Files
PacManUdon/Assets/Scripts/Sequences/TimeSequenceShared.cs
2025-12-26 18:14:48 +01:00

429 lines
17 KiB
C#

using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.SDK3.Data;
namespace Marro.PacManUdon
{
public partial class GameManager
{
// A note about the quality of the code here:
// I intended to write this using proper classes, right until I realized Udon does not support instantiating classes.
// While I'm not a big fan of the partial class solution that I ended up doing (static classes would still be neater, or perhaps separate UdonSharpBehaviour instances),
// I'm not redoing this unless I get instantiatable classes before I wrap up this project.
bool currentlyInTimeSequence;
bool waitingForTimeSequenceFinish;
bool jumpingToTimeSequence;
PacManTimeSequence currentTimeSequence;
[UdonSynced] float timeSequenceSecondsPassed;
int timeSequenceProgress;
float[] timeSequenceKeyframeTimes;
private void StartTimeSequence(PacManTimeSequence timeSequence)
{
Debug.Log($"StartTimeSequence: {timeSequence}");
if (currentlyInTimeSequence)
{
TimeSequenceEndCurrent();
}
TimeSequencePrepareForStart(timeSequence);
currentlyInTimeSequence = true;
currentTimeSequence = timeSequence;
timeSequenceProgress = 0;
timeSequenceSecondsPassed = 0;
timeSequenceKeyframeTimes = GetTimeSequenceKeyframeTimes(timeSequence);
TimeSequenceProgressToTime(timeSequenceSecondsPassed);
}
private void TimeSequenceEndCurrent()
{
jumpingToTimeSequence = true;
TimeSequenceProgressToTime(100000f);
jumpingToTimeSequence = false;
}
private void TimeSequenceUpdate(float deltaSeconds)
{
if (!currentlyInTimeSequence)
{
return;
}
TimeSequenceProgressToTime(timeSequenceSecondsPassed + deltaSeconds);
}
private void TimeSequenceSkipToNextStep()
{
// Debug.Log($"{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(currentTimeSequence, timeSequenceProgress);
timeSequenceProgress += 1;
if (timeSequenceProgress >= timeSequenceKeyframeTimes.Length)
{
currentlyInTimeSequence = false;
TimeSequencePrepareForFinish(currentTimeSequence);
break;
}
}
}
private void TimeSequencePrepareForFinish(PacManTimeSequence timeSequence)
{
if (Networking.IsOwner(gameObject))
{
TimeSequenceExecuteFinalize(timeSequence);
if (!jumpingToTimeSequence)
{
TimeSequenceExecuteFinished(timeSequence);
}
}
else
{
waitingForTimeSequenceFinish = true;
}
}
#region Events
public void JumpToTimeSequenceAttractScreenIntroduction()
{
StartTimeSequence(PacManTimeSequence.AttractScreenIntroduction);
}
public void JumpToTimeSequenceAttractScreenDemo()
{
StartTimeSequence(PacManTimeSequence.AttractScreenDemo);
}
public void JumpToTimeSequenceAttractScreenWaitToRestart()
{
StartTimeSequence(PacManTimeSequence.AttractScreenWaitToRestart);
}
public void JumpToTimeSequenceBoardClear()
{
StartTimeSequence(PacManTimeSequence.BoardClear);
}
public void JumpToTimeSequenceGameOver()
{
StartTimeSequence(PacManTimeSequence.GameOver);
}
public void JumpToTimeSequenceGhostCaught()
{
StartTimeSequence(PacManTimeSequence.GhostCaught);
}
public void JumpToTimeSequenceIntermission1()
{
StartTimeSequence(PacManTimeSequence.Intermission1);
}
public void JumpToTimeSequenceIntermission2()
{
StartTimeSequence(PacManTimeSequence.Intermission2);
}
public void JumpToTimeSequenceIntermission3()
{
StartTimeSequence(PacManTimeSequence.Intermission3);
}
public void JumpToTimeSequencePacManCaught()
{
StartTimeSequence(PacManTimeSequence.PacManCaught);
}
public void JumpToTimeSequenceRestartLevel()
{
StartTimeSequence(PacManTimeSequence.RestartLevel);
}
public void JumpToTimeSequenceStartNewGame()
{
StartTimeSequence(PacManTimeSequence.StartNewGame);
}
public void JumpToTimeSequenceStartNewLevel()
{
StartTimeSequence(PacManTimeSequence.StartNewLevel);
}
public void JumpToTimeSequenceWaitForStart()
{
StartTimeSequence(PacManTimeSequence.WaitForStart);
}
public void JumpToTimeSequenceWaitForStartTimeout()
{
StartTimeSequence(PacManTimeSequence.WaitForStartTimeout);
}
#endregion
#region Jump tables
private void TimeSequencePrepareForStart(PacManTimeSequence timeSequence)
{
switch (timeSequence)
{
default:
Debug.LogError($"{gameObject} No time sequence start known for sequence {currentTimeSequence}");
break;
case PacManTimeSequence.AttractScreenIntroduction:
case PacManTimeSequence.AttractScreenDemo:
case PacManTimeSequence.StartNewGame:
case PacManTimeSequence.WaitForStart:
case PacManTimeSequence.StartNewLevel:
case PacManTimeSequence.Intermission1:
case PacManTimeSequence.Intermission2:
case PacManTimeSequence.Intermission3:
case PacManTimeSequence.AttractScreenWaitToRestart:
case PacManTimeSequence.WaitForStartTimeout:
case PacManTimeSequence.GhostCaught:
case PacManTimeSequence.GameOver:
case PacManTimeSequence.PacManCaught:
case PacManTimeSequence.BoardClear:
case PacManTimeSequence.RestartLevel:
// These don't have start logic
break;
}
}
private void TimeSequenceExecuteStep(PacManTimeSequence timeSequence, int sequenceProgress)
{
// Debug.Log($"{gameObject} Triggered time sequence step for sequence {currentTimeSequence} with progress {sequenceProgress}");
switch (timeSequence)
{
default:
Debug.LogError($"{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.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;
case PacManTimeSequence.Intermission1:
TimeSequenceStepIntermission1(sequenceProgress);
break;
case PacManTimeSequence.Intermission2:
TimeSequenceStepIntermission2(sequenceProgress);
break;
case PacManTimeSequence.Intermission3:
TimeSequenceStepIntermission3(sequenceProgress);
break;
case PacManTimeSequence.AttractScreenWaitToRestart:
case PacManTimeSequence.WaitForStartTimeout:
// These don't have steps
break;
}
}
private void TimeSequenceExecuteFinalize(PacManTimeSequence timeSequence)
{
// Debug.Log($"{gameObject} Triggered time sequence step for sequence {currentTimeSequence} with progress {sequenceProgress}");
switch (timeSequence)
{
default:
Debug.LogError($"{gameObject} No time sequence finalize known for sequence {currentTimeSequence}");
break;
case PacManTimeSequence.AttractScreenIntroduction:
TimeSequenceFinalizeAttractScreenIntroduction();
break;
case PacManTimeSequence.WaitForStart:
TimeSequenceFinalizeWaitForStart();
break;
case PacManTimeSequence.StartNewGame:
TimeSequenceFinalizeStartNewGame();
break;
case PacManTimeSequence.StartNewLevel:
TimeSequenceFinalizeStartNewLevel();
break;
case PacManTimeSequence.GhostCaught:
TimeSequenceFinalizeGhostCaught();
break;
case PacManTimeSequence.RestartLevel:
TimeSequenceFinalizeRestartLevel();
break;
case PacManTimeSequence.Intermission2:
TimeSequenceFinalizeIntermission2();
break;
case PacManTimeSequence.Intermission3:
TimeSequenceFinalizeIntermission3();
break;
case PacManTimeSequence.AttractScreenDemo:
case PacManTimeSequence.WaitForStartTimeout:
case PacManTimeSequence.AttractScreenWaitToRestart:
case PacManTimeSequence.GameOver:
case PacManTimeSequence.Intermission1:
case PacManTimeSequence.PacManCaught:
case PacManTimeSequence.BoardClear:
// These don't have a finalize
break;
}
}
private void TimeSequenceExecuteFinished(PacManTimeSequence timeSequence)
{
// Debug.Log($"{gameObject} Triggered time sequence step for sequence {currentTimeSequence} with progress {sequenceProgress}");
switch (timeSequence)
{
default:
Debug.LogError($"{gameObject} No time sequence finish known for sequence {currentTimeSequence}");
break;
case PacManTimeSequence.AttractScreenIntroduction:
TimeSequenceFinishedAttractScreenIntroduction();
break;
case PacManTimeSequence.AttractScreenDemo:
TimeSequenceFinishedAttractScreenDemo();
break;
case PacManTimeSequence.AttractScreenWaitToRestart:
TimeSequenceFinishedAttractScreenWaitToRestart();
break;
case PacManTimeSequence.WaitForStartTimeout:
TimeSequenceFinishedWaitForStartTimeout();
break;
case PacManTimeSequence.BoardClear:
TimeSequenceFinishedBoardClear();
break;
case PacManTimeSequence.PacManCaught:
TimeSequenceFinishedPacManCaught();
break;
case PacManTimeSequence.GameOver:
TimeSequenceFinishedGameOver();
break;
case PacManTimeSequence.Intermission1:
TimeSequenceFinishedIntermission1();
break;
case PacManTimeSequence.Intermission2:
TimeSequenceFinishedIntermission2();
break;
case PacManTimeSequence.Intermission3:
TimeSequenceFinishedIntermission3();
break;
case PacManTimeSequence.RestartLevel:
case PacManTimeSequence.StartNewLevel:
case PacManTimeSequence.GhostCaught:
case PacManTimeSequence.WaitForStart:
case PacManTimeSequence.StartNewGame:
// These don't have a finished
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.AttractScreenWaitToRestart:
return DeltaToAbsolute(new float[] { 0, 2f });
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, 0.35f, 2.40f });
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 });
case PacManTimeSequence.Intermission1:
return DeltaToAbsolute(new float[] { 0, 0.316f, 0.3f, 3.96f, 2.25f, 3.93f });
case PacManTimeSequence.Intermission2:
return DeltaToAbsolute(new float[] { 0, 0.25f, 0.083f, 0.3f, 1.43f, 2.5f, 1.816f, 1.25f, 0.017f, 1f, 1.966f, 0.033f });
case PacManTimeSequence.Intermission3:
return DeltaToAbsolute(new float[] { 0, 0.316f, 0.7f, 3.35f, 0.83f, 3.67f });
}
}
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;
}
#endregion
public int TimeSequenceProgress
{
get => timeSequenceProgress;
}
public float TimeSequenceSecondsPassed
{
get => timeSequenceSecondsPassed;
set => TimeSequenceProgressToTime(value);
}
}
}