mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
404 lines
17 KiB
C#
404 lines
17 KiB
C#
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using Jukebox;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class PcoNailLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("nailCarpenter", "Nail Carpenter", "fab96e", false, false, new List<GameAction>()
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{
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new GameAction("puddingNail", "Pudding Nail")
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{
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function = delegate {NailCarpenter.instance.PlaySound();},
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("cherryNail", "Cherry Nail")
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{
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function = delegate {NailCarpenter.instance.PlaySound();},
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defaultLength = 2f,
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resizable = true
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},
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new GameAction("cakeNail", "Cake Nail")
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{
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function = delegate {NailCarpenter.instance.PlaySound();},
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defaultLength = 2f,
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resizable = true
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},
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new GameAction("cakeLongNail", "Cake Long Nail")
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{
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function = delegate {NailCarpenter.instance.PlaySound();},
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defaultLength = 2f,
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resizable = true
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},
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new GameAction("slideFusuma", "Slide Fusuma")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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NailCarpenter.instance.SlideFusuma(e.beat, e.length, e["fillRatio"], e["ease"], e["mute"]);
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},
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("fillRatio", new EntityTypes.Float(0f, 1f, 0.3f), "Ratio", "Set the ratio of closing the fusuma."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("mute", false, "Mute", "Toggle if the cue should be muted.")
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}
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},
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},
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new List<string>() { "pco", "normal" },
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"pconail", "en",
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new List<string>() { }
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_NailCarpenter;
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public class NailCarpenter : Minigame
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{
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public GameObject baseNail;
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public GameObject baseLongNail;
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public GameObject baseSweet;
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public Animator Carpenter;
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public Animator EyeAnim;
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public Animator EffectExclamRed;
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public Animator EffectExclamBlue;
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public Transform scrollingHolder;
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public Transform nailHolder;
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public Transform boardTrans;
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public Transform fusumaTrans;
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const float nailDistance = -8f;
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const float boardWidth = 19.2f;
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float scrollRate => nailDistance / (Conductor.instance.pitchedSecPerBeat * 2f);
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private bool missed;
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private bool hasSlurped;
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const int IAAltDownCat = IAMAXCAT;
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const int IAAltUpCat = IAMAXCAT + 1;
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& instance.IsExpectingInputNow(InputAction_AltStart);
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}
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protected static bool IA_PadAltRelease(out double dt)
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{
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return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltRelease(out double dt)
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{
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return PlayerInput.GetSqueezeUp(out dt);
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}
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public static PlayerInput.InputAction InputAction_AltStart =
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new("PcoNailAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_AltFinish =
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new("PcoNailAltFinish", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
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IA_PadAltRelease, IA_TouchFlick, IA_BatonAltRelease);
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public static PlayerInput.InputAction InputAction_TouchRelease =
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new("PcoNailTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
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IA_Empty, IA_TouchBasicRelease, IA_Empty);
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public static NailCarpenter instance;
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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}
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double slideBeat = double.MaxValue;
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double slideLength;
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Util.EasingFunction.Ease slideEase;
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float slideRatioLast = 0, slideRatioNext = 0;
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void Update()
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{
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var cond = Conductor.instance;
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var currentBeat = cond.songPositionInBeatsAsDouble;
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if (!cond.isPlaying) return;
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// Debug.Log(newBeat);
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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SoundByte.PlayOneShot("miss");
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Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
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hasSlurped = false;
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// ScoreMiss();
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}
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if (PlayerInput.GetIsAction(InputAction_AltFinish) && !IsExpectingInputNow(InputAction_AltFinish))
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{
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SoundByte.PlayOneShot("miss");
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Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f);
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hasSlurped = false;
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// ScoreMiss();
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}
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// Object scroll.
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var scrollPos = scrollingHolder.localPosition;
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var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime);
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scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z);
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// Board scroll.
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var boardPos = boardTrans.localPosition;
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var newBoardX = boardPos.x + (scrollRate * Time.deltaTime);
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newBoardX %= boardWidth;
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boardTrans.localPosition = new Vector3(newBoardX, boardPos.y, boardPos.z);
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UpdateFusuma(currentBeat);
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}
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public override void OnGameSwitch(double beat)
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{
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double startBeat;
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double endBeat = double.MaxValue;
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var entities = GameManager.instance.Beatmap.Entities;
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startBeat = beat;
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// find out when the next game switch (or remix end) happens
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RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > startBeat);
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endBeat = firstEnd?.beat ?? double.MaxValue;
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// Nail events.
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List<RiqEntity> pudNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/puddingNail");
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List<RiqEntity> chrNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/cherryNail");
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List<RiqEntity> cakeNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/cakeNail");
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List<RiqEntity> cklNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/cakeLongNail");
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var cherryTargetBeats = new List<double>(){};
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// Spawn cake and nail.
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for (int i = 0; i < cakeNailEvents.Count; i++) {
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var nailBeat = cakeNailEvents[i].beat;
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var nailLength = cakeNailEvents[i].length;
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// Only consider nailgie events that aren't past the start point.
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if (startBeat <= nailBeat + nailLength) {
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int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
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for (int b = 0; b < nailInEvent; b++)
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{
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var targetNailBeat = nailBeat + (2f * b);
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if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
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{
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sounds.Add(new MultiSound.Sound("nailCarpenter/alarm", targetNailBeat));
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(targetNailBeat, delegate
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{
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EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.5f);
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})
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});
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SpawnSweet(targetNailBeat, startBeat,
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(b==0 ? Sweet.sweetsType.ShortCake : Sweet.sweetsType.Cherry));
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SpawnNail(targetNailBeat+0.5f, startBeat);
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SpawnSweet(targetNailBeat+1.0f, startBeat, Sweet.sweetsType.Cherry);
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SpawnNail(targetNailBeat+1.25f, startBeat);
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SpawnNail(targetNailBeat+1.75f, startBeat);
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}
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}
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cherryTargetBeats.Add(nailBeat + 2f * nailInEvent);
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}
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}
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// Spawn pudding and nail.
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for (int i = 0; i < pudNailEvents.Count; i++) {
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var nailBeat = pudNailEvents[i].beat;
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var nailLength = pudNailEvents[i].length;
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// Only consider nailgie events that aren't past the start point.
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if (startBeat <= nailBeat + nailLength) {
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int nailInEvent = Mathf.CeilToInt(nailLength);
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for (int b = 0; b < nailInEvent; b++)
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{
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var targetNailBeat = nailBeat + (1f * b);
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if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
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{
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sounds.Add(new MultiSound.Sound("nailCarpenter/one", targetNailBeat));
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SpawnSweet(targetNailBeat, startBeat,
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(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
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Sweet.sweetsType.Pudding));
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SpawnNail(targetNailBeat+0.5f, startBeat);
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}
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}
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}
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}
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// Spawn cherrypudding and nail.
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for (int i = 0; i < chrNailEvents.Count; i++) {
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var nailBeat = chrNailEvents[i].beat;
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var nailLength = chrNailEvents[i].length;
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// Only consider nailgie events that aren't past the start point.
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if (startBeat <= nailBeat + nailLength) {
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int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
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for (int b = 0; b < nailInEvent; b++)
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{
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var targetNailBeat = nailBeat + (2f * b);
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if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
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{
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sounds.Add(new MultiSound.Sound("nailCarpenter/three", targetNailBeat));
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SpawnSweet(targetNailBeat, startBeat,
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(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
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Sweet.sweetsType.CherryPudding));
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SpawnNail(targetNailBeat+0.5f, startBeat);
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SpawnNail(targetNailBeat+1.0f, startBeat);
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SpawnNail(targetNailBeat+1.5f, startBeat);
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}
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}
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}
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}
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// Spawn long nail.
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for (int i = 0; i < cklNailEvents.Count; i++) {
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var nailBeat = cklNailEvents[i].beat;
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var nailLength = cklNailEvents[i].length;
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// Only consider nailgie events that aren't past the start point.
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if (startBeat <= nailBeat + nailLength) {
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int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
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for (int b = 0; b < nailInEvent; b++)
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{
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var targetNailBeat = nailBeat + (2f * b);
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if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
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{
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sounds.Add(new MultiSound.Sound("nailCarpenter/signal1", targetNailBeat));
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sounds.Add(new MultiSound.Sound("nailCarpenter/signal2", targetNailBeat+1f));
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(targetNailBeat, delegate
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{
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EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.5f);
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}),
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new BeatAction.Action(targetNailBeat+1f, delegate
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{
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Carpenter.DoScaledAnimationAsync("carpenterArmUp", 0.5f);
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}),
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});
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SpawnSweet(targetNailBeat, startBeat,
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(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
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Sweet.sweetsType.LayerCake));
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SpawnNail(targetNailBeat+0.5f, startBeat);
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SpawnLongNail(targetNailBeat+1f, startBeat);
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}
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}
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}
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}
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}
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public override void OnPlay(double beat)
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{
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OnGameSwitch(beat);
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}
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public void SlideFusuma(double beat, double length, float fillRatio, int ease, bool mute)
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{
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if (!mute) MultiSound.Play(new MultiSound.Sound[]{ new MultiSound.Sound("nailCarpenter/open", beat)});
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slideBeat = beat;
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slideLength = length;
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slideEase = (Util.EasingFunction.Ease)ease;
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slideRatioLast = slideRatioNext;
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slideRatioNext = fillRatio;
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}
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void UpdateFusuma(double beat)
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{
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if (beat >= slideBeat)
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{
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float slideLast = 17.8f *(1-slideRatioLast);
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float slideNext = 17.8f *(1-slideRatioNext);
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(slideEase);
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float slideProg = Conductor.instance.GetPositionFromBeat(slideBeat, slideLength, true);
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slideProg = Mathf.Clamp01(slideProg);
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float slide = func(slideLast, slideNext, slideProg);
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fusumaTrans.localPosition = new Vector3(slide, 0, 0);
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}
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}
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private void SpawnNail(double beat, double startBeat)
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{
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var newNail = Instantiate(baseNail, nailHolder).GetComponent<Nail>();
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newNail.targetBeat = beat;
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var nailX = (beat - startBeat) * -nailDistance / 2f;
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newNail.transform.localPosition = new Vector3((float)nailX, 0f, 0f);
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newNail.Init();
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newNail.gameObject.SetActive(true);
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}
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private void SpawnLongNail(double beat, double startBeat)
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{
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var newNail = Instantiate(baseLongNail, nailHolder).GetComponent<LongNail>();
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newNail.targetBeat = beat;
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var nailX = (beat - startBeat + 0.5f) * -nailDistance / 2f;
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newNail.transform.localPosition = new Vector3((float)nailX, 0f, 0f);
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newNail.Init();
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newNail.gameObject.SetActive(true);
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}
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private void SpawnSweet(double beat, double startBeat, Sweet.sweetsType sweetType)
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{
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var newSweet = Instantiate(baseSweet, nailHolder).GetComponent<Sweet>();
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newSweet.targetBeat = beat;
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newSweet.sweetType = sweetType;
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var sweetX = (beat - startBeat) * -nailDistance / 2f;
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newSweet.transform.localPosition = new Vector3((float)sweetX, 0f, 0f);
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newSweet.gameObject.SetActive(true);
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newSweet.Init();
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}
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bool IsInRange(List<double> list, double num)
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{
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foreach (double item in list)
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{
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if (num >= item && num <= item + 0.25f)
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{
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return true;
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}
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}
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return false;
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}
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// MultiSound.Play may not work in OnPlay (OnGameSwitch?), so I play the audio using an alternative method.
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List<MultiSound.Sound> sounds = new List<MultiSound.Sound>(){};
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bool isPlayed = false;
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public void PlaySound()
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{
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if (isPlayed) return;
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if (sounds.Count > 0) {
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MultiSound.Play(sounds.ToArray());
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isPlayed = true;
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sounds = null;
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}
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}
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}
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}
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