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{ + [SerializeField, UdonSynced, FieldChangeCallback(nameof(FruitType))] PacManFruitType fruitType; + + Animator animator; + new Renderer renderer; + new Collider collider; + ScoreBonusDisplay scoreBonusDisplay; + + [UdonSynced] bool active; + private int value; + private float activeCountdown; + private bool frozen; + + public void Initialize() + { + animator = GetComponent(); + renderer = GetComponent(); + collider = GetComponent(); + scoreBonusDisplay = transform.Find("ScoreBonusDisplay").gameObject.GetComponent(); + scoreBonusDisplay.Initialize(); + SetActive(false); + } + + void Update() + { + if (active && !frozen) + { + activeCountdown -= Time.deltaTime; + if (activeCountdown <= 0) + { + SetActive(false); + } + } + } + + public void Spawn() + { + Debug.Log($"{gameObject} Spawned"); + SetActive(true); + activeCountdown = Random.Range(9, 10); + } + + public void Despawn() + { + Debug.Log($"{gameObject} Despawned"); + SetActive(false); + } + + public int Collected() + { + SetActive(false); + scoreBonusDisplay.DisplayTemporarily(value, 1); + return value; + } + + public void SetFruitType(PacManFruitType fruitType) + { + this.fruitType = fruitType; + value = (int)fruitScoreValue[PacManConstants.FruitTypeToValue(fruitType)]; + animator.SetFloat("FruitType", PacManConstants.FruitTypeToValue(fruitType)); + RequestSerialization(); + } + + public void SetFrozen(bool frozen) + { + this.frozen = frozen; + } + + void SetActive(bool active) + { // This replaces GameObject.active, as attempting to update an animator while a gameobject is inactive seems to result in a silent failure + renderer.enabled = active; + collider.enabled = active; + this.active = active; + RequestSerialization(); + } + + public PacManFruitType FruitType + { + set + { + SetFruitType(value); + } + get => fruitType; + } + + public bool Active + { + set + { + SetActive(value); + } + get => active; + } + + private DataDictionary fruitScoreValue = new DataDictionary() + { + {(int)PacManFruitType.None , 0}, + {(int)PacManFruitType.Cherries , 100}, + {(int)PacManFruitType.Strawberry, 300}, + {(int)PacManFruitType.Peach , 500}, + {(int)PacManFruitType.Apple , 700}, + {(int)PacManFruitType.Grapes , 1000}, + {(int)PacManFruitType.Galaxian , 2000}, + {(int)PacManFruitType.Bell , 3000}, + {(int)PacManFruitType.Key , 5000} + }; + + } +} \ No newline at end of file diff --git a/Assets/Scripts/BonusFruit.cs.meta b/Assets/Scripts/BonusFruit.cs.meta new file mode 100644 index 0000000..cae6623 --- /dev/null +++ b/Assets/Scripts/BonusFruit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 69f55731c01fe80429d32f4509fd13b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CustomButton.asset b/Assets/Scripts/CustomButton.asset new file mode 100644 index 0000000..2f43d52 --- /dev/null +++ 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b/Assets/Scripts/CustomButton.cs new file mode 100644 index 0000000..e52062d --- /dev/null +++ b/Assets/Scripts/CustomButton.cs @@ -0,0 +1,17 @@ +namespace Marro.PacManUdon +{ + using UdonSharp; + using UnityEngine; + using VRC.SDKBase; + using VRC.Udon; + + public class CustomButton : UdonSharpBehaviour + { + [SerializeField] private UdonBehaviour customEventReceiver; + [SerializeField] private string eventName; + public override void Interact() + { + customEventReceiver.SendCustomEvent(eventName); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/CustomButton.cs.meta b/Assets/Scripts/CustomButton.cs.meta new file mode 100644 index 0000000..d56855b --- /dev/null +++ b/Assets/Scripts/CustomButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3d9af496212c74a45a7b915169e465af +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor.meta b/Assets/Scripts/Editor.meta new file mode 100644 index 0000000..83c301b --- /dev/null +++ b/Assets/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 567caf46b19664c429744c995770b0b8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/FixTMPColor.cs b/Assets/Scripts/Editor/FixTMPColor.cs new file mode 100644 index 0000000..5690d2d --- /dev/null +++ b/Assets/Scripts/Editor/FixTMPColor.cs @@ -0,0 +1,65 @@ +using UnityEditor; +using UnityEngine; + +public class FixTMPColor : EditorWindow +{ + private Color originalColor = new Color(0.667f, 0.667f, 0.667f); + private Color originalColorOutput = new Color(0.667f, 0.667f, 0.667f); + private Color fixedColor = GetFixedTMPColor(new Color(0.667f, 0.667f, 0.667f)); + private Color fixedColorOutput = GetFixedTMPColor(new Color(0.667f, 0.667f, 0.667f)); + + [MenuItem("Tools/Fix TMP Color")] + public static void ShowWindow() + { + GetWindow("Fix TMP Color"); + } + + private void OnGUI() + { + EditorGUI.HelpBox(GUILayoutUtility.GetRect(50, 50), "Translates between an intended color and a color value which displays as the intended color when used in the TextMeshPro Vertex Color field.", MessageType.Info); + + EditorGUILayout.Space(); + + originalColor = EditorGUILayout.ColorField("Original Color", originalColor); + EditorGUI.DrawRect(GUILayoutUtility.GetRect(50, 50), originalColor); + + EditorGUILayout.Space(); + + fixedColor = EditorGUILayout.ColorField("Fixed TMP Vertex Color", fixedColor); + EditorGUI.DrawRect(GUILayoutUtility.GetRect(50, 50), fixedColor); + + if (GUI.changed) + { + if (fixedColorOutput != fixedColor) + { + originalColor = GetOriginalTMPColor(fixedColor); + } + else if (originalColorOutput != originalColor) + { + fixedColor = GetFixedTMPColor(originalColor); + } + originalColorOutput = originalColor; + fixedColorOutput = fixedColor; + } + } + + private static Color GetFixedTMPColor(Color input) + { + return new Color( + Mathf.Pow(input.r, 1 / 0.4545f), + Mathf.Pow(input.g, 1 / 0.4545f), + Mathf.Pow(input.b, 1 / 0.4545f), + input.a // Not sure what to do with the alpha channel, leaving it unchanged + ); + } + + private static Color GetOriginalTMPColor(Color input) + { + return new Color( + Mathf.Pow(input.r, 0.4545f), + Mathf.Pow(input.g, 0.4545f), + Mathf.Pow(input.b, 0.4545f), + input.a // Not sure what to do with the alpha channel, leaving it unchanged + ); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Editor/FixTMPColor.cs.meta b/Assets/Scripts/Editor/FixTMPColor.cs.meta new file mode 100644 index 0000000..a3bb129 --- /dev/null +++ b/Assets/Scripts/Editor/FixTMPColor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f109b8a2bddf9124faf97bf9c0f76b06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/ResetParentTransform.cs b/Assets/Scripts/Editor/ResetParentTransform.cs new file mode 100644 index 0000000..3761d77 --- /dev/null +++ b/Assets/Scripts/Editor/ResetParentTransform.cs @@ -0,0 +1,62 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; + +public class ResetParentTransform : EditorWindow +{ + [MenuItem("Tools/Reset Parent Transform")] + public static void ShowWindow() + { + GetWindow("Reset Parent Transform"); + } + + private void OnGUI() + { + GUILayout.Label("Reset Parent Transform", EditorStyles.boldLabel); + + if (GUILayout.Button("Reset Transform for Selected Parent and Adjust Children")) + { + ResetTransform(); + } + } + + private void ResetTransform() + { + if (Selection.activeGameObject == null) + { + Debug.LogWarning("No GameObject selected. Please select a GameObject in the hierarchy."); + return; + } + + Transform parentTransform = Selection.activeGameObject.transform; + + if (parentTransform.childCount == 0) + { + Debug.LogWarning("Selected GameObject has no children. Operation aborted."); + return; + } + + List children = new List(); + foreach (Transform child in parentTransform) + { + children.Add(child); + } + + foreach (Transform child in children) + { + child.transform.parent = null; + } + + // Reset the parent's transform to default values + parentTransform.localPosition = Vector3.zero; + parentTransform.localRotation = Quaternion.identity; + parentTransform.localScale = Vector3.one; + + foreach (Transform child in children) + { + child.transform.parent = parentTransform; + } + + Debug.Log("Parent transform reset and children adjusted."); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Editor/ResetParentTransform.cs.meta b/Assets/Scripts/Editor/ResetParentTransform.cs.meta new file mode 100644 index 0000000..0fbd8d6 --- /dev/null +++ b/Assets/Scripts/Editor/ResetParentTransform.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2f6748e33b71e564ab800b7a38b0e34e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/SwapYAndZCoordinates.cs b/Assets/Scripts/Editor/SwapYAndZCoordinates.cs new file mode 100644 index 0000000..f17745f --- /dev/null +++ b/Assets/Scripts/Editor/SwapYAndZCoordinates.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using UnityEditor; + +public class SwapYAndZCoordinates : EditorWindow +{ + [MenuItem("Tools/Swap Y and Z Coordinates")] + public static void ShowWindow() + { + GetWindow("Swap Y and Z Coordinates"); + } + + private void OnGUI() + { + GUILayout.Label("Swap Y and Z Coordinates", EditorStyles.boldLabel); + + if (GUILayout.Button("Swap Y and Z for Selected Object and Children")) + { + SwapCoordinates(); + } + } + + private void SwapCoordinates() + { + if (Selection.activeGameObject == null) + { + Debug.LogWarning("No GameObject selected. Please select a GameObject in the hierarchy."); + return; + } + + Transform selectedTransform = Selection.activeGameObject.transform; + SwapYAndZRecursive(selectedTransform); + } + + private void SwapYAndZRecursive(Transform parentTransform) + { + foreach (Transform child in parentTransform) + { + SwapYAndZRecursive(child); + } + + // Swap the position's Y and Z, and invert the Z-axis + Vector3 newPosition = parentTransform.localPosition; + newPosition = new Vector3(newPosition.x, newPosition.z, -newPosition.y); + parentTransform.localPosition = newPosition; + + // Swap the rotation's Y and Z, and rotate by -90 degrees on the X-axis + // Vector3 newRotation = parentTransform.localEulerAngles; + // newRotation = new Vector3(newRotation.x - 90, newRotation.z, newRotation.y); + // parentTransform.localEulerAngles = newRotation; + + // // Swap the scale's Y and Z, and invert the Z-axis + // Vector3 newScale = parentTransform.localScale; + // newScale = new Vector3(newScale.x, newScale.z, -newScale.y); + // parentTransform.localScale = newScale; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Editor/SwapYAndZCoordinates.cs.meta b/Assets/Scripts/Editor/SwapYAndZCoordinates.cs.meta new file mode 100644 index 0000000..0f92fd2 --- /dev/null +++ b/Assets/Scripts/Editor/SwapYAndZCoordinates.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2881a58c4c53a1a4084dc46538e9fe3f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Empty Scripts.meta b/Assets/Scripts/Empty Scripts.meta new file mode 100644 index 0000000..f8dce71 --- /dev/null +++ b/Assets/Scripts/Empty Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3819b105afe75b64983dd110cf5a8fbe +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Empty Scripts/AnimationRecorder.cs b/Assets/Scripts/Empty Scripts/AnimationRecorder.cs new file mode 100644 index 0000000..ac002a9 --- /dev/null +++ b/Assets/Scripts/Empty Scripts/AnimationRecorder.cs @@ -0,0 +1,120 @@ +namespace Marro.PacManUdon +{ + using System.Collections; + using System.Collections.Generic; + using UnityEngine; + using UnityEditor.Animations; + using UnityEditor; + + public class AnimationRecorder : MonoBehaviour + { + [SerializeField] AnimationClip clip; + [SerializeField] GameObject root; + [SerializeField] GameObject[] gameObjectsToAnimate; + private GameObjectRecorder recorder; + + void Start() + { + recorder = new GameObjectRecorder(root); + + foreach (GameObject gameObject in gameObjectsToAnimate) + { + // if(gameObject.GetComponent() || gameObject.GetComponent()) + // { + // recorder.BindComponentsOfType(gameObject, true); + // } + // recorder.BindComponentsOfType(gameObject, true); + + string path = AnimationUtility.CalculateTransformPath(gameObject.transform, root.transform); + + recorder.Bind(EditorCurveBinding.FloatCurve(path, typeof(GameObject), "m_IsActive")); + + Pellet pellet = gameObject.GetComponent(); + if (pellet) + { + recorder.Bind(EditorCurveBinding.FloatCurve(path, typeof(SpriteRenderer), "m_Enabled")); + if (pellet.isPowerPellet) + { + recorder.Bind(EditorCurveBinding.PPtrCurve(path, typeof(SpriteRenderer), "m_Sprite")); + } + continue; + } + + if (gameObject.GetComponent()) + { + recorder.Bind(EditorCurveBinding.FloatCurve(path, typeof(SpriteRenderer), "m_Enabled")); + recorder.Bind(EditorCurveBinding.PPtrCurve(path, typeof(SpriteRenderer), "m_Sprite")); + } + else if (gameObject.GetComponent()) + { + recorder.Bind(EditorCurveBinding.DiscreteCurve(path, typeof(MeshRenderer), "m_Enabled")); + } + recorder.Bind(EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.x")); + recorder.Bind(EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.y")); + recorder.Bind(EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.z")); + } + + EditorCurveBinding[] bindings = recorder.GetBindings(); + foreach (EditorCurveBinding binding in bindings) + { + Debug.Log($"{binding.path}, {binding.propertyName}, {binding.type}"); + } + } + + private static string GetGameObjectPathToObject(GameObject obj, Transform target) + { + string path = "/" + obj.name; + while (!obj.transform.parent.Equals(target)) + { + obj = obj.transform.parent.gameObject; + path = "/" + obj.name + path; + } + Debug.Log($"GetGameObjectPathToTransform from {obj} to {target.gameObject} gives {path}"); + return path; + } + + void LateUpdate() + { + if (clip == null) + return; + + recorder.TakeSnapshot(Time.deltaTime); + } + + void OnDisable() + { + if (clip == null) + return; + + if (recorder.isRecording) + { + recorder.SaveToClip(clip); + RemoveUnneededCurves(clip); + } + } + + private static void RemoveUnneededCurves(AnimationClip clip) + { + // Collect curves to process + EditorCurveBinding[] bindings = AnimationUtility.GetCurveBindings(clip); + List unneededCurves = new List(); + + foreach (var binding in bindings) + { + AnimationCurve curve = AnimationUtility.GetEditorCurve(clip, binding); + + if (curve == null || curve.keys.Length <= 2) + { + unneededCurves.Add(binding); + } + } + + // Remove unchanged curves + foreach (var binding in unneededCurves) + { + AnimationUtility.SetEditorCurve(clip, binding, null); + Debug.Log($"Removed unchanged curve for property: {binding.propertyName}"); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Empty Scripts/AnimationRecorder.cs.meta b/Assets/Scripts/Empty Scripts/AnimationRecorder.cs.meta new file mode 100644 index 0000000..c0a6ddf --- /dev/null +++ b/Assets/Scripts/Empty Scripts/AnimationRecorder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a79412bf624eb994fa04fb74977f55fb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + 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+ using VRC.SDKBase; + using VRC.Udon; + + public class PacManGhostCollider : UdonSharpBehaviour + { + } +} \ No newline at end of file diff --git a/Assets/Scripts/Empty Scripts/PacManGhostCollider.cs.meta b/Assets/Scripts/Empty Scripts/PacManGhostCollider.cs.meta new file mode 100644 index 0000000..1f5d2f4 --- /dev/null +++ b/Assets/Scripts/Empty Scripts/PacManGhostCollider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 197f2fb3a12aac94795943b0ee8d3320 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ExtraLivesDisplay.asset b/Assets/Scripts/ExtraLivesDisplay.asset new file mode 100644 index 0000000..b01da7b --- /dev/null +++ b/Assets/Scripts/ExtraLivesDisplay.asset @@ -0,0 +1,106 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: 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using VRC.Udon; + + public class ExtraLivesDisplay : UdonSharpBehaviour + { + GameObject[] extraLifeIndicators; + public void Initialize() + { + Transform[] extraLifeIndicatorTransforms = transform.GetComponentsInChildren(); + extraLifeIndicators = new GameObject[extraLifeIndicatorTransforms.Length]; + for (int i = 0; i < extraLifeIndicatorTransforms.Length; i++) + { + extraLifeIndicators[i] = extraLifeIndicatorTransforms[i].gameObject; + } + } + + public bool SetExtraLives(int extraLives) + { + for (int extraLifeIndicatorIndex = 0; extraLifeIndicatorIndex < extraLifeIndicators.Length; extraLifeIndicatorIndex++) + { + extraLifeIndicators[extraLifeIndicatorIndex].SetActive(extraLifeIndicatorIndex < extraLives); + } + return true; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/ExtraLivesDisplay.cs.meta b/Assets/Scripts/ExtraLivesDisplay.cs.meta new file mode 100644 index 0000000..8c401ab --- /dev/null +++ b/Assets/Scripts/ExtraLivesDisplay.cs.meta @@ -0,0 +1,11 @@ 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UnityEngine; + using VRC.SDKBase; + using VRC.Udon; + using VRC.SDK3.Components; + using VRC.Udon.Common.Interfaces; + using VRC.SDK3.Data; + + public class GameController : UdonSharpBehaviour + { + [Header("Static game components")] + [SerializeField] private Maze[] mazes; + [SerializeField] private PacMan pacMan; + [SerializeField] private GhostManager ghostManager; + [SerializeField] private BonusFruit bonusFruit; + [SerializeField] private PelletManager pelletManager; + [SerializeField] public StatusDisplay statusDisplay; // This one is public so other scripts can write to the debug display + [SerializeField] private PelletManager attractScreen; + [SerializeField] private GameObject pressStartButtonScreen; + [SerializeField] private PlayerInput playerInput; + [SerializeField] private Animator demo; + [SerializeField] private SoundManager soundManager; + + [SerializeField] private GameObject recorder; + + + [Header("Game settings")] + [SerializeField] private int startingExtraLives = 3; + [SerializeField] private int scoreToExtraLife = 10000; + [Tooltip("Override amount of pellets needed to clear stage, set to -1 to disable.")] + [SerializeField] private int pelletCountOverride = -1; + + private Maze maze; + private VRCObjectPool pelletPool; + + private Animator mazeSpriteAnimator; + private int pelletCount; + private int pelletCountRemaining; + private GameObject[] attractScreenElements; + + [UdonSynced, FieldChangeCallback(nameof(GameState))] private PacManGameState gameState; + [UdonSynced, FieldChangeCallback(nameof(Score))] private int score; + [UdonSynced, FieldChangeCallback(nameof(Level))] private int level; + [UdonSynced, FieldChangeCallback(nameof(HighScore))] private int highScore; + [UdonSynced, FieldChangeCallback(nameof(ExtraLives))] private int extraLives; + + public void Start() + { + maze = mazes[0]; + pelletPool = maze.pelletContainer.GetComponent(); + mazeSpriteAnimator = maze.mazeSprite.GetComponent(); + attractScreenElements = new GameObject[attractScreen.transform.childCount]; + for (int i = 0; i < attractScreenElements.Length; i++) + { + attractScreenElements[i] = attractScreen.transform.GetChild(i).gameObject; + } + + ghostManager.Initialize(maze.ghostTargets, pacMan, this); + pacMan.Initialize(playerInput, pelletPool, this); + bonusFruit.Initialize(); + pelletManager.Initialize(pelletPool); + statusDisplay.Initialize(); + playerInput.Initialize(this); + soundManager.Initialize(); + + SetScore(0); + SetHighScore(0); + SetLevel(0); + + StartAttractMode(); + } + + public void FixedUpdate() + { + TimeSequenceUpdate(Time.deltaTime); + } + + public void JoystickGrabbed() + { + if (gameState == PacManGameState.AttractMode || gameState == PacManGameState.AttractModeDemo) + StartTimeSequence(PacManTimeSequence.WaitForStart); + } + + public void JoystickReleased() + { + if (gameState == PacManGameState.WaitForStart) + StartTimeSequence(PacManTimeSequence.WaitForStartTimeout); + } + + public void StartGameButtonPressed() + { + Debug.Log($"{gameObject} Start Game Button was pressed!"); + TakeOwnership(); + StartTimeSequence(PacManTimeSequence.StartNewGame); + } + + public void SkipLevelButtonPressed() + { + if (Networking.IsOwner(gameObject)) + { + Debug.Log($"{gameObject} Skip level button pressed!"); + StartTimeSequence(PacManTimeSequence.BoardClear); + TimeSequenceSkipToNextStep(); + } + } + + public void StartDemoButtonPressed() + { + if (Networking.IsOwner(gameObject)) + { + Debug.Log($"{gameObject} Start demo button pressed!"); + StartTimeSequence(PacManTimeSequence.AttractScreenDemo); + } + } + + private void StartAttractMode() + { +#if RECORDING_DEMO + attractScreen.Initialize(); + // recorder.gameObject.SetActive(true); + gameState = PacManGameState.AttractMode; + StartTimeSequence(PacManTimeSequence.AttractScreenIntroduction); +#else + SetGameState(PacManGameState.AttractMode); + HideEverything(); + demo.gameObject.SetActive(true); +#endif + } + + private void InitializeNewGame() + { + Debug.Log($"{gameObject} Started new game!"); + SetScore(0); + SetExtraLives(startingExtraLives); + SetLevel(1); + } + + private void InitializeLevel() + { + Debug.Log($"{gameObject} New level started!"); + + if (Networking.IsOwner(gameObject)) + { + pelletCount = pelletPool.Pool.Length; + pelletCountRemaining = pelletCount; + ghostManager.SetPelletsRemaining(pelletCountRemaining); + ghostManager.NewLevel(); + + pelletManager.RestoreAllPellets(); + + if (pelletCountOverride > 0) + { + pelletCountRemaining = pelletCountOverride; + } + } + mazeSpriteAnimator.SetBool("Blinking", false); + } + + private void RestartLevel() + { + Debug.Log($"{gameObject} (Re)started level!"); + + // SetInGameComponentVisibility(true); + + ghostManager.Reset(); + pacMan.Reset(); + bonusFruit.Despawn(); + pelletManager.SetPowerPelletsBlink(false); + } + + public void GotPellet(bool addScore = true) + { + pelletCountRemaining--; + if (addScore) AddScore(10); + + ghostManager.PelletConsumed(); + + soundManager.PlayPelletSound(); + + int pelletsConsumed = pelletCount - pelletCountRemaining; + if (pelletCountRemaining <= 0) + { + StartTimeSequence(PacManTimeSequence.BoardClear); + } + else if (pelletsConsumed == 70 || pelletsConsumed == 170) + { + bonusFruit.Spawn(); + } + } + + public void GotPowerPellet() + { + if (gameState == PacManGameState.AttractMode) + { + TimeSequenceSkipToNextStep(); + return; + } + GotPellet(addScore: false); + AddScore(50); + ghostManager.SetPowerPellet(true); + pacMan.SetPowerPellet(true); + } + + public void EndPowerPellet() + { + ghostManager.SetPowerPellet(false); + pacMan.SetPowerPellet(false); + } + + public void GotFruit() + { + AddScore(bonusFruit.Collected()); + } + + public void GhostCaught(int scoreBonus) + { + if (gameState == PacManGameState.AttractMode) + { + TimeSequenceSkipToNextStep(); + return; + } + + AddScore(scoreBonus); + StartTimeSequence(PacManTimeSequence.GhostCaught); + pacMan.HideUntilUnfrozen(); + } + + public void PacManCaught() + { + StartTimeSequence(PacManTimeSequence.PacManCaught); + } + + void BoardClearAnimation() + { + ghostManager.gameObject.SetActive(false); + mazeSpriteAnimator.SetBool("Blinking", true); + } + + + private void HideEverything() + { + SetMazeActive(false); + SetPelletsActive(false); + SetMazeVisible(false); + SetGhostsActive(false); + SetPacManActive(false); + SetPressStartButtonScreenVisible(false); + statusDisplay.SetGameOverTextVisible(false); + statusDisplay.SetExtraLivesDisplayVisible(false); + statusDisplay.SetLevelDisplayVisible(false); + statusDisplay.SetPlayer1TextVisible(false); + statusDisplay.SetReadyTextVisible(false); + demo.gameObject.SetActive(false); + } + + void SetMazeActive(bool active) + { + maze.gameObject.SetActive(active); + } + + void SetPelletsActive(bool active) + { + pelletPool.gameObject.SetActive(active); + } + + void SetMazeVisible(bool visible) + { + mazeSpriteAnimator.SetBool("Hidden", !visible); + } + + void SetGhostsActive(bool active) + { + ghostManager.SetActive(active); + } + + void SetPacManActive(bool active) + { + pacMan.SetActive(active); + } + + void SetPressStartButtonScreenVisible(bool visible) + { + pressStartButtonScreen.SetActive(visible); + } + + void SetGameState(PacManGameState newGameState) + { + // Debug.Log($"{gameObject} State transitioning from {gameState} to {newGameState}"); + gameState = newGameState; + if (Networking.IsOwner(gameObject)) + { + RequestSerialization(); + } + } + + private void IncrementLevel() + { + SetLevel(level + 1); + } + + private void SetLevel(int level) + { + this.level = level; + pacMan.SetLevel(level); + ghostManager.SetLevel(level); + statusDisplay.SetLevel(level); + bonusFruit.SetFruitType(PacManConstants.GetFruitTypeForLevel(level)); + } + + void AddScore(int score) + { + if (gameState == PacManGameState.AttractMode || gameState == PacManGameState.AttractModeDemo) + { + return; + } + + if (this.score < scoreToExtraLife && this.score + score >= scoreToExtraLife) + { + IncrementLives(); + } + + SetScore(this.score + score); + RequestSerialization(); + } + + void SetScore(int score) + { + this.score = score; + statusDisplay.Set1UPScore(score); + if (score > highScore) + { + highScore = score; + statusDisplay.SetHighScore(score); + } + } + + void SetHighScore(int highScore) + { + this.highScore = highScore; + statusDisplay.SetHighScore(score); + } + + public void DecrementLives() + { + if (!Networking.IsOwner(gameObject)) + { + return; + } + // Debug.Log($"{gameObject} Decremented lives from {extraLives} to {extraLives - 1}"); + SetExtraLives(extraLives - 1); + } + + void IncrementLives() + { + if (!Networking.IsOwner(gameObject)) + { + return; + } + // Debug.Log($"{gameObject} Incremented lives from {extraLives} to {extraLives + 1}"); + SetExtraLives(extraLives + 1); + } + + void SetExtraLives(int extraLives) + { + // Debug.Log($"{gameObject} Set lives from {this.extraLives} to {extraLives}"); + this.extraLives = extraLives; + statusDisplay.SetExtraLives(extraLives); + } + + public void SetFrozen(bool frozen, bool ghostIgnoreIfCaught = false, bool ghostKeepAnimating = false) + { + // Debug.Log($"{gameObject} Set Frozen: {frozen}"); + pacMan.SetFrozen(frozen); + bonusFruit.SetFrozen(frozen); + ghostManager.SetFrozen(frozen, ignoreIfCaught: ghostIgnoreIfCaught); + + if (!frozen) + { + pelletManager.SetPowerPelletsBlink(true); + } + } + + void TakeOwnership() + { + Networking.SetOwner(Networking.LocalPlayer, gameObject); + Networking.SetOwner(Networking.LocalPlayer, pacMan.gameObject); + Networking.SetOwner(Networking.LocalPlayer, pelletPool.gameObject); + ghostManager.SetOwner(Networking.LocalPlayer); + } + + public int ExtraLives + { + set + { + SetExtraLives(value); + } + get => extraLives; + } + + public PacManGameState GameState + { + set + { + SetGameState(value); + } + get => gameState; + } + + public bool GhostsScared + { + set + { + + } + get => GhostsScared; + } + + public int Score + { + set + { + SetScore(value); + } + get => score; + } + + public int HighScore + { + set + { + SetHighScore(value); + } + get => score; + } + + public int Level + { + set + { + SetLevel(value); + } + get => level; + } + +#region TIME SEQUENCE BEHAVIOUR + // This was supposed to be a separate class, right until the moment I realized Udon doesn't support instantiating classes... + + bool currentlyInTimeSequence; + PacManTimeSequence currentTimeSequence; + bool hasTimeSequenceQueued; + private DataList timeSequenceQueue; + [UdonSynced] float timeSequenceSecondsPassed; + int timeSequenceProgress; + float[] timeSequenceKeyframeTimes; + + private void StartTimeSequence(PacManTimeSequence timeSequence) + { + if (timeSequenceQueue == null) + { + timeSequenceQueue = new DataList(); + } + + if (currentlyInTimeSequence == true) + { + int timeSequenceInt = (int)timeSequence; // Doing the conversion in the line below crashes the script. I love working in Udon + timeSequenceQueue.Add(timeSequenceInt); + hasTimeSequenceQueued = true; + + return; + } + + currentlyInTimeSequence = true; + currentTimeSequence = timeSequence; + timeSequenceProgress = 0; + timeSequenceSecondsPassed = 0; + timeSequenceKeyframeTimes = GetTimeSequenceKeyframeTimes(timeSequence); + TimeSequenceProgressToTime(timeSequenceSecondsPassed); + } + + private void InsertTimeSequence(PacManTimeSequence timeSequence) + { + StartTimeSequence(timeSequence); + } + + private void TimeSequenceUpdate(float deltaSeconds) + { + if (!currentlyInTimeSequence && hasTimeSequenceQueued) + { + timeSequenceQueue.TryGetValue(0, out DataToken nextTimeSequence); + StartTimeSequence((PacManTimeSequence)nextTimeSequence.Int); + timeSequenceQueue.RemoveAt(0); + hasTimeSequenceQueued = timeSequenceQueue.Count > 0 ? true : false; + return; + } + + if (currentlyInTimeSequence) + { + if (hasTimeSequenceQueued) + { + while (currentlyInTimeSequence) + { + TimeSequenceSkipToNextStep(); + } + } + else + { + TimeSequenceProgressToTime(timeSequenceSecondsPassed + deltaSeconds); + } + } + } + + private void TimeSequenceSkipToNextStep() + { + // Debug.Log($"{gameObject} TimeSequenceSkipToNextStep"); + if (timeSequenceProgress < timeSequenceKeyframeTimes.Length) + { + TimeSequenceProgressToTime(timeSequenceKeyframeTimes[timeSequenceProgress]); + } + else + { + Debug.LogWarning($"{gameObject} Tried skipping to next time sequence step when already on last step!"); + currentlyInTimeSequence = false; + } + } + + private void TimeSequenceProgressToTime(float seconds) + { + timeSequenceSecondsPassed = seconds; + while (timeSequenceSecondsPassed >= timeSequenceKeyframeTimes[timeSequenceProgress]) + { + TimeSequenceExecuteStep(timeSequenceProgress); + + timeSequenceProgress += 1; + if (timeSequenceProgress >= timeSequenceKeyframeTimes.Length) + { + currentlyInTimeSequence = false; + break; + } + } + } + + private void TimeSequenceExecuteStep(int sequenceProgress) + { + Debug.Log($"{gameObject} Triggered time sequence step for sequence {currentTimeSequence} with progress {sequenceProgress}"); + switch (currentTimeSequence) + { + default: + Debug.LogError($"{gameObject} No time sequence keyframes known for sequence {currentTimeSequence}"); + break; + case PacManTimeSequence.AttractScreenIntroduction: + TimeSequenceStepAttractScreenIntroduction(sequenceProgress); + break; + case PacManTimeSequence.AttractScreenDemo: + TimeSequenceStepAttractScreenDemo(sequenceProgress); + break; + case PacManTimeSequence.WaitForStart: + TimeSequenceStepWaitForStart(sequenceProgress); + break; + case PacManTimeSequence.WaitForStartTimeout: + TimeSequenceStepWaitForStartTimeout(sequenceProgress); + break; + case PacManTimeSequence.StartNewGame: + TimeSequenceStepStartNewGame(sequenceProgress); + break; + case PacManTimeSequence.BoardClear: + TimeSequenceStepBoardClear(sequenceProgress); + break; + case PacManTimeSequence.StartNewLevel: + TimeSequenceStepStartNewLevel(sequenceProgress); + break; + case PacManTimeSequence.GhostCaught: + TimeSequenceStepGhostCaught(sequenceProgress); + break; + case PacManTimeSequence.PacManCaught: + TimeSequenceStepPacManCaught(sequenceProgress); + break; + case PacManTimeSequence.RestartLevel: + TimeSequenceStepRestartLevel(sequenceProgress); + break; + case PacManTimeSequence.GameOver: + TimeSequenceStepGameOver(sequenceProgress); + break; + } + } + + private float[] GetTimeSequenceKeyframeTimes(PacManTimeSequence timeSequence) + { + switch (timeSequence) + { + default: + Debug.LogError($"{gameObject} No time sequence keyframe times known for sequence {timeSequence}"); + return new float[0]; + case PacManTimeSequence.AttractScreenIntroduction: + return DeltaToAbsolute(new float[] { 0, 0.032f, 1f, 1f, .5f, .5f, 1f, .5f, .5f, 1f, .5f, .5f, 1f, .5f, 1f, 1f, 1f, + 5f, 0.2f, 2f, 0.91667f, 2f, 0.91667f, 2f, 0.91667f, 2f, 0.91667f }); + case PacManTimeSequence.AttractScreenDemo: + return DeltaToAbsolute(new float[] { 0, 0.016f, 0.05f, 0.16f, 0.33f, 1.85f, 54f }); + case PacManTimeSequence.WaitForStart: + return DeltaToAbsolute(new float[] { 0, 0.016f }); + case PacManTimeSequence.WaitForStartTimeout: + return DeltaToAbsolute(new float[] { 0, 5f }); + case PacManTimeSequence.StartNewGame: + return DeltaToAbsolute(new float[] { 0, 0.016f, 2.2f, 0.032f, 0.032f, 1.92f, 0.032f }); + case PacManTimeSequence.BoardClear: + return DeltaToAbsolute(new float[] { 0, 2f, 0.016f, 1.6f - 0.016f, 0.016f, 0.032f, 0.3f }); + case PacManTimeSequence.StartNewLevel: + return DeltaToAbsolute(new float[] { 0, 0.064f, 0.032f, 1.85f, 0.016f }); + case PacManTimeSequence.GhostCaught: + return DeltaToAbsolute(new float[] { 0, 0.91667f }); + case PacManTimeSequence.PacManCaught: + return DeltaToAbsolute(new float[] { 0, 1, 2.65f, 2f }); + case PacManTimeSequence.RestartLevel: + return DeltaToAbsolute(new float[] { 0, 0.016f, 0.064f, 0.032f, 1.85f, 0.016f }); + case PacManTimeSequence.GameOver: + return DeltaToAbsolute(new float[] { 0, 1.95f }); + } + } + + private static float[] DeltaToAbsolute(float[] delta) + { + if (delta.Length < 1) + { + return new float[0]; + } + + float[] absolute = new float[delta.Length]; + absolute[0] = delta[0]; + for (int i = 1; i < delta.Length; i++) + { + absolute[i] = delta[i] + absolute[i - 1]; + } + return absolute; + } + + private void TimeSequenceStepAttractScreenIntroduction(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + SetGameState(PacManGameState.AttractMode); + // Initialize + HideEverything(); + SetFrozen(true); + attractScreen.gameObject.SetActive(true); + attractScreen.Initialize(); + for (int i = 0; i <= 15; i++) + { + // Debug.Log($"{gameObject} TimeSequenceAttractScreen deactivating with iteration i"); + attractScreenElements[i].SetActive(false); + } + attractScreen.SetPowerPelletsBlink(false); + break; + case 1: + // show "Character / Nickname" + attractScreenElements[0].SetActive(true); + break; + case 2: + // Show blinky sprite + attractScreenElements[1].SetActive(true); + break; + case 3: + // Show blinky character + attractScreenElements[2].SetActive(true); + break; + case 4: + // Show blinky nickname + attractScreenElements[3].SetActive(true); + break; + case 5: + // Show pinky sprite + attractScreenElements[4].SetActive(true); + break; + case 6: + // Show pinky character + attractScreenElements[5].SetActive(true); + break; + case 7: + // Show pinky nickname + attractScreenElements[6].SetActive(true); + break; + case 8: + // Show inky sprite + attractScreenElements[7].SetActive(true); + break; + case 9: + // Show inky character + attractScreenElements[8].SetActive(true); + break; + case 10: + // Show inky nickname + attractScreenElements[9].SetActive(true); + break; + case 11: + // Show clyde sprite + attractScreenElements[10].SetActive(true); + break; + case 12: + // Show clyde character + attractScreenElements[11].SetActive(true); + break; + case 13: + // Show clyde nickname + attractScreenElements[12].SetActive(true); + break; + case 14: + // Show pellet point values + attractScreenElements[13].SetActive(true); + break; + case 15: + // Show copyright message, setup pellet demonstration + attractScreenElements[14].SetActive(true); + attractScreenElements[15].SetActive(true); + + pacMan.SetLevel(1); + pacMan.Reset(); + pacMan.SetKinematic(true); + pacMan.SetActive(true); + pacMan.SetPosition(attractScreenElements[16].transform.localPosition); + pacMan.SetDirection(Vector2.left); + + ghostManager.SetLevel(2); + ghostManager.Reset(); + ghostManager.SetKinematic(true); + ghostManager.SetActive(true); + Ghost[] ghosts = ghostManager.Ghosts; + for (int i = 0; i < ghosts.Length; i++) + { + ghosts[i].SetPosition(attractScreenElements[17 + i].transform.localPosition); + ghosts[i].SetDirection(Vector2.left); + ghosts[i].SetState(PacManGhostState.Normal); + } + break; + + case 16: + attractScreen.SetPowerPelletsBlink(true); + + SetFrozen(false); + break; + + case 17: + ghostManager.SetPowerPellet(true); + pacMan.SetPowerPellet(true); + attractScreenElements[15].SetActive(false); + break; + + case 18: + // Turn PacMan around after eating power pellet + pacMan.SetDirection(Vector2.right); + pacMan.SetTargetDirection(Vector2.right); + break; + + case 19: + ghostManager.Ghosts[0].Caught(200); + pacMan.SetActive(false); + SetFrozen(true); + break; + case 20: + ghostManager.Ghosts[0].ReturnHome(); + ghostManager.Ghosts[0].SetActive(false); + pacMan.SetActive(true); + SetFrozen(false); + break; + case 21: + ghostManager.Ghosts[1].Caught(400); + pacMan.SetActive(false); + SetFrozen(true); + break; + case 22: + ghostManager.Ghosts[1].ReturnHome(); + ghostManager.Ghosts[1].SetActive(false); + pacMan.SetActive(true); + SetFrozen(false); + break; + case 23: + ghostManager.Ghosts[2].Caught(800); + pacMan.SetActive(false); + SetFrozen(true); + break; + case 24: + ghostManager.Ghosts[2].ReturnHome(); + ghostManager.Ghosts[2].SetActive(false); + pacMan.SetActive(true); + SetFrozen(false); + break; + case 25: + ghostManager.Ghosts[3].Caught(1600); + pacMan.SetActive(false); + SetFrozen(true); + break; + case 26: + ghostManager.Ghosts[3].ReturnHome(); + ghostManager.Ghosts[3].SetActive(false); + // Hide elements, start demo + attractScreen.gameObject.SetActive(false); + + if (!hasTimeSequenceQueued) + { + StartTimeSequence(PacManTimeSequence.AttractScreenDemo); + } + break; + } + } + + private void TimeSequenceStepAttractScreenDemo(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + SetGameState(PacManGameState.AttractModeDemo); + HideEverything(); + SetFrozen(true); + break; + case 1: + InitializeLevel(); + SetMazeActive(true); + SetMazeVisible(true); + SetLevel(1); + break; + case 2: + // Reset ghosts + RestartLevel(); + + ghostManager.Ghosts[0].SetPredefinedPath(new Vector2[]{ // Blinky + Vector2.down, + Vector2.left, + Vector2.up, + Vector2.right, + Vector2.zero, + Vector2.zero, + Vector2.up, + Vector2.right, + Vector2.down, + Vector2.zero, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.up, + Vector2.zero, + Vector2.left, + Vector2.down, + Vector2.zero, + Vector2.left, + Vector2.down, + Vector2.right, + // Goes through tunnel + Vector2.zero, + Vector2.up, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.right, + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.zero, + Vector2.down, + Vector2.left, + Vector2.zero, + Vector2.up, + Vector2.left, + // Gets eaten + Vector2.zero, + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.right, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.left, + }); + + ghostManager.Ghosts[1].SetPredefinedPath(new Vector2[]{ // Pinky + Vector2.down, + Vector2.left, + Vector2.up, + Vector2.zero, + Vector2.zero, + Vector2.left, + Vector2.down, + Vector2.right, + // Pellet starts + Vector2.up, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.up, + Vector2.right, + // Pellet ends + Vector2.zero, + Vector2.down, + // Pellet starts + Vector2.left, + Vector2.down, + Vector2.zero, + Vector2.left, + // Caught + Vector2.up, + Vector2.right, + Vector2.zero, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.right, + // Home + Vector2.down, + Vector2.left, + Vector2.up, + Vector2.right, + Vector2.down, + Vector2.zero, + Vector2.right, + Vector2.down, + Vector2.right, + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.zero, + Vector2.down, + Vector2.left, + // Power pellet active + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.up, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.up + }); + + ghostManager.Ghosts[2].SetPredefinedPath(new Vector2[]{ // Inky + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.zero, + Vector2.zero, + Vector2.down, + Vector2.right, + // Pellet starts + Vector2.up, + Vector2.right, + Vector2.up, + // Caught + Vector2.right, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.left, + Vector2.up, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.right, + Vector2.zero, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.zero, + Vector2.zero, + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.up, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.left, + Vector2.zero, + Vector2.up, + Vector2.left + }); + + ghostManager.Ghosts[3].SetPredefinedPath(new Vector2[]{ // Clyde + Vector2.down, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.down, + Vector2.zero, + Vector2.left, + Vector2.zero, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.right, + Vector2.up, + Vector2.right, + Vector2.zero, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.left, + Vector2.zero, + Vector2.up, + Vector2.right, + Vector2.zero, + Vector2.up, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.up, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.left, + Vector2.zero, + Vector2.up, + Vector2.right + }); + + pacMan.SetPredefinedPath(new Vector2[]{ + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.right, + Vector2.zero, + Vector2.up, + Vector2.left, + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.zero, + Vector2.up, + Vector2.zero, + Vector2.left, + Vector2.down, + Vector2.left, + Vector2.up, + Vector2.zero, + Vector2.zero, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.zero, + Vector2.up, + Vector2.left, + Vector2.down, + Vector2.zero, + Vector2.left, + Vector2.up, + Vector2.right, + Vector2.zero, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.left, + Vector2.zero, + Vector2.down, + Vector2.zero, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.zero, + Vector2.zero, + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.up, + Vector2.right, + Vector2.zero, + Vector2.down, + Vector2.right, + Vector2.up, + Vector2.right, + Vector2.zero, + Vector2.down, + Vector2.left, + Vector2.down, + Vector2.right, + Vector2.down, + Vector2.left, + Vector2.zero, + Vector2.zero, + Vector2.up, + Vector2.right, + Vector2.up, + Vector2.left, + Vector2.up, + Vector2.right, + }); + + break; + case 3: + SetPelletsActive(true); + pelletManager.RestoreAllPellets(); + statusDisplay.SetGameOverTextVisible(true); + break; + case 4: + // Show pacman, show ghosts + SetPacManActive(true); + SetGhostsActive(true); + break; + case 5: + // Unfreeze + SetFrozen(false); + break; + // case 6: + // if (!hasTimeSequenceQueued) + // { + // StartTimeSequence(PacManTimeSequence.AttractScreenWaitForStart); + // } + // break; + } + } + + private void TimeSequenceStepWaitForStart(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + SetGameState(PacManGameState.WaitForStart); + HideEverything(); + break; + case 1: + SetPressStartButtonScreenVisible(true); + if (playerInput.active == false && hasTimeSequenceQueued == false) + { + StartTimeSequence(PacManTimeSequence.WaitForStartTimeout); + } + break; + } + } + + private void TimeSequenceStepWaitForStartTimeout(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + break; + case 1: + if (playerInput.active == false && hasTimeSequenceQueued == false) + { + StartAttractMode(); + } + break; + } + } + + private void TimeSequenceStepStartNewGame(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + // Prepare new game, hide everything except score bar + gameState = PacManGameState.InGame; + + HideEverything(); + + SetMazeActive(true); + + InitializeNewGame(); + InitializeLevel(); + RestartLevel(); + SetFrozen(true); + break; + case 1: + // Show maze, lives indicator, level indicator, player 1 and ready text + + // SOMEWHERE IN HERE UNITY (EDITOR) APPEARS TO HAVE A SMALL RANDOM CHANCE OF CRASHING !! + Debug.Log("Log dump in case of crash"); + Debug.Log("Setting pellets visible"); + SetPelletsActive(true); + Debug.Log("Setting maze visible"); + SetMazeVisible(true); + Debug.Log("Setting extra lives display visible"); + statusDisplay.SetExtraLivesDisplayVisible(true); + Debug.Log("Setting level display visible"); + statusDisplay.SetLevelDisplayVisible(true); + Debug.Log("Setting player 1 text visible"); + statusDisplay.SetPlayer1TextVisible(true); + Debug.Log("Setting ready text visible"); + statusDisplay.SetReadyTextVisible(true); + Debug.Log("Starting 1UP blink"); + statusDisplay.SetLabel1UPTextBlinking(true); + break; + case 2: + // Subtract a life + DecrementLives(); + break; + case 3: + // Remove Player 1 text + statusDisplay.SetPlayer1TextVisible(false); + break; + case 4: + // Show ghosts and pacman + SetGhostsActive(true); + SetPacManActive(true); + break; + case 5: + // Remove ready text + statusDisplay.SetReadyTextVisible(false); + break; + case 6: + // Start game, end sequence + SetFrozen(false); + break; + } + } + + private void TimeSequenceStepBoardClear(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + // Freeze + SetFrozen(true); + break; + case 1: + // Start board blinking, hide pellets in case of rack test + BoardClearAnimation(); + SetPelletsActive(false); + break; + case 2: + // Hide ghosts + SetGhostsActive(false); + break; + case 3: + // Hide maze, lives indicator, level indicator + SetMazeVisible(false); + statusDisplay.SetExtraLivesDisplayVisible(false); + statusDisplay.SetLevelDisplayVisible(false); + break; + case 4: + // Hide score bar + statusDisplay.SetScoreDisplayVisible(false); + break; + case 5: + // Hide pacman, show level indicator with old level + SetPacManActive(false); + statusDisplay.SetLevelDisplayVisible(true); + break; + case 6: + // Call handler for what should happen next + InsertTimeSequence(PacManTimeSequence.StartNewLevel); + break; + } + } + + private void TimeSequenceStepStartNewLevel(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + // Reset, show maze and score display + InitializeLevel(); + RestartLevel(); + SetMazeVisible(true); + statusDisplay.SetScoreDisplayVisible(true); + break; + case 1: + // Increment level, show ready, show pellets, show lives indicators + IncrementLevel(); + statusDisplay.SetExtraLivesDisplayVisible(true); + statusDisplay.SetReadyTextVisible(true); + SetPelletsActive(true); + break; + case 2: + // Show pacman, show ghosts + SetPacManActive(true); + SetGhostsActive(true); + break; + case 3: + // Hide ready + statusDisplay.SetReadyTextVisible(false); + break; + case 4: + // Unfreeze + SetFrozen(false); + break; + } + } + + private void TimeSequenceStepGhostCaught(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + // Freeze and hide pacman, but let ghosts already in the caught animation continue + SetFrozen(true, ghostIgnoreIfCaught: true); + SetPacManActive(false); + break; + case 1: + // Unfreeze and reveal pacman + SetPacManActive(true); + SetFrozen(false); + ghostManager.GhostCaughtContinue(); + break; + } + } + + private void TimeSequenceStepPacManCaught(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + // Freeze (except for the ghost animations) + SetFrozen(true, ghostKeepAnimating: true); + break; + case 1: + // Hide ghosts, start pacman death animation + SetGhostsActive(false); + pacMan.SetDead(true); + break; + case 2: + // Hide pacman, start next state + SetPacManActive(false); + if (gameState == PacManGameState.AttractModeDemo) + { + break; + } + if (extraLives > 0) + { + InsertTimeSequence(PacManTimeSequence.RestartLevel); + break; + } + + InsertTimeSequence(PacManTimeSequence.GameOver); + break; + case 3: + if (gameState == PacManGameState.AttractModeDemo) + { + #if RECORDING_DEMO + // recorder.gameObject.SetActive(false); + #endif + InsertTimeSequence(PacManTimeSequence.AttractScreenIntroduction); + } + break; + } + } + + private void TimeSequenceStepRestartLevel(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + // Hide playfield and pellets + SetMazeVisible(false); + SetPelletsActive(false); + break; + case 1: + // Make maze visible + RestartLevel(); + SetMazeVisible(true); + break; + case 2: + // Take life, show ready, show pellets + DecrementLives(); + statusDisplay.SetReadyTextVisible(true); + SetPelletsActive(true); + break; + case 3: + // Show pacman, show ghosts + SetPacManActive(true); + SetGhostsActive(true); + break; + case 4: + // Hide ready + statusDisplay.SetReadyTextVisible(false); + break; + case 5: + // Unfreeze + SetFrozen(false); + break; + } + } + + private void TimeSequenceStepGameOver(int sequenceProgress) + { + switch (sequenceProgress) + { + case 0: + // Show game over text, freeze power pellet blink + statusDisplay.SetGameOverTextVisible(true); + pelletManager.FreezePowerPelletsBlink(true); + break; + case 1: + // Stop text blinking, transition to attract screen + statusDisplay.SetLabel1UPTextBlinking(false); + StartAttractMode(); + break; + } + } + + + public int TimeSequenceProgress + { + get => timeSequenceProgress; + } + + public float TimeSequenceSecondsPassed + { + get => timeSequenceSecondsPassed; + set => TimeSequenceProgressToTime(value); + } +#endregion + } +} \ No newline at end of file diff --git a/Assets/Scripts/GameController.cs.meta b/Assets/Scripts/GameController.cs.meta new file mode 100644 index 0000000..11c84fa --- /dev/null +++ b/Assets/Scripts/GameController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 88e88d9bfa304c8448489e53fc031f74 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GameStartSequence.cs b/Assets/Scripts/GameStartSequence.cs new file mode 100644 index 0000000..53c8c6d --- /dev/null +++ b/Assets/Scripts/GameStartSequence.cs @@ -0,0 +1,69 @@ +// // Silly me for wanting to make the code neat, forgot this was Udon :) + +// using System.Collections; +// using System.Collections.Generic; +// using UdonSharp; +// using UnityEngine; + +// public class GameStartSequence : TimeSequence +// { +// GameStateManager gameStateManager; +// StatusDisplay statusDisplay; + +// public GameStartSequence(GameStateManager gameStateManager, StatusDisplay statusDisplay) : base(DeltaToAbsolute(new float[] +// {0, 0.016f, 2.2f, 0.032f, 0.032f, 1.92f, 0.032f} +// )) +// { +// this.gameStateManager = gameStateManager; +// this.statusDisplay = statusDisplay; +// } + + +// protected override void SequenceStep(int sequneceProgress) +// { +// switch (SequenceProgress) +// { +// case 0: +// // Prepare new game, hide everything except score bar +// gameStateManager.SetFrozen(true); +// gameStateManager.StartNewGame(); +// gameStateManager.SetPelletsVisible(false); +// gameStateManager.SetMazeVisible(false); +// gameStateManager.SetGhostsVisible(false); +// gameStateManager.SetPacManVisible(false); +// statusDisplay.SetExtraLivesDisplayVisible(false); +// statusDisplay.SetLevelDisplayVisible(false); +// break; +// case 1: +// // Show maze, lives indicator, level indicator, player 1 and ready text +// gameStateManager.SetPelletsVisible(true); +// gameStateManager.SetMazeVisible(true); +// statusDisplay.SetExtraLivesDisplayVisible(true); +// statusDisplay.SetLevelDisplayVisible(true); +// statusDisplay.SetPlayer1TextVisible(true); +// statusDisplay.SetReadyTextVisible(true); +// break; +// case 2: +// // Subtract a life +// gameStateManager.DecrementLives(); +// break; +// case 3: +// // Remove Player 1 text +// statusDisplay.SetPlayer1TextVisible(false); +// break; +// case 4: +// // Show ghosts and pacman +// gameStateManager.SetGhostsVisible(true); +// gameStateManager.SetPacManVisible(true); +// break; +// case 5: +// // Remove ready text +// statusDisplay.SetReadyTextVisible(true); +// break; +// case 6: +// // Start game, end sequence +// gameStateManager.SetFrozen(false); +// break; +// } +// } +// } diff --git a/Assets/Scripts/GameStartSequence.cs.meta b/Assets/Scripts/GameStartSequence.cs.meta new file mode 100644 index 0000000..24bd061 --- /dev/null +++ b/Assets/Scripts/GameStartSequence.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6e99011c9b7c5824fa22a5dc4b5bb735 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Ghost.asset b/Assets/Scripts/Ghost.asset new file mode 100644 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Scared, + ScaredWhite, + Blinky, + Pinky, + Inky, + Clyde + } + + public enum PacManGhostState + { + Normal, + CaughtScore, + Returning, + Entering, + Home, + Exiting + } + + public enum PacManGhostStartState + { + Outside, + TargetingIdlePosition1, + TargetingIdlePosition2 + } + + public class Ghost : GridMover + { + [SerializeField] private PacManGhostType ghostType; + [SerializeField] private PacManGhostStartState startState; + + private GhostManager ghostManager; + private Animator animator; + private new Renderer renderer; + private PacMan pacMan; + private Ghost blinky; + private ScoreBonusDisplay scoreBonusDisplay; + + private Vector3 startPosition; + private Quaternion startRotation; + private Vector3 startScale; + + private Vector2 homePosition; + private Vector2 idlePosition1; + private Vector2 idlePosition2; + private Vector2 cornerPosition; + + private bool kinematic; + + private bool horizontalOnly; + private int housePelletCounterLimit; + + private bool faceInStartingDirectionUntilUnfrozen; + + private bool followingPredefinedPath; + private Vector2[] predefinedPath; + private int predefinedPathIndex; + + [UdonSynced] int rngState; + [UdonSynced] private Vector2 syncedPosition; + [UdonSynced] private float speed; + [UdonSynced] private Vector2 direction; + [UdonSynced] private Vector2 target; + [UdonSynced] private bool offGrid; + [UdonSynced] private bool inTunnel; + [UdonSynced] private PacManGhostState ghostState; + [UdonSynced] private bool isScared; + [UdonSynced] private bool scattering; + [UdonSynced] private PacManGhostFrozenState frozenState; + [UdonSynced] private bool hideUntilUnfrozen; + [UdonSynced] private int housePelletCounter; + [UdonSynced] private bool housePelletCounterActive; + [UdonSynced] private bool turnAroundSoon; + + public void Initialize(PacMan pacMan, Ghost blinky, Vector2 homePosition, Vector2 idlePosition1, Vector2 idlePosition2, Vector2 cornerPosition) + { + ghostManager = transform.parent.GetComponent(); + animator = GetComponent(); + renderer = GetComponent(); + + this.pacMan = pacMan; + this.blinky = blinky; + this.homePosition = homePosition; + this.idlePosition1 = idlePosition1; + this.idlePosition2 = idlePosition2; + this.cornerPosition = cornerPosition; + + scoreBonusDisplay = transform.Find("ScoreBonusDisplay").gameObject.GetComponent(); + scoreBonusDisplay.Initialize(); + startPosition = transform.localPosition; + startRotation = transform.localRotation; + startScale = transform.localScale; + + frozenState = PacManGhostFrozenState.Frozen; + // Debug.Log($"{gameObject} Begin localScale = {initialScale}"); + } + + public void Reset() + { + // Debug.Log($"{gameObject} Reset!"); + transform.localPosition = startPosition; + transform.localRotation = startRotation; + transform.localScale = startScale; + // Debug.Log($"{gameObject} Reset localScale = {transform.localScale}"); + + if (startState == PacManGhostStartState.Outside) + { + ghostState = PacManGhostState.Exiting; + OffGridTargetReached(); + } + else + { + if (startState == PacManGhostStartState.TargetingIdlePosition1) + { + SetOffGridTarget(idlePosition1, false); + } + ghostState = PacManGhostState.Entering; + OffGridTargetReached(); + } + + isScared = false; + inTunnel = false; + kinematic = false; + followingPredefinedPath = false; + turnAroundSoon = false; + // scattering = true; + + rngState = 1; + UpdateSpeed(); + + faceInStartingDirectionUntilUnfrozen = true; + UpdateAnimator(); + // animator.Play(0, -1, 0); + // Debug.Log($"{gameObject} reset with state: {state}, target: {target}, offGrid: {offGrid}"); + } + + void FixedUpdate() + { + if (ghostType == PacManGhostType.Blinky) + { + // ghostManager.gameStateManager.statusDisplay.SetDebugText(2, $"{turnAroundSoon}"); + } + if (frozenState == PacManGhostFrozenState.Frozen || + (frozenState == PacManGhostFrozenState.FrozenIfNotCaught && ((ghostState != PacManGhostState.Returning && ghostState != PacManGhostState.Entering) || hideUntilUnfrozen))) + { + return; + } + + Vector2 position = GetPosition(); + Vector2 nextPosition = GridMoverTools.GetNextPosition(position, direction, speed); + + nextPosition = ProcessNextPosition(position, nextPosition); + + SetPosition(nextPosition); + } + + private Vector2 ProcessNextPosition(Vector2 position, Vector2 nextPosition) + { + if (turnAroundSoon && ghostState == PacManGhostState.Normal + && GridMoverTools.CrossesTileBorder(position, nextPosition, direction.x != 0, direction.y != 0)) + { + // Debug.Log($"{gameObject} turned around"); + SetDirection(direction * -1); + turnAroundSoon = false; + } + + if (kinematic) + { + return nextPosition; + } + + if (offGrid || ghostState == PacManGhostState.Returning) + { + bool XAxisAlligned = CheckAndAllignToTargetX(position, nextPosition, target); + bool YAxisAlligned = CheckAndAllignToTargetY(position, nextPosition, target); + if (offGrid) + { + if (XAxisAlligned) + { + nextPosition.x = target.x; + } + if (YAxisAlligned) + { + nextPosition.y = target.y; + } + } + if (XAxisAlligned && YAxisAlligned) + { + if (!offGrid) + { + nextPosition = target; + } + OffGridTargetReached(); + // Debug.Log($"{gameObject} reached offGridTarget {target} at position {position}, new state {state}, offGrid is now {offGrid}, new direction: {direction}"); + } + if ((XAxisAlligned || YAxisAlligned) && offGrid) + { + SetDirection(GetOffGridDirectionToTarget(nextPosition, target, direction)); + // Debug.Log($"{gameObject} Alligned X Axis: {XAxisAlligned}, Y Axis: {YAxisAlligned} with position: {position}, new nextPosition: {nextPosition}, new target: {target}, now moving in direction {direction}"); + // nextPosition = GridMover.GetNextPosition(position, direction, speed); + } + } + if (!offGrid && followingPredefinedPath) + { + nextPosition = ProcessPredefinedPath(position, nextPosition); + } + else if (!offGrid && GridMoverTools.CrossesTileCenter(position, nextPosition, direction.x != 0, direction.y != 0)) + { + Vector2 gridPosition = GridMoverTools.PositionToGrid(position); + Vector2[] availableDirections = GetAvailableDirections(gridPosition, direction * -1); + if (availableDirections.Length > 1) + { + target = GetGridTarget(gridPosition); + SetDirection(GetGridDirectionToTargetGreedy(availableDirections, gridPosition, target)); + nextPosition = GridMoverTools.GetNextPosition(gridPosition, direction, speed); + // Debug.Log($"GetNextPosition at gridPosition {gridPosition} with direction {direction} and speed {speed} gives nextPosition {nextPosition}"); + } + else if (availableDirections.Length == 1 && availableDirections[0] != direction) + { + SetDirection(availableDirections[0]); + nextPosition = GridMoverTools.GetNextPosition(gridPosition, direction, speed); + } + // Debug.Log($"{gameObject} crossed tile center {gridPosition}, new target: {target}, new direction: {direction}"); + } + + return nextPosition; + } + + private Vector2 ProcessPredefinedPath(Vector2 position, Vector2 nextPosition) + { + if (GridMoverTools.CrossesTileCenter(position, nextPosition, direction.x != 0, direction.y != 0)) + { + // Find the next valid direction which isn't Vector2.zero + int nextValidDirectionIndex = predefinedPathIndex; + while (predefinedPath[nextValidDirectionIndex] == Vector2.zero) + { + nextValidDirectionIndex += 1; + } + if (!GridMoverTools.CheckCollisionInDirection(transform, nextPosition, predefinedPath[nextValidDirectionIndex])) + { + // If we're at a Vector2.zero, we skip applying the direction and only increment. + if (nextValidDirectionIndex == predefinedPathIndex) + { + SetDirection(predefinedPath[nextValidDirectionIndex]); + nextPosition = GridMoverTools.PositionToGrid(nextPosition) + direction.normalized * 0.01f; + + // Check if we've reached the end of the path, which includes making sure the path doesn't end on Vector2.zero + do + { + nextValidDirectionIndex += 1; + if (nextValidDirectionIndex >= predefinedPath.Length) + { + followingPredefinedPath = false; + break; + } + } while (predefinedPath[nextValidDirectionIndex] == Vector2.zero); + } + + // ghostManager.gameStateManager.statusDisplay.SetDebugText(1, predefinedPathIndex.ToString()); + + predefinedPathIndex++; + } + } + return nextPosition; + } + + Vector2 GetGridTarget(Vector2 gridPosition) + { + // if (followingPredefinedPath) + // { + // predefinedPathIndex++; + // if (predefinedPathIndex >= predefinedPath.Length) + // { + // followingPredefinedPath = false; + // } + // return gridPosition + predefinedPath[predefinedPathIndex]; + // } + if (isScared) + { + switch (PseudoRNG() % 4) + { + default: + return gridPosition; + case 0: + return gridPosition + Vector2.up; + case 1: + return gridPosition + Vector2.left; + case 2: + return gridPosition + Vector2.down; + case 3: + return gridPosition + Vector2.right; + } + } + switch (ghostState) + { + default: + return gridPosition; + case PacManGhostState.Normal: + if (scattering) + { + return cornerPosition; + } + switch (ghostType) + { + default: + return gridPosition; + case PacManGhostType.Blinky: + return GridMoverTools.PositionToGrid(pacMan.transform.localPosition); + case PacManGhostType.Pinky: + return GridMoverTools.PositionToGrid(pacMan.transform.localPosition) + pacMan.GetDirection() * 4; + case PacManGhostType.Inky: + return 2 * GridMoverTools.PositionToGrid(pacMan.transform.localPosition) + 4 * pacMan.GetDirection() - GridMoverTools.PositionToGrid(blinky.transform.localPosition); + case PacManGhostType.Clyde: + if (Vector2.Distance(gridPosition, GridMoverTools.PositionToGrid(pacMan.transform.localPosition)) >= 8) + { + return GridMoverTools.PositionToGrid(pacMan.transform.localPosition); + } + else + { + // Debug.Log($"{gameObject} goes to cornerPosition {cornerPosition}"); + return cornerPosition; + } + } + case PacManGhostState.Returning: + return homePosition; + } + } + + bool CheckAndAllignToTargetX(Vector2 currentPosition, Vector2 nextPosition, Vector2 target) + { + return (currentPosition.x - target.x) * (nextPosition.x - target.x) <= 0.01; + } + + bool CheckAndAllignToTargetY(Vector2 currentPosition, Vector2 nextPosition, Vector2 target) + { + return (currentPosition.y - target.y) * (nextPosition.y - target.y) <= 0.01; + } + + void OffGridTargetReached() + { + switch (ghostState) + { + case PacManGhostState.Returning: + offGrid = true; + SetState(PacManGhostState.Entering); + SetOffGridTarget(idlePosition2, false); + break; + case PacManGhostState.Entering: + offGrid = true; + SetState(PacManGhostState.Home); + if (!target.Equals(idlePosition1)) + { // This is idlePosition1 if PacManGhostStartState == TargetingIdlePosition1 + SetOffGridTarget(idlePosition2, false); + } + TryToExit(); + break; + case PacManGhostState.Home: + if (target.Equals(idlePosition1)) + { + SetOffGridTarget(idlePosition2, false); + } + else + { + SetOffGridTarget(idlePosition1, false); + } + break; + case PacManGhostState.Exiting: + offGrid = false; + SetState(PacManGhostState.Normal); + SetDirection(Vector2.left); + break; + } + } + + void SetOffGridTarget(Vector2 newTarget, bool startHorizontal) + { + if (startHorizontal) + { + SetDirection(GetOffGridDirectionToTarget(GetPosition(), newTarget, Vector2.right)); + } + else + { + SetDirection(GetOffGridDirectionToTarget(GetPosition(), newTarget, Vector2.down)); + } + // Debug.Log($"{gameObject} SetOffGridTarget with position {GetPosition()}, newTarget {newTarget}, startHorizontal {startHorizontal} resulted in direction {direction}"); + target = newTarget; + } + + public int PseudoRNG() + { + rngState ^= rngState << 13; + rngState ^= rngState >> 17; + rngState ^= rngState << 5; + return rngState; + } + + Vector2[] GetAvailableDirections(Vector2 gridPosition, Vector2 discardDirection) + { + Vector2[] directions; + Vector2[] availableDirections; + if (horizontalOnly && ghostState == PacManGhostState.Normal) + { + directions = new Vector2[] { new Vector2(1, 0), new Vector2(-1, 0) }; + availableDirections = new Vector2[2]; + } + else + { + directions = new Vector2[] { new Vector2(0, 1), new Vector2(1, 0), new Vector2(0, -1), new Vector2(-1, 0) }; + availableDirections = new Vector2[4]; + } + + int availableDirectionsNum = 0; + for (int i = 0; i < directions.Length; i++) + { + if (directions[i].Equals(discardDirection) || GridMoverTools.CheckCollisionInDirection(transform, gridPosition, directions[i])) + { + continue; + } + availableDirections[availableDirectionsNum] = directions[i]; + availableDirectionsNum++; + } + Vector2[] availableDirectionsTrimmed = new Vector2[availableDirectionsNum]; + // Debug.Log($"{gameObject} Number of available directions: {availableDirectionsTrimmed.Length}"); + Array.Copy(availableDirections, 0, availableDirectionsTrimmed, 0, availableDirectionsNum); + + return availableDirectionsTrimmed; + } + + Vector2 GetGridDirectionToTargetGreedy(Vector2[] availableDirections, Vector2 gridPosition, Vector2 targetGridPosition) + { + Vector2 bestDirection = Vector2.zero; + float bestDistance = float.MaxValue; + for (int i = 0; i < availableDirections.Length; i++) + { + Vector2 direction = availableDirections[i]; + + // Debug.Log("Evaluating direction " + direction); + float distance = Vector2.Distance(gridPosition + direction, targetGridPosition); + if (distance < bestDistance) + { + bestDistance = distance; + bestDirection = direction; + } + } + // Debug.Log("Closest next tile is in direction " + bestDirection); + return bestDirection; + } + + Vector2 GetOffGridDirectionToTarget(Vector2 position, Vector2 target, Vector2 direction) + { + if ((direction.x != 0 && position.x != target.x) || position.y == target.y) + { + // Debug.Log($"{gameObject} getOffGridDirectionToTarget with position {position}, target {target} and direction {direction} gives movement on the X axis in direction {new Vector2(target.x-position.x, 0).normalized}"); + return new Vector2(target.x - position.x, 0).normalized; + } + else + { + // Debug.Log($"{gameObject} getOffGridDirectionToTarget with position {position}, target {target} and direction {direction} gives movement on the Y axis in direction {new Vector2(0, target.y-position.y).normalized}"); + return new Vector2(0, target.y - position.y).normalized; + } + } + + private void UpdateAnimator() + { + if (!gameObject.activeInHierarchy) + return; + + // Debug.Log($"{gameObject} UpdateAnimator with state: {ghostState}, isScared: {isScared}, direction: {direction}"); + if (isScared) + { + float currentGhostType = animator.GetFloat("GhostType"); + if (currentGhostType > 0.5f && currentGhostType < 2.5f) + { + return; + } + animator.SetFloat("GhostType", GhostTypeToAnimationValue(PacManGhostType.Scared)); + } + else + { + switch (ghostState) + { + default: + case PacManGhostState.Normal: + case PacManGhostState.Home: + case PacManGhostState.Exiting: + // Debug.Log($"{gameObject} Set GhostType in animator to: {GhostTypeToAnimationValue(ghostType)}"); + animator.SetFloat("GhostType", GhostTypeToAnimationValue(ghostType)); + break; + case PacManGhostState.Returning: + case PacManGhostState.Entering: + animator.SetFloat("GhostType", GhostTypeToAnimationValue(PacManGhostType.Caught)); + break; + } + } + + if (faceInStartingDirectionUntilUnfrozen && startState == PacManGhostStartState.TargetingIdlePosition1) + { + animator.SetFloat("DirX", 0); + animator.SetFloat("DirY", 1); + } + else if (faceInStartingDirectionUntilUnfrozen && startState == PacManGhostStartState.TargetingIdlePosition2) + { + animator.SetFloat("DirX", 0); + animator.SetFloat("DirY", -1); + } + else if (!direction.Equals(Vector2.zero)) + { + animator.SetFloat("DirX", direction.x); + animator.SetFloat("DirY", direction.y); + } + } + + private float GhostTypeToAnimationValue(PacManGhostType ghostType) + { + switch (ghostType) + { + default: + case PacManGhostType.Caught: + return 0; + case PacManGhostType.Scared: + return 1; + case PacManGhostType.ScaredWhite: + return 2; + case PacManGhostType.Blinky: + return 3; + case PacManGhostType.Pinky: + return 4; + case PacManGhostType.Inky: + return 5; + case PacManGhostType.Clyde: + return 6; + } + } + + void UpdateSpeed() + { + speed = ghostManager.GetTargetSpeed(this, ghostState, isScared, inTunnel); + } + + public void ResetHousePelletCounter() + { + housePelletCounter = 0; + } + + public void IncrementHousePelletCounter() + { + housePelletCounter++; + TryToExit(); + } + + void TryToExit() + { + if ((housePelletCounterActive && housePelletCounter >= housePelletCounterLimit) || startState == PacManGhostStartState.Outside) + { + Release(); + } + } + + public void Caught(int scoreBonus) + { + isScared = false; + // direction = direction * -1; + target = homePosition; + scoreBonusDisplay.Display(scoreBonus); + SetVisibility(false); + SetState(PacManGhostState.CaughtScore); + } + + public void ReturnHome() + { + SetVisibility(true); + scoreBonusDisplay.Hide(); + SetState(PacManGhostState.Returning); + } + + public void BecomeScared() + { + if (ghostState == PacManGhostState.Returning || ghostState == PacManGhostState.Entering) + { + return; + } + + if (ghostState == PacManGhostState.Normal || ghostState == PacManGhostState.Home || ghostState == PacManGhostState.Exiting) + { + turnAroundSoon = true; + } + + SetScared(true); + } + + public void CalmDown() + { + if (isScared) + { + SetScared(false); + } + } + + public void Release() + { + // Debug.Log($"{gameObject} was released."); + if (ghostState == PacManGhostState.Home) + { + // Debug.Log($"{gameObject} released."); + SetOffGridTarget(homePosition, true); + SetState(PacManGhostState.Exiting); + } + } + + public void SetState(PacManGhostState state) + { + ghostState = state; + UpdateAnimator(); + UpdateSpeed(); + if (Networking.IsOwner(gameObject)) + { + RequestSerialization(); + } + } + + public void SetScared(bool scared) + { + isScared = scared; + UpdateAnimator(); + UpdateSpeed(); + + if (isScared) + { + SetWhite(false); + } + + if (Networking.IsOwner(gameObject)) + { + RequestSerialization(); + } + } + + public void SetScattering(bool scattering, bool reverseDirection = true) + { + if (reverseDirection && this.scattering != scattering) + { + if (ghostState == PacManGhostState.Normal || ghostState == PacManGhostState.Home || ghostState == PacManGhostState.Exiting +#if RECORDING_DEMO + || ghostState == PacManGhostState.Entering // This is afaik not normal PacMan behaviour, but is needed to accomidate slight timing differences +#endif + ) + { + turnAroundSoon = true; + } + } + this.scattering = scattering; + UpdateAnimator(); + RequestSerialization(); + } + + public void SetFrozen(bool frozen, bool ignoreIfCaught = false, bool keepAnimating = false) + { + if (frozen && !ignoreIfCaught) + { + frozenState = PacManGhostFrozenState.Frozen; + } + else if (frozen && ignoreIfCaught) + { + frozenState = PacManGhostFrozenState.FrozenIfNotCaught; + } + else + { + frozenState = PacManGhostFrozenState.NotFrozen; + } + animator.speed = frozen && !keepAnimating ? 0 : 1; // This would cause issues if the returning sprite was animated, luckily it isn't :) + + if (frozen == false) + { + + if (faceInStartingDirectionUntilUnfrozen) + { + faceInStartingDirectionUntilUnfrozen = false; + UpdateAnimator(); + } + } + } + + public void SetHousePelletCounterActive(bool active) + { + housePelletCounterActive = active; + } + + public void SetHousePelletCounterLimit(int limit) + { + housePelletCounterLimit = limit; + } + + public void SetWhite(bool white) + { + if (!isScared || !gameObject.activeInHierarchy) + return; + + if (white) + { + animator.SetFloat("GhostType", 2); + } + else + { + animator.SetFloat("GhostType", 1); + } + } + + public void SetElroy(int elroyLevel) + { + // Debug.Log($"{gameObject} became Elroy level {elroyLevel}"); + if (elroyLevel > 0) + { + SetScattering(false, reverseDirection: false); + } + UpdateSpeed(); + } + + public void SetActive(bool active) + { + gameObject.SetActive(active); + renderer.enabled = active; + if (active) + { + UpdateAnimator(); + } + } + + public void SetKinematic(bool kinematic) + { + this.kinematic = kinematic; + } + + public void SetPredefinedPath(Vector2[] predefinedPath) + { + this.predefinedPath = predefinedPath; + followingPredefinedPath = true; + predefinedPathIndex = 0; + } + + void SetInTunnel(bool inTunnel) + { + this.inTunnel = inTunnel; + UpdateSpeed(); + } + + void SetVisibility(bool visible) + { + renderer.enabled = visible; + } + + public PacManGhostState GetGhostState() + { + return ghostState; + } + + public override Vector2 GetPosition() + { + return (Vector2)transform.localPosition; + } + + public override void SetPosition(Vector2 position) + { + GridMoverTools.SetPosition(position, transform); + } + + public override Vector2 GetDirection() + { + return direction; + } + + public void SetDirection(Vector2 direction) + { + this.direction = direction; + UpdateAnimator(); + RequestSerialization(); + } + + public override void OnPreSerialization() + { + syncedPosition = GetPosition(); + } + + public override void OnDeserialization() + { + SetPosition(syncedPosition); + UpdateAnimator(); + } + + void OnTriggerEnter(Collider other) + { + if (Networking.IsOwner(gameObject) && other.gameObject.GetComponent()) + { + if (isScared) + { + // Debug.Log($"{gameObject} was cought!"); + ghostManager.GhostCaughtQueue(this); + } + else if (ghostState == PacManGhostState.Normal) + { + // Debug.Log($"{gameObject} cought PacMan!"); + ghostManager.CapturedPacMan(); + } + } + else if (other.gameObject.GetComponent()) + { + horizontalOnly = true; + } + else if (other.gameObject.GetComponent()) + { + SetInTunnel(true); + } + } + + void OnTriggerExit(Collider other) + { + if (other.gameObject.GetComponent()) + { + horizontalOnly = false; + } + else if (other.gameObject.GetComponent()) + { + SetInTunnel(false); + } + } + + PacManGhostState State + { + set + { + SetState(value); + } + get => ghostState; + } + } +} \ No newline at 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a/Assets/Scripts/GhostManager.asset.meta b/Assets/Scripts/GhostManager.asset.meta new file mode 100644 index 0000000..69af4c9 --- /dev/null +++ b/Assets/Scripts/GhostManager.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 95cee4a2102947f4dbf9c4748d4f611e +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GhostManager.cs b/Assets/Scripts/GhostManager.cs new file mode 100644 index 0000000..3d5494d --- /dev/null +++ b/Assets/Scripts/GhostManager.cs @@ -0,0 +1,453 @@ +namespace Marro.PacManUdon +{ + using System; + using UdonSharp; + using UnityEngine; + using VRC.SDKBase; + using VRC.Udon; + using VRC.SDK3.Data; + + public class GhostManager : UdonSharpBehaviour + { + [NonSerialized] public GameController gameController; + private Ghost[] ghosts; + private Ghost blinky; + + // Level constants + private float speedDefault; + private float speedScared; + private float speedReturn; + private float speedTunnel; + private float speedHome; + private float speedElroy1; + private float speedElroy2; + private int elroy1PelletCount; + private int elroy2PelletCount; + + // Power Pellet logic + private bool powerPelletActive; + private float powerPelletDuration; + private float powerPelletCountdown; + private int powerPelletMultiplier; + + private DataList ghostScaredQueue; + + // Blink logic + private float blinkCycleRate = 0.233333333f; + private bool blinkingActivated; + private float blinkCountdown; + private bool blinkCurrentlyWhite; + + // Scattering logic + private float scatterCounter; + private float[] scatterPattern; + private int scatterPatternIndex; + + // Elroy logic + private int elroyLevel; + private int pelletsRemaining; + + // Ghost house logic + private bool sharedPelletCounterActive; + private int sharedPelletCounter; + private int[] sharedPelletCounterReleaseValues = { 0, 7, 17, 32 }; + private float pelletTimeout; + private float pelletTimeoutLimit; + + private bool frozen; + + // This should be called once when the game is initialized + public void Initialize(GameObject[] ghostTargets, PacMan pacMan, GameController gameController) + { + this.gameController = gameController; + ghosts = transform.GetComponentsInChildren(true); + blinky = ghosts[0]; + for (int ghostIndex = 0; ghostIndex < ghosts.Length; ghostIndex++) + { + Vector2 homePosition = ghostTargets[0].transform.localPosition; + Vector2 idlePosition1 = ghostTargets[1 + ghostIndex * 3].transform.localPosition; + Vector2 idlePosition2 = ghostTargets[2 + ghostIndex * 3].transform.localPosition; + Vector2 cornerPosition = ghostTargets[3 + ghostIndex * 3].transform.localPosition; + + ghosts[ghostIndex].Initialize(pacMan, blinky, homePosition, idlePosition1, idlePosition2, cornerPosition); + } + } + + // This should be called every time the level is reset + public void Reset() + { + ghostScaredQueue = new DataList(); + powerPelletActive = false; + scatterCounter = 0; + scatterPatternIndex = 0; + SetScattering(false, reverseDirection: false); + sharedPelletCounter = 0; + pelletTimeout = 0; + + foreach (Ghost ghost in ghosts) + { + ghost.Reset(); + } + + SetScattering(true, reverseDirection: false); + } + + public void NewLevel() + { + SetSharedPelletCounterActive(false); + foreach (Ghost ghost in ghosts) + { + ghost.ResetHousePelletCounter(); + } + } + + public void LifeLost() + { + SetSharedPelletCounterActive(true); + } + + public void FixedUpdate() + { + // gameStateManager.statusDisplay.SetDebugText(1, this.blinkCountdown.ToString()); + if (frozen) + { + return; + } + + UpdatePelletTimeout(); + + if (powerPelletActive) + { + UpdatePowerPellet(); + } + else + { + UpdateScattering(); + } + } + + void UpdateScattering() + { + scatterCounter += Time.deltaTime; + if (scatterPatternIndex < scatterPattern.Length && scatterCounter >= scatterPattern[scatterPatternIndex]) + { + // Debug.Log($"{gameObject} SetScattering: {scatterPatternIndex%1 == 0}, scatterCounter: {scatterCounter}, scatterPattern: {scatterPattern[scatterPatternIndex]}, scatterPatternIndex: {scatterPatternIndex}"); + scatterPatternIndex++; + SetScattering(scatterPatternIndex % 2 == 0); + } + } + + void UpdatePowerPellet() + { + + powerPelletCountdown -= Time.deltaTime; + if (powerPelletCountdown <= 0) + { + gameController.EndPowerPellet(); // End power pellet + SetPowerPellet(false); + } + else if (!blinkingActivated && powerPelletCountdown <= 2.1166667) + { + SetGhostBlinking(true); + } + + if (blinkingActivated) + { + blinkCountdown -= Time.deltaTime; + if (blinkCountdown <= 0) + { + blinkCountdown += blinkCycleRate; + SetGhostBlinkingState(!blinkCurrentlyWhite); + } + } + } + + void UpdatePelletTimeout() + { + pelletTimeout += Time.deltaTime; + if (pelletTimeout >= pelletTimeoutLimit) + { + pelletTimeout -= pelletTimeoutLimit; + + for (int ghostIndex = 0; ghostIndex < ghosts.Length; ghostIndex++) + { + Ghost ghost = ghosts[ghostIndex]; + if (ghost.GetGhostState() == PacManGhostState.Home) + { + ghost.Release(); + break; + } + } + } + } + + public void GhostCaughtQueue(Ghost ghost) + { + if (gameController.GameState == PacManGameState.AttractMode) + { + gameController.GhostCaught(0); + return; + } + Debug.Log($"{gameObject} GhostCaughtQueue with ghost {ghost}"); + ghostScaredQueue.Add(ghost); + GhostCaughtExecute(ghost); + } + + public void GhostCaughtContinue() + { + Debug.Log($"{gameObject} GhostCaughtContinue with ghost queue length {ghostScaredQueue.Count}"); + if (!ghostScaredQueue.TryGetValue(0, out DataToken currentGhost)) + { + Debug.LogError("Called GhostCaughtContinue without a ghost in the queue!"); + return; + } + + ((Ghost)currentGhost.Reference).ReturnHome(); + ghostScaredQueue.RemoveAt(0); + + if (ghostScaredQueue.TryGetValue(0, out DataToken nextGhost)) + { + GhostCaughtExecute((Ghost)nextGhost.Reference); + } + } + + void GhostCaughtExecute(Ghost ghost) + { + int scoreBonus = 200 * (int)Math.Pow(2, powerPelletMultiplier); + powerPelletMultiplier += 1; + ghost.Caught(scoreBonus); + gameController.GhostCaught(scoreBonus); + } + + public void CapturedPacMan() + { + gameController.PacManCaught(); + } + + void SetGhostBlinking(bool blinking) + { + blinkingActivated = blinking; + if (blinking == true) + { + blinkCountdown = blinkCycleRate; + SetGhostBlinkingState(true); + } + } + + void SetGhostBlinkingState(bool white) + { + blinkCurrentlyWhite = white; + foreach (Ghost ghost in ghosts) + { + ghost.SetWhite(white); + } + } + + public void SetPowerPellet(bool powerPelletActive) + { + this.powerPelletActive = powerPelletActive; + + if (powerPelletActive) + { + powerPelletCountdown = powerPelletDuration; + powerPelletMultiplier = 0; + SetGhostBlinking(false); + foreach (Ghost ghost in ghosts) + { + ghost.BecomeScared(); + } + } + if (!powerPelletActive || powerPelletDuration == 0) + { + foreach (Ghost ghost in ghosts) + { + ghost.CalmDown(); + SetGhostBlinking(false); + } + } + } + + public void SetFrozen(bool frozen, bool ignoreIfCaught = false) + { + this.frozen = frozen; + foreach (Ghost ghost in ghosts) + { + ghost.SetFrozen(frozen, ignoreIfCaught: ignoreIfCaught); + } + } + + public void SetLevel(int level) + { + speedDefault = PacManConstants.GetGhostDefaultSpeedForLevel(level); + speedScared = PacManConstants.GetGhostScaredSpeedForLevel(level); + speedReturn = 15f; + speedTunnel = PacManConstants.GetGhostTunnelSpeedForLevel(level); + speedHome = PacManConstants.GetGhostHomeSpeed(); + speedElroy1 = PacManConstants.GetBlinkyElroy1SpeedForLevel(level); + speedElroy2 = PacManConstants.GetBlinkyElroy2SpeedForLevel(level); + elroy1PelletCount = PacManConstants.GetElroy1PelletsRemainingForLevel(level); + elroy2PelletCount = PacManConstants.GetElroy2PelletsRemainingForLevel(level); + powerPelletDuration = PacManConstants.GetScaredDurationForLevel(level); + scatterPattern = PacManConstants.GetScatterPatternForLevel(level); + pelletTimeoutLimit = PacManConstants.GetGhostHousePelletTimeoutLimitForLevel(level); + + int[] privatePelletCounterReleaseValues = PacManConstants.GetGhostHousePrivatePelletCounterLimitForLevel(level); + for (int i = 0; i < Math.Min(sharedPelletCounterReleaseValues.Length, ghosts.Length); i++) + { + ghosts[i].SetHousePelletCounterLimit(privatePelletCounterReleaseValues[i]); + } + } + + public void SetOwner(VRCPlayerApi player) + { + Networking.SetOwner(player, gameObject); + foreach (Ghost ghost in ghosts) + { + Networking.SetOwner(player, ghost.gameObject); + } + } + + public float GetTargetSpeed(Ghost ghost, PacManGhostState ghostState, bool isScared, bool inTunnel) + { + if (ghostState == PacManGhostState.Returning || ghostState == PacManGhostState.Entering) + { + return speedReturn; + } + if (inTunnel) + { + return speedTunnel; + } + if (ghostState == PacManGhostState.Exiting || ghostState == PacManGhostState.Home) + { + return speedHome; + } + if (isScared) + { + return speedScared; + } + if (ghost == blinky) + { + if (elroyLevel == 1) + { + return speedElroy1; + } + if (elroyLevel == 2) + { + return speedElroy2; + } + } + return speedDefault; + } + + void SetScattering(bool scattering, bool reverseDirection = true) + { + Debug.Log($"{gameObject} SetScattering: {scattering}"); + foreach (Ghost ghost in ghosts) + { + if (ghost == blinky && pelletsRemaining <= elroy1PelletCount) + { + continue; + } + ghost.SetScattering(scattering, reverseDirection); + } + } + + public void SetPelletsRemaining(int pelletsRemaining) + { + this.pelletsRemaining = pelletsRemaining; + UpdateElroyLevel(); + } + + void SetSharedPelletCounterActive(bool active) + { + // Debug.Log($"{gameObject} SetSharedPelletCounterActive {active}"); + sharedPelletCounterActive = active; + foreach (Ghost ghost in ghosts) + { + ghost.SetHousePelletCounterActive(!active); + } + } + + public void PelletConsumed() + { + SetPelletsRemaining(pelletsRemaining - 1); + + pelletTimeout = 0; + + if (sharedPelletCounterActive) + { + IncrementSharedPelletCounter(); + } + else + { + IncrementPrivatePelletCounter(); + } + } + + void IncrementSharedPelletCounter() + { + sharedPelletCounter++; + for (int ghostIndex = 0; ghostIndex < sharedPelletCounterReleaseValues.Length; ghostIndex++) + { + Ghost ghost = ghosts[ghostIndex]; + if (ghost.GetGhostState() == PacManGhostState.Home && sharedPelletCounter == sharedPelletCounterReleaseValues[ghostIndex]) + { + ghost.Release(); + + if (ghostIndex == sharedPelletCounterReleaseValues.Length - 1) + { + SetSharedPelletCounterActive(false); + } + } + } + } + + void IncrementPrivatePelletCounter() + { + for (int ghostIndex = 0; ghostIndex < ghosts.Length; ghostIndex++) + { + Ghost ghost = ghosts[ghostIndex]; + if (ghost.GetGhostState() == PacManGhostState.Home) + { + ghost.IncrementHousePelletCounter(); + break; + } + } + } + + void UpdateElroyLevel() + { + // Debug.Log($"{gameObject} Updating Elroy Level with pelletsRemaining {pelletsRemaining} with elroy2PelletCount {elroy2PelletCount} and elroy1PelletCount {elroy1PelletCount}"); + int oldElroyLevel = elroyLevel; + if (pelletsRemaining < elroy2PelletCount) elroyLevel = 2; + else if (pelletsRemaining < elroy1PelletCount) elroyLevel = 1; + else elroyLevel = 0; + if (elroyLevel != oldElroyLevel) + { + blinky.SetElroy(elroyLevel); + } + } + + public void SetActive(bool active) + { + gameObject.SetActive(active); + foreach (Ghost ghost in ghosts) + { + ghost.SetActive(active); + } + } + + public void SetKinematic(bool kinematic) + { + foreach (Ghost ghost in ghosts) + { + ghost.SetKinematic(kinematic); + } + } + + public Ghost[] Ghosts + { + get => ghosts; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/GhostManager.cs.meta b/Assets/Scripts/GhostManager.cs.meta new file mode 100644 index 0000000..ae3acfa --- /dev/null +++ b/Assets/Scripts/GhostManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9a43703748ed2304d9ffaa6efa35ef3e +MonoImporter: + externalObjects: {} + 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+ + + public static Vector2 PositionToGrid(Vector2 position) + { + return new Vector2((float)Math.Round(position.x), (float)Math.Round(position.y)); + } + + public static bool CrossesTileCenter(Vector2 currentPosition, Vector2 nextPosition, bool horizontal, bool vertical) + { + bool result = false; + + if (horizontal) + { + result = result || Math.Floor(currentPosition.x) != Math.Floor(nextPosition.x); + } + if (vertical) + { + result = result || Math.Floor(currentPosition.y) != Math.Floor(nextPosition.y); + } + + // Debug.Log($"CrossesTileCenter at currentPosition {currentPosition} with nextPosition {nextPosition}, horizontal {horizontal} and vertical {vertical} gives {result}"); + return result; + } + + public static bool CrossesTileBorder(Vector2 currentPosition, Vector2 nextPosition, bool horizontal, bool vertical) + { + bool result = false; + + if (horizontal) + { + result = result || nextPosition.x != currentPosition.x + && ((Math.Floor(currentPosition.x) != 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{transform.parent.TransformDirection(direction.normalized)}"); + // Debug.Log("collision check for " + position + " in direction " + direction + " returned " + result); + return result; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/GridMoverTools.cs.meta b/Assets/Scripts/GridMoverTools.cs.meta new file mode 100644 index 0000000..b3a059a --- /dev/null +++ b/Assets/Scripts/GridMoverTools.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f317309f5509067439e01d1111249555 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelDisplay.asset b/Assets/Scripts/LevelDisplay.asset new file mode 100644 index 0000000..61baab5 --- /dev/null +++ b/Assets/Scripts/LevelDisplay.asset @@ -0,0 +1,106 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + 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@@ +fileFormatVersion: 2 +guid: 2296fa54286e54749919ef10ed0b756a +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PacMan.cs b/Assets/Scripts/PacMan.cs new file mode 100644 index 0000000..fee108e --- /dev/null +++ b/Assets/Scripts/PacMan.cs @@ -0,0 +1,385 @@ +namespace Marro.PacManUdon +{ + using System; + using UdonSharp; + using UnityEngine; + using VRC.SDKBase; + using VRC.Udon; + using VRC.SDK3.Components; + + public class PacMan : GridMover + { + private GameController gameController; + private PlayerInput input; + private float defaultSpeed; + private float powerPelletSpeed; + private float speed; + private Vector3 startPosition; + private Quaternion startRotation; + private Vector3 startScale; + private Animator animator; + new Renderer renderer; + private VRCObjectPool pelletPool; + private bool hideUntilUnfrozen; + private bool dead; + private bool kinematic; + + private bool followingPredefinedPath; + private Vector2[] predefinedPath; + private int predefinedPathIndex; + + [UdonSynced] private Vector2 syncedPosition; + [UdonSynced] private Vector2 targetDirection; + [UdonSynced] private Vector2 direction; + [UdonSynced] private float freezeSeconds; + [UdonSynced] private bool frozen; + + + public void Initialize(PlayerInput input, VRCObjectPool pelletPool, GameController gameController) + { + this.gameController = gameController; + this.input = input; + this.pelletPool = pelletPool; + animator = GetComponent(); + renderer = GetComponent(); + frozen = false; + hideUntilUnfrozen = false; + startPosition = transform.localPosition; + startRotation = transform.localRotation; + startScale = transform.localScale; + } + + public void Reset() + { + // Debug.Log($"{gameObject} Reset!"); + transform.localPosition = startPosition; + transform.localRotation = startRotation; + transform.localScale = startScale; + direction = Vector2.left; + targetDirection = Vector2.left; + speed = defaultSpeed; + kinematic = false; + followingPredefinedPath = false; + + SetDead(false); + animator.SetTrigger("Reset"); + } + + void FixedUpdate() + { + // gameStateManager.statusDisplay.SetDebugText(1, this.targetDirection.ToString()); + + if (frozen) + { + return; + } + + if (hideUntilUnfrozen) + { + hideUntilUnfrozen = false; + SetVisibility(true); + } + + float speed = this.speed; + if (freezeSeconds > 0) + { + float freezePart = freezeSeconds / Time.deltaTime; + if (freezePart >= 1) + { + freezeSeconds -= Time.deltaTime; + animator.speed = 0; + return; + } + speed *= 1 - freezePart; + animator.speed = 1 - freezePart; + freezeSeconds = 0; + } + else + { + animator.speed = 1; + } + + Vector2 position = GetPosition(); + Vector2 nextPosition = GridMoverTools.GetNextPosition(position, direction, speed); // The position pacman will move to, assuming it doens't get changed + + if (!kinematic) + { + if (followingPredefinedPath) + { + nextPosition = ProcessPredefinedPath(position, nextPosition); + } + else + { + nextPosition = ProcessNextPosition(position, nextPosition); + } + } + + SetPosition(nextPosition); + } + + private Vector2 ProcessNextPosition(Vector2 position, Vector2 nextPosition) + { + if (GridMoverTools.CrossesTileCenter(position, nextPosition, direction.x != 0, false) // If pacman is moving horizontally, check if he may cross the center of a tile in that axis + && (targetDirection.x == 0 || GridMoverTools.CheckCollisionInDirection(transform, nextPosition, new Vector2(direction.x, 0)))) + { // If the target direction is in the other axis or if we're about to run into a wall + nextPosition.x = GridMoverTools.PositionToGrid(nextPosition).x; // Snap pacman to the center of his current tile in this axis + SetDirection(new Vector2(0, direction.y)); + // Debug.Log($"{gameObject} crossed X tile center from {currentPosition}, nextPosition is now {nextPosition} and direction is now {direction}"); + } + + if (GridMoverTools.CrossesTileCenter(position, nextPosition, false, direction.y != 0) // See comments above but now vertical + && (targetDirection.y == 0 || GridMoverTools.CheckCollisionInDirection(transform, nextPosition, new Vector2(0, direction.y)))) + { + nextPosition.y = GridMoverTools.PositionToGrid(nextPosition).y; + SetDirection(new Vector2(direction.x, 0)); + // Debug.Log($"{gameObject} crossed Y tile center from {currentPosition} with targetDirection {targetDirection}, nextPosition is now {nextPosition} and direction is now {direction}"); + } + + if (Networking.IsOwner(gameObject)) + { + Vector2 inputDirection = input.GetDirection(); + if (!inputDirection.Equals(Vector2.zero) && !inputDirection.Equals(targetDirection) // Ignore neutral input or input in our current direction + && (inputDirection.x == 0 || (Math.Round(nextPosition.y, 5) - 0.5) % 1 != 0) && (inputDirection.y == 0 || (Math.Round(nextPosition.x, 5) - 0.5) % 1 != 0) // Target grid position near the edge of a tile may not be correct, ignore inputs near the border + && !GridMoverTools.CheckCollisionInDirection(transform, nextPosition, inputDirection)) + { // Check if the requested direction does not have a wall + if (inputDirection.x != 0) + { // Move in the requested direction, as well as perpundicular to it to get to the center of the tunnel + SetDirection(inputDirection + new Vector2(0, GridMoverTools.PositionToGrid(nextPosition).y - nextPosition.y).normalized); + } + else + { + SetDirection(inputDirection + new Vector2(GridMoverTools.PositionToGrid(nextPosition).x - nextPosition.x, 0).normalized); + } + SetTargetDirection(inputDirection); // This is the direction most logic should assume pacman is moving, the actual direction may be different due to cornering + } + } + + return nextPosition; + } + + private Vector2 ProcessPredefinedPath(Vector2 position, Vector2 nextPosition) + { + if (GridMoverTools.CrossesTileCenter(position, nextPosition, direction.x != 0, direction.y != 0)) + { + // Find the next valid direction which isn't Vector2.zero + int nextValidDirectionIndex = predefinedPathIndex; + while (predefinedPath[nextValidDirectionIndex] == Vector2.zero) + { + nextValidDirectionIndex += 1; + } + if (!GridMoverTools.CheckCollisionInDirection(transform, nextPosition, predefinedPath[nextValidDirectionIndex])) + { + // If we're at a Vector2.zero, we skip applying the direction and only increment. + if (nextValidDirectionIndex == predefinedPathIndex) + { + SetDirection(predefinedPath[nextValidDirectionIndex]); + SetTargetDirection(predefinedPath[nextValidDirectionIndex]); + nextPosition = GridMoverTools.PositionToGrid(nextPosition) + direction.normalized * 0.01f; + + // Check if we've reached the end of the path, which includes making sure the path doesn't end on Vector2.zero + do + { + nextValidDirectionIndex += 1; + if (nextValidDirectionIndex >= predefinedPath.Length) + { + followingPredefinedPath = false; + break; + } + } while (predefinedPath[nextValidDirectionIndex] == Vector2.zero); + } + + // gameStateManager.statusDisplay.SetDebugText(1, predefinedPathIndex.ToString()); + + predefinedPathIndex++; + } + } + return nextPosition; + } + + private void UpdateAnimator() + { + // Debug.Log($"{gameObject} UpdateAnimator with direction {direction}, dead {dead}, frozen {frozen}"); + if (!gameObject.activeInHierarchy) + return; + + animator.SetBool("Dead", dead); + if (dead) + { + animator.speed = 1; + return; + } + + if (frozen || direction.Equals(Vector2.zero)) + { + animator.SetFloat("Direction", 0f); + animator.speed = 0; + } + else + { + animator.speed = 1; + if (targetDirection.Equals(Vector2.right)) + { + animator.SetFloat("Direction", 0.25f); + } + else if (targetDirection.Equals(Vector2.left)) + { + animator.SetFloat("Direction", 0.5f); + } + else if (targetDirection.Equals(Vector2.up)) + { + animator.SetFloat("Direction", 0.75f); + } + else if (targetDirection.Equals(Vector2.down)) + { + animator.SetFloat("Direction", 1f); + } + } + } + + // public Vector2 GetTarget(Vector2 gridPosition, Vector2 currentDirection) { + // Vector2 nextDirection = input.GetRotatedDirection(); + // if(!nextDirection.Equals(currentDirection) && !GridMoverTools.CheckCollisionInDirection(transform, gridPosition, nextDirection)) { + // return nextDirection; + // } + // return Vector2.zero; + // } + + public void SetDead(bool dead) + { + this.dead = dead; + UpdateAnimator(); + } + + public void SetFrozen(bool frozen) + { + this.frozen = frozen; + UpdateAnimator(); + } + + public void HideUntilUnfrozen() + { + hideUntilUnfrozen = true; + SetVisibility(false); + } + + public void SetLevel(int level) + { + // Debug.Log($"{gameObject} SetLevel {level}"); + defaultSpeed = PacManConstants.GetPacManDefaultSpeedForLevel(level); + powerPelletSpeed = PacManConstants.GetPacManPowerPelletSpeedForLevel(level); + } + + public void SetPowerPellet(bool powerPellet) + { + if (powerPellet) + { + speed = powerPelletSpeed; + } + else + { + speed = defaultSpeed; + } + } + + public void SetActive(bool active) + { + gameObject.SetActive(active); + renderer.enabled = active; + if (active) + { + UpdateAnimator(); + } + } + + public void SetKinematic(bool kinematic) + { + this.kinematic = kinematic; + } + + public void SetPredefinedPath(Vector2[] predefinedPath) + { + this.predefinedPath = predefinedPath; + followingPredefinedPath = true; + predefinedPathIndex = 0; + } + + void SetVisibility(bool visible) + { + renderer.enabled = visible; + } + + public override Vector2 GetPosition() + { + return (Vector2)transform.localPosition; + } + + public override void SetPosition(Vector2 position) + { + GridMoverTools.SetPosition(position, transform); + } + + public override Vector2 GetDirection() + { + return direction; + } + + public void SetDirection(Vector2 direction) + { + this.direction = direction; + RequestSerialization(); + UpdateAnimator(); + } + + public void SetTargetDirection(Vector2 targetDirection) + { + this.targetDirection = targetDirection; + UpdateAnimator(); + } + + public override void OnPreSerialization() + { + syncedPosition = GetPosition(); + } + + public override void OnDeserialization() + { + SetPosition(syncedPosition); + UpdateAnimator(); + } + + void OnTriggerEnter(Collider other) + { + Pellet pellet = other.gameObject.GetComponent(); + if (pellet) + { + if (Networking.IsOwner(gameObject)) + { + pelletPool.Return(pellet.gameObject); + } + else + { + pellet.pelletRenderer.enabled = false; + pellet.gameObject.SetActive(false); + } + + if (pellet.isPowerPellet) + { + if (Networking.IsOwner(gameObject)) gameController.GotPowerPellet(); + freezeSeconds = 0.05f; + } + else + { + if (Networking.IsOwner(gameObject)) gameController.GotPellet(); + freezeSeconds = 0.0166666666666667f; + } + + if (Networking.IsOwner(gameObject)) RequestSerialization(); + return; + } + else if (Networking.IsOwner(gameObject) && other.gameObject.GetComponent()) + { + gameController.GotFruit(); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/PacMan.cs.meta b/Assets/Scripts/PacMan.cs.meta new file mode 100644 index 0000000..5589f29 --- /dev/null +++ b/Assets/Scripts/PacMan.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d03e7ac9be6b92243a35cc0df75a2e8e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PacManConstants.cs b/Assets/Scripts/PacManConstants.cs new file mode 100644 index 0000000..bce57d4 --- /dev/null +++ b/Assets/Scripts/PacManConstants.cs @@ -0,0 +1,301 @@ +namespace Marro.PacManUdon +{ + using UnityEngine; + + public enum PacManFruitType + { + None = -1, + Cherries = 0, + Strawberry = 1, + Peach = 2, + Apple = 3, + Grapes = 4, + Galaxian = 5, + Bell = 6, + Key = 7 + } + + public enum PacManGameState + { + AttractMode, + AttractModeDemo, + WaitForStart, + InGame, + } + + public enum PacManGhostFrozenState + { + Frozen, + FrozenIfNotCaught, + NotFrozen + } + + public enum PacManTimeSequence + { + AttractScreenIntroduction, + AttractScreenDemo, + WaitForStart, + WaitForStartTimeout, + StartNewGame, + BoardClear, + StartNewLevel, + GhostCaught, + PacManCaught, + RestartLevel, + GameOver + } + + public static class PacManConstants + { + public static GameObject[] ComponentsToGameObjects(Component[] components, bool skipFirstComponent = false) + { + if (skipFirstComponent) + { + GameObject[] gameObjects = new GameObject[components.Length-1]; + for (int i = 0; i < components.Length-1; i++) + { + gameObjects[i] = components[i+1].gameObject; + } + return gameObjects; + } + else + { + GameObject[] gameObjects = new GameObject[components.Length]; + for (int i = 0; i < components.Length; i++) + { + gameObjects[i] = components[i].gameObject; + } + return gameObjects; + } + + } + + public static float GetPowerPelletBlinkToggleInterval() + { + return 0.1666666666f; + } + + public static PacManFruitType GetFruitTypeForLevel(int level) + { + PacManFruitType[] FruitTypePerLevel = new PacManFruitType[] + { + PacManFruitType.Cherries, + PacManFruitType.Strawberry, + PacManFruitType.Peach, + PacManFruitType.Peach, + PacManFruitType.Apple, + PacManFruitType.Apple, + PacManFruitType.Grapes, + PacManFruitType.Grapes, + PacManFruitType.Galaxian, + PacManFruitType.Galaxian, + PacManFruitType.Bell, + PacManFruitType.Bell, + PacManFruitType.Key + }; + if (level-1 < 0) + { + return PacManFruitType.None; + } + if (level-1 >= FruitTypePerLevel.Length) + { + return FruitTypePerLevel[FruitTypePerLevel.Length-1]; + } + return FruitTypePerLevel[level-1]; + } + + public static float GetGhostHomeSpeed() + { + return 3.5f; + } + + public static float GetPacManDefaultSpeedForLevel(int level) + { + if(level <= 1) return 7.576f; + if(level <= 4) return 8.523f; + if(level <= 20) return 9.470f; + return 8.523f; + } + + public static float GetPacManPowerPelletSpeedForLevel(int level) + { + if(level <= 1) return 8.523f; + if(level <= 4) return 8.996f; + return 9.470f; + } + + public static float GetGhostDefaultSpeedForLevel(int level) + { + if(level <= 1) return 7.102f; + if(level <= 4) return 8.049f; + return 8.996f; + } + + public static float GetGhostTunnelSpeedForLevel(int level) + { + if(level <= 1) return 3.788f; + if(level <= 4) return 4.261f; + return 4.735f; + } + + public static float GetBlinkyElroy1SpeedForLevel(int level) + { + if(level <= 1) return 7.576f; + if(level <= 4) return 8.523f; + return 9.470f; + } + + public static float GetBlinkyElroy2SpeedForLevel(int level) + { + if(level <= 1) return 8.049f; + if(level <= 4) return 8.996f; + return 9.943f; + } + + public static float GetGhostScaredSpeedForLevel(int level) + { + if(level <= 1) return 4.735f; + if(level <= 4) return 5.208f; + return 5.682f; + } + + public static int GetElroy1PelletsRemainingForLevel(int level) + { + if(level <= 1) return 20; + if(level <= 2) return 30; + if(level <= 5) return 40; + if(level <= 8) return 50; + if(level <= 11) return 60; + if(level <= 14) return 80; + if(level <= 18) return 100; + return 120; + } + + public static int GetElroy2PelletsRemainingForLevel(int level) + { + if(level <= 1) return 10; + if(level <= 2) return 15; + if(level <= 5) return 20; + if(level <= 8) return 25; + if(level <= 11) return 30; + if(level <= 14) return 40; + if(level <= 18) return 50; + return 60; + } + + public static float GetGhostHousePelletTimeoutLimitForLevel(int level) + { + if(level <= 4) return 4; + return 3; + } + + public static int[] GetGhostHousePrivatePelletCounterLimitForLevel(int level) + { + if(level <= 1) return new int[] { 0, 0, 30, 60}; + if(level <= 2) return new int[] { 0, 0, 0, 50}; + return new int[] { 0, 0, 0, 0}; + } + + public static float[] GetScatterPatternForLevel(int level) + { + if(level <= 1) return new float[] { 7, 27, 34, 54, 59, 79, 84 }; + if(level <= 4) return new float[] { 7, 27, 34, 54, 59, 1092, 1092.0166667f}; + return new float[] { 5, 25, 30, 50, 55, 1092, 1092.0166667f}; + } + + public static float GetScaredDurationForLevel(int level) + { + float[] scaredDurationPerLevel = + { + 6, + 5, + 4, + 3, + 2, + 5, + 2, + 2, + 1, + 5, + 2, + 1, + 1, + 3, + 1, + 1, + 0, + 1, + 0 + }; + if (level-1 < 0) + { + return scaredDurationPerLevel[0]; + } + if (level-1 >= scaredDurationPerLevel.Length) + { + return scaredDurationPerLevel[scaredDurationPerLevel.Length-1]; + } + return scaredDurationPerLevel[level-1]; + } + + public static float GetScaredNumberOfFlashesForLevel(int level) + { + int[] scaredNumberOfFlashesPerLevel = new int[] + { + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 3, + 5, + 5, + 3, + 3, + 5, + 3, + 3, + 0, + 3, + 0 + }; + if (level-1 < 0) + { + return scaredNumberOfFlashesPerLevel[0]; + } + if (level-1 >= scaredNumberOfFlashesPerLevel.Length) + { + return scaredNumberOfFlashesPerLevel[scaredNumberOfFlashesPerLevel.Length-1]; + } + return scaredNumberOfFlashesPerLevel[level-1]; + } + + public static int FruitTypeToValue(PacManFruitType fruitType) { // I can't get casting from enum to int to work so this is a workaround + switch (fruitType) + { + default: + case PacManFruitType.None: + return -1; + case PacManFruitType.Cherries: + return 0; + case PacManFruitType.Strawberry: + return 1; + case PacManFruitType.Peach: + return 2; + case PacManFruitType.Apple: + return 3; + case PacManFruitType.Grapes: + return 4; + case PacManFruitType.Galaxian: + return 5; + case PacManFruitType.Bell: + return 6; + case PacManFruitType.Key: + return 7; + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/PacManConstants.cs.meta b/Assets/Scripts/PacManConstants.cs.meta new file mode 100644 index 0000000..8963201 --- /dev/null +++ b/Assets/Scripts/PacManConstants.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1932e6f3ee3036d428e2bfd996c144f5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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+ [SerializeField] Pellet[] pellets; + VRCObjectPool pelletPool; + Renderer[] pelletRenderers; + Animator[] powerPellets; + + + bool powerPelletBlinkEnabled; + float powerPelletBlinkToggleInterval; + float powerPelletBlinkProgress; + bool powerPelletBlinkCurrentlyVisible; + + public void Initialize(VRCObjectPool pelletPool) + { + gameObject.SetActive(true); + this.pelletPool = pelletPool; + pelletRenderers = new Renderer[pelletPool.Pool.Length]; + for (int i = 0; i < pelletRenderers.Length; i++) + { + pelletRenderers[i] = pelletPool.Pool[i].GetComponent(); + } + + powerPellets = GetComponentsInChildren(true); + Debug.Log($"{gameObject} Initialized, powerPellets: {powerPellets}"); + powerPelletBlinkToggleInterval = PacManConstants.GetPowerPelletBlinkToggleInterval(); + SetPowerPelletsBlink(false); + } + + public void Initialize() + { + pelletRenderers = new Renderer[pellets.Length]; + for (int i = 0; i < pelletRenderers.Length; i++) + { + pelletRenderers[i] = pellets[i].GetComponent(); + } + + powerPellets = GetComponentsInChildren(true); + powerPelletBlinkToggleInterval = PacManConstants.GetPowerPelletBlinkToggleInterval(); + SetPowerPelletsBlink(false); + } + + void Update() + { + if (!powerPelletBlinkEnabled) + { + return; + } + + powerPelletBlinkProgress += Time.deltaTime; + if (powerPelletBlinkProgress >= powerPelletBlinkToggleInterval) + { + // Debug.Log($"{gameObject} PowerPelletBlink toggle"); + powerPelletBlinkProgress -= powerPelletBlinkToggleInterval; + powerPelletBlinkCurrentlyVisible = !powerPelletBlinkCurrentlyVisible; + SetPowerPelletsVisible(powerPelletBlinkCurrentlyVisible); + } + } + + void SetPowerPelletsVisible(bool visible) + { + Debug.Log($"{gameObject} SetPowerPelletVisible {visible}, powerPellets.Length: {powerPellets.Length}"); + foreach (Animator powerPellet in powerPellets) + { + powerPellet.SetBool("Visible", visible); + } + } + + public void SetPowerPelletsBlink(bool enabled) + { + // Debug.Log($"{gameObject} SetPowerPelletBlink {enabled}"); + powerPelletBlinkEnabled = enabled; + + powerPelletBlinkCurrentlyVisible = true; + powerPelletBlinkProgress = 0; + SetPowerPelletsVisible(true); + } + + public void FreezePowerPelletsBlink(bool frozen) + { + powerPelletBlinkEnabled = !frozen; + } + + public void RestoreAllPellets() + { + foreach (GameObject pellet in pelletPool.Pool) + { + if (pelletPool.TryToSpawn() == false) + { + break; + } + } + + foreach (Renderer pelletRenderer in pelletRenderers) + { + pelletRenderer.enabled = true; + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/PelletManager.cs.meta b/Assets/Scripts/PelletManager.cs.meta new file mode 100644 index 0000000..f1cee3c --- /dev/null +++ b/Assets/Scripts/PelletManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 71c8438dc95de4c44896841f1fece6b9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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+ inputHorizontal = Vector2.zero; + inputVertical = Vector2.zero; + horizontalPriority = false; + player = Networking.LocalPlayer; + } + + public void Activate() + { + Debug.Log($"{gameObject} got activated, {player} was immobilized"); + active = true; + player.SetWalkSpeed(0); + player.SetRunSpeed(0); + player.SetStrafeSpeed(0); + + gameController.JoystickGrabbed(); + } + + public void Deactivate() + { + Debug.Log($"{gameObject} got deactivated, {player} was released"); + player.SetWalkSpeed(2); + player.SetRunSpeed(4); + player.SetStrafeSpeed(2); + active = false; + + gameController.JoystickReleased(); + } + + public override void InputJump(bool pressed, UdonInputEventArgs args) + { + if (!active) + { + return; + } + + if (pressed) + { + Deactivate(); + } + } + + public override void InputMoveHorizontal(float value, UdonInputEventArgs args) + { + if (!active) + { + return; + } + horizontalValue = Math.Abs(value); + if (value < -0.5) + { + inputHorizontal = Vector2.left; + if (horizontalValue >= verticalValue) + { + // horizontalPriority = true; + SetPriority(true); + } + } + else if (value > 0.5) + { + inputHorizontal = Vector2.right; + if (horizontalValue >= verticalValue) + { + // horizontalPriority = true; + SetPriority(true); + } + } + else + { + inputHorizontal = Vector2.zero; + // horizontalPriority = false; + SetPriority(false); + } + + // Debug.Log("Horizontal Input Event: " + value + " | Direction: " + direction + " | lastDirection: " + lastDirection + " | Left: " + left + " | Right: " + right); + } + + public override void InputMoveVertical(float value, UdonInputEventArgs args) + { + if (!active) + { + return; + } + verticalValue = Math.Abs(value); + if (value < -0.5) + { + inputVertical = Vector2.down; + if (verticalValue >= horizontalValue) + { + // horizontalPriority = false; + SetPriority(false); + } + } + else if (value > 0.5) + { + inputVertical = Vector2.up; + if (verticalValue >= horizontalValue) + { + // horizontalPriority = false; + SetPriority(false); + } + } + else + { + inputVertical = Vector2.zero; + // horizontalPriority = true; + SetPriority(true); + } + // Debug.Log("Vertical Input Event: " + value + " | Direction: " + direction + " | lastDirection : " + lastDirection); + } + + private void SetPriority(bool horizontalPriority) + { + if (this.horizontalPriority != horizontalPriority) + { + player.PlayHapticEventInHand(VRC_Pickup.PickupHand.Left, 0.1f, 0.15f, 75); + this.horizontalPriority = horizontalPriority; + } + } + + // public Vector2[] GetDirections() { + // return new Vector2[]{inputHorizontal, inputVertical}; + // } + + public Vector2 GetDirection() + { + if (horizontalPriority) + { + return inputHorizontal; + } + else + { + return inputVertical; + } + } + + public void OverrideDirection(Vector2 direction) // For recording the demo only, should not be used when shipped as it is very much a hack + { + inputHorizontal = new Vector2(direction.x, direction.y); + horizontalPriority = true; + } + + // public Vector2 GetRotatedDirection() { + // return RotateDirection(GetDirection(), rotation); + // } + + // public Vector2 RotateDirection(Vector2 direction, int rotation) { + // rotation = rotation%4; + // // Debug.Log(direction + " " + rotation); + // switch(rotation) { + // default: + // return direction; + // case 1: + // return new Vector2(direction.y, -direction.x); + // case 2: + // return new Vector2(-direction.x, -direction.y); + // case 3: + // return new Vector2(-direction.y, direction.x); + // } + // } + + // public override void InputLookHorizontal(float value, UdonInputEventArgs args) + // { + // float rotation = player.GetRotation().eulerAngles.y; + // if(rotation > 45 && rotation <= 135) { + // // Debug.Log("Right"); + // this.rotation = 1; + // } else if(rotation > 135 && rotation <= 225) { + // // Debug.Log("Backward"); + // this.rotation = 2; + // } else if(rotation > 225 && rotation <= 315) { + // // Debug.Log("Left"); + // this.rotation = 3; + // } else if(rotation > 315 || rotation <= 45) { + // // Debug.Log("Forward"); + // this.rotation = 0; + // } + // } + } +} \ No newline at end of file diff --git a/Assets/Scripts/PlayerInput.cs.meta b/Assets/Scripts/PlayerInput.cs.meta new file mode 100644 index 0000000..9d6054c --- /dev/null +++ b/Assets/Scripts/PlayerInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2b80332b07bfc8843880210a6ea33710 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PowerPellet.asset b/Assets/Scripts/PowerPellet.asset new file mode 100644 index 0000000..6fe412c --- /dev/null +++ b/Assets/Scripts/PowerPellet.asset @@ -0,0 +1,52 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: 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// But alas, with 'typeof', 'is' and overriding base fields all broken/not available I don't see a good way of differentiating between a type or its derivatives... + // The only reason I even want to use this class is so I can do GetComponentsInChildren instead of gathering all Pellets and then sorting through them. + // But since power pellets are the only pellets with animators, I'll probably just use GetComponentsInChildren instead without further checking, since the animator is what I need to manipulate anyway. + } +} \ No newline at end of file diff --git a/Assets/Scripts/PowerPellet.cs.meta b/Assets/Scripts/PowerPellet.cs.meta new file mode 100644 index 0000000..3f9fc28 --- /dev/null +++ b/Assets/Scripts/PowerPellet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 55d0efe8af4dba540a508287baca6656 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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b/Assets/Scripts/ScoreBonusDisplay.cs @@ -0,0 +1,52 @@ +namespace Marro.PacManUdon +{ + using UdonSharp; + using UnityEngine; + using VRC.SDKBase; + using VRC.Udon; + + public class ScoreBonusDisplay : UdonSharpBehaviour + { + private Animator animator; + private float countdownSeconds; + private bool countingDown; + public void Initialize() + { + animator = GetComponent(); + countdownSeconds = 0; + countingDown = false; + gameObject.SetActive(false); + } + + void Update() + { + if (countingDown) + { + countdownSeconds -= Time.deltaTime; + if (countdownSeconds <= 0) + { + Hide(); + } + } + } + + public void DisplayTemporarily(int score, int seconds) + { + Display(score); + countdownSeconds = seconds; + countingDown = true; + } + + public void Display(int score) + { + gameObject.SetActive(true); + animator.SetFloat("Score", score); + } + + public void Hide() + { + countingDown = false; + gameObject.SetActive(false); + } + } +} diff --git a/Assets/Scripts/ScoreBonusDisplay.cs.meta 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[SerializeField] private TMP_Text score1UPText; + [SerializeField] private TMP_Text labelHighScoreText; + [SerializeField] private TMP_Text scoreHighScoreText; + [SerializeField] private TMP_Text debugText; + [SerializeField] private TMP_Text debugText2; + [SerializeField] private TMP_Text gameOverText; + [SerializeField] private TMP_Text player1Text; + [SerializeField] private TMP_Text readyText; + [SerializeField] private Transform levelDisplayDigitsContainer; + [SerializeField] private Transform extraLifeIndicatorsContainer; + + private Animator[] levelDisplayDigitAnimators; + private Renderer[] levelDisplayDigitRenderers; + private GameObject[] extraLifeIndicators; + + + private bool label1UPVisible; + private bool label1UPTextBlinking; + private float labelBlinkToggleInterval = 0.26666667f; + private float labelBlinkTimer; + + public void Initialize() + { + // Level Display + levelDisplayDigitAnimators = levelDisplayDigitsContainer.GetComponentsInChildren(); + levelDisplayDigitRenderers = levelDisplayDigitsContainer.GetComponentsInChildren(); + + // Extra Lifes Display + Transform[] extraLifeIndicatorTransforms = extraLifeIndicatorsContainer.GetComponentsInChildren(); + extraLifeIndicators = new GameObject[extraLifeIndicatorTransforms.Length - 1]; + for (int i = 1; i < extraLifeIndicatorTransforms.Length; i++) // We skip the first found components as it is the container and not an actual indicator + { + extraLifeIndicators[i - 1] = extraLifeIndicatorTransforms[i].gameObject; + } + Debug.Log($"{gameObject} extraLifeIndicators.Length: {extraLifeIndicators.Length}"); + } + + + public void Reset() + { + SetLabel1UPTextBlinking(false); + } + + void Update() + { + if (label1UPTextBlinking) + { + labelBlinkTimer += Time.deltaTime; + if (labelBlinkTimer > labelBlinkToggleInterval) + { + labelBlinkTimer -= labelBlinkToggleInterval; + SetLabel1UPTextVisible(!label1UPVisible); + } + } + } + + public void Set1UPScore(int score) + { + if (score == 0) + { + score1UPText.text = "00"; + } + else + { + score1UPText.text = score.ToString(); + } + } + + public void SetHighScore(int score) + { + if (score == 0) + { + scoreHighScoreText.text = ""; + } + else + { + scoreHighScoreText.text = score.ToString(); + } + } + + public void SetDebugText(int debugTextLine, string text) + { + if (debugTextLine == 1) + { + debugText.text = text; + } + else if (debugTextLine == 2) + { + debugText2.text = text; + } + } + + public void SetScoreDisplayVisible(bool visible) + { + scoreDisplayGroup.gameObject.SetActive(visible); + } + + public void SetExtraLivesDisplayVisible(bool visible) + { + extraLifeIndicatorsContainer.gameObject.SetActive(visible); + } + + public void SetLevelDisplayVisible(bool visible) + { + foreach (Renderer renderer in levelDisplayDigitRenderers) + { + renderer.enabled = visible; + } + } + + public void SetGameOverTextVisible(bool visible) + { + gameOverText.gameObject.SetActive(visible); + } + + public void SetReadyTextVisible(bool visible) + { + readyText.gameObject.SetActive(visible); + } + + public void SetPlayer1TextVisible(bool visible) + { + player1Text.gameObject.SetActive(visible); + } + + void SetLabel1UPTextVisible(bool visible) + { + label1UPVisible = visible; + label1UPText.gameObject.SetActive(visible); + } + + public void SetLabel1UPTextBlinking(bool blinking) + { + SetLabel1UPTextVisible(false); + labelBlinkTimer = 0; + label1UPTextBlinking = blinking; + if (blinking == false) + { + SetLabel1UPTextVisible(true); + } + } + + public bool SetExtraLives(int extraLives) + { + // Debug.Log($"{gameObject} SetExtraLives: {extraLives}"); + for (int extraLifeIndicatorIndex = 0; extraLifeIndicatorIndex < extraLifeIndicators.Length; extraLifeIndicatorIndex++) + { + extraLifeIndicators[extraLifeIndicatorIndex].SetActive(extraLifeIndicatorIndex < extraLives); + } + return true; + } + + public void SetLevel(int level) + { + for (int i = 0; i < levelDisplayDigitAnimators.Length; i++) + { + 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transform.localPosition)); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Teleporter.cs.meta b/Assets/Scripts/Teleporter.cs.meta new file mode 100644 index 0000000..63d0277 --- /dev/null +++ b/Assets/Scripts/Teleporter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aae1c5d18ae01b3488b54c72e6f1edf6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/TimedSequence.cs b/Assets/Scripts/TimedSequence.cs new file mode 100644 index 0000000..94c6283 --- /dev/null +++ b/Assets/Scripts/TimedSequence.cs @@ -0,0 +1,65 @@ +// // Silly me for wanting to make the code neat, forgot this was Udon :) + +// using System.Collections; +// using System.Collections.Generic; +// using UdonSharp; +// using UnityEngine; + +// public abstract class TimeSequence : UdonSharpBehaviour +// { +// [UdonSynced] float secondsPassed; +// int sequenceProgress; +// float[] sequenceTimeSeconds; + +// protected TimeSequence(float[] sequenceTimeSeconds) +// { +// sequenceProgress = 0; +// secondsPassed = 0; +// this.sequenceTimeSeconds = sequenceTimeSeconds; +// ProgressSequenceToTime(secondsPassed); +// } + +// public void ProgressInTime(float deltaSeconds) +// { +// ProgressSequenceToTime(secondsPassed + deltaSeconds); +// } + +// public void ProgressSequenceToTime(float seconds) +// { +// secondsPassed = seconds; +// while (secondsPassed >= sequenceTimeSeconds[sequenceProgress]) +// { +// sequenceProgress += 1; +// SequenceStep(sequenceProgress); +// } +// } + +// protected abstract void SequenceStep(int sequneceProgress); + +// public static float[] DeltaToAbsolute(float[] delta) +// { +// if (delta.Length < 1) +// { +// return new float[0]; +// } + +// float[] absolute = new float[delta.Length]; +// absolute[0] = delta[0]; +// for (int i = 1; i < delta.Length; i++) +// { +// absolute[i] = delta[i] + absolute[i-1]; +// 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[AddComponentMenu("Udon Sharp/Utilities/Player Mod Setter")] + [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] + public class PlayerModSetter : UdonSharpBehaviour + { + public float jumpHeight = 3f; + public float runSpeed = 4f; + public float walkSpeed = 2f; + public float strafeSpeed = 2f; + public float gravity = 1f; + + [Tooltip("Enables legacy locomotion which allows stutter stepping and wall climbing")] + public bool useLegacyLocomotion = false; + + void Start() + { + var playerApi = Networking.LocalPlayer; + + // Prevent error in editor from null player API + if (playerApi != null) + { + playerApi.SetJumpImpulse(jumpHeight); + playerApi.SetRunSpeed(runSpeed); + playerApi.SetWalkSpeed(walkSpeed); + playerApi.SetStrafeSpeed(strafeSpeed); + playerApi.SetGravityStrength(gravity); + + if (useLegacyLocomotion) + playerApi.UseLegacyLocomotion(); + } + + Destroy(this); + } + } +} diff --git a/Assets/UdonSharp/UtilityScripts/PlayerModSetter.cs.meta 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OnDeserialization() + { + toggleObject.SetActive(isObjectEnabled); + } + + public override void Interact() + { + if (!Networking.IsMaster) + return; + else if (!Networking.IsOwner(gameObject)) // The object may have transfer ownership on collision checked which would allow people to take ownership by accident + Networking.SetOwner(Networking.LocalPlayer, gameObject); + + isObjectEnabled = !isObjectEnabled; + toggleObject.SetActive(isObjectEnabled); + + RequestSerialization(); + } + } +} diff --git a/Assets/UdonSharp/UtilityScripts/Synced/MasterToggleObject.cs.meta b/Assets/UdonSharp/UtilityScripts/Synced/MasterToggleObject.cs.meta new file mode 100644 index 0000000..3934b83 --- /dev/null +++ b/Assets/UdonSharp/UtilityScripts/Synced/MasterToggleObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fe5e5216dff1add40961bf62f441e92d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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if we're in editor + if (isInEditor) + return; + + VRCPlayerApi.TrackingData trackingData = playerApi.GetTrackingData(trackingTarget); + transform.SetPositionAndRotation(trackingData.position, trackingData.rotation); + } + } +} diff --git a/Assets/UdonSharp/UtilityScripts/TrackingDataFollower.cs.meta b/Assets/UdonSharp/UtilityScripts/TrackingDataFollower.cs.meta new file mode 100644 index 0000000..2dece04 --- /dev/null +++ b/Assets/UdonSharp/UtilityScripts/TrackingDataFollower.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cfa6b6afca5fc44419a259edec93cea2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.asset b/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.asset new file mode 100644 index 0000000..ee4621f --- /dev/null +++ b/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.asset 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b/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fa52d8b703fd906459112715b1ef1f3a +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.cs b/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.cs new file mode 100644 index 0000000..44e5bda --- /dev/null +++ b/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.cs @@ -0,0 +1,76 @@ + +using UnityEngine; +using VRC.SDK3.Components; +using VRC.SDKBase; +using VRC.Udon; + +namespace UdonSharp.Examples.Utilities +{ + /// + /// Sets the default voice and avatar audio settings for players when they enter the world + /// See https://docs.vrchat.com/docs/player-audio for more detailed documentation + /// + [AddComponentMenu("Udon Sharp/Utilities/World Audio Settings")] + [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] + public class WorldAudioSettings : UdonSharpBehaviour + { + [Header("Player voice")] + [Tooltip("Adjusts the player volume")] + [Range(0f, 24f)] + public float voiceGain = 15f; + + [Tooltip("The end of the range for hearing a user's voice")] + public float voiceFar = 25f; + + [Tooltip("The near radius in meters where player audio starts to fall off, it is recommended to keep this at 0")] + public float voiceNear = 0f; + + [Tooltip("The volumetric radius for the player voice, this should be left at 0 unless you know what you're doing")] + public float voiceVolumetricRadius = 0f; + + [Tooltip("Disables the low-pass filter when players are far away")] + public bool voiceDisableLowpass = false; + + [Header("Avatar audio")] + [Tooltip("The maximum gain allowed on avatar audio sources")] + [Range(0f, 10f)] + public float avatarMaxAudioGain = 10f; + + [Tooltip("The maximum end of avatar audio range, a value of 0 will effectively mute avatar audio")] + public float avatarMaxFarRadius = 40f; + + // I don't think the docs are accurate for this one, they say it's for the maximum radius where you can start to hear an audio source + [Tooltip("The maximum for the radius where avatar audio starts to fall off")] + public float avatarMaxNearRadius = 40f; + + [Tooltip("The max volumetric radius for avatar audio sources")] + public float avatarMaxVolumetricRadius = 40f; + + [Tooltip("Forces avatars to have spatialized audio")] + public bool avatarForceSpacialization = false; + + [Tooltip("Disables custom curves on avatar audio sources")] + public bool avatarDisableCustomCurve = false; + + public override void OnPlayerJoined(VRCPlayerApi player) + { + if (!player.isLocal) + { + // Player voice + player.SetVoiceGain(voiceGain); + player.SetVoiceDistanceFar(voiceFar); + player.SetVoiceDistanceNear(voiceNear); + player.SetVoiceVolumetricRadius(voiceVolumetricRadius); + player.SetVoiceLowpass(!voiceDisableLowpass); + + // Avatar audio + player.SetAvatarAudioGain(avatarMaxAudioGain); + player.SetAvatarAudioFarRadius(avatarMaxFarRadius); + player.SetAvatarAudioNearRadius(avatarMaxNearRadius); + player.SetAvatarAudioVolumetricRadius(avatarMaxVolumetricRadius); + player.SetAvatarAudioForceSpatial(avatarForceSpacialization); + player.SetAvatarAudioCustomCurve(!avatarDisableCustomCurve); + } + } + } +} diff --git a/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.cs.meta b/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.cs.meta new file mode 100644 index 0000000..8230e2b --- /dev/null +++ b/Assets/UdonSharp/UtilityScripts/WorldAudioSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fdc09c11006c3474f91cfe7e809c9b96 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VRCPrefabs.meta b/Assets/VRCPrefabs.meta new file mode 100644 index 0000000..40c389e --- /dev/null +++ b/Assets/VRCPrefabs.meta @@ -0,0 +1,8 @@ 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a/Assets/VRCPrefabs/Stingray/UdonPlatformHook/!ReadMe.txt b/Assets/VRCPrefabs/Stingray/UdonPlatformHook/!ReadMe.txt new file mode 100644 index 0000000..1c15833 --- /dev/null +++ b/Assets/VRCPrefabs/Stingray/UdonPlatformHook/!ReadMe.txt @@ -0,0 +1,32 @@ + +https://github.com/Superbstingray/UdonPlayerPlatformHook + +v1.5 - 20/3/24 - Made in Unity 2019.4.31f1 / SDK3-2022.02.16.19.13 / UdonSharp_v0.20.3 + +(Prefab Functionality) + +* Drag and Drop solution for making Players correctly follow moving colliders in the scene when standing on them. The prefab makes Players functionally behave as if they were parented to any collider they stand on. +* Behavior can be enabled or disabled based on layers. + + +(Usage) + +* Drag into the root of your scene and set your moving Objects/Platforms to layer 11(Environment) or a custom layer and assign layers in the scripts layer mask. +* You only need to add one instance of the prefab to your scene, ideally not parented to any other Game Object. + + +(Functionality / Features) + +* Makes the Player move seamlessly with colliders. +* Will correctly move and rotate the Player with colliders they stand on. +* Behavior is enabled/disabled based on GameObject layers. +* Correct physics/momentum when jumping off of moving colliders. +* Ability to stop moving the player when they are accessing their menu(s) +* Player will seamlessly teleport with colliders that get teleported / moved quickly. + + +(Additional) + +Objects with Rigidbodies that have Interpolate or Extrapolate set that move on FixedUpdate can have issues with fast linear vertical movement causing the player to detach from the platform, this includes any object that uses VRC Object Sync as it silently overrides Rigidody Interpolation settings. + +If your world utilizes VRCPlayerAPI.Immobilize the ReduceIKDrift setting may interfere with it. \ No newline at end of file diff --git a/Assets/VRCPrefabs/Stingray/UdonPlatformHook/!ReadMe.txt.meta b/Assets/VRCPrefabs/Stingray/UdonPlatformHook/!ReadMe.txt.meta new file mode 100644 index 0000000..6b15359 --- /dev/null +++ b/Assets/VRCPrefabs/Stingray/UdonPlatformHook/!ReadMe.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: db662579ba3593148b303296058d2e10 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VRCPrefabs/Stingray/UdonPlatformHook/Scripts.meta b/Assets/VRCPrefabs/Stingray/UdonPlatformHook/Scripts.meta new file mode 100644 index 0000000..e529e62 --- /dev/null +++ b/Assets/VRCPrefabs/Stingray/UdonPlatformHook/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a80f329631af0714bbfe6836f43beeb7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VRCPrefabs/Stingray/UdonPlatformHook/Scripts/UdonPlatformHook.asset b/Assets/VRCPrefabs/Stingray/UdonPlatformHook/Scripts/UdonPlatformHook.asset new file mode 100644 index 0000000..c2d0fbd --- /dev/null +++ b/Assets/VRCPrefabs/Stingray/UdonPlatformHook/Scripts/UdonPlatformHook.asset @@ -0,0 +1,1438 @@ +%YAML 1.1 +%TAG !u! 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You may want to increase this value if your world has a higher than average jump impulse.")] + public float hookDistance = 0.75F; + + [Tooltip("Will make the Player keep their Velocity + the Platforms Velocity when they detach from it.")] + public bool inheritVelocity = true; + + [Tooltip("Will Immobilize(true) players when standing still on moving platforms to prevent Avatars from having IK drift / IK walk.")] + public bool reduceIKDrift = true; + + [Tooltip("Try Detect if the Player has their Main Menu open and stop moving them. Will help with menu interactions.")] + public bool mainMenuPause = true; + + [Tooltip("Try Detect if the Player has their Quick Menu open and stop moving them. Will help with menu interactions.")] + public bool quickMenuPause = false; + + BoxCollider platformOverride; + Collider[] colliderArray; + Collider sceneCollider; + Quaternion headRotation; + RaycastHit hitInfo; + Transform PlayerOffset, playerTracker, hook; + Vector3 playerVelocity, hookLastPos, hookOffsetPos, lastFramePos; + VRCPlayerApi localPlayer; + + bool menuOpen; + float InputMoveH, InputMoveV; + int unhookThreshold, localColliders, intUI; + + [FieldChangeCallback(nameof(isHookedCallback))] + bool isHooked; + bool isHookedCallback + { set + { isHooked = value; + if (isHooked) // isHooked=true functions + { + hook.localPosition = Vector3.zero; hook.eulerAngles = Vector3.zero; + platformOverride.enabled = true; + PlayerOffset.SetPositionAndRotation(hook.position, hook.rotation); + + // When hooking count the number of PlayerLocal colliders the player has + // as this will help us know when the Player enters a station. + localColliders = Mathf.Clamp(Physics.OverlapSphere((localPlayer.GetPosition()), 1024f, 1024).Length, 1, 100); + } + else // isHooked=false functions + { + if(inheritVelocity) { localPlayer.SetVelocity(playerVelocity); } // Sets the players velocity to their actual worldspace velocity when they Unhook. + + OverridesOff(); + hook.localPosition = Vector3.zero; hook.eulerAngles = Vector3.zero; + PlayerOffset.SetPositionAndRotation(hook.position, hook.rotation); + } + } + } + + void Start() + { + InitializeVariables(); + IgnoreSceneCollision(); + } + + void FixedUpdate() + { + FixedUpdateFunctions(); + } + + void LateUpdate() + { + LateUpdateFunctions(); + } + + void FixedUpdateFunctions() + { + if (!VRC.SDKBase.Utilities.IsValid(localPlayer)) { return; } + + if (isHooked && inheritVelocity) // Average the last X frames of the players global velocity. + { + playerVelocity = Vector3.ClampMagnitude((playerVelocity * 3f + (localPlayer.GetPosition() - lastFramePos) / Time.deltaTime) / 4f, 100f); + lastFramePos = localPlayer.GetPosition(); + } + + if (!menuOpen) + { + // Override_Spherecast. Set position of override collider. + Physics.SphereCast(localPlayer.GetPosition() + new Vector3(0F, .3f, 0f), 0.25f, Vector3.down, out hitInfo, 10f, hookLayerMask.value); + platformOverride.center = hitInfo.point; + + // FixedUpdate_Spherecast. Check for valid platforms. + // Add to the unhookThreshold if it misses a valid platform and unhook if unhookThreshold is greater than X. + if (!Physics.SphereCast(localPlayer.GetPosition() + new Vector3(0f, .3f, 0f), 0.25f, Vector3.down, out hitInfo, hookDistance + .3f, hookLayerMask.value)) + { + unhookThreshold++; + if (unhookThreshold > 10 && isHooked) + { + hook.parent = transform; + SetProgramVariable(nameof(isHooked), false); + SendCustomEventDelayedSeconds(nameof(OverridesOff), 0.5f); + } + } + } + } + + void LateUpdateFunctions() + { + if (!VRC.SDKBase.Utilities.IsValid(localPlayer)) { return; } +#if !UNITY_EDITOR + if (isHooked) // Count the number of InterntalUI colliders as a means to know if the menu is open or not. + { + intUI = Physics.OverlapSphereNonAlloc(localPlayer.GetPosition(), 10f, colliderArray, 524288); + menuOpen = (mainMenuPause && (intUI >= 7 && intUI <= 14)) || (quickMenuPause && (intUI >= 15 && intUI <= 19)); + } + if (isHooked && !menuOpen) // Move the parented hook to the Players position + { + hookLastPos = hook.position; + hook.position = localPlayer.GetPosition(); + hookOffsetPos = hook.position - hookLastPos; + } + if (isHooked && menuOpen) { localPlayer.SetVelocity(Vector3.zero); } // Override Player Velocity to make it easier to use their menu. + + // Teleport the player to the new offset position only if the players PlayerLocal collider count + // didn't decrease otherwise assume the player entered a station. + if (isHooked && !menuOpen) + { + playerTracker.SetPositionAndRotation(localPlayer.GetTrackingData(VRCPlayerApi.TrackingDataType.Origin).position, localPlayer.GetTrackingData(VRCPlayerApi.TrackingDataType.Origin).rotation); + PlayerOffset.SetPositionAndRotation(hook.position, hook.rotation); + + if (Physics.OverlapSphere(localPlayer.GetPosition(), 1024f, 1024).Length >= localColliders) + { + localPlayer.TeleportTo(playerTracker.position - hookOffsetPos, playerTracker.rotation, VRC_SceneDescriptor.SpawnOrientation.AlignRoomWithSpawnPoint, true); + } + } +#else + // "EditorOnly" duplicate funtion from above specifically for CyanEmu/ClientSim as Origin tracking does not behave the same in editor as in client. + if (isHooked) + { + playerTracker.SetPositionAndRotation(localPlayer.GetPosition(), localPlayer.GetRotation()); + PlayerOffset.SetPositionAndRotation(hook.position, hook.rotation); + + if (Physics.OverlapSphere(localPlayer.GetPosition(), 1024f, 1024).Length >= localColliders) + { + localPlayer.TeleportTo(playerTracker.position - hookOffsetPos, playerTracker.rotation, VRC_SceneDescriptor.SpawnOrientation.AlignPlayerWithSpawnPoint, true); + hookOffsetPos = Vector3.zero; + } + } +#endif + // Players in Desktop or 3 Point tracking will have their Inverse Kinematics drag behind and "IK Walk" while being moved when they aren't intentionally locomoting. + // This function is to prevent that from occuring by Immobilizing the player when they are hooked to a platform and aren't moving relative to the platform. + // This is scuffed and I should optimize it. + if(reduceIKDrift && isHooked) + { + headRotation = localPlayer.GetTrackingData(VRCPlayerApi.TrackingDataType.Head).rotation; + localPlayer.Immobilize(!(InputMoveH * 0.1f + InputMoveV != 0f) + && Mathf.Abs(playerVelocity.x) + Mathf.Abs(playerVelocity.z) > .1f + && Mathf.Abs(localPlayer.GetVelocity().x) + Mathf.Abs(localPlayer.GetVelocity().z) < .01f + && Quaternion.Angle(new Quaternion(0f, headRotation.y, 0f, headRotation.w).normalized, localPlayer.GetRotation()) < 90f); + } + // LateUpdate_Spherecast. Check for valid platforms. + if (Physics.SphereCast(localPlayer.GetPosition() + new Vector3(0f, .3f, 0f), 0.25f, Vector3.down, out hitInfo, hookDistance + .3f, hookLayerMask.value)) + { + unhookThreshold = 0; + if (unhookThreshold < 10 && (localPlayer.IsPlayerGrounded())) // Hook to the valid platform if the Player is grounded. + { + hook.parent = hitInfo.transform; + SetProgramVariable(nameof(isHooked), true); + } + } + } + + // INPUT EVENTS: MoveVertical, MoveHorizontal, InputJump. + public override void InputMoveVertical(float Value, UdonInputEventArgs InputMoveVerticalArgs) + { + InputMoveV = InputMoveVerticalArgs.floatValue; + } + public override void InputMoveHorizontal(float Value, UdonInputEventArgs InputMoveHorizontalArgs) + { + InputMoveH = InputMoveHorizontalArgs.floatValue; + } + public override void InputJump(bool outputJumpBool, UdonInputEventArgs inputJumpArgs) + { + if (reduceIKDrift) { localPlayer.Immobilize(false); } + } + + // Reset prefab state and call unhook on Respawn. + public override void OnPlayerRespawn(VRCPlayerApi onPlayerRespawnPlayer) + { + hook.parent = transform; + unhookThreshold = System.Int32.MaxValue; + localPlayer.SetVelocity(Vector3.zero); + SetProgramVariable(nameof(isHooked), false); + OverridesOff(); + } + + // The prefab uses an additional overriding collider to prevent the VRC player controller from being affected by moving world + // colliders which can affect locomotion and animations, and this is to prevent the override collider from interacting with other colliders in the scene. + public void IgnoreSceneCollision() + { + SendCustomEventDelayedSeconds(nameof(IgnoreSceneCollision), 60f); + colliderArray = Physics.OverlapSphere(Vector3.zero, System.Single.MaxValue); + for (int i = 0; i < colliderArray.Length; i++) + { + sceneCollider = colliderArray[i]; + if (VRC.SDKBase.Utilities.IsValid(sceneCollider)) + { + Physics.IgnoreCollision(sceneCollider, platformOverride); + } + } + } + + void InitializeVariables() // Set Prefab Variables + { + localPlayer = Networking.LocalPlayer; + if (!VRC.SDKBase.Utilities.IsValid(localPlayer)) { return; } + lastFramePos = localPlayer.GetPosition(); + playerTracker = transform.GetChild(0).GetChild(0); + PlayerOffset = transform.GetChild(0); + hook = transform.GetChild(1); + platformOverride = transform.GetComponent(); + platformOverride.size = new Vector3(0.5f, 0.05f, 0.5f); + transform.position = Vector3.zero; + + if (hookLayerMask.value == -1) // Override if using "Everything" as a layermask to Everything -PlayerLocal,-MirrorReflection to prevent interference with the prefabs functionality. + { + hookLayerMask.value = -263369; + } + } + + // Disable Override Collider and set Immobilize state false. + void OverridesOff() + { + if (!localPlayer.IsPlayerGrounded()) { platformOverride.enabled = false; } + + if (reduceIKDrift) { localPlayer.Immobilize(false); } + } + } +} \ No newline at end of file diff --git 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