Merge pull request #38 from CarsonKompon/mr-upbeat

Started work on Mr. Upbeat
This commit is contained in:
Jenny Crowe 2022-03-04 20:28:43 -07:00 committed by GitHub
commit 03f1858cb0
33 changed files with 3203 additions and 0 deletions

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@ -0,0 +1,89 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.MrUpbeat
{
public class MrUpbeat : Minigame
{
[Header("References")]
public GameObject metronome;
public UpbeatMan man;
public GameEvent beat = new GameEvent();
public GameEvent offbeat = new GameEvent();
public bool canGo = false;
private int beatCount = 0;
public static MrUpbeat instance;
private void Awake()
{
instance = this;
}
private void Update()
{
if (canGo)
metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * Conductor.instance.songPositionInBeats) * 75);
//else
// metronome.transform.eulerAngles = new Vector3(0, 0, 200);
List<Beatmap.Entity> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go");
for(int i=0; i<gos.Count; i++)
{
if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
{
canGo = true;
break;
} else
{
canGo = false;
}
}
if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat) && canGo)
{
if(beatCount % 2 == 0)
Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
else
Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
beatCount++;
}
if (Conductor.instance.ReportBeat(ref offbeat.lastReportedBeat, 0.25f, true))
{
man.Blip();
if(canGo) man.targetBeat = offbeat.lastReportedBeat + 1f;
}
}
public override void OnGameSwitch()
{
base.OnGameSwitch();
canGo = false;
man.stepTimes = 0;
SetInterval(0);
}
public void SetInterval(float beat)
{
beatCount = 0;
offbeat.startBeat = beat;
man.targetBeat = beat + 320f;
man.Idle();
}
public void Go(float beat)
{
beatCount = 0;
}
}
}

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@ -0,0 +1,102 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.MrUpbeat
{
public class UpbeatMan : PlayerActionObject
{
[Header("References")]
public MrUpbeat game;
public Animator animator;
public Animator blipAnimator;
public GameObject[] shadows;
public float targetBeat = 0.25f;
public int stepTimes = 0;
private bool stepped = false;
public GameEvent blip = new GameEvent();
private void Update()
{
float normalizedBeat = Conductor.instance.GetPositionFromMargin(targetBeat, 0.5f);
StateCheck(normalizedBeat);
if(game.canGo && normalizedBeat > Minigame.LateTime())
{
//Fall();
targetBeat += 100f;
return;
}
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Step();
}
else if(state.notPerfect())
{
Fall();
}
else
{
Step();
}
}
}
public override void OnAce()
{
if (!game.canGo) return;
Step();
}
public void Idle()
{
stepTimes = 0;
transform.localScale = new Vector3(1, 1);
animator.Play("Idle", 0, 0);
}
public void Step()
{
stepTimes++;
animator.Play("Step", 0, 0);
Jukebox.PlayOneShotGame("mrUpbeat/step");
if (stepTimes % 2 == 1)
{
shadows[0].SetActive(false);
shadows[1].SetActive(true);
transform.localScale = new Vector3(-1, 1);
} else
{
shadows[0].SetActive(true);
shadows[1].SetActive(false);
transform.localScale = new Vector3(1, 1);
}
}
public void Fall()
{
animator.Play("Fall", 0, 0);
Jukebox.PlayOneShot("miss");
}
public void Blip()
{
Jukebox.PlayOneShotGame("mrUpbeat/blip");
blipAnimator.Play("Blip", 0, 0);
}
}
}

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@ -17,6 +17,7 @@ using RhythmHeavenMania.Games.BuiltToScaleDS;
using RhythmHeavenMania.Games.TapTrial; using RhythmHeavenMania.Games.TapTrial;
using RhythmHeavenMania.Games.CropStomp; using RhythmHeavenMania.Games.CropStomp;
using RhythmHeavenMania.Games.WizardsWaltz; using RhythmHeavenMania.Games.WizardsWaltz;
using RhythmHeavenMania.Games.MrUpbeat;
namespace RhythmHeavenMania namespace RhythmHeavenMania
{ {
@ -373,6 +374,11 @@ namespace RhythmHeavenMania
new GameAction("start interval", delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true), new GameAction("start interval", delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
new GameAction("plant", delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); }, 0.5f, false), new GameAction("plant", delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); }, 0.5f, false),
}), }),
new Minigame("mrUpbeat", "Mr. Upbeat \n<color=#eb5454>[WIP don't use]</color>", "FFFFFF", false, false, new List<GameAction>()
{
new GameAction("prepare", delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, 0.5f, true),
new GameAction("go", delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); }, 4f, true),
}),
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>() /*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
{ {
}), }),