mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-09 19:25:10 +00:00
bon odori hotfixes + semitones (#752)
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* some bon odori changes (please dont break anything please)
* LAST COMMIT BEFORE PUSHING!!!!!!!
* forgot fix some minor things lol
* organized the folders and made the dark bg an ease and not an animation
* super cool commit
* bug fixes
* added pitching to pans and dons
* changing Clap() and Sound() to a prefunction
* prefunctions done 👍
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: wookywok <62037083+wookywok@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
parent
2e11dbf6a9
commit
05219009f6
1 changed files with 360 additions and 335 deletions
|
@ -34,10 +34,10 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("pan", "Pan")
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{
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function = delegate {
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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string variation = "variation" + (new string[] { "Pan", "Pa", "Pa_n" })[e["type"]];
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BonOdori.instance.Clap(e.beat, e[variation], e["type"], e["mute"],e["clapType"]);
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BonOdori.instance.PreClap(e.beat, e[variation], e["type"], e["mute"],e["clapType"], e["semitone"]);
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},
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defaultLength = 1f,
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parameters = new List<Param>()
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@ -51,7 +51,8 @@ namespace HeavenStudio.Games.Loaders
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new Param("variationPan", BonOdori.variationPan.PanC, "Pan Type", "Set the variation of the voice line."),
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new Param("variationPa", BonOdori.variationPa.PaG, "Pa Type", "Set the variation of the voice line."),
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new Param("variationPa_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."),
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new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap.")
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new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap."),
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new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
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}
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},
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@ -61,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
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function = delegate {
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var e = eventCaller.currentEntity;
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string variation = "variation" + (new string[] { "Don", "Do", "Do_n" })[e["type"]];
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BonOdori.instance.Sound(e.beat, e[variation], e["type"]);
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BonOdori.instance.Sound(e.beat, e[variation], e["type"], e["semitone"]);
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},
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defaultLength = 1f,
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parameters = new List<Param>()
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@ -74,6 +75,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."),
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new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."),
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new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."),
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new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
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}
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},
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@ -170,6 +172,7 @@ namespace HeavenStudio.Games
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public class BonOdori : Minigame
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{
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string prefix;
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double beatUniversal;
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string suffix;
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@ -227,6 +230,19 @@ namespace HeavenStudio.Games
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{
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SideClap = 0,
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FrontClap = 1
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}
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private static List<QueuedClaps> queuedClaps = new();
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private struct QueuedClaps
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{
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public double beat;
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public int variation;
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public int typeSpeak;
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public bool muted;
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public int clapType;
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public int semitone;
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}
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public enum typePan
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{
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@ -342,7 +358,8 @@ namespace HeavenStudio.Games
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if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)){
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if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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ScoreMiss();
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SoundByte.PlayOneShotGame("bonOdori/clap");
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if (clapTypeGlobal == 0)
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@ -361,7 +378,7 @@ namespace HeavenStudio.Games
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped"); goBopDonpans = true;})
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new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
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});
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}
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@ -372,12 +389,41 @@ namespace HeavenStudio.Games
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}
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}
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public override void OnGameSwitch(double beat)
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{
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if (queuedClaps.Count > 0)
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{
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foreach (var clap in queuedClaps) Clap(clap.beat, clap.variation, clap.typeSpeak, clap.muted, clap.clapType, clap.semitone);
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queuedClaps.Clear();
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}
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}
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public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType)
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public void PreClap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
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{
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if (GameManager.instance.currentGame == "bonOdori")
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{
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instance.Clap(beat, variation, typeSpeak, muted, clapType, semitone);
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}
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else
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{
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queuedClaps.Add(new QueuedClaps()
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{
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beat = beat,
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variation = variation,
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typeSpeak = typeSpeak,
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muted = muted,
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clapType = clapType,
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semitone = semitone
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});
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}
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}
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public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
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{
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if (clapType == 1)
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@ -396,88 +442,37 @@ namespace HeavenStudio.Games
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{
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switch (typeSpeak){
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case 0:
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switch (variation){
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case 0:
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SoundByte.PlayOneShotGame("bonOdori/pan1");
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break;
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case 1:
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SoundByte.PlayOneShotGame("bonOdori/pan2"); break;
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case 2:
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SoundByte.PlayOneShotGame("bonOdori/pan3");
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break;}
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break;
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case 2:
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switch (variation){
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case 0:
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SoundByte.PlayOneShotGame("bonOdori/pa_n1");
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break;
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case 1:
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SoundByte.PlayOneShotGame("bonOdori/pa_n2");
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break;}
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break;
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case 1:
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SoundByte.PlayOneShotGame("bonOdori/pa1");
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break;
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string clip = typeSpeak switch
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{
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0 => "pan",
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1 => "pa_n",
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2 or _ => "pa",
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};
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var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
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SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
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}
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beatUniversal = beat;
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ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);}
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}
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public void Sound(double beat, int variation, int typeSpeak )
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{ switch (typeSpeak){
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case 0:
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switch (variation){
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case 0:
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SoundByte.PlayOneShotGame("bonOdori/don1");
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break;
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case 1:
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SoundByte.PlayOneShotGame("bonOdori/don2");
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break;
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case 2:
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SoundByte.PlayOneShotGame("bonOdori/don3");
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break;
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case 3:
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SoundByte.PlayOneShotGame("bonOdori/don4");
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break;
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}
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break;
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case 2:
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switch (variation) {
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case 0:
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SoundByte.PlayOneShotGame("bonOdori/do_n1");
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break;
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case 1:
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SoundByte.PlayOneShotGame("bonOdori/do_n2");
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break;
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}
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break;
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case 1:
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switch (variation){
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case 0:
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SoundByte.PlayOneShotGame("bonOdori/do1");
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break;
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case 1:
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SoundByte.PlayOneShotGame("bonOdori/do2");
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break;
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}
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break;
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ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
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}
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}
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public void Sound(double beat, int variation, int typeSpeak, int semitone)
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{
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string clip = typeSpeak switch
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{
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0 => "don",
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1 => "do_n",
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2 or _ => "do",
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};
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var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
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SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
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}
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public void Success(PlayerActionEvent caller, float state)
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{
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@ -552,8 +547,10 @@ namespace HeavenStudio.Games
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}
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string ChangeColor(string text, bool isScroll)
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{
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if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|")){
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if (!isScroll){
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if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|"))
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{
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if (!isScroll)
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{
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return text.Replace("r|", "<color=#ff0000>")
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@ -568,7 +565,8 @@ namespace HeavenStudio.Games
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.Replace("y|", "<color=#ffffff>")
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+ "</color>";
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}}
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}
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}
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return text;
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}
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@ -576,7 +574,8 @@ namespace HeavenStudio.Games
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public void ShowText(string text1, string text2, string text3, string text4, string text5)
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{
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if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line."){
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if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line.")
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{
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if (Scroll1 is not null)
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{
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StopCoroutine(Scroll1);
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@ -592,7 +591,8 @@ namespace HeavenStudio.Games
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Text6.text = ChangeColor(originalText1, true);
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}
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if (text2 is not ""){
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if (text2 is not "")
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{
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if (Scroll2 is not null)
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{
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StopCoroutine(Scroll2);
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@ -605,7 +605,8 @@ namespace HeavenStudio.Games
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Text7.text = ChangeColor(originalText2, true);
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}
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if (text3 is not ""){
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if (text3 is not "")
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{
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if (Scroll3 is not null)
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{
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StopCoroutine(Scroll3);
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@ -620,7 +621,8 @@ namespace HeavenStudio.Games
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Text8.text = ChangeColor(originalText3, true);
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}
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if (text4 is not ""){
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if (text4 is not "")
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{
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if (Scroll4 is not null)
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{
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StopCoroutine(Scroll4);
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@ -635,7 +637,8 @@ namespace HeavenStudio.Games
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Text9.text = ChangeColor(originalText4, true);
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}
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if (text5 is not ""){
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if (text5 is not "")
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{
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if (Scroll5 is not null)
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{
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StopCoroutine(Scroll5);
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@ -651,8 +654,10 @@ namespace HeavenStudio.Games
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}
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public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5){
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if (text1 == true){
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public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5)
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{
|
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if (text1 == true)
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{
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if (Scroll1 is not null)
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{
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StopCoroutine(Scroll1);
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@ -662,7 +667,8 @@ namespace HeavenStudio.Games
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Text1.text = "";
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Text6.text = "";
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}
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if (text2 == true){
|
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if (text2 == true)
|
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{
|
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if (Scroll2 is not null)
|
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{
|
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StopCoroutine(Scroll2);
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@ -672,7 +678,8 @@ namespace HeavenStudio.Games
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Text2.text = "";
|
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Text7.text = "";
|
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}
|
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if (text3 == true){
|
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if (text3 == true)
|
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{
|
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if (Scroll3 is not null)
|
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{
|
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StopCoroutine(Scroll3);
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@ -682,7 +689,8 @@ namespace HeavenStudio.Games
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Text3.text = "";
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Text8.text = "";
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}
|
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if (text4 == true){
|
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if (text4 == true)
|
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{
|
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if (Scroll4 is not null)
|
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{
|
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StopCoroutine(Scroll4);
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@ -692,7 +700,8 @@ namespace HeavenStudio.Games
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Text4.text = "";
|
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Text9.text = "";
|
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}
|
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if (text5 == true){
|
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if (text5 == true)
|
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{
|
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if (Scroll5 is not null)
|
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{
|
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StopCoroutine(Scroll5);
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|
@ -729,25 +738,33 @@ namespace HeavenStudio.Games
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}
|
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public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length, double beat)
|
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{
|
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if (text1){
|
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Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));}
|
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if (text2){
|
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Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));}
|
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if (text3){
|
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Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));}
|
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if (text4){
|
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Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));}
|
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if (text5){
|
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Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));}
|
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if (text1)
|
||||
{
|
||||
Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));
|
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}
|
||||
if (text2)
|
||||
{
|
||||
Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));
|
||||
}
|
||||
if (text3)
|
||||
{
|
||||
Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));
|
||||
}
|
||||
if (text4)
|
||||
{
|
||||
Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));
|
||||
}
|
||||
if (text5)
|
||||
{
|
||||
Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
|
||||
{
|
||||
if (!shouldBop) { goBopDonpans = false; goBopJudge = false; return; }
|
||||
goBopDonpans = autoBop;
|
||||
goBopJudge = autoBop;
|
||||
if (autoBop) { return;}
|
||||
goBopDonpans = autoBop; goBopJudge = autoBop;
|
||||
if (autoBop && shouldBop) { return; }
|
||||
if (shouldBop)
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
|
@ -777,6 +794,10 @@ namespace HeavenStudio.Games
|
|||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
public void Bow(double beat, float length)
|
||||
|
@ -820,13 +841,13 @@ namespace HeavenStudio.Games
|
|||
Judge.Play("Bop");
|
||||
}
|
||||
}
|
||||
public void DarkBG(double beat, bool toggle, float length)
|
||||
{
|
||||
public void DarkBG(double beat, bool toggle, float length)
|
||||
{
|
||||
DarkerBG = StartCoroutine(DarkBGCoroutine(beat, toggle, length));
|
||||
|
||||
}
|
||||
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
||||
{
|
||||
}
|
||||
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
||||
{
|
||||
if (toggle)
|
||||
{
|
||||
if (darkBgIsOn)
|
||||
|
@ -852,7 +873,9 @@ IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
|||
|
||||
|
||||
|
||||
}}}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!darkBgIsOn)
|
||||
|
@ -872,7 +895,7 @@ IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
|||
|
||||
|
||||
|
||||
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f,0f, (Time.time - startTime) / realLength));
|
||||
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f, 0f, (Time.time - startTime) / realLength));
|
||||
|
||||
darkBgIsOn = true;
|
||||
yield return null;
|
||||
|
@ -880,9 +903,11 @@ IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
|||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}}}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue