First PlayerActionEvent Pass (#202)

* update blue bear to use PlayerActionEvent

* update built to scale DS to use PlayerActionEvent

* update clappy trio to use PlayerActionEvent

* update crop stomp to use PlayerActionEvent

* update drumming practice to use PlayerActionEvent

* update fork lifter to use PlayerActionEvent

* update minigame icons

* update wizard waltz' icon
This commit is contained in:
minenice55 2023-01-14 23:33:37 -05:00 committed by GitHub
parent 0115333d8b
commit 330c538947
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54 changed files with 1295 additions and 378 deletions

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View file

@ -265,6 +265,23 @@ namespace HeavenStudio
return GameManager.instance.Beatmap.tempoChanges;
}
public float GetBpmAtBeat(float beat)
{
var chart = GameManager.instance.Beatmap;
float bpm = chart.bpm;
foreach (DynamicBeatmap.TempoChange t in GameManager.instance.Beatmap.tempoChanges)
{
if (t.beat > beat)
{
break;
}
bpm = t.tempo;
}
return bpm;
}
public double GetSongPosFromBeat(double beat)
{
var chart = GameManager.instance.Beatmap;
@ -292,11 +309,11 @@ namespace HeavenStudio
}
//thank you @wooningcharithri#7419 for the psuedo-code
private double BeatsToSecs(double beats, float bpm)
public double BeatsToSecs(double beats, float bpm)
{
return beats / bpm * 60f;
}
private double SecsToBeats(double s, float bpm)
public double SecsToBeats(double s, float bpm)
{
return s / 60f * bpm;
}

View file

@ -68,11 +68,11 @@ namespace HeavenStudio.Games
{
headAndBodyAnim.SetBool("ShouldOpenMouth", foodHolder.childCount != 0);
if (PlayerInput.GetAnyDirectionDown())
if (PlayerInput.GetAnyDirectionDown() && !IsExpectingInputNow(InputType.DIRECTION_DOWN))
{
headAndBodyAnim.Play("BiteL", 0, 0);
}
else if (PlayerInput.Pressed())
else if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
headAndBodyAnim.Play("BiteR", 0, 0);
}

View file

@ -25,8 +25,12 @@ namespace HeavenStudio.Games.Scripts_BlueBear
private void Awake()
{
game = BlueBear.instance;
}
private void Start()
{
flyBeats = isCake ? 3f : 2f;
game.ScheduleInput(startBeat, flyBeats, isCake ? InputType.DIRECTION_DOWN : InputType.STANDARD_DOWN, Just, Out, Out);
}
private void Update()
@ -47,46 +51,9 @@ namespace HeavenStudio.Games.Scripts_BlueBear
float rot = isCake ? rotSpeed : -rotSpeed;
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
float normalizedBeat = cond.GetPositionFromMargin(startBeat + flyBeats, 1f);
StateCheck(normalizedBeat);
if (PlayerInput.Pressed())
{
if (!isCake)
{
if (state.perfect)
{
flying = false;
Jukebox.PlayOneShotGame("blueBear/chompDonut");
SpawnCrumbs();
GameObject.Destroy(gameObject);
}
}
}
else if (PlayerInput.GetAnyDirection())
{
if (isCake)
{
if (state.perfect)
{
flying = false;
Jukebox.PlayOneShotGame("blueBear/chompCake");
SpawnCrumbs();
GameObject.Destroy(gameObject);
}
}
}
}
}
public override void OnAce()
void EatFood()
{
flying = false;
@ -106,6 +73,26 @@ namespace HeavenStudio.Games.Scripts_BlueBear
GameObject.Destroy(gameObject);
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
if (isCake)
{
game.headAndBodyAnim.Play("BiteL", 0, 0);
}
else
{
game.headAndBodyAnim.Play("BiteR", 0, 0);
}
return;
}
EatFood();
}
private void Miss(PlayerActionEvent caller) {}
private void Out(PlayerActionEvent caller) {}
void SpawnCrumbs()
{
var crumbsGO = GameObject.Instantiate(game.crumbsBase, game.crumbsHolder);

View file

@ -14,60 +14,74 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
private bool moving = true;
private BuiltToScaleDS game;
float windupBeat;
float hitBeat;
float sinkBeat;
private void Awake()
{
game = BuiltToScaleDS.instance;
}
private void Start()
{
windupBeat = createBeat + (createLength * 4f);
hitBeat = windupBeat + createLength;
sinkBeat = hitBeat + (createLength * 2f);
game.ScheduleInput(windupBeat, createLength, InputType.STANDARD_DOWN, Just, Miss, Out);
}
private void Update()
{
if (!moving) return;
var windupBeat = createBeat + (createLength * 4f);
var hitBeat = windupBeat + createLength;
var currentBeat = Conductor.instance.songPositionInBeats;
float currentBeat = Conductor.instance.songPositionInBeats;
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
if (currentBeat > windupBeat && currentBeat < hitBeat
&& !shooterState.IsName("Windup")
&& game.shooterAnim.IsAnimationNotPlaying())
&& !game.lastShotOut)
{
game.shooterAnim.Play("Windup", 0, 0);
}
float stateBeat = Conductor.instance.GetPositionFromMargin(hitBeat, 2f);
StateCheck(stateBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Ace();
}
else if (state.notPerfect())
{
Miss();
}
}
if (moving)
{
var sinkBeat = hitBeat + (createLength * 2f);
if (currentBeat < sinkBeat)
{
game.SetBlockTime(this, createBeat, createLength);
}
else
{
moving = false;
Jukebox.PlayOneShotGame("builtToScaleDS/Sink");
}
}
if (moving && currentBeat < sinkBeat)
game.SetBlockTime(this, createBeat, createLength);
}
void Ace()
private void Just(PlayerActionEvent caller, float state)
{
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
if (!shooterState.IsName("Windup")) return;
// near miss
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
// hit
Hit();
}
private void Miss(PlayerActionEvent caller)
{
float sinkBeat = hitBeat + (createLength * 2f);
MultiSound.Play(
new MultiSound.Sound[] {
new MultiSound.Sound("builtToScaleDS/Sink", sinkBeat),
}, forcePlay: true
);
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(sinkBeat, delegate { moving = false; }),
});
}
private void Out(PlayerActionEvent caller) {}
void Hit()
{
moving = false;
game.shootingThisFrame = true;
@ -79,7 +93,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
Jukebox.PlayOneShotGame("builtToScaleDS/Hit");
}
void Miss()
void NearMiss()
{
moving = false;
game.shootingThisFrame = true;
@ -90,10 +104,5 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
Jukebox.PlayOneShotGame("builtToScaleDS/Crumble");
}
public override void OnAce()
{
Ace();
}
}
}

View file

@ -65,6 +65,7 @@ namespace HeavenStudio.Games
private float currentBeltOffset;
[NonSerialized] public bool shootingThisFrame;
[NonSerialized] public bool lastShotOut = false;
public static BuiltToScaleDS instance;
@ -118,10 +119,14 @@ namespace HeavenStudio.Games
void LateUpdate()
{
var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
bool canShoot = !shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying();
bool canShoot = (!shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying()) && !shootingThisFrame;
if (canShoot && PlayerInput.Pressed() && !shootingThisFrame)
if (canShoot && lastShotOut)
lastShotOut = false;
if (canShoot && !lastShotOut && PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
lastShotOut = true;
shootingThisFrame = true;
Shoot();
SpawnObject(BTSObject.FlyingRod);

View file

@ -72,9 +72,13 @@ namespace HeavenStudio.Games
public static ClappyTrio instance { get; set; }
MultiSound clapSounds = null;
BeatAction clapAction = null;
private void Awake()
{
instance = this;
clapSounds = null;
InitLions();
}
public override void OnGameSwitch(float beat)
@ -108,52 +112,16 @@ namespace HeavenStudio.Games
ClappyTrioPlayer = lion.AddComponent<ClappyTrioPlayer>();
}
if (clapSounds != null)
clapSounds.Delete();
if (clapAction != null)
clapAction.Delete();
}
private void Update()
{
if (isClapping)
{
float songPosBeat = Conductor.instance.songPositionInBeats;
for (int i = 0; i < Lion.Count; i++)
{
float length = currentClappingLength * (i);
float lengthplusone = (currentClappingLength * (i + 1));
// i spent like 25 minutes trying to figure out what was wrong with this when i forgot to subtract the currentClapLength :(
if (i == Lion.Count - 1)
{
length = 0;
}
if (songPosBeat > lastClapStart + length && songPosBeat < lastClapStart + lengthplusone && clapIndex == i)
{
if (i == Lion.Count - 1)
{
ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * (i - 1)), currentClappingLength);
clapIndex = 0;
isClapping = false;
currentClappingLength = 0;
ClappyTrioPlayer.clapStarted = false;
} else
{
SetFace(i, 4);
Lion[i].GetComponent<Animator>().Play("Clap", 0, 0);
// lazy fix rn
if (i > 0)
Jukebox.PlayOneShotGame("clappyTrio/middleClap");
else
Jukebox.PlayOneShotGame("clappyTrio/leftClap");
clapIndex++;
}
break;
}
}
}
}
public void Clap(float beat, float length)
@ -163,8 +131,21 @@ namespace HeavenStudio.Games
playerHitLast = false;
isClapping = true;
lastClapStart = beat;
currentClappingLength = length;
// makes the other lions clap
List<MultiSound.Sound> sounds = new List<MultiSound.Sound>();
List<BeatAction.Action> actions = new List<BeatAction.Action>();
for (int i = 0; i < Lion.Count - 1; i++)
{
int idx = i;
sounds.Add(new MultiSound.Sound((i > 0) ? "clappyTrio/middleClap" : "clappyTrio/leftClap", beat + (length * i)));
actions.Add(new BeatAction.Action(beat + (length * i), delegate { SetFace(idx, 4); Lion[idx].GetComponent<Animator>().Play("Clap", 0, 0);}));
}
clapSounds = MultiSound.Play(sounds.ToArray());
clapAction = BeatAction.New(this.gameObject, actions);
// prepare player input
ClappyTrioPlayer.QueueClap(beat, length * (Lion.Count - 1));
}
public void Prepare(int type)

View file

@ -8,84 +8,81 @@ namespace HeavenStudio.Games.Scripts_ClappyTrio
{
public class ClappyTrioPlayer : PlayerActionObject
{
ClappyTrio game;
private float lastClapBeat;
private float lastClapLength;
[SerializeField] private bool clapVacant;
public bool clapStarted = false;
public bool canHit;
private GameObject clapEffect;
new int aceTimes = 0;
private void Awake()
{
game = ClappyTrio.instance;
clapEffect = transform.GetChild(4).GetChild(3).gameObject;
}
public override void OnAce()
{
if (aceTimes == 0)
{
Clap(true);
aceTimes++;
}
}
private void Update()
{
if (clapVacant == true)
{
float normalizedBeat = (Conductor.instance.GetPositionFromBeat(lastClapBeat, lastClapLength));
StateCheck(normalizedBeat);
if (normalizedBeat > Minigame.EndTime())
{
clapVacant = false;
lastClapLength = 0;
lastClapBeat = 0;
}
}
if (PlayerInput.Pressed())
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Clap(false);
}
}
public void SetClapAvailability(float startBeat, float length)
public void QueueClap(float startBeat, float length)
{
aceTimes = 0;
lastClapBeat = startBeat;
clapVacant = true;
lastClapLength = length;
ResetState();
game.ScheduleInput(startBeat, length, InputType.STANDARD_DOWN, Just, Miss, Out);
}
private void Clap(bool overrideCanHit)
private void Just(PlayerActionEvent caller, float state)
{
if (state.early || state.perfect || overrideCanHit)
if (!canHit) {
Clap(false);
return;
}
if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
Clap(false);
return;
}
Clap(true);
}
private void Miss(PlayerActionEvent caller) {
game.playerHitLast = false;
if (clapStarted)
this.canHit = false;
}
private void Out(PlayerActionEvent caller) {}
private void Clap(bool just)
{
if (just)
{
clapEffect.SetActive(true);
Jukebox.PlayOneShotGame("clappyTrio/rightClap");
if (this.canHit)
ClappyTrio.instance.playerHitLast = true;
game.playerHitLast = true;
}
else
{
clapEffect.SetActive(false);
Jukebox.PlayOneShot("miss");
ClappyTrio.instance.playerHitLast = false;
game.playerHitLast = false;
if (clapStarted)
this.canHit = false;
}
ClappyTrio.instance.SetFace(ClappyTrio.instance.Lion.Count - 1, 4);
clapStarted = false;
game.SetFace(game.Lion.Count - 1, 4);
this.GetComponent<Animator>().Play("Clap", 0, 0);
}
}

View file

@ -130,7 +130,7 @@ namespace HeavenStudio.Games
// Cue the marching proper to begin when applicable.
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate { StartMarching(startBeat); })
new BeatAction.Action(startBeat - 0.25f, delegate { StartMarching(startBeat); })
});
inactiveStart = -1f;
@ -208,7 +208,7 @@ namespace HeavenStudio.Games
PlayAnims();
if (currentMarchBeat % 2 != 0) //step sound
{
Jukebox.PlayOneShotGame("cropStomp/hmm");
MultiSound.Play(new MultiSound.Sound[] {new MultiSound.Sound("cropStomp/hmm", newBeat + marchOffset)});
}
}

View file

@ -12,6 +12,8 @@ namespace HeavenStudio.Games.Scripts_CropStomp
private CropStomp game;
PlayerActionEvent stomp;
public void Init()
{
game = CropStomp.instance;
@ -21,38 +23,56 @@ namespace HeavenStudio.Games.Scripts_CropStomp
{
if (!game.isMarching)
return;
float normalizedBeat = Conductor.instance.GetPositionFromMargin(nextStompBeat, 1f);
Conductor cond = Conductor.instance;
StateCheck(normalizedBeat);
if (normalizedBeat > Minigame.LateTime())
if (stomp == null)
{
nextStompBeat += 2f;
ResetState();
if (GameManager.instance.currentGame == "cropStomp")
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
}
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
game.bodyAnim.Play("Crouch", 0, 0);
}
}
private void Just(PlayerActionEvent caller, float state)
{
// REMARK: does not count for performance
Stomp(state >= 1f || state <= -1f);
}
private void Miss(PlayerActionEvent caller)
{
if (GameManager.instance.currentGame != "cropStomp") return;
if (!game.isMarching)
return;
}
// REMARK: does not count for performance
nextStompBeat += 2f;
stomp?.Disable();
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
}
if (PlayerInput.Pressed())
private void Out(PlayerActionEvent caller) {}
void Stomp(bool ng)
{
if (GameManager.instance.currentGame != "cropStomp") return;
if (!game.isMarching)
return;
if (ng)
{
if (state.perfect)
{
game.Stomp();
game.bodyAnim.Play("Stomp", 0, 0);
nextStompBeat += 2f;
ResetState();
}
else if (state.notPerfect())
{
game.bodyAnim.Play("Crouch", 0, 0);
nextStompBeat += 2f;
ResetState();
}
else
{
game.bodyAnim.Play("Crouch", 0, 0);
}
game.bodyAnim.Play("Crouch", 0, 0);
}
else
{
game.Stomp();
game.bodyAnim.Play("Stomp", 0, 0);
}
nextStompBeat += 2f;
stomp?.Disable();
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
}
}
}

View file

@ -26,6 +26,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
private float pickTime = 1f;
private int veggieState = 0;
private bool boinked; // Player got barely when trying to pick.
private bool pickEligible = true;
private float landBeat;
@ -36,6 +37,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
public void Init()
{
game = CropStomp.instance;
game.ScheduleInput(targetBeat - 1, 1f, InputType.STANDARD_DOWN, StompJust, StompMiss, Out);
if (!isMole)
{
@ -68,30 +70,9 @@ namespace HeavenStudio.Games.Scripts_CropStomp
}
var cond = Conductor.instance;
float normalizedBeat = cond.GetPositionFromMargin(targetBeat, 1f);
StateCheck(normalizedBeat);
// In ground.
if (veggieState == 0)
{
if (normalizedBeat > Minigame.LateTime())
{
veggieState = -1;
return;
}
if (PlayerInput.Pressed())
{
if (state.perfect)
{
StompVeggie(false);
}
else if (state.notPerfect())
{
veggieState = -1;
}
}
}
// In air.
else if (veggieState == 1)
@ -99,50 +80,82 @@ namespace HeavenStudio.Games.Scripts_CropStomp
float airPosition = cond.GetPositionFromBeat(stompedBeat, landBeat - stompedBeat);
veggieTrans.position = curve.GetPoint(Mathf.Clamp(airPosition, 0, 1));
if (normalizedBeat > Minigame.EndTime())
if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP))
{
veggieState = -1;
if (!isMole)
Jukebox.PlayOneShotGame("cropStomp/veggieMiss");
return;
}
if (PlayerInput.PressedUp())
{
if (state.perfect)
{
PickVeggie(false);
}
else if (state.notPerfect())
{
veggieState = -1;
boinked = true;
curve.transform.localScale = Vector3.one; // Return curve to normal size in the case of mole curves.
var key1 = curve.KeyPoints[0];
var key1Pos = key1.Position;
key1.Position = new Vector3(key1Pos.x, veggieTrans.position.y, key1Pos.z);
var key2 = curve.KeyPoints[1];
var key2Pos = key2.Position;
key2.Position = new Vector3(key2Pos.x, veggieTrans.position.y + 2f, key2Pos.z);
pickedBeat = cond.songPositionInBeats;
Jukebox.PlayOneShot("miss");
MissedUpdate();
}
game.bodyAnim.Play("Pick", 0, 0);
game.isFlicking = true;
pickEligible = false;
}
}
}
private void StompJust(PlayerActionEvent caller, float state)
{
if (GameManager.instance.autoplay)
{
StompVeggie(true);
return;
}
if (state >= 1f)
veggieState = -1;
else if (state > -1f)
StompVeggie(false);
}
private void StompMiss(PlayerActionEvent caller)
{
veggieState = -1;
caller.Disable();
}
private void Out(PlayerActionEvent caller) {}
private void PickJust(PlayerActionEvent caller, float state)
{
game.bodyAnim.Play("Pick", 0, 0);
game.isFlicking = true;
if (!pickEligible) return;
if (GameManager.instance.autoplay)
{
PickVeggie(true);
return;
}
if (state <= -1f || state >= 1f)
{
veggieState = -1;
boinked = true;
curve.transform.localScale = Vector3.one; // Return curve to normal size in the case of mole curves.
var key1 = curve.KeyPoints[0];
var key1Pos = key1.Position;
key1.Position = new Vector3(key1Pos.x, veggieTrans.position.y, key1Pos.z);
var key2 = curve.KeyPoints[1];
var key2Pos = key2.Position;
key2.Position = new Vector3(key2Pos.x, veggieTrans.position.y + 2f, key2Pos.z);
pickedBeat = Conductor.instance.songPositionInBeats;
Jukebox.PlayOneShot("miss");
MissedUpdate();
}
else
{
PickVeggie(false);
}
}
private void PickMiss(PlayerActionEvent caller)
{
veggieState = -1;
if (!isMole)
Jukebox.PlayOneShotGame("cropStomp/veggieMiss");
caller.Disable();
}
bool moleLaughing;
private void MissedUpdate()
{
@ -205,11 +218,12 @@ namespace HeavenStudio.Games.Scripts_CropStomp
var cond = Conductor.instance;
veggieState = 1;
game.ScheduleInput(targetBeat, isMole ? 0.5f : 1f, InputType.STANDARD_UP, PickJust, PickMiss, Out);
targetBeat = targetBeat + (isMole ? 0.5f : 1f);
stompedBeat = cond.songPositionInBeats;
landBeat = cond.GetBeatFromPositionAndMargin(Minigame.EndTime(), targetBeat, 1f);
landBeat = targetBeat + (float)cond.BeatsToSecs(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat));
if (autoTriggered)
{
@ -219,10 +233,9 @@ namespace HeavenStudio.Games.Scripts_CropStomp
if (!isMole)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(targetBeat - 0.5f, delegate { Jukebox.PlayOneShotGame("cropStomp/veggieOh"); })
});
MultiSound.Play(
new MultiSound.Sound[] { new MultiSound.Sound("cropStomp/veggieOh", targetBeat - 0.5f) }
);
}
else
{
@ -233,8 +246,6 @@ namespace HeavenStudio.Games.Scripts_CropStomp
veggieTrans.localScale = new Vector3(veggieScale.x * 0.5f, veggieScale.y, veggieScale.z);
squashTween = veggieTrans.DOScaleX(veggieScale.x, cond.pitchedSecPerBeat * 0.5f);
ResetState();
Update(); // Update flying veggie state immediately.
}
@ -283,13 +294,5 @@ namespace HeavenStudio.Games.Scripts_CropStomp
PickedUpdate();
}
public override void OnAce()
{
if (veggieState == 0)
StompVeggie(true);
else
PickVeggie(true);
}
}
}

View file

@ -10,6 +10,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
{
public class Drummer : MonoBehaviour
{
DrummingPractice game;
[Header("References")]
public Animator animator;
@ -32,9 +33,14 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
public List<Sprite> Sprites;
}
void Awake()
{
game = DrummingPractice.instance;
}
private void Update()
{
if (player && PlayerInput.Pressed())
if (player && PlayerInput.Pressed() && !DrummingPractice.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Hit(false, false);
}
@ -107,6 +113,5 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
{
hitting = false;
}
}
}

View file

@ -8,66 +8,70 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
{
public class DrummerHit : PlayerActionObject
{
DrummingPractice game;
public float startBeat;
public bool applause = true;
private bool hit = false;
private bool hasHit = false;
// Start is called before the first frame update
void Awake()
{
PlayerActionInit(gameObject, startBeat);
game = DrummingPractice.instance;
}
public override void OnAce()
{
Hit(true);
void Start()
{
game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+1f, delegate {
Jukebox.PlayOneShotGame("drummingPractice/drum");
game.leftDrummer.Hit(true, false);
game.rightDrummer.Hit(true, false);
}),
});
}
// Update is called once per frame
void Update()
void Update() { }
private void Just(PlayerActionEvent caller, float state)
{
if (Conductor.instance.GetPositionFromBeat(startBeat, 2) >= 1)
{
DrummingPractice.instance.SetFaces(0);
CleanUp();
}
if (!hit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= 1)
{
Jukebox.PlayOneShotGame("drummingPractice/drum");
DrummingPractice.instance.leftDrummer.Hit(true, false);
DrummingPractice.instance.rightDrummer.Hit(true, false);
hit = true;
if (hasHit) CleanUp();
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1f);
StateCheck(normalizedBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Hit(true);
} else if (state.notPerfect())
{
Hit(false);
}
if (state >= 1f || state <= -1f) {
Hit(false);
}
Hit(true);
}
private void Miss(PlayerActionEvent caller)
{
game.SetFaces(2);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
})
});
CleanUp();
}
private void Out(PlayerActionEvent caller) {}
public void Hit(bool _hit)
{
if (!hasHit)
game.player.Hit(_hit, applause, true);
game.SetFaces(_hit ? 1 : 2);
if (!_hit)
{
DrummingPractice.instance.player.Hit(_hit, applause, true);
DrummingPractice.instance.SetFaces(_hit ? 1 : 2);
hasHit = true;
if (hit) CleanUp();
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
}),
});
}
CleanUp();
}
public void CleanUp()

View file

@ -34,8 +34,6 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
private bool isEating = false;
public int hitOnFrame;
// Burger shit
public bool topbun, middleburger, bottombun;
@ -50,14 +48,11 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
private void LateUpdate()
{
if (PlayerInput.Pressed())
if (PlayerInput.Pressed() && !ForkLifter.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
hitOnFrame = 0;
Stab(null);
}
// print(hitOnFrame);
if (ForkLifter.instance.EligibleHits.Count == 0)
{
currentHitInList = 0;
@ -119,7 +114,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
public void Stab(Pea p)
{
if (isEating || hitOnFrame > 0) return;
if (isEating) return;
if (p == null)
{

View file

@ -10,6 +10,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
{
public class Pea : PlayerActionObject
{
ForkLifter game;
private Animator anim;
public float startBeat;
@ -18,6 +19,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
private void Awake()
{
game = ForkLifter.instance;
anim = GetComponent<Animator>();
// SCHEDULING zoom sound so it lines up with when it meets the fork.
@ -26,21 +28,14 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
var zoomStartTime = currentDspTime + (double)(cond.pitchedSecPerBeat * 2) - 0.317;
Jukebox.PlayOneShotScheduledGame("forkLifter/zoomFast", (double)zoomStartTime);
GetComponentInChildren<SpriteRenderer>().sprite = ForkLifter.instance.peaSprites[type];
GetComponentInChildren<SpriteRenderer>().sprite = game.peaSprites[type];
for (int i = 0; i < transform.GetChild(0).childCount; i++)
{
transform.GetChild(0).GetChild(i).GetComponent<SpriteRenderer>().sprite = transform.GetChild(0).GetComponent<SpriteRenderer>().sprite;
}
// PlayerActionInit(this.gameObject, startBeat, ForkLifter.instance.EligibleHits);
isEligible = true;
}
public override void OnAce()
{
this.Hit();
game.ScheduleInput(startBeat, 2f, InputType.STANDARD_DOWN, Just, Miss, Out);
}
public void Hit()
@ -63,7 +58,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
}
SpriteRenderer psprite = pea.AddComponent<SpriteRenderer>();
psprite.sprite = ForkLifter.instance.peaHitSprites[type];
psprite.sprite = game.peaHitSprites[type];
psprite.sortingOrder = 20;
switch (type)
{
@ -128,7 +123,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
}
SpriteRenderer psprite = pea.AddComponent<SpriteRenderer>();
psprite.sprite = ForkLifter.instance.peaHitSprites[type];
psprite.sprite = game.peaHitSprites[type];
psprite.sortingOrder = 20;
ForkLifterPlayer.instance.HitFXMiss(new Vector2(1.0424f, -4.032f), new Vector2(1.129612f, 1.129612f));
ForkLifterPlayer.instance.HitFXMiss(new Vector2(0.771f, -3.016f), new Vector2(1.71701f, 1.71701f));
@ -159,7 +154,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
}
SpriteRenderer psprite = pea.AddComponent<SpriteRenderer>();
psprite.sprite = ForkLifter.instance.peaHitSprites[type];
psprite.sprite = game.peaHitSprites[type];
psprite.sortingOrder = 20;
ForkLifterPlayer.instance.HitFXMiss(new Vector2(1.0424f, -4.032f), new Vector2(1.129612f, 1.129612f));
ForkLifterPlayer.instance.HitFXMiss(new Vector2(0.771f, -3.016f), new Vector2(1.71701f, 1.71701f));
@ -179,34 +174,35 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 2.45f);
anim.Play("Flicked_Object", -1, normalizedBeatAnim);
anim.speed = 0;
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 2f);
StateCheck(normalizedBeat);
if (PlayerInput.Pressed() && ForkLifterPlayer.instance.hitOnFrame == 0)
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f)
{
if (state.perfect)
{
Hit();
}
else if (state.early)
{
Early();
}
else if (state.late)
{
Late();
}
ForkLifterPlayer.instance.hitOnFrame++;
Late();
}
else if (state <= -1f)
{
Early();
}
if (normalizedBeat > Minigame.EndTime())
else
{
Jukebox.PlayOneShot("audience/disappointed");
Destroy(this.gameObject);
Hit();
}
}
private void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShot("audience/disappointed");
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+ 2.45f, delegate {
Destroy(this.gameObject);
}),
});
}
private void Out(PlayerActionEvent caller) {}
}
}

View file

@ -113,6 +113,9 @@ namespace HeavenStudio.Games
foreach(PlayerActionEvent toCompare in scheduledInputs)
{
// ignore inputs that are for sequencing in autoplay
if (toCompare.autoplayOnly) continue;
if(closest == null)
{
if (input == InputType.ANY || toCompare.inputType.HasFlag(input))

View file

@ -13,25 +13,27 @@ namespace HeavenStudio.Util
public class Action
{
public float beat { get; set; }
public double beat { get; set; }
public EventCallback function { get; set; }
public Action(float beat, EventCallback function)
public Action(double beat, EventCallback function)
{
this.beat = beat;
this.function = function;
}
}
public static void New(GameObject prefab, List<Action> actions)
public static BeatAction New(GameObject prefab, List<Action> actions)
{
BeatAction beatAction = prefab.AddComponent<BeatAction>();
beatAction.actions = actions;
return beatAction;
}
private void Update()
{
float songPositionInBeats = Conductor.instance.songPositionInBeats;
double songPositionInBeats = Conductor.instance.songPositionInBeatsAsDouble;
for (int i = 0; i < actions.Count; i++)
{
@ -42,6 +44,11 @@ namespace HeavenStudio.Util
}
}
}
public void Delete()
{
Destroy(this);
}
}
}