Games fixes/reworks patch (#501)

* ghosts are scaled now

* Lockstep fully reworked

* mr. bach has been implemented

* Space dance fixes

* oops

* Tap trial rework part 1

* tap trial rework part 2

* oopsie

* Gramps Talk Update

* Space Dance Voice Offsets

* Giraffe done! (Except miss anim)

* bg is not showing up for some reason

* bg not rendering fixed + giraffe fixed

* scrolling done

* fixed space dance and space soccer bg scrolls

* fixed rockers bugs

* adjustment

* fixed el inaccuracies

* particle fix

* changed pitch and volume of monkey tap

* miss anim

* megamix face for girl

* Proper miss anim implementation

* Added force stepping event

* miss anim fix

---------

Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
Rapandrasmus 2023-07-13 02:35:47 +02:00 committed by minenice55
parent 83d4be2da2
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m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
path: root_body/girl_arm_r
classID: 4
script: {fileID: 0}
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m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
path: root_body/girl_arm_r
classID: 4
script: {fileID: 0}
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m_RotationOrder: 4
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path: root_body/girl_arm_r
classID: 4
script: {fileID: 0}
- curve: - curve:
serializedVersion: 2 serializedVersion: 2
m_Curve: [] m_Curve: []
@ -3152,6 +3283,36 @@ AnimationClip:
path: root_body/girl_leg_0 path: root_body/girl_leg_0
classID: 4 classID: 4
script: {fileID: 0} script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
path: root_body/girl_arm_r
classID: 4
script: {fileID: 0}
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m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
path: root_body/girl_arm_r
classID: 4
script: {fileID: 0}
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m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.x
path: root_body/girl_arm_r
classID: 4
script: {fileID: 0}
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m_Curve: [] m_Curve: []

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@ -21,7 +21,7 @@ namespace HeavenStudio.Common
{ {
foreach (var img in _imgs) foreach (var img in _imgs)
{ {
img.uvRect = new Rect(new Vector2(NormalizedX, NormalizedY) * Tile, img.uvRect.size); img.uvRect = new Rect(Normalized * Tile, img.uvRect.size);
} }
} }
} }

View file

@ -4,8 +4,10 @@ borrowed from other games */
//Don't worry Raffy everyone starts somewhere - Rasmus //Don't worry Raffy everyone starts somewhere - Rasmus
using HeavenStudio.Util; using HeavenStudio.Util;
using Jukebox;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
@ -15,7 +17,7 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("lockstep", "Lockstep \n<color=#eb5454>[WIP]</color>", "f0338d", false, false, new List<GameAction>() return new Minigame("lockstep", "Lockstep", "f0338d", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
{ {
@ -27,33 +29,38 @@ namespace HeavenStudio.Games.Loaders
new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"), new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"),
}, },
}, },
new GameAction("marching", "Stepping") new GameAction("stepping", "Stepping")
{ {
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);}, preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
defaultLength = 4f, parameters = new List<Param>()
resizable = true {
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat."),
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
new Param("visual", true, "Background Visual")
},
preFunctionLength = 1
}, },
new GameAction("offbeatSwitch", "Switch to Offbeat") new GameAction("offbeatSwitch", "Switch to Offbeat")
{ {
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitch(e.beat); }, preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitchSound(e.beat, e["ho"], e["sound"]); },
defaultLength = 3.5f defaultLength = 4.5f,
parameters = new List<Param>()
{
new Param("sound", true, "Sound Cue"),
new Param("ho", true, "Ho Sounds", "Will the <ho, ho, ho, ho> sound be present?"),
new Param("visual", true, "Background Visual")
}
}, },
new GameAction("onbeatSwitch", "Switch to Onbeat") new GameAction("onbeatSwitch", "Switch to Onbeat")
{ {
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); }, preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitchSound(e.beat, e["hai"], e["sound"]); },
defaultLength = 2f defaultLength = 3f,
}, parameters = new List<Param>()
new GameAction("hai", "Hai!")
{ {
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); }, new Param("sound", true, "Sound Cue"),
defaultLength = 1f, new Param("hai", new EntityTypes.Integer(0, 100, 1), "Hai Amount"),
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);} new Param("visual", true, "Background Visual")
}, }
new GameAction("ho", "Ho!")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat); },
defaultLength = 1f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat);}
}, },
new GameAction("set colours", "Set Colours") new GameAction("set colours", "Set Colours")
{ {
@ -67,6 +74,32 @@ namespace HeavenStudio.Games.Loaders
new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."), new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."),
}, },
defaultLength = 0.5f, defaultLength = 0.5f,
},
new GameAction("zoom", "Preset Zooms")
{
function = delegate { Lockstep.instance.SetZoom(eventCaller.currentEntity["zoom"]); },
parameters = new List<Param>()
{
new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level")
}
},
new GameAction("bach", "Show Bach")
{
defaultLength = 4,
resizable = true,
},
new GameAction("marching", "Force Stepping")
{
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
parameters = new List<Param>()
{
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat."),
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
new Param("visual", true, "Background Visual")
},
preFunctionLength = 1,
resizable = true,
defaultLength = 4
} }
}, },
new List<string>() {"ntr", "keep"}, new List<string>() {"ntr", "keep"},
@ -140,6 +173,7 @@ namespace HeavenStudio.Games
[SerializeField] Animator stepswitcherPlayer; [SerializeField] Animator stepswitcherPlayer;
[SerializeField] Animator stepswitcherLeft; [SerializeField] Animator stepswitcherLeft;
[SerializeField] Animator stepswitcherRight; [SerializeField] Animator stepswitcherRight;
[SerializeField] Animator bach;
// master stepper dictates what sprite the slave steppers use // master stepper dictates what sprite the slave steppers use
[SerializeField] Animator masterStepperAnim; [SerializeField] Animator masterStepperAnim;
@ -155,7 +189,7 @@ namespace HeavenStudio.Games
[SerializeField] Material stepperMaterial; [SerializeField] Material stepperMaterial;
[Header("Properties")] [Header("Properties")]
static List<double> queuedInputs = new(); static List<QueuedMarch> queuedInputs = new();
Sprite masterSprite; Sprite masterSprite;
HowMissed currentMissStage; HowMissed currentMissStage;
bool lessSteppers = false; bool lessSteppers = false;
@ -168,14 +202,71 @@ namespace HeavenStudio.Games
bool offColorActive; bool offColorActive;
bool goBop; bool goBop;
public GameEvent bop = new GameEvent(); public GameEvent bop = new GameEvent();
List<double> switches = new();
private List<RiqEntity> bachEvents = new();
public static Lockstep instance; public static Lockstep instance;
public enum ZoomPresets
{
Regular,
NotThatFar,
Far,
VeryFar,
ExtremelyFar
}
void Awake() void Awake()
{ {
instance = this; instance = this;
currentBGOnColor = defaultBGColorOn; currentBGOnColor = defaultBGColorOn;
currentBGOffColor = defaultBGColorOff; currentBGOffColor = defaultBGColorOff;
var switchEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch", "offbeatSwitch" });
foreach (var switchEvent in switchEvents)
{
switches.Add(switchEvent.beat + switchEvent.length - 1);
}
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
}
private bool BachOnBeat(double beat)
{
return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
}
public override void OnGameSwitch(double beat)
{
QueueSwitchBGs(beat);
}
public override void OnPlay(double beat)
{
QueueSwitchBGs(beat);
}
private void QueueSwitchBGs(double beat)
{
double nextGameSwitchBeat = double.MaxValue;
List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).FindAll(x => x.beat > beat);
if (allEnds.Count > 0)
{
nextGameSwitchBeat = allEnds[0].beat;
}
var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch" });
foreach (var on in switchEventsOn)
{
if (on.beat >= nextGameSwitchBeat || !on["visual"]) return;
OnbeatSwitch(on.beat, beat);
}
var switchEventsOff = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "offbeatSwitch" });
foreach (var off in switchEventsOff)
{
if (off.beat >= nextGameSwitchBeat || !off["visual"]) return;
OffbeatSwitch(off.beat, beat);
}
} }
void Start() { void Start() {
@ -191,15 +282,6 @@ namespace HeavenStudio.Games
UpdateAndRenderSlaves(); UpdateAndRenderSlaves();
} }
void OnDestroy()
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
void UpdateAndRenderSlaves() void UpdateAndRenderSlaves()
{ {
foreach (var stepper in slaveSteppers) foreach (var stepper in slaveSteppers)
@ -222,7 +304,7 @@ namespace HeavenStudio.Games
} }
} }
public void Update() private void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused) if (cond.isPlaying && !cond.isPaused)
@ -238,11 +320,14 @@ namespace HeavenStudio.Games
{ {
foreach (var input in queuedInputs) foreach (var input in queuedInputs)
{ {
ScheduleInput(cond.songPositionInBeatsAsDouble, input - cond.songPositionInBeats, InputType.STANDARD_DOWN, Just, Miss, Nothing); if (input.force)
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(input, delegate { EvaluateMarch(); }), ForceMarching(input.beat, input.length, input.sound, input.amount, input.visual);
}); }
else
{
StartMarching(input.beat, input.sound, input.amount, input.visual);
}
} }
queuedInputs.Clear(); queuedInputs.Clear();
} }
@ -258,10 +343,14 @@ namespace HeavenStudio.Games
{ {
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f); stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
} }
SoundByte.PlayOneShotGame("lockstep/miss"); SoundByte.PlayOneShot("miss");
ScoreMiss(); ScoreMiss();
} }
} }
}
private void LateUpdate()
{
if (masterSprite != masterStepperSprite.sprite) if (masterSprite != masterStepperSprite.sprite)
{ {
masterSprite = masterStepperSprite.sprite; masterSprite = masterStepperSprite.sprite;
@ -269,6 +358,19 @@ namespace HeavenStudio.Games
} }
} }
public void SetZoom(int zoom)
{
GameCamera.additionalPosition = new Vector3(0, 0, (ZoomPresets)zoom switch
{
ZoomPresets.Regular => 0,
ZoomPresets.NotThatFar => -4.5f,
ZoomPresets.Far => -11,
ZoomPresets.VeryFar => -26,
ZoomPresets.ExtremelyFar => -63,
_ => throw new System.NotImplementedException()
});
}
public void Bop(double beat, float length, bool shouldBop, bool autoBop) public void Bop(double beat, float length, bool shouldBop, bool autoBop)
{ {
goBop = autoBop; goBop = autoBop;
@ -287,83 +389,255 @@ namespace HeavenStudio.Games
} }
} }
public void Hai(double beat) public static void OnbeatSwitchSound(double beat, int hais, bool sound)
{ {
SoundByte.PlayOneShotGame("lockstep/switch1", beat); if (sound)
}
public void Ho(double beat)
{
SoundByte.PlayOneShotGame("lockstep/switch4", beat);
}
public static void OnbeatSwitch(double beat)
{ {
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound("lockstep/switch5", beat), new MultiSound.Sound("lockstep/nha1", beat, 1, 1, false, 0.03086419753),
new MultiSound.Sound("lockstep/switch6", beat + 0.5f), new MultiSound.Sound("lockstep/nha2", beat + 0.5f, 1, 1, false, 0.04629629629),
new MultiSound.Sound("lockstep/switch5", beat + 1f), new MultiSound.Sound("lockstep/nha1", beat + 1f, 1, 1, false, 0.03086419753),
new MultiSound.Sound("lockstep/switch6", beat + 1.5f) new MultiSound.Sound("lockstep/nha2", beat + 1.5f, 1, 1, false, 0.04629629629)
}, forcePlay: true); }, forcePlay: true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
new BeatAction.Action(beat + 0.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
new BeatAction.Action(beat + 1.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
});
} }
public static void OffbeatSwitch(double beat) if (hais > 0)
{
List<MultiSound.Sound> haisList = new();
for (int i = 0; i < hais; i++)
{
haisList.Add(new MultiSound.Sound("lockstep/hai", beat + 2 + i, 1, 1, false, 0.02314814814));
}
double nextOffBeat = double.MaxValue;
var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "offbeatSwitch" });
switchEventsOn.Sort((x, y) => x.beat.CompareTo(y.beat));
for (int i = 0; i < switchEventsOn.Count; i++)
{
if (switchEventsOn[i].beat > beat)
{
nextOffBeat = switchEventsOn[i].beat;
break;
}
}
var haisActual = haisList.FindAll(x => x.beat < nextOffBeat);
MultiSound.Play(haisActual.ToArray(), true, true);
}
}
private void OnbeatSwitch(double beat, double gameswitchBeat)
{
List<BeatAction.Action> allActions = new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { ChangeBeatBackGroundColour(false); }),
new BeatAction.Action(beat + 0.5f, delegate { ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 1f, delegate
{
ChangeBeatBackGroundColour(false);
}),
new BeatAction.Action(beat + 1.5f, delegate
{
ChangeBeatBackGroundColour(true);
}),
new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing) MarchRecursive(beat + 2f); }),
new BeatAction.Action(beat + 2f, delegate { ChangeBeatBackGroundColour(false); }),
};
List<BeatAction.Action> actions = new();
foreach (var action in allActions)
{
if (action.beat >= gameswitchBeat) actions.Add(action);
}
if (actions.Count > 0) BeatAction.New(instance.gameObject, actions);
}
public static void OffbeatSwitchSound(double beat, bool hoSound, bool sound)
{
if (sound)
{ {
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound("lockstep/switch1", beat), new MultiSound.Sound("lockstep/hai", beat, 1, 1, false, 0.02314814814),
new MultiSound.Sound("lockstep/switch1", beat + 1f), new MultiSound.Sound("lockstep/hai", beat + 1f, 1, 1, false, 0.02314814814),
new MultiSound.Sound("lockstep/switch1", beat + 2f), new MultiSound.Sound("lockstep/hai", beat + 2f, 1, 1, false, 0.02314814814),
new MultiSound.Sound("lockstep/switch2", beat + 3f), new MultiSound.Sound("lockstep/hahai1", beat + 3f, 1, 1, false, 0.03086419753),
new MultiSound.Sound("lockstep/switch3", beat + 3.5f), new MultiSound.Sound("lockstep/hahai2", beat + 3.5f, 1, 1, false, 0.03086419753),
}, forcePlay: true); }, forcePlay: true);
}
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() if (hoSound)
{ {
new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }), List<MultiSound.Sound> hos = new List<MultiSound.Sound>
new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }), {
new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }), new MultiSound.Sound("lockstep/ho", beat + 4.5f, 1, 1, false, 0.03086419753),
new BeatAction.Action(beat + 3f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }), new MultiSound.Sound("lockstep/ho", beat + 5.5f, 1, 0.6835514f, false, 0.03086419753),
new BeatAction.Action(beat + 3.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }), new MultiSound.Sound("lockstep/ho", beat + 6.5f, 1, 0.3395127f, false, 0.03086419753),
}); new MultiSound.Sound("lockstep/ho", beat + 7.5f, 1, 0.1200322f, false, 0.03086419753),
};
double nextOnBeat = double.MaxValue;
var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch" });
switchEventsOn.Sort((x, y) => x.beat.CompareTo(y.beat));
for (int i = 0; i < switchEventsOn.Count; i++)
{
if (switchEventsOn[i].beat > beat)
{
nextOnBeat = switchEventsOn[i].beat;
break;
}
} }
public static void Marching(double beat, float length) var hosActual = hos.FindAll(x => x.beat < nextOnBeat);
MultiSound.Play(hosActual.ToArray(), true, true);
}
}
private void OffbeatSwitch(double beat, double gameswitchBeat)
{
List<BeatAction.Action> allActions = new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 1f, delegate { ChangeBeatBackGroundColour(false); }),
new BeatAction.Action(beat + 2f, delegate { ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 3f, delegate
{
ChangeBeatBackGroundColour(false);
}),
new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing) MarchRecursive(beat + 3.5f); }),
new BeatAction.Action(beat + 3.5f, delegate { ChangeBeatBackGroundColour(true); }),
};
List<BeatAction.Action> actions = new();
foreach (var action in allActions)
{
if (action.beat >= gameswitchBeat) actions.Add(action);
}
if (actions.Count > 0) BeatAction.New(instance.gameObject, actions);
}
private struct QueuedMarch
{
public double beat;
public float length;
public bool sound;
public int amount;
public bool visual;
public bool force;
}
public static void Marching(double beat, bool sound, int amount, bool visual, bool force = false, float length = 0)
{ {
if (GameManager.instance.currentGame == "lockstep") if (GameManager.instance.currentGame == "lockstep")
{ {
List<BeatAction.Action> actions = new List<BeatAction.Action>(); if (force)
for (int i = 0; i < length; i++)
{ {
Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing); instance.ForceMarching(beat, length, sound, amount, visual);
actions.Add(new BeatAction.Action(beat + i, delegate { Lockstep.instance.EvaluateMarch(); }));
}
BeatAction.New(instance.gameObject, actions);
} }
else else
{ {
for (int i = 0; i < length; i++) instance.StartMarching(beat, sound, amount, visual);
{
queuedInputs.Add(beat + i);
} }
} }
else
{
queuedInputs.Add(new QueuedMarch
{
amount = amount,
beat = beat,
sound = sound,
visual = visual,
length = length,
force = force
});
}
} }
public void EvaluateMarch() private void ForceMarching(double beat, float length, bool sound, int amount, bool visual)
{ {
var cond = Conductor.instance; bool offBeat = beat % 1 != 0;
var beatAnimCheck = Math.Round(cond.songPositionInBeatsAsDouble * 2); if (sound)
if (beatAnimCheck % 2 != 0) {
MultiSound.Sound[] sounds = new MultiSound.Sound[amount];
for (int i = 0; i < amount; i++)
{
sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814);
}
MultiSound.Play(sounds, true, true);
}
List<BeatAction.Action> steps = new()
{
new BeatAction.Action(beat, delegate
{
if (visual) ChangeBeatBackGroundColour(offBeat);
if (BachOnBeat(beat)) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
EvaluateMarch(offBeat);
})
};
ScheduleInput(beat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
for (int i = 1; i < length; i++)
{
double stepBeat = beat + i;
steps.Add(new BeatAction.Action(stepBeat, delegate
{
if (BachOnBeat(stepBeat)) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
EvaluateMarch(offBeat);
}));
ScheduleInput(stepBeat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
}
BeatAction.New(gameObject, steps);
}
private void StartMarching(double beat, bool sound, int amount, bool visual)
{
if (marchRecursing) return;
bool offBeat = beat % 1 != 0;
if (visual)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { ChangeBeatBackGroundColour(offBeat); })
});
}
if (sound)
{
MultiSound.Sound[] sounds = new MultiSound.Sound[amount];
for (int i = 0; i < amount; i++)
{
sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814);
}
MultiSound.Play(sounds, true, true);
}
MarchRecursive(beat);
}
private bool marchRecursing;
private void MarchRecursive(double beat)
{
marchRecursing = true;
if (NextStepIsSwitch(beat)) beat -= 0.5;
bool offBeat = beat % 1 != 0;
bool bachOnBeat = BachOnBeat(beat);
ScheduleInput(beat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
EvaluateMarch(offBeat);
MarchRecursive(beat + 1);
if (bachOnBeat) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
}),
});
}
private bool NextStepIsSwitch(double beat)
{
return switches.Contains(beat - 0.5);
}
public void EvaluateMarch(bool offBeat)
{
if (offBeat)
{ {
PlayStepperAnim("OffbeatMarch", false, 0.5f); PlayStepperAnim("OffbeatMarch", false, 0.5f);
} }
@ -373,59 +647,46 @@ namespace HeavenStudio.Games
} }
} }
public void Just(PlayerActionEvent caller, float state) private void JustOn(PlayerActionEvent caller, float state)
{ {
currentMissStage = HowMissed.NotMissed; currentMissStage = HowMissed.NotMissed;
var cond = Conductor.instance; stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
double beatAnimCheck = cond.songPositionInBeatsAsDouble - 0.25; SoundByte.PlayOneShot("nearMiss");
if (beatAnimCheck % 1.0 >= 0.5)
{
SoundByte.PlayOneShotGame("lockstep/tink");
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
}
else
{
SoundByte.PlayOneShotGame("lockstep/tink");
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
}
return; return;
} }
Success(cond.songPositionInBeatsAsDouble); SoundByte.PlayOneShotGame($"lockstep/foot{UnityEngine.Random.Range(1, 3)}");
SoundByte.PlayOneShotGame("lockstep/drumOn");
} }
public void Success(double beat) private void JustOff(PlayerActionEvent caller, float state)
{ {
double beatAnimCheck = beat - 0.25; currentMissStage = HowMissed.NotMissed;
if (beatAnimCheck % 1.0 >= 0.5)
{
SoundByte.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
}
else
{
SoundByte.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f); stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShot("nearMiss");
return;
} }
SoundByte.PlayOneShotGame($"lockstep/foot{UnityEngine.Random.Range(1, 3)}");
SoundByte.PlayOneShotGame("lockstep/drumOff");
} }
public void Miss(PlayerActionEvent caller) private void MissOn(PlayerActionEvent caller)
{
var beatAnimCheck = Math.Round(caller.startBeat * 2);
if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
{
stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
SoundByte.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOff;
}
else if (beatAnimCheck % 2 == 0 && currentMissStage != HowMissed.MissedOn)
{ {
if (currentMissStage == HowMissed.MissedOn) return;
stepswitcherPlayer.Play("OnbeatMiss", 0, 0); stepswitcherPlayer.Play("OnbeatMiss", 0, 0);
SoundByte.PlayOneShotGame("lockstep/wayOff"); SoundByte.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOn; currentMissStage = HowMissed.MissedOn;
} }
private void MissOff(PlayerActionEvent caller)
{
if (currentMissStage == HowMissed.MissedOff) return;
stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
SoundByte.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOff;
} }
public void ChangeBeatBackGroundColour(bool off) public void ChangeBeatBackGroundColour(bool off)

View file

@ -18,10 +18,11 @@ namespace HeavenStudio.Games.Scripts_SneakySpirits
public void Init(double spawnBeat, float length) public void Init(double spawnBeat, float length)
{ {
if (length == 0) length = 1;
BeatAction.New(game.gameObject, new List<BeatAction.Action>() BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(spawnBeat + 0.001f, delegate { anim.DoScaledAnimationAsync("Move", 1f); }), new BeatAction.Action(spawnBeat, delegate { anim.DoScaledAnimationAsync("Move", (1 / length) * Conductor.instance.SongPitch); }),
new BeatAction.Action(spawnBeat + length - 0.5f, delegate { anim.DoScaledAnimationAsync("MoveDown", 1f); }), new BeatAction.Action(spawnBeat + (length * 0.5f), delegate { anim.DoScaledAnimationAsync("MoveDown", (1 / length) * Conductor.instance.SongPitch); }),
new BeatAction.Action(spawnBeat + length, delegate { Destroy(gameObject); }), new BeatAction.Action(spawnBeat + length, delegate { Destroy(gameObject); }),
}); });
} }

View file

@ -3,7 +3,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using DG.Tweening; using DG.Tweening;
using static HeavenStudio.Games.SpaceDance;
using HeavenStudio.Common; using HeavenStudio.Common;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
@ -16,7 +15,8 @@ namespace HeavenStudio.Games.Loaders
{ {
new GameAction("turn right", "Turn Right") new GameAction("turn right", "Turn Right")
{ {
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["whoSpeaks"], e["gramps"]); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["gramps"]); },
preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.TurnRightSfx(e.beat, e["whoSpeaks"]); },
defaultLength = 2.0f, defaultLength = 2.0f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
@ -26,7 +26,8 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("sit down", "Sit Down") new GameAction("sit down", "Sit Down")
{ {
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoSitDown(e.beat, e["whoSpeaks"], e["gramps"]); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoSitDown(e.beat, e["gramps"]); },
preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.SitDownSfx(e.beat, e["whoSpeaks"]); },
defaultLength = 2.0f, defaultLength = 2.0f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
@ -36,7 +37,8 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("punch", "Punch") new GameAction("punch", "Punch")
{ {
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoPunch(e.beat, e["whoSpeaks"], e["gramps"]); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoPunch(e.beat, e["gramps"]); },
preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.PunchSfx(e.beat, e["whoSpeaks"]); },
defaultLength = 2.0f, defaultLength = 2.0f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
@ -46,7 +48,7 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("shootingStar", "Shooting Star") new GameAction("shootingStar", "Shooting Star")
{ {
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateShootingStar(e.beat, e.length, e["ease"]); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateShootingStar(e.beat, e.length, (EasingFunction.Ease)e["ease"]); },
defaultLength = 2f, defaultLength = 2f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
@ -94,8 +96,8 @@ namespace HeavenStudio.Games.Loaders
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateScrollSpeed(e["x"], e["y"]); }, function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateScrollSpeed(e["x"], e["y"]); },
defaultLength = 1f, defaultLength = 1f,
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("x", new EntityTypes.Float(-5f, 5f, 0), "Horizontal", "How fast does the background move horizontally?"), new Param("x", new EntityTypes.Float(-10f, 10f, 0), "Horizontal", "How fast does the background move horizontally?"),
new Param("y", new EntityTypes.Float(-5f, 5f, 0), "Vertical", "How fast does the background move vertically?"), new Param("y", new EntityTypes.Float(-10f, 10f, 0), "Vertical", "How fast does the background move vertically?"),
} }
}, },
}, },
@ -155,11 +157,10 @@ namespace HeavenStudio.Games
bool grampsSniffing; bool grampsSniffing;
[SerializeField] CanvasScroll scroll; [SerializeField] CanvasScroll scroll;
float scrollBeat; float xScrollMultiplier = 0;
float scrollOffsetX; float yScrollMultiplier = 0;
float scrollOffsetY; [SerializeField] private float xBaseSpeed = 1;
float currentScrollLengthX; [SerializeField] private float yBaseSpeed = 1;
float currentScrollLengthY;
public GameEvent bop = new GameEvent(); public GameEvent bop = new GameEvent();
@ -177,10 +178,8 @@ namespace HeavenStudio.Games
var cond = Conductor.instance; var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused) if (cond.isPlaying && !cond.isPaused)
{ {
float normalizedX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX; scroll.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
float normalizedY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY; scroll.NormalizedY -= yBaseSpeed * yScrollMultiplier * Time.deltaTime;
scroll.NormalizedX = -scrollOffsetX - normalizedX;
scroll.NormalizedY = -scrollOffsetY - normalizedY;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{ {
if (shouldBop) if (shouldBop)
@ -216,7 +215,6 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("spaceDance/inputBad"); SoundByte.PlayOneShotGame("spaceDance/inputBad");
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f); DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
Gramps.Play("GrampsOhFuck", 0, 0); Gramps.Play("GrampsOhFuck", 0, 0);
// Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh
} }
if (PlayerInput.GetSpecificDirectionDown(1) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN)) if (PlayerInput.GetSpecificDirectionDown(1) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
{ {
@ -236,11 +234,8 @@ namespace HeavenStudio.Games
public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY) public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
{ {
scrollOffsetX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX; xScrollMultiplier = scrollSpeedX;
scrollOffsetY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY; yScrollMultiplier = scrollSpeedY;
currentScrollLengthX = scrollSpeedX;
currentScrollLengthY = scrollSpeedY;
scrollBeat = Time.realtimeSinceStartup;
} }
public void GrampsAnimations(double beat, int type, bool looping) public void GrampsAnimations(double beat, int type, bool looping)
@ -373,12 +368,8 @@ namespace HeavenStudio.Games
isShootingStar = true; isShootingStar = true;
} }
public void DoTurnRight(double beat, int whoSpeaks, bool grampsTurns) public static void TurnRightSfx(double beat, int whoSpeaks)
{ {
canBop = false;
if (grampsTurns) grampsCanBop = false;
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, JustRight, RightMiss, Empty);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>() List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/voicelessTurn", beat), new MultiSound.Sound("spaceDance/voicelessTurn", beat),
@ -390,43 +381,50 @@ namespace HeavenStudio.Games
soundsToPlay.AddRange(new List<MultiSound.Sound>() soundsToPlay.AddRange(new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/dancerTurn", beat), new MultiSound.Sound("spaceDance/dancerTurn", beat),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f), new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.012f),
}); });
break; break;
case (int)WhoSpeaks.Gramps: case (int)WhoSpeaks.Gramps:
soundsToPlay.AddRange(new List<MultiSound.Sound>() soundsToPlay.AddRange(new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/otherTurn", beat), new MultiSound.Sound("spaceDance/otherTurn", beat),
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f), new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.005f),
}); });
break; break;
case (int)WhoSpeaks.Both: case (int)WhoSpeaks.Both:
soundsToPlay.AddRange(new List<MultiSound.Sound>() soundsToPlay.AddRange(new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/dancerTurn", beat), new MultiSound.Sound("spaceDance/dancerTurn", beat),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f), new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.012f),
new MultiSound.Sound("spaceDance/otherTurn", beat), new MultiSound.Sound("spaceDance/otherTurn", beat),
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f), new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.005f),
}); });
break; break;
} }
MultiSound.Play(soundsToPlay.ToArray()); MultiSound.Play(soundsToPlay.ToArray());
}
public void DoTurnRight(double beat, bool grampsTurns)
{
canBop = false;
if (grampsTurns) grampsCanBop = false;
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, JustRight, RightMiss, Empty);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
new BeatAction.Action(beat, delegate new BeatAction.Action(beat, delegate
{ {
DancerP.DoScaledAnimationAsync("TurnRightStart", 0.5f);
Dancer1.DoScaledAnimationAsync("TurnRightStart", 0.5f);
Dancer2.DoScaledAnimationAsync("TurnRightStart", 0.5f);
Dancer3.DoScaledAnimationAsync("TurnRightStart", 0.5f); Dancer3.DoScaledAnimationAsync("TurnRightStart", 0.5f);
if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightStart", 0.5f); if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightStart", 0.5f);
}), }),
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("TurnRightDo", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("TurnRightDo", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate new BeatAction.Action(beat + 1f, delegate
{ {
Dancer1.DoScaledAnimationAsync("TurnRightDo", 0.5f);
Dancer2.DoScaledAnimationAsync("TurnRightDo", 0.5f);
Dancer3.DoScaledAnimationAsync("TurnRightDo", 0.5f); Dancer3.DoScaledAnimationAsync("TurnRightDo", 0.5f);
if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightDo", 0.5f); if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightDo", 0.5f);
}), }),
@ -435,11 +433,8 @@ namespace HeavenStudio.Games
} }
public void DoSitDown(double beat, int whoSpeaks, bool grampsSits) public static void SitDownSfx(double beat, int whoSpeaks)
{ {
canBop = false;
if (grampsSits) grampsCanBop = false;
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, JustSit, SitMiss, Empty);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>() List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/voicelessSit", beat), new MultiSound.Sound("spaceDance/voicelessSit", beat),
@ -450,48 +445,55 @@ namespace HeavenStudio.Games
case (int)WhoSpeaks.Dancers: case (int)WhoSpeaks.Dancers:
soundsToPlay.AddRange(new List<MultiSound.Sound>() soundsToPlay.AddRange(new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f), new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.055f),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f), new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f), new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.004f),
}); });
break; break;
case (int)WhoSpeaks.Gramps: case (int)WhoSpeaks.Gramps:
soundsToPlay.AddRange(new List<MultiSound.Sound>() soundsToPlay.AddRange(new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f), new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.02f),
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f), new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.064f),
new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f), new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
}); });
break; break;
case (int)WhoSpeaks.Both: case (int)WhoSpeaks.Both:
soundsToPlay.AddRange(new List<MultiSound.Sound>() soundsToPlay.AddRange(new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f), new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.055f),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f), new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f), new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.004f),
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f), new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.02f),
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f), new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.064f),
new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f), new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
}); });
break; break;
} }
MultiSound.Play(soundsToPlay.ToArray()); MultiSound.Play(soundsToPlay.ToArray());
}
public void DoSitDown(double beat, bool grampsSits)
{
canBop = false;
if (grampsSits) grampsCanBop = false;
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, JustSit, SitMiss, Empty);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
new BeatAction.Action(beat, delegate new BeatAction.Action(beat, delegate
{ {
DancerP.DoScaledAnimationAsync("SitDownStart", 0.5f);
Dancer1.DoScaledAnimationAsync("SitDownStart", 0.5f);
Dancer2.DoScaledAnimationAsync("SitDownStart", 0.5f);
Dancer3.DoScaledAnimationAsync("SitDownStart", 0.5f); Dancer3.DoScaledAnimationAsync("SitDownStart", 0.5f);
if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownStart", 0.5f); if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownStart", 0.5f);
}), }),
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("SitDownDo", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("SitDownDo", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate new BeatAction.Action(beat + 1f, delegate
{ {
Dancer1.DoScaledAnimationAsync("SitDownDo", 0.5f);
Dancer2.DoScaledAnimationAsync("SitDownDo", 0.5f);
Dancer3.DoScaledAnimationAsync("SitDownDo", 0.5f); Dancer3.DoScaledAnimationAsync("SitDownDo", 0.5f);
if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownDo", 0.5f); if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownDo", 0.5f);
}), }),
@ -500,11 +502,8 @@ namespace HeavenStudio.Games
} }
public void DoPunch(double beat, int whoSpeaks, bool grampsPunches) public static void PunchSfx(double beat, int whoSpeaks)
{ {
canBop = false;
if (grampsPunches) grampsCanBop = false;
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, JustPunch, PunchMiss, Empty);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>() List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
{ {
new MultiSound.Sound("spaceDance/voicelessPunch", beat), new MultiSound.Sound("spaceDance/voicelessPunch", beat),
@ -548,40 +547,51 @@ namespace HeavenStudio.Games
} }
MultiSound.Play(soundsToPlay.ToArray()); MultiSound.Play(soundsToPlay.ToArray());
}
public void DoPunch(double beat, bool grampsPunches)
{
canBop = false;
if (grampsPunches) grampsCanBop = false;
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, JustPunch, PunchMiss, Empty);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat, delegate new BeatAction.Action(beat, delegate
{ {
DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);
Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);
Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);
Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f); Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f); if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
}), }),
new BeatAction.Action(beat + 0.5f, delegate { DancerP.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer1.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer2.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
new BeatAction.Action(beat + 0.5f, delegate new BeatAction.Action(beat + 0.5f, delegate
{ {
DancerP.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
Dancer1.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
Dancer2.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
Dancer3.DoScaledAnimationAsync("PunchStartOuter", 0.5f); Dancer3.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartEven", 0.5f); if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartEven", 0.5f);
}), }),
new BeatAction.Action(beat + 1f, delegate { DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate new BeatAction.Action(beat + 1f, delegate
{ {
DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);
Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);
Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);
Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f); Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f); if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
}), }),
new BeatAction.Action(beat + 1.5f, delegate { Dancer1.DoScaledAnimationAsync("PunchDo", 0.5f);}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer2.DoScaledAnimationAsync("PunchDo", 0.5f);}),
new BeatAction.Action(beat + 1.5f, delegate new BeatAction.Action(beat + 1.5f, delegate
{ {
Dancer1.DoScaledAnimationAsync("PunchDo", 0.5f);
Dancer2.DoScaledAnimationAsync("PunchDo", 0.5f);
Dancer3.DoScaledAnimationAsync("PunchDo", 0.5f); Dancer3.DoScaledAnimationAsync("PunchDo", 0.5f);
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchDo", 0.5f); if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchDo", 0.5f);
}), }),
new BeatAction.Action(beat + 2.5, delegate
{
canBop = true; grampsCanBop = true;
})
}); });
} }

View file

@ -98,8 +98,8 @@ namespace HeavenStudio.Games.Loaders
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e["x"], e["y"]); }, function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e["x"], e["y"]); },
defaultLength = 1f, defaultLength = 1f,
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("x", new EntityTypes.Float(-5f, 5f, 0.09f), "Horizontal", "How fast does the background move horizontally?"), new Param("x", new EntityTypes.Float(-10f, 10, 0.1f), "Horizontal", "How fast does the background move horizontally?"),
new Param("y", new EntityTypes.Float(-5f, 5f, 0.32f), "Vertical", "How fast does the background move vertically?"), new Param("y", new EntityTypes.Float(-10, 10f, 0.3f), "Vertical", "How fast does the background move vertically?"),
} }
}, },
new GameAction("stopBall", "Stop Ball") new GameAction("stopBall", "Stop Ball")
@ -202,11 +202,10 @@ namespace HeavenStudio.Games
[SerializeField] SuperCurveObject.Path[] ballPaths; [SerializeField] SuperCurveObject.Path[] ballPaths;
public bool ballDispensed; public bool ballDispensed;
double lastDispensedBeat; double lastDispensedBeat;
float scrollBeat; float xScrollMultiplier = 0.1f;
float scrollOffsetX; float yScrollMultiplier = 0.3f;
float scrollOffsetY; [SerializeField] private float xBaseSpeed = 1;
float currentScrollLengthX = 0.09f; [SerializeField] private float yBaseSpeed = 1;
float currentScrollLengthY = 0.32f;
Tween bgColorTween; Tween bgColorTween;
Tween dotColorTween; Tween dotColorTween;
#region Space Kicker Position Easing #region Space Kicker Position Easing
@ -244,10 +243,8 @@ namespace HeavenStudio.Games
private void Update() private void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
float normalizedX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX; backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
float normalizedY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY; backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
backgroundSprite.NormalizedX = -scrollOffsetX - normalizedX;
backgroundSprite.NormalizedY = scrollOffsetY + normalizedY;
float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength); float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength);
if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0) if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
@ -341,11 +338,8 @@ namespace HeavenStudio.Games
public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY) public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
{ {
scrollOffsetX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX; xScrollMultiplier = scrollSpeedX;
scrollOffsetY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY; yScrollMultiplier = scrollSpeedY;
currentScrollLengthX = scrollSpeedX;
currentScrollLengthY = scrollSpeedY;
scrollBeat = Time.realtimeSinceStartup;
} }
public void EaseSpaceKickersPositions(double beat, float length, int ease, float xDistance, float yDistance, float zDistance) public void EaseSpaceKickersPositions(double beat, float length, int ease, float xDistance, float yDistance, float zDistance)

View file

@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScrollForTap : MonoBehaviour
{
public float scrollSpeedX;
public float scrollSpeedY;
Vector3 startPos;
public float lengthX;
public float lengthY = 43.20976f;
private void Start()
{
startPos = transform.localPosition;
UpdatePos();
}
private void Update()
{
UpdatePos();
}
private void UpdatePos()
{
float newPosX = Mathf.Repeat(Time.time * scrollSpeedX, lengthX);
float newPosY = Mathf.Repeat(Time.time * scrollSpeedY, lengthY);
transform.localPosition = startPos + new Vector3(1 * newPosX, 1 * newPosY);
}
}

View file

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: d04c124402523b64abce470b1c6ced10
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -2,8 +2,6 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util; using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
@ -26,62 +24,61 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("tap", "Tap") new GameAction("tap", "Tap")
{ {
function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); }, function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); },
defaultLength = 2.0f defaultLength = 2.0f
}, },
new GameAction("double tap", "Double Tap") new GameAction("double tap", "Double Tap")
{ {
function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); }, function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); },
defaultLength = 2.0f defaultLength = 2.0f
}, },
new GameAction("triple tap", "Triple Tap") new GameAction("triple tap", "Triple Tap")
{ {
function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); }, function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); },
defaultLength = 4.0f defaultLength = 4.0f
}, },
new GameAction("jump tap prep", "Prepare Stance") new GameAction("jump tap prep", "Prepare Stance")
{ {
function = delegate { TapTrial.instance.JumpPrepare(); },
function = delegate { TapTrial.instance.JumpTapPrep(eventCaller.currentEntity.beat); },
}, },
new GameAction("jump tap", "Jump Tap") new GameAction("jump tap", "Jump Tap")
{ {
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.JumpTap(e.beat, e["final"]); },
function = delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); }, defaultLength = 2.0f,
defaultLength = 2.0f parameters = new List<Param>()
},
new GameAction("final jump tap", "Final Jump Tap")
{ {
new Param("final", false, "Final")
function = delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); }, }
defaultLength = 2.0f
}, },
new GameAction("scroll event", "Scroll Background") new GameAction("scroll event", "Scroll Background")
{ {
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.Scroll(e["toggle"], e["flash"], e["m"]); },
function = delegate { TapTrial.instance.scrollEvent(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["flash"]); }, defaultLength = 1f,
defaultLength = .5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", true, "Scroll FX", "Will scroll"), new Param("toggle", true, "Scroll FX", "Will scroll"),
new Param("flash", false, "Flash FX", "Will flash to white"), new Param("flash", true, "Flash FX", "Will flash to white"),
new Param("m", new EntityTypes.Float(0, 10, 1), "Speed Multiplier")
} }
}, },
new GameAction("giraffe events", "Giraffe Animations") new GameAction("giraffe events", "Giraffe Animations")
{ {
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.GiraffeAnims(e.beat, e.length, e["toggle"], e["instant"]); },
function = delegate { TapTrial.instance.giraffeEvent(eventCaller.currentEntity["instant"]); }, resizable = true,
defaultLength = .5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", true, "Enter?", "Giraffe will enter the scene"), new Param("toggle", TapTrial.GiraffeAnimation.Enter, "Animation", "Which animation?"),
new Param("instant", false, "Instant", "Will the giraffe enter/exit instantly?") new Param("instant", EasingFunction.Ease.Linear, "Ease", "Which ease will be used?")
}
} }
}, },
// backwards-compatibility
new GameAction("final jump tap", "Final Jump Tap")
{
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.JumpTap(e.beat, true); },
defaultLength = 2.0f,
hidden = true
},
},
new List<string>() {"agb", "normal"}, new List<string>() {"agb", "normal"},
"agbtap", "en", "agbtap", "en",
new List<string>() {} new List<string>() {}
@ -92,35 +89,30 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games namespace HeavenStudio.Games
{ {
using Scripts_TapTrial;
using HeavenStudio.Common; using HeavenStudio.Common;
using Scripts_TapTrial;
public class TapTrial : Minigame public class TapTrial : Minigame
{ {
[Header("References")] [Header("Components")]
public TapTrialPlayer player; [SerializeField] private TapTrialPlayer player;
//public GameObject tap; [SerializeField] private Animator monkeyL, monkeyR, giraffe;
[SerializeField] List<Animator> monkeys; [SerializeField] private ParticleSystem monkeyTapLL, monkeyTapLR, monkeyTapRL, monkeyTapRR;
[SerializeField] List<GameObject> monkey_roots; [SerializeField] private Transform rootPlayer, rootMonkeyL, rootMonkeyR;
[SerializeField] GameObject player_root; [SerializeField] private CanvasScroll bgScroll;
//temporary [SerializeField] private SpriteRenderer flash;
[SerializeField] List<GameObject> monkey_effects; [Header("Values")]
[SerializeField] List<GameObject> player_effects; [SerializeField] private float jumpHeight = 4f;
[SerializeField] Scroll scrollBG; [SerializeField] private float monkeyJumpHeight = 3f;
[SerializeField] SpriteRenderer flash; [SerializeField] private float maxFlashOpacity = 0.8f;
[SerializeField] ScrollForTap scroll;
[SerializeField] GameObject giraffe;
bool goBop = true, isPrep;
bool hasJumped, isFinalJump;
public double jumpStartTime = double.MinValue;
float jumpPos;
public bool crIsRunning;
[SerializeField] GameObject bg;
bool giraffeIsIn;
public GameEvent bop = new GameEvent(); private GameEvent bop = new();
private bool canBop = true;
private bool shouldBop = true;
public static TapTrial instance { get; set; } private double jumpStartBeat = double.MinValue;
public static TapTrial instance;
private void Awake() private void Awake()
{ {
@ -129,387 +121,365 @@ namespace HeavenStudio.Games
private void Update() private void Update()
{ {
if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{ {
if (goBop) SingleBop(); if (shouldBop && cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
SingleBop();
}
GiraffeUpdate(cond);
JumpUpdate(cond);
ScrollUpdate(cond);
}
} }
jumpPos = Conductor.instance.GetPositionFromBeat(jumpStartTime, 1f); public void Scroll(bool scroll, bool flash, float multiplier)
if (Conductor.instance.songPositionInBeatsAsDouble >= jumpStartTime && Conductor.instance.songPositionInBeatsAsDouble < jumpStartTime + 1f)
{ {
float yMul = jumpPos * 2f - 1f; scrolling = scroll;
float yWeight = -(yMul * yMul) + 1f; flashing = flash;
monkey_roots[0].transform.localPosition = new Vector3(0, 1.5f * yWeight); scrollMultiplier = multiplier;
monkey_roots[1].transform.localPosition = new Vector3(0, 1.5f * yWeight); ResetScroll();
if (!isFinalJump) }
public void ResetScroll()
{ {
player_root.transform.localPosition = new Vector3(0f, 2.5f * yWeight); currentScrollSpeed = 0;
currentNormalizedY = 0;
flash.color = new Color(1, 1, 1, 0);
}
private bool scrolling;
private bool flashing;
[SerializeField] private float maxScrollSpeed = 0.25f;
[SerializeField] private float accelerationSpeed = 0.01f;
private float currentScrollSpeed = 0;
private float currentNormalizedY = 0;
private float scrollMultiplier = 1;
private void ScrollUpdate(Conductor cond)
{
if (!scrolling)
{
bgScroll.Normalized = Vector2.zero;
ResetScroll();
return;
}
currentNormalizedY += currentScrollSpeed * Time.deltaTime;
bgScroll.NormalizedY = currentNormalizedY * scrollMultiplier;
if (flashing) flash.color = new Color(1, 1, 1, Mathf.Lerp(0, maxFlashOpacity, currentNormalizedY));
currentScrollSpeed += accelerationSpeed * Time.deltaTime;
currentScrollSpeed = Mathf.Min(maxScrollSpeed, currentScrollSpeed);
}
private void GiraffeUpdate(Conductor cond)
{
float normalizedGiraffeBeat = cond.GetPositionFromBeat(animStartBeat, animLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(currentEase);
if (normalizedGiraffeBeat <= 1f && normalizedGiraffeBeat >= 0f)
{
switch (currentAnim)
{
case GiraffeAnimation.Enter:
giraffe.DoNormalizedAnimation("Enter", func(0, 1, normalizedGiraffeBeat));
break;
case GiraffeAnimation.Exit:
giraffe.DoNormalizedAnimation("Exit", func(0, 1, normalizedGiraffeBeat));
break;
default: break;
}
}
}
private void JumpUpdate(Conductor cond)
{
float normalizedJumpBeat = cond.GetPositionFromBeat(jumpStartBeat, 1);
if (normalizedJumpBeat >= 0 && normalizedJumpBeat <= 1)
{
if (normalizedJumpBeat >= 0.5f)
{
float normalizedUp = cond.GetPositionFromBeat(jumpStartBeat, 0.5);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
float newPlayerY = func(0, jumpHeight, normalizedUp);
float newMonkeyY = func(0, monkeyJumpHeight, normalizedUp);
rootPlayer.localPosition = new Vector3(0, newPlayerY);
rootMonkeyL.localPosition = new Vector3(0, newMonkeyY);
rootMonkeyR.localPosition = new Vector3(0, newMonkeyY);
} }
else else
{ {
player_root.transform.localPosition = new Vector3(0f, 3.5f * yWeight); float normalizedDown = cond.GetPositionFromBeat(jumpStartBeat + 0.5, 0.5);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
float newPlayerY = func(jumpHeight, 0, normalizedDown);
float newMonkeyY = func(monkeyJumpHeight, 0, normalizedDown);
rootPlayer.localPosition = new Vector3(0, newPlayerY);
rootMonkeyL.localPosition = new Vector3(0, newMonkeyY);
rootMonkeyR.localPosition = new Vector3(0, newMonkeyY);
} }
} }
else else
{ {
monkey_roots[0].transform.localPosition = new Vector3(0, 0); rootPlayer.localPosition = Vector3.zero;
monkey_roots[1].transform.localPosition = new Vector3(0, 0); rootMonkeyL.localPosition = Vector3.zero;
player_root.transform.localPosition = new Vector3(0, 0); rootMonkeyR.localPosition = Vector3.zero;
if (hasJumped)
{
//Jukebox.PlayOneShotGame("fanClub/landing_impact", pitch: UnityEngine.Random.Range(0.95f, 1f), volume: 1f / 4);
}
hasJumped = false;
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
player.anim.Play("Tap", 0, 0);
SoundByte.PlayOneShotGame("tapTrial/tonk");
}
}
}
void SingleBop()
{
if (!isPrep)
{
if (monkeys[0].GetCurrentAnimatorStateInfo(0).IsName("Idle")) monkeys[0].DoScaledAnimationAsync("Bop", 0.5f);
if (monkeys[1].GetCurrentAnimatorStateInfo(0).IsName("Idle")) monkeys[1].DoScaledAnimationAsync("Bop", 0.5f);
if (player.anim.GetCurrentAnimatorStateInfo(0).IsName("Idle")) player.anim.DoScaledAnimationAsync("Bop", 0.5f);
} }
} }
public void Bop(double beat, float length, bool isBopping, bool autoBop) public enum GiraffeAnimation
{ {
goBop = autoBop; Enter,
if (isBopping) Exit,
Blink
}
private GiraffeAnimation currentAnim = GiraffeAnimation.Enter;
private double animStartBeat = -1;
private float animLength = 0;
private EasingFunction.Ease currentEase = EasingFunction.Ease.Linear;
public void GiraffeAnims(double beat, float length, int type, int ease)
{ {
animStartBeat = beat;
animLength = length;
currentAnim = (GiraffeAnimation)type;
currentEase = (EasingFunction.Ease)ease;
if (currentAnim == GiraffeAnimation.Blink) giraffe.DoScaledAnimationAsync("Blink", 0.5f);
}
public void Bop(double beat, float length, bool bop, bool autoBop)
{
shouldBop = autoBop;
if (bop)
{
List<BeatAction.Action> actions = new();
for (int i = 0; i < length; i++) for (int i = 0; i < length; i++)
{ {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() actions.Add(new BeatAction.Action(beat + i, delegate { SingleBop(); }));
}
BeatAction.New(gameObject, actions);
}
}
private void SingleBop()
{ {
new BeatAction.Action(beat + i, delegate { SingleBop(); }) if (!canBop) return;
}); PlayMonkeyAnimationScaledAsync("Bop", 0.5f);
} player.Bop();
}
} }
public void Tap(double beat) public void Tap(double beat)
{ {
isPrep = true; canBop = false;
SoundByte.PlayOneShotGame("tapTrial/ook"); BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
player.anim.DoScaledAnimationAsync("TapPrepare", 0.5f);
//Monkey Tap Prepare Anim
BeatAction.New(gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { monkeys[0].DoScaledAnimationAsync("TapPrepare", 0.5f); }), new BeatAction.Action(beat, delegate
new BeatAction.Action(beat, delegate { monkeys[1].DoScaledAnimationAsync("TapPrepare", 0.5f); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[0].DoScaledAnimationAsync("Tap", 0.6f); particleEffectMonkeys(); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[1].DoScaledAnimationAsync("Tap", 0.6f); }),
});
//CreateTap(beat);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnTap, OnTapMiss, OnEmpty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; }) PlayMonkeyAnimationScaledAsync("TapPrepare", 0.5f);
player.PrepareTap();
}),
new BeatAction.Action(beat + 1, delegate
{
PlayMonkeyAnimationScaledAsync("Tap", 0.5f);
MonkeyParticles(true);
}),
new BeatAction.Action(beat + 1.5, delegate
{
canBop = true;
})
}); });
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tapTrial/ook", beat),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
});
ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustTap, Miss, Empty);
} }
public void DoubleTap(double beat) public void DoubleTap(double beat)
{ {
isPrep = true; canBop = false;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
PlayMonkeyAnimationScaledAsync("DoubleTapPrepare", 0.5f);
player.PrepareTap(true);
}),
new BeatAction.Action(beat + 0.5, delegate
{
PlayMonkeyAnimationScaledAsync("DoubleTapPrepare_2", 0.5f);
}),
new BeatAction.Action(beat + 1, delegate
{
PlayMonkeyAnimationScaledAsync("DoubleTap", 0.5f);
MonkeyParticles(false);
}),
new BeatAction.Action(beat + 1.5, delegate
{
PlayMonkeyAnimationScaledAsync("DoubleTap", 0.5f);
MonkeyParticles(false);
canBop = true;
}),
});
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound("tapTrial/ookook", beat), new MultiSound.Sound("tapTrial/ookook", beat),
new MultiSound.Sound("tapTrial/ookook", beat + 0.5f) new MultiSound.Sound("tapTrial/ookook", beat + 0.5),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1.5, 1.4f, 0.5f),
}); });
player.anim.DoScaledAnimationAsync("DoubleTapPrepare", 0.5f); ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustDoubleTap, Miss, Empty);
ScheduleInput(beat, 1.5, InputType.STANDARD_DOWN, JustDoubleTap, Miss, Empty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTapPrepare", 0.5f); }),
new BeatAction.Action(beat + .5f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTapPrepare_2", 0.5f); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTap", 0.6f); particleEffectMonkeys(); }),
new BeatAction.Action(beat + 1.5f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTap", 0.6f); particleEffectMonkeys(); }),
new BeatAction.Action(beat + 1.99f, delegate {monkeys[0].Play("Idle", 0, 0); }),
});
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTapPrepare", 0.5f); }),
new BeatAction.Action(beat + .5f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTapPrepare_2", 0.5f); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTap", 0.6f); }),
new BeatAction.Action(beat + 1.5f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTap", 0.6f); }),
new BeatAction.Action(beat + 1.99f, delegate {monkeys[1].Play("Idle", 0, 0); }),
});
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
});
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
} }
public void TripleTap(double beat) public void TripleTap(double beat)
{ {
isPrep = true; canBop = false;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
player.PrepareTripleTap(beat);
PlayMonkeyAnimationScaledAsync("PostPrepare_1", 0.5f);
}),
new BeatAction.Action(beat + 0.5, delegate
{
PlayMonkeyAnimationScaledAsync("PostPrepare_2", 0.5f);
}),
new BeatAction.Action(beat + 2, delegate
{
PlayMonkeyAnimationScaledAsync("PostTap", 0.5f);
MonkeyParticles(true);
}),
new BeatAction.Action(beat + 2.5, delegate
{
PlayMonkeyAnimationScaledAsync("PostTap_2", 0.5f);
MonkeyParticles(false);
}),
new BeatAction.Action(beat + 3, delegate
{
PlayMonkeyAnimationScaledAsync("PostTap", 0.5f);
MonkeyParticles(true);
}),
});
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound("tapTrial/ooki1", beat), new MultiSound.Sound("tapTrial/ooki1", beat),
new MultiSound.Sound("tapTrial/ooki2", beat + 0.5f) new MultiSound.Sound("tapTrial/ooki2", beat + 0.5),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 2, 1.4f, 0.5f),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 2.5, 1.4f, 0.5f),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 3, 1.4f, 0.5f),
}); });
player.tripleOffset = 0; ScheduleInput(beat, 2, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
ScheduleInput(beat, 2.5, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
ScheduleInput(beat, 3, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
}
public void JumpPrepare()
{
canBop = false;
player.PrepareJump();
PlayMonkeyAnimationScaledAsync("JumpPrepare", 0.5f);
}
public void JumpTap(double beat, bool final)
{
canBop = false;
jumpStartBeat = beat;
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { player.anim.Play("PosePrepare_1", 0, 0);}), new BeatAction.Action(beat, delegate
new BeatAction.Action(beat + .5f, delegate { player.anim.Play("PosePrepare_2", 0, 0);}), {
player.Jump(final);
PlayMonkeyAnimationScaledAsync(final ? "Jump" : "JumpTap", 0.5f);
}),
new BeatAction.Action(beat + 1, delegate
{
PlayMonkeyAnimationScaledAsync(final ? "FinalJumpTap" : "Jumpactualtap", 0.5f);
MonkeyParticles(true);
MonkeyParticles(false);
}),
new BeatAction.Action(beat + 1.5, delegate
{
canBop = final;
})
}); });
BeatAction.New(gameObject, new List<BeatAction.Action>() MultiSound.Play(new MultiSound.Sound[]
{ {
new BeatAction.Action(beat, delegate { monkeys[0].Play("PostPrepare_1", 0, 0); }), new MultiSound.Sound(final ? "tapTrial/jumptap2" : "tapTrial/jumptap1", beat),
new BeatAction.Action(beat + .5f, delegate { monkeys[0].Play("PostPrepare_2", 0, 0); }), new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
new BeatAction.Action(beat + 2f, delegate { monkeys[0].Play("PostTap", 0, 0); }),
new BeatAction.Action(beat + 2.5f, delegate { monkeys[0].Play("PostTap_2", 0, 0); }),
new BeatAction.Action(beat + 3f, delegate { monkeys[0].Play("PostTap", 0, 0);}),
}); });
BeatAction.New(gameObject, new List<BeatAction.Action>() ScheduleInput(beat, 1, InputType.STANDARD_DOWN, final ? JustJumpTapFinal : JustJumpTap, final ? MissJumpFinal : MissJump, Empty);
{
new BeatAction.Action(beat, delegate { monkeys[1].Play("PostPrepare_1", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { monkeys[1].Play("PostPrepare_2", 0, 0); }),
new BeatAction.Action(beat + 2f, delegate { monkeys[1].Play("PostTap", 0, 0); }),
new BeatAction.Action(beat + 2.5f, delegate { monkeys[1].Play("PostTap_2", 0, 0);}),
new BeatAction.Action(beat + 3f, delegate { monkeys[1].Play("PostTap", 0, 0);}),
});
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { particleEffectMonkeys(); }),
new BeatAction.Action(beat + 2.5f, delegate { particleEffectMonkeys(); }),
new BeatAction.Action(beat + 3f, delegate { particleEffectMonkeys(); }),
});
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4f, delegate { isPrep = false; })
});
} }
public void JumpTap(double beat) private void JustJumpTap(PlayerActionEvent caller, float state)
{ {
isPrep = true; player.JumpTap(state < 1f && state > -1f, false);
hasJumped = true;
SoundByte.PlayOneShotGame("tapTrial/jumptap1");
player.anim.Play("JumpTap", 0, 0);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate {jumpStartTime = Conductor.instance.songPositionInBeatsAsDouble;}),
new BeatAction.Action(beat, delegate {monkeys[0].Play("JumpTap", 0, 0); }),
new BeatAction.Action(beat, delegate {monkeys[1].Play("JumpTap", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys(); monkeys[0].Play("Jumpactualtap", 0, 0); monkeys[1].Play("Jumpactualtap", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys_2(); }),
});
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpTap, OnJumpTapMiss, OnEmpty); //why would it be .95f? no idea, sounds fine w/ 1f
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
});
} }
public void JumpTapPrep(double beat) private void JustJumpTapFinal(PlayerActionEvent caller, float state)
{ {
isPrep = true; player.JumpTap(state < 1f && state > -1f, true);
monkeys[0].Play("JumpPrepare", 0, 0);
monkeys[1].Play("JumpPrepare", 0, 0);
player.anim.Play("JumpPrepare", 0, 0);
} }
public void FinalJumpTap(double beat) private void MissJump(PlayerActionEvent caller)
{ {
isPrep = true; player.JumpTapMiss(false);
hasJumped = true; if (giraffe.IsAnimationNotPlaying()) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
isFinalJump = true; ResetScroll();
SoundByte.PlayOneShotGame("tapTrial/jumptap2");
player.anim.Play("FinalJump");
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate {jumpStartTime = Conductor.instance.songPositionInBeatsAsDouble;}),
new BeatAction.Action(beat, delegate {monkeys[0].Play("Jump", 0, 0); }),
new BeatAction.Action(beat, delegate {monkeys[1].Play("Jump", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[0].Play("FinalJumpTap", 0, 0); particleEffectMonkeys(); particleEffectMonkeys_2(); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[1].Play("FinalJumpTap", 0, 0); }),
});
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpFinalTap, OnFinalJumpTapMiss, OnEmpty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
});
} }
public void giraffeEvent(bool instant) private void MissJumpFinal(PlayerActionEvent caller)
{ {
float animTime = 0; player.JumpTapMiss(true);
if (instant) animTime = 1; if (giraffe.IsAnimationNotPlaying()) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
if (!giraffeIsIn) ResetScroll();
{
giraffe.SetActive(true);
giraffe.GetComponent<Animator>().Play("Enter", 0, animTime);
giraffeIsIn = true;
}
else if (giraffeIsIn)
{
giraffe.GetComponent<Animator>().Play("Exit", 0, animTime);
giraffeIsIn = false;
}
} }
public void scrollEvent(bool isScrolling, bool flashToWhite) private void JustTap(PlayerActionEvent caller, float state)
{ {
if (isScrolling) player.Tap(state < 1f && state > -1f);
{
if (!crIsRunning) // if coroutine is not running, play the following once
{
if (flashToWhite)
{
Sequence sequence = DOTween.Sequence();
sequence.Append(flash.DOColor(new Color(flash.color.r, flash.color.g, flash.color.b, .8f), 2f));
//sequence.Kill();
}
StartCoroutine(timer());
}
}
else //should be the reverse of the code above
{
scrollBG.enabled = false;
scrollBG.scrollSpeedY = 0;
}
} }
private void JustDoubleTap(PlayerActionEvent caller, float state)
#region Player Action Scripts
public void OnTap(PlayerActionEvent caller, float beat)
{ {
SoundByte.PlayOneShotGame("tapTrial/tap"); player.Tap(state < 1f && state > -1f, true);
player.anim.DoScaledAnimationAsync("Tap", 0.6f);
player_effects[0].GetComponent<ParticleSystem>().Play();
}
public void OnDoubleTap(PlayerActionEvent caller, float beat)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
player.anim.DoScaledAnimationAsync("DoubleTap", 0.6f);
player_effects[1].GetComponent<ParticleSystem>().Play();
} }
public void OnTapMiss(PlayerActionEvent caller) private void JustTripleTap(PlayerActionEvent caller, float state)
{ {
SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f); player.TripleTap(state < 1f && state > -1f);
} }
public void OnJumpTapMiss(PlayerActionEvent caller) private void Miss(PlayerActionEvent caller)
{ {
SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f); if (giraffe.IsAnimationNotPlaying() && currentAnim != GiraffeAnimation.Exit) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
player.anim.Play("JumpTap_Miss", 0, 0); ResetScroll();
} }
public void OnFinalJumpTapMiss(PlayerActionEvent caller) private void Empty(PlayerActionEvent caller) { }
private void PlayMonkeyAnimationScaledAsync(string name, float timeScale)
{ {
SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f); monkeyL.DoScaledAnimationAsync(name, timeScale);
player.anim.Play("FinalJump_Miss", 0, 0); monkeyR.DoScaledAnimationAsync(name, timeScale);
} }
public void OnEmpty(PlayerActionEvent caller) private void MonkeyParticles(bool left)
{ {
//empty ParticleSystem spawnedEffectL = Instantiate(left ? monkeyTapLL : monkeyTapLR, transform);
} spawnedEffectL.Play();
public void OnTripleTap(PlayerActionEvent caller, float beat)
{
if (player.tripleOffset % 2 == 0)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { player.anim.Play("PoseTap_L", 0, 0); })
});
player.tripleOffset += 1;
}
else
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { player.anim.Play("PoseTap_R", 0, 0); })
});
player.tripleOffset += 1;
}
player_effects[0].GetComponent<ParticleSystem>().Play();
SoundByte.PlayOneShotGame("tapTrial/tap");
}
public void OnJumpTap(PlayerActionEvent caller, float beat)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
player.anim.Play("JumpTap_Success", 0, 0);
player_effects[0].GetComponent<ParticleSystem>().Play();
player_effects[1].GetComponent<ParticleSystem>().Play();
}
public void OnJumpFinalTap(PlayerActionEvent caller, float beat)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
player.anim.Play("FinalJump_Tap");
player_effects[0].GetComponent<ParticleSystem>().Play();
player_effects[1].GetComponent<ParticleSystem>().Play();
isFinalJump = false;
}
#endregion
#region Misc. Functions ParticleSystem spawnedEffectR = Instantiate(left ? monkeyTapRL : monkeyTapRR, transform);
public void particleEffectMonkeys() spawnedEffectR.Play();
{
monkey_effects[0].GetComponent<ParticleSystem>().Play();
monkey_effects[1].GetComponent<ParticleSystem>().Play();
} }
public void particleEffectMonkeys_2()
{
monkey_effects[2].GetComponent<ParticleSystem>().Play();
monkey_effects[3].GetComponent<ParticleSystem>().Play();
}
IEnumerator timer()
{
crIsRunning = true;
while (scroll.scrollSpeedY < 20)
{
scroll.scrollSpeedY += 5f;
yield return new WaitForSecondsRealtime(.5f);
}
}
#endregion
//this is the orig way for input handling
//public void CreateTap(float beat, int type = 0)
//{
// GameObject _tap = Instantiate(tap);
// _tap.transform.parent = tap.transform.parent;
// _tap.SetActive(true);
// Tap t = _tap.GetComponent<Tap>();
// t.startBeat = beat;
// t.type = type;
//}
} }
} }

View file

@ -1,53 +1,163 @@
using UnityEngine; using UnityEngine;
using System;
using HeavenStudio.Util; using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
namespace HeavenStudio.Games.Scripts_TapTrial namespace HeavenStudio.Games.Scripts_TapTrial
{ {
public class TapTrialPlayer : MonoBehaviour public class TapTrialPlayer : MonoBehaviour
{ {
[Header("References")] private enum TapState
[System.NonSerialized] public Animator anim; {
Tap,
DoubleTap,
TripleTap,
Jumping
}
private TapState state = TapState.Tap;
private int tripleTaps = 0;
private Animator anim;
[SerializeField] private ParticleSystem tapEffectLeft;
[SerializeField] private ParticleSystem tapEffectRight;
public int tripleOffset = 0; private TapTrial game;
private void Awake() private void Awake()
{ {
anim = GetComponent<Animator>(); anim = GetComponent<Animator>();
game = TapTrial.instance;
} }
private void Update() private void Update()
{ {
if (PlayerInput.Pressed()) if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{ {
Tap(false, 0); WhiffTap();
} }
} }
public void Tap(bool hit, int type) public void Bop()
{
anim.DoScaledAnimationAsync("Bop", 0.5f);
}
private void WhiffTap()
{
switch (state)
{
case TapState.Tap:
game.ScoreMiss();
game.ResetScroll();
Tap(false, false);
break;
case TapState.DoubleTap:
game.ScoreMiss();
game.ResetScroll();
Tap(false, true);
break;
case TapState.TripleTap:
game.ScoreMiss();
game.ResetScroll();
break;
case TapState.Jumping:
break;
}
}
public void PrepareJump()
{
anim.DoScaledAnimationAsync("JumpPrepare", 0.5f);
state = TapState.Jumping;
}
public void Jump(bool final)
{
anim.DoScaledAnimationAsync(final ? "FinalJump" : "JumpTap", 0.5f);
state = TapState.Jumping;
}
public void JumpTap(bool ace, bool final)
{
if (ace)
{ {
if (hit)
SoundByte.PlayOneShotGame("tapTrial/tap"); SoundByte.PlayOneShotGame("tapTrial/tap");
else SpawnTapEffect(true);
SoundByte.PlayOneShotGame("tapTrial/tonk"); SpawnTapEffect(false);
switch (type)
{
case 0:
anim.Play("Tap", 0, 0);
break;
case 1:
anim.Play("DoubleTap", 0, 0);
break;
case 2:
if(tripleOffset % 2 == 0)
anim.Play("DoubleTap", 0, 0);
else
anim.Play("Tap", 0, 0);
tripleOffset++;
break;
} }
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(final ? "FinalJump_Tap" : "JumpTap_Success", 0.5f);
}
public void JumpTapMiss(bool final)
{
anim.DoScaledAnimationAsync(final ? "FinalJump_Miss" : "JumpTap_Miss", 0.5f);
}
public void PrepareTap(bool doubleTap = false)
{
anim.DoScaledAnimationAsync(doubleTap ? "DoubleTapPrepare" : "TapPrepare", 0.5f);
state = doubleTap ? TapState.DoubleTap : TapState.Tap;
}
public void Tap(bool ace, bool doubleTap = false)
{
if (ace)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
SpawnTapEffect(!doubleTap);
}
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(doubleTap ? "DoubleTap" : "Tap", 0.5f);
}
public void PrepareTripleTap(double beat)
{
anim.DoScaledAnimationAsync("PosePrepare_1", 0.5f);
state = TapState.TripleTap;
tripleTaps = 0;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.5, delegate
{
anim.DoScaledAnimationAsync("PosePrepare_2", 0.5f);
})
});
}
public void TripleTap(bool ace)
{
bool tapLeft = tripleTaps % 2 == 0;
tripleTaps++;
if (ace)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
SpawnTapEffect(tapLeft);
}
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(tapLeft ? "PoseTap_L" : "PoseTap_R", 0.5f);
}
private void SpawnTapEffect(bool left)
{
ParticleSystem spawnedTap = Instantiate(left ? tapEffectLeft : tapEffectRight, game.transform);
spawnedTap.Play();
} }
} }
} }