, npcMoveStartBeat, npcMoveLength);
var cond = Conductor.instance;
float normalizedX = (cond.songPositionInBeats - scrollBeat) * currentScrollLengthX;
float normalizedY = (cond.songPositionInBeats - scrollBeat) * currentScrollLengthY;
backgroundSprite.NormalizedX = -scrollOffsetX - normalizedX;
backgroundSprite.NormalizedY = -scrollOffsetY - normalizedY;
float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength);
if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPosX = func(lastPos.x, currentPos.x, normalizedEaseBeat);
float newPosY = func(lastPos.y, currentPos.y, normalizedEaseBeat);
float newPosZ = func(lastPos.z, currentPos.z, normalizedEaseBeat);
UpdateKickersPositions(newPosX, newPosY, newPosZ);
}
float normalizedPBeat = cond.GetPositionFromBeat(easeBeatP, easeLengthP);
if (normalizedPBeat <= 1 && normalizedPBeat > 0)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEaseP);
float newPosX = func(lastPosP.x, currentPosP.x, normalizedPBeat);
float newPosY = func(lastPosP.y, currentPosP.y, normalizedPBeat);
float newPosZ = func(lastPosP.z, currentPosP.z, normalizedPBeat);
kickers[0].transform.parent.position = new Vector3(3.384f - newPosX, newPosY, newPosZ);
}
}
public void StopBall(bool stop)
{
foreach (var kicker in kickers)
{
kicker.StopBall(stop);
}
}
public void NPCKickersEnterOrExit(float beat, float length, int animToPut, int easeToPut, int amount, float xDistance, float yDistance, float zDistance, bool overrideEasing, int preset)
{
switch (preset)
{
case (int)EnterExitPresets.Custom:
UpdateSpaceKickers(amount, xDistance, yDistance, zDistance, overrideEasing);
break;
case (int)EnterExitPresets.DuoKickers:
UpdateSpaceKickers(2, 7, -6, 10, overrideEasing);
break;
case (int)EnterExitPresets.FiveKickers:
UpdateSpaceKickers(5, 2, -0.5f, 1.25f, overrideEasing);
break;
}
string animName = "Enter";
switch (animToPut)
{
case (int)AnimationToPlay.Enter:
animName = "Enter";
break;
case (int)AnimationToPlay.Exit:
animName = "Exit";
break;
}
foreach (var kicker in kickers)
{
if (kicker.player) continue;
kicker.SetAnimParams(beat, length, animName, easeToPut);
}
}
public override void OnGameSwitch(float beat)
@ -123,35 +317,140 @@ namespace HeavenStudio.Games
}
}
public void NPCKickersEnterOrExit(float beat, float length, bool shouldExit)
public SuperCurveObject.Path GetPath(string name)
{
npcMoving = true;
npcMoveLength = length;
npcMoveStartBeat = beat;
npcMoveAnimName = shouldExit ? "NPCKickersExit" : "NPCKickersEnter";
npcKickersAnim.DoScaledAnimation(npcMoveAnimName, npcMoveStartBeat, npcMoveLength);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
foreach (SuperCurveObject.Path path in ballPaths)
{
new BeatAction.Action(beat + length - 0.1f, delegate { npcMoving = false; }),
});
if (path.name == name)
{
return path;
}
}
return default(SuperCurveObject.Path);
}
public void InstantNPCKickersEnterOrExit(bool shouldExit)
public void UpdateScrollSpeed(float beat, float scrollSpeedX, float scrollSpeedY)
{
npcKickersAnim.Play(shouldExit ? "NPCKickersExited" : "NPCKickersPresent", 0, 0);
var cond = Conductor.instance;
scrollOffsetX = (cond.songPositionInBeats - scrollBeat) * currentScrollLengthX;
scrollOffsetY = (cond.songPositionInBeats - scrollBeat) * currentScrollLengthY;
currentScrollLengthX = scrollSpeedX;
currentScrollLengthY = scrollSpeedY;
scrollBeat = beat;
}
public void Dispense(float beat, bool playSound = true)
public void EaseSpaceKickersPositions(float beat, float length, int ease, float xDistance, float yDistance, float zDistance)
{
easeBeat = beat;
easeLength = length;
lastEase = (EasingFunction.Ease)ease;
lastPos = currentPos;
currentPos = new Vector3(xDistance, yDistance, zDistance);
}
public void UpdateKickersPositions(float xDistance, float yDistance, float zDistance)
{
for (int i = 1; i < kickers.Count; i++)
{
kickers[i].transform.parent.position = new Vector3(3.384f - xDistance * i, -yDistance * i, zDistance * i);
CircularMotion circularMotion = kickers[i].GetComponent<CircularMotion>();
circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
}
}
public void MovePlayerKicker(float beat, float length, int ease, float xPos, float yPos, float zPos, int soundToPlay, int preset)
{
switch (preset)
{
case (int)PlayerPresets.Custom:
break;
case (int)PlayerPresets.LaunchStart:
lastEaseP = EasingFunction.Ease.EaseInOutCubic;
xPos = -6;
yPos = 15;
zPos = 0;
soundToPlay = (int)LaunchSoundToPlay.LaunchStart;
break;
case (int)PlayerPresets.LaunchEnd:
lastEaseP = EasingFunction.Ease.EaseInOutQuint;
xPos = -4;
yPos = 15;
zPos = 0;
soundToPlay = (int)LaunchSoundToPlay.LaunchEnd;
break;
}
easeBeatP = beat;
easeLengthP = length;
lastEaseP = (EasingFunction.Ease)ease;
lastPosP = currentPosP;
currentPosP = new Vector3(-xPos, yPos, -zPos);
switch (soundToPlay)
{
case (int)LaunchSoundToPlay.None:
break;
case (int)LaunchSoundToPlay.LaunchStart:
Jukebox.PlayOneShotGame("spaceSoccer/jet1");
break;
case (int)LaunchSoundToPlay.LaunchEnd:
Jukebox.PlayOneShotGame("spaceSoccer/jet2");
break;
}
}
public void UpdateSpaceKickers(int amount, float xDistance = 1.75f, float yDistance = 0.25f, float zDistance = 0.75f, bool overrideEasing = true)
{
for (int i = kickers.Count - 1; i > 0; i--)
{
if (i >= amount)
{
Kicker kickerToDestroy = kickers[i];
kickers.Remove(kickerToDestroy);
Destroy(kickerToDestroy.transform.parent.gameObject);
}
}
if (overrideEasing)
{
UpdateKickersPositions(xDistance, yDistance, zDistance);
currentPos = new Vector3(xDistance, yDistance, zDistance);
}
for (int i = kickers.Count; i < amount; i++)
{
Transform kickerHolder = Instantiate(kickerPrefab, transform).transform;
kickerHolder.transform.position = new Vector3(kickerHolder.transform.position.x - xDistance * i, kickerHolder.transform.position.y - yDistance * i, kickerHolder.transform.position.z + zDistance * i);
Kicker spawnedKicker = kickerHolder.GetChild(0).GetComponent<Kicker>();
CircularMotion circularMotion = spawnedKicker.GetComponent<CircularMotion>();
circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
circularMotion.timeOffset = kickers[0].GetComponent<CircularMotion>().timeCounter;
if (0 > zDistance)
{
spawnedKicker.GetComponent<SortingGroup>().sortingOrder = i;
}
else
{
spawnedKicker.GetComponent<SortingGroup>().sortingOrder = -i;
}
kickers.Add(spawnedKicker);
kickerHolder.gameObject.SetActive(true);
}
if (ballDispensed) Dispense(lastDispensedBeat, false, true);
}
public void Dispense(float beat, bool playSound = true, bool ignorePlayer = false)
{
if (!ballDispensed) lastDispensedBeat = beat;
ballDispensed = true;
for (int i = 0; i < kickers.Count; i++)
{
Kicker kicker = kickers[i];
if (i == 0) kicker.player = true;
if (kicker.ball != null) return;
if (kicker.ball != null || (ignorePlayer && i == 0)) continue;
GameObject ball = Instantiate(ballRef, transform);
GameObject ball = Instantiate(ballRef, kicker.transform.GetChild(0));
ball.SetActive(true);
Ball ball_ = ball.GetComponent<Ball>();
ball_.Init(kicker, beat);
@ -180,6 +479,33 @@ namespace HeavenStudio.Games
new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
}, forcePlay:true);
}
public void ChangeBackgroundColor(Color color, Color dotColor, float beats)
{
var seconds = Conductor.instance.secPerBeat * beats;
if (bgColorTween != null)
bgColorTween.Kill(true);
if (dotColorTween != null)
dotColorTween.Kill(true);
if (seconds == 0)
{
bg.color = color;
backgroundSprite.Material.SetColor("_Color", dotColor);
}
else
{
bgColorTween = bg.DOColor(color, seconds);
dotColorTween = backgroundSprite.Material.DOColor(dotColor, seconds);
}
}
public void FadeBackgroundColor(Color start, Color end, Color startDot, Color endDot, float beats, bool instant)
{
ChangeBackgroundColor(start, startDot, 0f);
if (!instant) ChangeBackgroundColor(end, endDot, beats);
}
}
}