HeavenStudioPlus/Assets/Scripts/Games/Minigame.cs

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2021-12-24 03:36:16 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
Game Overlays (#280) * add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
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using HeavenStudio.Common;
using HeavenStudio.InputSystem;
using System;
using System.Linq;
using BurstLinq;
using Jukebox;
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namespace HeavenStudio.Games
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{
public class Minigame : MonoBehaviour
{
// root timing window values
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
public static double ngEarlyTimeBase = 0.1, justEarlyTimeBase = 0.05, aceEarlyTimeBase = 0.01, aceLateTimeBase = 0.01, justLateTimeBase = 0.05, ngLateTimeBase = 0.1;
// recommended added margin for release inputs
public static double releaseMargin = 0.01;
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
public static double rankHiThreshold = 0.8, rankOkThreshold = 0.6;
public static double ngEarlyTime => ngEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double justEarlyTime => justEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double aceEarlyTime => aceEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double aceLateTime => aceLateTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double justLateTime => justLateTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double ngLateTime => ngLateTimeBase * Conductor.instance?.SongPitch ?? 1;
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
[NonSerialized] public string minigameName;
[NonSerialized] public GameManager gameManager;
[NonSerialized] public Conductor conductor;
#region Premade Input Actions
protected const int IAEmptyCat = -1;
protected const int IAPressCat = 0;
protected const int IAReleaseCat = 1;
protected const int IAPressingCat = 2;
protected const int IAFlickCat = 3;
protected const int IAMAXCAT = 4;
protected static bool IA_Empty(out double dt)
{
dt = 0;
return false;
}
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protected static bool IA_PadBasicPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
}
protected static bool IA_TouchBasicPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
}
protected static bool IA_BatonBasicPress(out double dt)
{
return PlayerInput.GetBatonDown(InputController.ActionsBaton.Face, out dt);
}
protected static bool IA_PadBasicRelease(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt);
}
protected static bool IA_TouchBasicRelease(out double dt)
{
return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt) && !PlayerInput.GetFlick(out _);
}
protected static bool IA_BatonBasicRelease(out double dt)
{
return PlayerInput.GetBatonUp(InputController.ActionsBaton.Face, out dt);
}
protected static bool IA_PadBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetPad(InputController.ActionsPad.East);
}
protected static bool IA_TouchBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetTouch(InputController.ActionsTouch.Tap);
}
protected static bool IA_BatonBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetBaton(InputController.ActionsBaton.Face);
}
protected static bool IA_TouchFlick(out double dt)
{
return PlayerInput.GetFlick(out dt);
}
public static PlayerInput.InputAction InputAction_BasicPress =
new("BasicPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadBasicPress, IA_TouchBasicPress, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_BasicRelease =
new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
IA_PadBasicRelease, IA_TouchBasicRelease, IA_BatonBasicRelease);
public static PlayerInput.InputAction InputAction_BasicPressing =
new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
IA_PadBasicPressing, IA_TouchBasicPressing, IA_BatonBasicPressing);
public static PlayerInput.InputAction InputAction_FlickPress =
new("FlickPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
IA_PadBasicPress, IA_TouchFlick, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_FlickRelease =
new("FlickRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease);
#endregion
[NonSerialized] public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputAction">The input action that's expected</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
public PlayerActionEvent ScheduleInput(
double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
// List<RiqEntity> gameSwitches = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= startBeat + timer && c.datamodel.Split("/")[0] == "switchGame");
// if (gameSwitches != null && gameSwitches[^1].datamodel.Split("/")[1] != gameObject.name)
// {
// return null;
// }
GameObject evtObj = new("ActionEvent" + (startBeat + timer));
PlayerActionEvent evt = evtObj.AddComponent<PlayerActionEvent>();
evt.startBeat = startBeat;
evt.timer = timer;
evt.InputAction = inputAction;
evt.OnHit = OnHit;
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.IsHittable = HittableQuery;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
evt.minigame = minigameName;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
public PlayerActionEvent ScheduleInput(
double startBeat,
double timer,
double margin,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
evt.margin = margin;
return evt;
}
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
evt.minigame = minigameName;
return evt;
}
public PlayerActionEvent ScheduleUserInput(double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
evt.minigame = minigameName;
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return evt;
}
//Clean up method used whenever a PlayerActionEvent has finished
public void RemoveScheduledInput(PlayerActionEvent evt)
{
scheduledInputs.Remove(evt);
}
public PlayerActionEvent GetClosestScheduledInput(int[] actionCats)
{
int catIdx = (int)PlayerInput.CurrentControlStyle;
int cat = actionCats[catIdx];
PlayerActionEvent closest = null;
foreach (PlayerActionEvent toCompare in scheduledInputs)
{
// ignore inputs that are for sequencing in autoplay
if (toCompare.autoplayOnly) continue;
if (toCompare.InputAction == null) continue;
if (closest == null)
{
if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
closest = toCompare;
}
else
{
double t1 = closest.startBeat + closest.timer;
double t2 = toCompare.startBeat + toCompare.timer;
if (t2 < t1)
{
if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
closest = toCompare;
}
}
}
return closest;
}
public bool IsExpectingInputNow(int[] wantActionCategory)
{
PlayerActionEvent input = GetClosestScheduledInput(wantActionCategory);
if (input == null) return false;
return input.IsExpectingInputNow(conductor);
}
public bool IsExpectingInputNow(PlayerInput.InputAction wantAction)
{
return IsExpectingInputNow(wantAction.inputLockCategory);
}
// now should fix the fast bpm problem
public static double NgEarlyTime(float pitch = -1, double margin = 0)
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{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
if (pitch < 0)
return 1 - (ngEarlyTime + margin);
return 1 - ((ngEarlyTime + margin) * pitch);
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}
public static double NgLateTime(float pitch = -1, double margin = 0)
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{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
if (pitch < 0)
return 1 + (ngLateTime + margin);
return 1 + ((ngLateTime + margin) * pitch);
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}
public static double JustEarlyTime(float pitch = -1, double margin = 0)
2021-12-25 02:37:03 +00:00
{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
if (pitch < 0)
return 1 - (justEarlyTime + margin);
return 1 - ((justEarlyTime + margin) * pitch);
2021-12-25 02:37:03 +00:00
}
public static double JustLateTime(float pitch = -1, double margin = 0)
2021-12-25 02:37:03 +00:00
{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
if (pitch < 0)
return 1 + (justLateTime + margin);
return 1 + ((justLateTime + margin) * pitch);
}
public static double AceEarlyTime(float pitch = -1, double margin = 0)
{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
if (pitch < 0)
return 1 - (aceEarlyTime + margin);
return 1 - ((aceEarlyTime + margin) * pitch);
}
public static double AceLateTime(float pitch = -1, double margin = 0)
{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
if (pitch < 0)
return 1 + (aceLateTime + margin);
return 1 + ((aceLateTime + margin) * pitch);
}
public virtual void OnGameSwitch(double beat)
2021-12-24 03:36:16 +00:00
{
}
public virtual void OnTimeChange()
{
}
public virtual void OnPlay(double beat)
{
}
public virtual void OnStop(double beat)
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
// mainly for bopping logic
public virtual void OnBeatPulse(double beat)
{
}
Meat Grinder Rework (#598) * meat grinder has been entirely reworked * update MeatGrinder.cs, replace assets background is still temporary but this is all im doing til ev can help * Boss New Anims * New Tack Animations * edited anims * new bg * working out merge conflics (cries) * push for anims stuff why r unity animations so suck * Cart guy cart guy cart guy * cart guy :) * explodes :angel: * curves for meat trajectory * typo * cart guy is awesome. and tack reaction. :cat: :cat: :cat: :cat: :cat: * I love unity animation * everything but the boss call cancel fix * bacon anim (+ remove interp on other meat anims) * lastbeatpulse + gears are the only thing left i was GONNA add both the beat based and constant gear animations but it just doesn't work out the way i want it to. OHHHH WELLLLL im gonna use straight up transforms anyways so i wont have to deal with unity animation (🤢) * truly, and dearly, finished? NOPE! UNITY ANIMATION BUG :D * mwuhahahaha disable ass buns * meatsplash start, fix riqentity find bug * fixes + particle improvements all that's left is the phone bop and arc/particle adjustments, im pretty sure * particle + arc adjustment, fix weird anim play on gameswitch * fixed phonebop oops i was playing the idle animation in update... * make particles beat based just waiting on mine to fix the offset bug * fix trajectory jank --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: Seanski2 <seanbenedit@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-12-31 04:06:31 +00:00
// added because OnBeatPulse had some animation issues going on
// if your bopping overlaps with other animations, use this instead
public virtual void OnLateBeatPulse(double beat)
{
}
public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args)
{
Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);
foreach (SoundSequence.SequenceKeyValue pair in gameInfo.LoadedSoundSequences)
{
if (pair.name == name)
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
// Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
return pair.sequence.Play(startBeat);
}
}
Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
return null;
}
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
public void ScoreMiss(float weight = 1f)
{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
double beat = Conductor.instance?.songPositionInBeatsAsDouble ?? -1;
GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight: weight, doDisplay: false);
}
public void ToggleSplitColoursDisplay(bool on)
{
}
#region Bop
protected enum DefaultBopEnum
{
Off = 0,
On = 1,
}
protected Dictionary<double, int> bopRegion = new();
public bool BeatIsInBopRegion(double beat)
{
if (bopRegion.Count == 0) return true;
int bop = 0;
foreach (var item in bopRegion)
{
if (beat < item.Key) break;
if (beat >= item.Key) bop = item.Value;
}
return (DefaultBopEnum)bop == DefaultBopEnum.On;
}
public int BeatIsInBopRegionInt(double beat)
{
if (bopRegion.Count == 0) return 0;
int bop = 0;
foreach (var item in bopRegion)
{
if (beat < item.Key) break;
if (beat >= item.Key) bop = item.Value;
}
return bop;
}
protected void SetupBopRegion(string gameName, string eventName, string toggleName, bool isBool = true)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
if (allEvents.Count == 0) return;
allEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
foreach (var e in allEvents)
{
if (bopRegion.ContainsKey(e.beat))
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
// Debug.Log("Two bops on the same beat, ignoring this one");
continue;
}
if (isBool)
{
bopRegion.Add(e.beat, e[toggleName] ? 1 : 0);
}
else
{
bopRegion.Add(e.beat, e[toggleName]);
}
}
}
protected void AddBopRegionEvents(string gameName, string eventName, bool allowBop)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
foreach (var e in allEvents)
{
bopRegion.Add(e.beat, allowBop ? 1 : 0);
}
bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
}
protected void AddBopRegionEventsInt(string gameName, string eventName, int allowBop)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
foreach (var e in allEvents)
{
bopRegion.Add(e.beat, allowBop);
}
bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
}
#endregion
#region Color
// truly a moment in history. documentation in heaven studio :)
public class ColorEase
{
/// <summary>
/// Gets the eased color from the variables inside a <c>ColorEase</c>. <br/>
/// Use this in <c>Update()</c>.
/// </summary>
/// <returns>A new color, based on <c>startColor</c> and <c>endColor</c>.</returns>
public Color GetColor() => MakeNewColor(startBeat, length, startColor, endColor, easeFunc);
public static Color MakeNewColor(double beat, float length, Color start, Color end, Util.EasingFunction.Function func)
{
if (length != 0)
{
float normalizedBeat = length == 0 ? 1 : Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(beat, length));
float newR = func(start.r, end.r, normalizedBeat);
float newG = func(start.g, end.g, normalizedBeat);
float newB = func(start.b, end.b, normalizedBeat);
return new Color(newR, newG, newB);
}
else
{
return end;
}
}
public double startBeat = 0;
public float length = 0;
public Color startColor, endColor = Color.white;
public Util.EasingFunction.Ease ease = Util.EasingFunction.Ease.Instant;
public readonly Util.EasingFunction.Function easeFunc;
/// <summary>
/// The constructor to use when constructing a ColorEase from a block.
/// </summary>
/// <param name="startBeat">The start beat of the ease.</param>
/// <param name="length">The length of the ease.</param>
/// <param name="startColor">The beginning color of the ease.</param>
/// <param name="endColor">The end color of the ease.</param>
/// <param name="ease">
/// The ease to use to transition between <paramref name="startColor"/> and <paramref name="endColor"/>.<br/>
/// Should be derived from <c>Util.EasingFunction.Ease</c>,
/// </param>
public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease)
{
this.startBeat = startBeat;
this.length = length;
(this.startColor, this.endColor) = (startColor, endColor);
this.ease = (Util.EasingFunction.Ease)ease;
this.easeFunc = Util.EasingFunction.GetEasingFunction(this.ease);
}
/// <summary>
/// The constructor to use when initializing the ColorEase variable.
/// </summary>
/// <param name="defaultColor">The default color to initialize with.</param>
public ColorEase(Color? defaultColor = null)
{
startColor = endColor = defaultColor ?? Color.white;
easeFunc = Util.EasingFunction.Instant;
}
}
#endregion
private void OnDestroy()
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
Game Overlays (#280) * add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
2023-03-11 04:51:22 +00:00
protected void OnDrawGizmos()
{
Game Overlays (#280) * add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
2023-03-11 04:51:22 +00:00
Gizmos.color = Color.magenta;
Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
}
2021-12-24 03:36:16 +00:00
}
2022-06-24 00:05:27 +00:00
}