HeavenStudioPlus/Assets/Scripts/Games/Rockers/Rockers.cs

1036 lines
54 KiB
C#
Raw Normal View History

Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrRockersLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("rockers", "Rockers", "EB4C94", false, false, new List<GameAction>()
{
new GameAction("intervalStart", "Start Interval")
{
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.StartInterval(e.beat, e.length); },
defaultLength = 8f,
resizable = true,
preFunction = delegate { Rockers.PreMoveCamera(eventCaller.currentEntity.beat, eventCaller.currentEntity["moveCamera"]); },
parameters = new List<Param>()
{
new Param("moveCamera", true, "Move Camera", "Should the camera move?")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; Rockers.InactiveInterval(e.beat, e.length); }
},
new GameAction("riff", "Riff")
{
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.Riff(e.beat, e.length, new int[6]
{
e["1JJ"],
e["2JJ"],
e["3JJ"],
e["4JJ"],
e["5JJ"],
e["6JJ"],
}, e["gcJJ"], new int[6]
{
e["1S"],
e["2S"],
e["3S"],
e["4S"],
e["5S"],
e["6S"],
}, e["gcS"], e["sampleJJ"], e["pitchSampleJJ"], e["sampleS"], e["pitchSampleS"], !e["respond"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("respond", true, "Respond", "Will this guitar riff have to be responded to?"),
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"),
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"),
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"),
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; Rockers.InactiveRiff(e.beat, e.length, new int[6]
{
e["1S"],
e["2S"],
e["3S"],
e["4S"],
e["5S"],
e["6S"],
}, e["gcS"], e["sampleS"], e["pitchSampleS"]); }
},
new GameAction("bend", "Bend")
{
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.Bend(e.beat, e.length, e["1JJ"], e["1S"], !e["respond"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("respond", true, "Respond", "Will this guitar bend have to be responded to?"),
new Param("1JJ", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (JJ)", "How many semitones up is the current riff gonna be pitchbended?"),
new Param("1S", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (Soshi)", "How many semitones up is the current riff gonna be pitchbended?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; Rockers.InactiveBend(e.beat, e.length, e["1S"]); }
},
new GameAction("prepare", "Prepare")
{
function = delegate { Rockers.instance.Mute(eventCaller.currentEntity["who"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("who", Rockers.WhoMutes.JJ, "Who?", "Who will prepare? (Soshi is only affected by this event in auto-play.)")
}
},
new GameAction("unPrepare", "Unprepare")
{
function = delegate { Rockers.instance.UnMute(eventCaller.currentEntity["who"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("who", Rockers.WhoMutes.JJ, "Who?", "Who will unprepare? (Soshi is only affected by this event in auto-play.)")
}
},
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new GameAction("passTurn", "Pass Turn")
{
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.PassTurn(e.beat, e.length, e["moveCamera"]); },
resizable = true,
parameters = new List<Param>
{
new Param("moveCamera", true, "Move Camera", "Should the camera move?")
}
},
new GameAction("cmon", "C'mon!")
{
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.DefaultCmon(e.beat, new int[4]
{
e["JJ1"],
e["JJ2"],
e["JJ3"],
e["JJ4"],
}, new int[4]
{
e["pJJ1"],
e["pJJ2"],
e["pJJ3"],
e["pJJ4"],
}, new int[4]
{
e["S1"],
e["S2"],
e["S3"],
e["S4"],
}, new int[4]
{
e["pS1"],
e["pS2"],
e["pS3"],
e["pS4"],
}, e["moveCamera"]
); },
defaultLength = 11,
parameters = new List<Param>()
{
new Param("moveCamera", true, "Move Camera", "Should the camera move?"),
new Param("JJ1", Rockers.PremadeSamples.ChordG5, "Premade Sample 1 (JJ)", "What sample to use for the 1st riff?"),
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("JJ2", Rockers.PremadeSamples.ChordG5, "Premade Sample 2 (JJ)", "What sample to use for the 2nd riff?"),
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("JJ3", Rockers.PremadeSamples.ChordG5, "Premade Sample 3 (JJ)", "What sample to use for the 3rd riff?"),
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("JJ4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (JJ)", "What sample to use for the final riff?"),
new Param("pJJ4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("S1", Rockers.PremadeSamples.ChordG, "Premade Sample 1 (Soshi)", "What sample to use for the 1st riff?"),
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("S2", Rockers.PremadeSamples.ChordG, "Premade Sample 2 (Soshi)", "What sample to use for the 2nd riff?"),
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("S3", Rockers.PremadeSamples.ChordG, "Premade Sample 3 (Soshi)", "What sample to use for the 3rd riff?"),
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("S4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (Soshi)", "What sample to use for the final riff?"),
new Param("pS4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
}
},
new GameAction("lastOne", "Last One!")
{
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.DefaultLastOne(e.beat, new int[3]
{
e["JJ1"],
e["JJ2"],
e["JJ3"],
}, new int[3]
{
e["pJJ1"],
e["pJJ2"],
e["pJJ3"],
}, new int[3]
{
e["S1"],
e["S2"],
e["S3"],
}, new int[3]
{
e["pS1"],
e["pS2"],
e["pS3"],
}, e["moveCamera"]
); },
defaultLength = 7,
parameters = new List<Param>()
{
new Param("moveCamera", true, "Move Camera", "Should the camera move?"),
new Param("JJ1", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 1 (JJ)", "What sample to use for the 1st riff?"),
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("JJ2", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 2 (JJ)", "What sample to use for the 2nd riff?"),
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("JJ3", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 3 (JJ)", "What sample to use for the final riff?"),
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("S1", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 1 (Soshi)", "What sample to use for the 1st riff?"),
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("S2", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 2 (Soshi)", "What sample to use for the 2nd riff?"),
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("S3", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 3 (Soshi)", "What sample to use for the final riff?"),
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
}
},
new GameAction("count", "Count In")
{
parameters = new List<Param>()
{
new Param("count", Rockers.CountIn.One, "Count", "Which voiceline?")
},
preFunction = delegate
{
var e = eventCaller.currentEntity;
float offSet = 0;
switch (e["count"])
{
case 1:
offSet = 0.028f;
break;
case 2:
case 3:
offSet = 0.033f;
break;
case 4:
offSet = 0.034f;
break;
}
Jukebox.PlayOneShot($"games/rockers/count/{e["count"]}", e.beat, 1, 1, false, null, offSet);
}
},
new GameAction("voiceLine", "Together Voice Line")
{
parameters = new List<Param>()
{
new Param("cmon", true, "C'mon!", "Use the C'mon voiceline? If unchecked it uses the Last One voiceline."),
},
preFunction = delegate
{
Jukebox.PlayOneShot(eventCaller.currentEntity["cmon"] ? "games/rockers/Cmon" : "games/rockers/LastOne", eventCaller.currentEntity.beat);
}
},
new GameAction("prepareTogether", "Custom Together Prepare")
{
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.TogetherPrepare(e.beat, e["cmon"] == (int)Rockers.VoiceLineSelection.Cmon, e["cmon"] == (int)Rockers.VoiceLineSelection.None,
e["muteBeat"], e["middleBeat"], e["moveCamera"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("cmon", Rockers.VoiceLineSelection.Cmon, "Voiceline", "Which voiceline should be used?"),
new Param("muteBeat", new EntityTypes.Integer(0, 30, 2), "Mute Beat", "How many beats from the start of this event will they prepare mute?"),
new Param("middleBeat", new EntityTypes.Integer(0, 30, 2), "Go-to-middle Beat", "How many beats from the start of this event will they go to the middle?"),
new Param("moveCamera", true, "Move Camera", "Should the camera move?")
}
},
new GameAction("riffTogether", "Custom Together Riff")
{
resizable = true,
parameters = new List<Param>()
{
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"),
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"),
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"),
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?")
}
},
new GameAction("riffTogetherEnd", "Custom Together End Riff")
{
resizable = true,
parameters = new List<Param>()
{
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"),
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"),
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"),
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"),
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?")
}
},
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_Rockers;
using Starpelly;
using System;
public class Rockers : Minigame
{
public enum PremadeSamples
{
None,
BendG5,
BendC6,
ChordA,
ChordAsus4,
ChordBm,
ChordCSharpm7,
ChordDmaj7,
ChordDmaj9,
ChordFSharp5,
ChordG,
ChordG5,
ChordGdim7,
ChordGm,
NoteASharp4,
NoteA5,
PracticeChordD,
Remix6ChordA,
Remix10ChordD,
Remix10ChordFSharpm,
DoremiChordA7,
DoremiChordAm7,
DoremiChordC,
DoremiChordC7,
DoremiChordCadd9,
DoremiChordDm,
DoremiChordDm7,
DoremiChordEm,
DoremiChordF,
DoremiChordFadd9,
DoremiChordFm,
DoremiChordG,
DoremiChordG7,
DoremiChordGm,
DoremiChordGsus4,
DoremiNoteA2,
DoremiNoteE2
}
public enum WhoMutes
{
JJ,
Soshi,
Both
}
public enum CountIn
{
One = 1,
Two = 2,
Three = 3,
Four = 4
}
public enum VoiceLineSelection
{
Cmon,
LastOne,
None
}
public static Rockers instance;
public static CallAndResponseHandler crHandlerInstance;
[Header("Rockers")]
public RockersRocker JJ;
public RockersRocker Soshi;
[Header("Input")]
[SerializeField] RockersInput rockerInputRef;
[SerializeField] RockerBendInput rockerBendInputRef;
private float lastTargetCameraX = 0;
private float targetCameraX = 0;
private float cameraMoveBeat = -1;
private float endBeat = Single.MaxValue;
private static List<float> queuedCameraEvents = new List<float>();
private static List<float> queuedPreInterval = new List<float>();
private List<DynamicBeatmap.DynamicEntity> riffEvents = new List<DynamicBeatmap.DynamicEntity>();
private static List<float> riffUsedBeats = new List<float>();
private List<DynamicBeatmap.DynamicEntity> bendEvents = new List<DynamicBeatmap.DynamicEntity>();
private static List<float> bendUsedBeats = new List<float>();
private List<float> prepareBeatsJJ = new List<float>();
private void Awake()
{
instance = this;
if (crHandlerInstance == null)
{
crHandlerInstance = new CallAndResponseHandler(8);
}
var tempEvents = EventCaller.GetAllInGameManagerList("rockers", new string[] { "prepare" });
foreach (var tempEvent in tempEvents)
{
if (tempEvent["who"] != (int)WhoMutes.Soshi) prepareBeatsJJ.Add(tempEvent.beat);
}
riffEvents = GrabAllRiffEvents();
bendEvents = GrabAllBendEvents();
}
private static List<DynamicBeatmap.DynamicEntity> GrabAllRiffEvents()
{
var tempEvents = EventCaller.GetAllInGameManagerList("rockers", new string[] { "riff" });
if (tempEvents.Count > 1)
{
tempEvents.Sort((s1, s2) => s1.beat.CompareTo(s2.beat));
float forbiddenLength = tempEvents[0].beat + tempEvents[0].length;
List<DynamicBeatmap.DynamicEntity> tempEvents2 = new List<DynamicBeatmap.DynamicEntity>();
for (int i = 1; i < tempEvents.Count; i++)
{
if (tempEvents[i].beat > forbiddenLength)
{
tempEvents2.Add(tempEvents[i]);
forbiddenLength = tempEvents[i].beat + tempEvents[i].length;
}
}
tempEvents2.Add(tempEvents[0]);
return tempEvents2;
}
else
{
return tempEvents;
}
}
private static List<DynamicBeatmap.DynamicEntity> GrabAllBendEvents()
{
var tempEvents = EventCaller.GetAllInGameManagerList("rockers", new string[] { "bend" });
if (tempEvents.Count > 1)
{
tempEvents.Sort((s1, s2) => s1.beat.CompareTo(s2.beat));
float forbiddenLength = tempEvents[0].beat + tempEvents[0].length;
List<DynamicBeatmap.DynamicEntity> tempEvents2 = new List<DynamicBeatmap.DynamicEntity>();
for (int i = 1; i < tempEvents.Count; i++)
{
if (tempEvents[i].beat > forbiddenLength)
{
tempEvents2.Add(tempEvents[i]);
forbiddenLength = tempEvents[i].beat + tempEvents[i].length;
}
}
tempEvents2.Add(tempEvents[0]);
return tempEvents2;
}
else
{
return tempEvents;
}
}
private List<DynamicBeatmap.DynamicEntity> GrabAllTogetherEvents(float beat)
{
var tempEvents = EventCaller.GetAllInGameManagerList("rockers", new string[] { "riffTogether", "riffTogetherEnd" });
var allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
//get the beat of the closest end event
foreach (var end in allEnds)
{
if (end.datamodel.Split(2) == "rockers") continue;
if (end.beat > beat)
{
endBeat = end.beat;
break;
}
}
if (tempEvents.Count > 0)
{
tempEvents.Sort((s1, s2) => s1.beat.CompareTo(s2.beat));
List<DynamicBeatmap.DynamicEntity> tempEvents2 = new List<DynamicBeatmap.DynamicEntity>();
for (int i = 0; i < tempEvents.Count; i++)
{
if (tempEvents[i].beat > beat)
{
tempEvents2.Add(tempEvents[i]);
}
}
List<DynamicBeatmap.DynamicEntity> tempEvents3 = new List<DynamicBeatmap.DynamicEntity>();
float forbiddenLength = tempEvents2[0].beat + tempEvents2[0].length;
tempEvents3.Add(tempEvents2[0]);
for (int i = 1; i < tempEvents2.Count; i++)
{
if (tempEvents2[i].beat > forbiddenLength)
{
tempEvents3.Add(tempEvents2[i]);
}
}
List<DynamicBeatmap.DynamicEntity> tempEvents4 = new List<DynamicBeatmap.DynamicEntity>();
for (int i = 0; i < tempEvents3.Count; i++)
{
if (tempEvents3[i].beat < endBeat)
{
tempEvents4.Add(tempEvents3[i]);
}
}
return tempEvents4;
}
return tempEvents;
}
private void Start()
{
if (PlayerInput.Pressing())
{
Soshi.Mute();
}
}
private void OnDestroy()
{
if (!Conductor.instance.isPlaying)
{
crHandlerInstance = null;
if (riffUsedBeats.Count > 0) riffUsedBeats.Clear();
if (bendUsedBeats.Count > 0) bendUsedBeats.Clear();
}
if (queuedCameraEvents.Count > 0) queuedCameraEvents.Clear();
if (queuedPreInterval.Count > 0) queuedPreInterval.Clear();
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (PlayerInput.Pressed())
{
Soshi.Mute();
}
if (PlayerInput.PressedUp() && !IsExpectingInputNow(InputType.STANDARD_UP))
{
Soshi.UnHold();
}
if (PlayerInput.GetAnyDirectionDown() && !IsExpectingInputNow(InputType.DIRECTION_DOWN))
{
Soshi.BendUp(Soshi.lastBendPitch);
}
if (PlayerInput.GetAnyDirectionUp() && !IsExpectingInputNow(InputType.DIRECTION_UP))
{
Soshi.BendDown();
}
if (queuedCameraEvents.Count > 0)
{
foreach (var cameraEvent in queuedCameraEvents)
{
MoveCamera(cameraEvent);
}
queuedCameraEvents.Clear();
}
if (queuedPreInterval.Count > 0)
{
foreach (var interval in queuedPreInterval)
{
PreInterval(interval);
}
queuedPreInterval.Clear();
}
float normalizedBeat = cond.GetPositionFromBeat(cameraMoveBeat, 1f);
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
float newX = func(lastTargetCameraX, targetCameraX, normalizedBeat);
GameCamera.additionalPosition = new Vector3(newX, 0, 0);
}
}
if (!Conductor.instance.isPlaying)
{
crHandlerInstance = null;
if (riffUsedBeats.Count > 0) riffUsedBeats.Clear();
if (bendUsedBeats.Count > 0) bendUsedBeats.Clear();
}
}
public void DefaultLastOne(float beat, int[] JJSamples, int[] JJPitches, int[] SoshiSamples, int[] SoshiPitches, bool moveCamera)
{
Jukebox.PlayOneShotGame("rockers/lastOne");
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + 2;
}
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2, delegate
{
if (JJ.together || Soshi.together) return;
JJ.PrepareTogether(true);
Soshi.PrepareTogether(GameManager.instance.autoplay);
}),
new BeatAction.Action(beat + 3, delegate
{
JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[0], JJPitches[0]);
}),
new BeatAction.Action(beat + 3.5f, delegate
{
JJ.Mute();
}),
new BeatAction.Action(beat + 4.5f, delegate
{
JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[1], JJPitches[1]);
}),
new BeatAction.Action(beat + 5f, delegate
{
JJ.Mute();
}),
new BeatAction.Action(beat + 6, delegate
{
JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[2], JJPitches[2]);
}),
new BeatAction.Action(beat + 6.5f, delegate
{
JJ.Mute();
}),
});
RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(false, new int[6], beat, 3, (PremadeSamples)SoshiSamples[0], SoshiPitches[0]);
ScheduleInput(beat, 3.5f, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
RockersInput riffComp2 = Instantiate(rockerInputRef, transform);
riffComp2.Init(false, new int[6], beat, 4.5f, (PremadeSamples)SoshiSamples[1], SoshiPitches[1]);
ScheduleInput(beat, 5f, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
RockersInput riffComp3 = Instantiate(rockerInputRef, transform);
riffComp3.Init(false, new int[6], beat, 6, (PremadeSamples)SoshiSamples[2], SoshiPitches[2]);
ScheduleInput(beat, 6.5f, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
}
public void DefaultCmon(float beat, int[] JJSamples, int[] JJPitches, int[] SoshiSamples, int[] SoshiPitches, bool moveCamera)
{
Jukebox.PlayOneShotGame("rockers/cmon");
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + 2;
}
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2, delegate
{
if (JJ.together || Soshi.together) return;
JJ.PrepareTogether(true);
Soshi.PrepareTogether(GameManager.instance.autoplay);
}),
new BeatAction.Action(beat + 3, delegate
{
JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[0], JJPitches[0]);
}),
new BeatAction.Action(beat + 4, delegate
{
JJ.Mute();
}),
new BeatAction.Action(beat + 4.5f, delegate
{
JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[1], JJPitches[1]);
}),
new BeatAction.Action(beat + 5.5f, delegate
{
JJ.Mute();
}),
new BeatAction.Action(beat + 6, delegate
{
JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[2], JJPitches[2]);
}),
new BeatAction.Action(beat + 6.5, delegate
{
JJ.Mute();
}),
new BeatAction.Action(beat + 7, delegate
{
JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[3], JJPitches[3], false, true);
}),
new BeatAction.Action(beat + 10, delegate
{
JJ.Mute();
}),
});
RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(false, new int[6], beat, 3, (PremadeSamples)SoshiSamples[0], SoshiPitches[0]);
ScheduleInput(beat, 4, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
RockersInput riffComp2 = Instantiate(rockerInputRef, transform);
riffComp2.Init(false, new int[6], beat, 4.5f, (PremadeSamples)SoshiSamples[1], SoshiPitches[1]);
ScheduleInput(beat, 5.5f, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
RockersInput riffComp3 = Instantiate(rockerInputRef, transform);
riffComp3.Init(false, new int[6], beat, 6, (PremadeSamples)SoshiSamples[2], SoshiPitches[2]);
ScheduleInput(beat, 6.5f, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
RockersInput riffComp4 = Instantiate(rockerInputRef, transform);
riffComp4.Init(false, new int[6], beat, 7, (PremadeSamples)SoshiSamples[3], SoshiPitches[3], true);
ScheduleInput(beat, 10, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
}
public void TogetherPrepare(float beat, bool cmon, bool muteSound, float muteBeat, float goToMiddleBeat, bool moveCamera)
{
List<DynamicBeatmap.DynamicEntity> togetherEvents = GrabAllTogetherEvents(beat);
if (togetherEvents.Count == 0 || crHandlerInstance.IntervalIsActive()) return;
if (!muteSound) Jukebox.PlayOneShotGame(cmon ? "rockers/Cmon" : "rockers/LastOne");
List<BeatAction.Action> actions = new List<BeatAction.Action>();
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + goToMiddleBeat;
}
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + goToMiddleBeat, delegate
{
if (JJ.together || Soshi.together) return;
JJ.PrepareTogether(goToMiddleBeat == muteBeat);
Soshi.PrepareTogether(goToMiddleBeat == muteBeat && GameManager.instance.autoplay);
}),
new BeatAction.Action(beat + muteBeat, delegate
{
if (goToMiddleBeat == muteBeat) return;
if (JJ.together || Soshi.together) return;
Mute((int)WhoMutes.Both);
}),
});
for (int i = 0; i < togetherEvents.Count; i++)
{
var e = togetherEvents[i];
if (togetherEvents[i].datamodel == "rockers/riffTogether")
{
actions.Add(new BeatAction.Action(e.beat, delegate
{
JJ.StrumStrings(e["gcJJ"], new int[6]
{
e["1JJ"],
e["2JJ"],
e["3JJ"],
e["4JJ"],
e["5JJ"],
e["6JJ"],
}, (PremadeSamples)e["sampleJJ"], e["pitchSampleJJ"]);
}));
actions.Add(new BeatAction.Action(e.beat + e.length, delegate { JJ.Mute(); }));
RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(e["gcS"], new int[6] { e["1S"], e["2S"], e["3S"], e["4S"], e["5S"], e["6S"] }, beat, e.beat - beat,
(PremadeSamples)e["sampleS"], e["pitchSampleS"]);
ScheduleInput(beat, e.beat - beat + e.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
}
else
{
actions.Add(new BeatAction.Action(e.beat, delegate
{
JJ.StrumStrings(e["gcJJ"], new int[6]
{
e["1JJ"],
e["2JJ"],
e["3JJ"],
e["4JJ"],
e["5JJ"],
e["6JJ"],
}, (PremadeSamples)e["sampleJJ"], e["pitchSampleJJ"], false, true);
}));
actions.Add(new BeatAction.Action(e.beat + e.length, delegate { JJ.Mute(); }));
RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(e["gcS"], new int[6] { e["1S"], e["2S"], e["3S"], e["4S"], e["5S"], e["6S"] }, beat, e.beat - beat,
(PremadeSamples)e["sampleS"], e["pitchSampleS"], true);
ScheduleInput(beat, e.beat - beat + e.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
break;
}
}
BeatAction.New(instance.gameObject, actions);
}
public static void PreMoveCamera(float beat, bool moveCamera)
{
if (GameManager.instance.currentGame == "rockers")
{
if (moveCamera) instance.MoveCamera(beat - 1);
instance.PreInterval(beat - 1);
}
if (moveCamera) queuedCameraEvents.Add(beat - 1);
queuedPreInterval.Add(beat - 1);
}
private void MoveCamera(float beat)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
targetCameraX = JJ.transform.localPosition.x;
cameraMoveBeat = beat;
}
private void PreInterval(float beat)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
if (JJ.together || Soshi.together)
{
JJ.ReturnBack();
if (prepareBeatsJJ.Count > 0 && prepareBeatsJJ.Contains(beat)) JJ.Mute(false);
Soshi.ReturnBack();
}
})
});
}
public static void InactiveInterval(float beat, float length)
{
if (crHandlerInstance == null)
{
crHandlerInstance = new CallAndResponseHandler(8);
}
crHandlerInstance.StartInterval(beat, length);
}
public void StartInterval(float beat, float length)
{
crHandlerInstance.StartInterval(beat, length);
if (GameManager.instance.autoplay) Soshi.UnHold();
}
public static void InactiveRiff(float beat, float length, int[] pitchesPlayer, bool gleeClubPlayer, int sampleSoshi, int sampleTonesSoshi)
{
if (crHandlerInstance == null)
{
crHandlerInstance = new CallAndResponseHandler(8);
}
List<DynamicBeatmap.DynamicEntity> foundRiffEvents = GrabAllRiffEvents();
DynamicBeatmap.DynamicEntity foundEvent = foundRiffEvents.Find(x => x.beat == beat);
if ((foundEvent == null || (riffUsedBeats.Count > 0 && riffUsedBeats.Contains(foundEvent.beat))) && foundRiffEvents.Count > 1) return;
riffUsedBeats.Add(beat);
crHandlerInstance.AddEvent(beat, length, "riff", new List<CallAndResponseHandler.CallAndResponseEventParam>()
{
new CallAndResponseHandler.CallAndResponseEventParam("gleeClub", gleeClubPlayer),
new CallAndResponseHandler.CallAndResponseEventParam("1", pitchesPlayer[0]),
new CallAndResponseHandler.CallAndResponseEventParam("2", pitchesPlayer[1]),
new CallAndResponseHandler.CallAndResponseEventParam("3", pitchesPlayer[2]),
new CallAndResponseHandler.CallAndResponseEventParam("4", pitchesPlayer[3]),
new CallAndResponseHandler.CallAndResponseEventParam("5", pitchesPlayer[4]),
new CallAndResponseHandler.CallAndResponseEventParam("6", pitchesPlayer[5]),
new CallAndResponseHandler.CallAndResponseEventParam("sample", sampleSoshi),
new CallAndResponseHandler.CallAndResponseEventParam("sampleTones", sampleTonesSoshi)
});
}
public static void InactiveBend(float beat, float length, int pitchSoshi)
{
if (crHandlerInstance == null)
{
crHandlerInstance = new CallAndResponseHandler(8);
}
var bendEventsToCheck = GrabAllBendEvents();
var riffEventsToCheck = GrabAllRiffEvents();
if (riffEventsToCheck.Count == 0) return;
DynamicBeatmap.DynamicEntity foundEvent = bendEventsToCheck.Find(x => x.beat == beat);
if ((foundEvent == null || (bendUsedBeats.Count > 0 && bendUsedBeats.Contains(foundEvent.beat))) && bendEventsToCheck.Count > 1) return;
DynamicBeatmap.DynamicEntity riffEventToCheck = riffEventsToCheck.Find(x => beat >= x.beat && beat < x.beat + x.length);
if (riffEventToCheck == null) return;
bendUsedBeats.Add(beat);
crHandlerInstance.AddEvent(beat, length, "bend", new List<CallAndResponseHandler.CallAndResponseEventParam>()
{
new CallAndResponseHandler.CallAndResponseEventParam("Pitch", pitchSoshi),
});
}
public void Riff(float beat, float length, int[] pitches, bool gleeClubJJ, int[] pitchesPlayer, bool gleeClubPlayer, int sampleJJ, int sampleTonesJJ, int sampleSoshi, int sampleTonesSoshi, bool noRespond)
{
DynamicBeatmap.DynamicEntity foundEvent = riffEvents.Find(x => x.beat == beat);
if ((foundEvent == null || (riffUsedBeats.Count > 0 && riffUsedBeats.Contains(foundEvent.beat))) && riffEvents.Count > 1) return;
riffUsedBeats.Add(beat);
JJ.StrumStrings(gleeClubJJ, pitches, (PremadeSamples)sampleJJ, sampleTonesJJ, noRespond);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length, delegate { JJ.Mute(); })
});
if (noRespond) return;
crHandlerInstance.AddEvent(beat, length, "riff", new List<CallAndResponseHandler.CallAndResponseEventParam>()
{
new CallAndResponseHandler.CallAndResponseEventParam("gleeClub", gleeClubPlayer),
new CallAndResponseHandler.CallAndResponseEventParam("1", pitchesPlayer[0]),
new CallAndResponseHandler.CallAndResponseEventParam("2", pitchesPlayer[1]),
new CallAndResponseHandler.CallAndResponseEventParam("3", pitchesPlayer[2]),
new CallAndResponseHandler.CallAndResponseEventParam("4", pitchesPlayer[3]),
new CallAndResponseHandler.CallAndResponseEventParam("5", pitchesPlayer[4]),
new CallAndResponseHandler.CallAndResponseEventParam("6", pitchesPlayer[5]),
new CallAndResponseHandler.CallAndResponseEventParam("sample", sampleSoshi),
new CallAndResponseHandler.CallAndResponseEventParam("sampleTones", sampleTonesSoshi)
});
}
public void Bend(float beat, float length, int pitchJJ, int pitchSoshi, bool noRespond)
{
if (riffEvents.Count == 0) return;
DynamicBeatmap.DynamicEntity foundEvent = bendEvents.Find(x => x.beat == beat);
if ((foundEvent == null || (bendUsedBeats.Count > 0 && bendUsedBeats.Contains(foundEvent.beat))) && bendEvents.Count > 1) return;
DynamicBeatmap.DynamicEntity riffEventToCheck = riffEvents.Find(x => beat >= x.beat && beat < x.beat + x.length);
if (riffEventToCheck == null) return;
bendUsedBeats.Add(beat);
JJ.BendUp(pitchJJ);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length, delegate { JJ.BendDown(); })
});
if (noRespond) return;
crHandlerInstance.AddEvent(beat, length, "bend", new List<CallAndResponseHandler.CallAndResponseEventParam>()
{
new CallAndResponseHandler.CallAndResponseEventParam("Pitch", pitchSoshi),
});
}
public void Mute(int whoMutes)
{
if (whoMutes is (int)WhoMutes.JJ or (int)WhoMutes.Both)
{
JJ.Mute();
}
if (whoMutes is (int)WhoMutes.Soshi or (int)WhoMutes.Both)
{
if (GameManager.instance.autoplay) Soshi.Mute();
}
}
public void UnMute(int whoMutes)
{
if (whoMutes is (int)WhoMutes.JJ or (int)WhoMutes.Both)
{
JJ.UnHold(true);
}
if (whoMutes is (int)WhoMutes.Soshi or (int)WhoMutes.Both)
{
if (GameManager.instance.autoplay) Soshi.UnHold(true);
}
}
Rockers + Rhythm Tweezers Call and Response API (#444) * rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-05-29 20:09:34 +00:00
public void PassTurn(float beat, float length, bool moveCamera)
{
if (crHandlerInstance.queuedEvents.Count > 0)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + (length / 2), delegate
{
List<CallAndResponseHandler.CallAndResponseEvent> crEvents = crHandlerInstance.queuedEvents;
foreach (var crEvent in crEvents)
{
if (crEvent.tag == "riff")
{
RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, length + crEvent.relativeBeat,
(PremadeSamples)crEvent["sample"], crEvent["sampleTones"]);
ScheduleInput(beat, length + crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
}
else if (crEvent.tag == "bend")
{
RockerBendInput bendComp = Instantiate(rockerBendInputRef, transform);
bendComp.Init(crEvent["Pitch"], beat, length + crEvent.relativeBeat);
ScheduleInput(beat, length + crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
}
}
crHandlerInstance.queuedEvents.Clear();
}),
new BeatAction.Action(beat + length, delegate { JJ.UnHold(); })
});
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
targetCameraX = Soshi.transform.localPosition.x;
cameraMoveBeat = beat;
}
}
}
private void JustMute(PlayerActionEvent caller, float state)
{
Soshi.Mute();
}
private void MuteMiss(PlayerActionEvent caller)
{
JJ.Miss();
}
private void JustUnBend(PlayerActionEvent caller, float state)
{
Soshi.BendDown();
}
private void UnBendMiss(PlayerActionEvent caller)
{
JJ.Miss();
}
private void Empty(PlayerActionEvent caller)
{
}
}
}