Mostly Bugfixes (#823)

UI tweaks:
- Removed "Clear Photo Cache" GameAction, added "Clear Previous Photos" parameter to the Car cues
- Rolled Move T.J., Rotate T.J., and Scale T.J. GameActions into a single GameAction
- Legacy functions still exist for remixes created on previous nightly builds

Bugs fixed:
- Fixed a bug where the spacing of slow cars would be incorrect after a game switch
- Made particles scale with tempo
  - Added functionality for respecting Rate over Distance in ParticleSystemHelpers
- Fixed a bug where the photo cache was not cleared after stopping playback of a remix.
- Fixed a bug where, upon showing photos, if the remix playback was stopped before the photos were removed from the screen, they would remain on the screen until playback started over.
- Removed an unnecessary call to Debug.Log that had been left in by mistake.
- Fixed a bug where cars' idle animations would play too slowly and at inconsistent timings.

Other refactorings:
- Created a "Car" MonoBehavior attached to both the NearCar and FarCar prefabs that handles the movement of cars, removing the need for the "QueuedCars" property of FreezeFrame.
- Added a failsafe in the ShowCrowd function for if the user indicates a crowd index that does not currently exist.
- Converted one SoundByte.PlayOneShot call into a MultiSound.Sound object.
This commit is contained in:
playinful 2024-04-04 21:27:59 -04:00 committed by GitHub
parent 4789987d49
commit 45cbe1972b
7 changed files with 359 additions and 164 deletions

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@ -94,6 +94,7 @@ GameObject:
m_Component:
- component: {fileID: 6946551013102958060}
- component: {fileID: 7997424004296554398}
- component: {fileID: 3475764313539771616}
m_Layer: 0
m_Name: FarCar
m_TagString: Untagged
@ -140,6 +141,23 @@ Animator:
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
--- !u!114 &3475764313539771616
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2075028642364583115}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7603ef99b187e3943bc7442eba361a0d, type: 3}
m_Name:
m_EditorClassIdentifier:
_Animator: {fileID: 7997424004296554398}
_ParticleSystem: {fileID: 2474116073957625541}
Beat: 0
AnimName:
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--- !u!1 &2367453434430737401
GameObject:
m_ObjectHideFlags: 0

View File

@ -5333,6 +5333,7 @@ GameObject:
m_Component:
- component: {fileID: 6084288726060573987}
- component: {fileID: 5306769740670614925}
- component: {fileID: 4343164144131349474}
m_Layer: 0
m_Name: NearCar
m_TagString: Untagged
@ -5379,3 +5380,20 @@ Animator:
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
--- !u!114 &4343164144131349474
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9201264650996470607}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7603ef99b187e3943bc7442eba361a0d, type: 3}
m_Name:
m_EditorClassIdentifier:
_Animator: {fileID: 5306769740670614925}
_ParticleSystem: {fileID: 3711623167737813775}
Beat: 0
AnimName:
Length: 0

View File

@ -1568,6 +1568,36 @@ AnimationClip:
classID: 4
script: {fileID: 0}
m_EulerEditorCurves:
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
path: SlowCar/Wheel1
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
path: SlowCar/Wheel1
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.x
path: SlowCar/Wheel1
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
@ -1628,36 +1658,6 @@ AnimationClip:
path: LongCar/Wheel1
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
path: SlowCar/Wheel1
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
path: SlowCar/Wheel1
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.x
path: SlowCar/Wheel1
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []

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@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization;
using HeavenStudio.Common;
using HeavenStudio.Games.Scripts_WizardsWaltz;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_FreezeFrame
{
public class Car : MonoBehaviour
{
[SerializeField] Animator _Animator;
[SerializeField] ParticleSystem _ParticleSystem;
public double Beat;
public string AnimName;
public float Length;
public void Setup(double beat, string animName, float length)
{
Beat = beat;
AnimName = animName;
Length = length;
_ParticleSystem.PlayScaledAsync(0.5f, true);
_Animator.DoScaledAnimationFromBeatAsync("Idle", 0.5f, 0f, 0);
}
void Update()
{
if (_Animator == null)
return;
float normalizedBeatFromStart = Conductor.instance.GetPositionFromBeat(0, 1);
_Animator.DoNormalizedAnimation("Idle", normalizedBeatFromStart * 4 % 1, animLayer: 0);
if (AnimName is null or "")
return;
float normalizedBeat = Conductor.instance.GetPositionFromBeat(Beat, Length);
_Animator.DoNormalizedAnimation(AnimName, normalizedBeat, animLayer: 1);
if (Conductor.instance.songPositionAsDouble > Beat + Length + 3)
Destroy(this);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7603ef99b187e3943bc7442eba361a0d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -34,13 +34,22 @@ namespace HeavenStudio.Games.Loaders
// cues
new GameAction("slowCar", "Slow Car")
{
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SlowCarCue(e.beat, e["variant"]); },
function = delegate
{
var e = eventCaller.currentEntity;
FreezeFrame.SlowCarCue(e.beat, e["variant"], e["mute"], e["clear"]);
},
inactiveFunction = delegate
{
var e = eventCaller.currentEntity;
if (!(bool)e["mute"]) FreezeFrame.SlowCarSFX();
},
defaultLength = 3f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!(bool)e["mute"]) FreezeFrame.SlowCarSFX(); },
parameters = new List<Param>()
{
new Param("variant", FreezeFrame.PhotoType.Random, "Photo Variant", "Set the type of photo to use."),
new Param("mute", false, "Mute", "Mute the sound of the cue."),
new Param("clear", false, "Clear Previous Photos", "Dispose of all the photos taken before this one."),
new Param("autoShowPhotos", true, "Auto Show Photos", "Automagically show the photos after they're taken.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "gradeType", "audience" })
@ -51,13 +60,22 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("fastCar", "Fast Car")
{
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.FastCarCue(e.beat, e["variant"]); },
function = delegate
{
var e = eventCaller.currentEntity;
FreezeFrame.FastCarCue(e.beat, e["variant"], e["mute"], e["clear"]);
},
inactiveFunction = delegate
{
var e = eventCaller.currentEntity;
if (!(bool)e["mute"]) FreezeFrame.FastCarSFX();
},
defaultLength = 3f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!(bool)e["mute"]) FreezeFrame.FastCarSFX(); },
parameters = new List<Param>()
{
new Param("variant", FreezeFrame.PhotoType.Random, "Photo Variant", "Set the type of photo to use."),
new Param("mute", false, "Mute", "Mute the sound of the cue."),
new Param("clear", false, "Clear Previous Photos", "Dispose of all the photos taken before this one."),
new Param("autoShowPhotos", true, "Auto Show Photos", "Automagically show the photos after they're taken.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "gradeType", "audience" })
@ -78,15 +96,6 @@ namespace HeavenStudio.Games.Loaders
new Param("clearCache", true, "Clear Photos", "Clears the photo cache after the photos are shown."),
}
},
new GameAction("clearPhotos", "Clear Photo Cache")
{
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
}
},
// distractions
new GameAction("spawnPerson", "Spawn Walker")
{
@ -152,12 +161,71 @@ namespace HeavenStudio.Games.Loaders
new Param("followCamera", true, "Follow Camera", "Choose whether or not the overlay should follow the camera."),
}
},
new GameAction("moveCameraMan", "Move T.J.")
new GameAction("neoMoveCameraMan", "Move T.J.")
{
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetMoveCameraMan(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]); },
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetMoveCameraMan(e); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("doMove", false, "Move", "Select this option if you want to move T.J.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endMoveX", "endMoveY" } ),
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startMoveX", "startMoveY" }),
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
}),
new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."),
new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."),
new Param("doRotate", false, "Rotate", "Select this option if you want to rotate T.J.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
}),
new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."),
new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."),
new Param("doScale", false, "Scale", "Select this option if you want to change T.J.'s scale.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startScaleX", "startScaleY" }),
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
}),
new Param("startScaleX", new EntityTypes.Float(-5f, 5f, 1f), "Start Scale X", "Set the desired scale on the X axis at which to start."),
new Param("startScaleY", new EntityTypes.Float(-5f, 5f, 1f), "Start Scale Y", "Set the desired scale on the Y axis at which to start."),
new Param("endScaleX", new EntityTypes.Float(-5f, 5f, 1f), "End Scale X", "Set the desired scale on the X axis at which to end."),
new Param("endScaleY", new EntityTypes.Float(-5f, 5f, 1f), "End Scale Y", "Set the desired scale on the Y axis at which to end."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doMove"], new string[] { "startMoveX", "startMoveY" }),
new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doRotate"], new string[] { "startRotDegrees" }),
new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doScale"], new string[] { "startScaleX", "startScaleY" }),
})
}
},
// DEPRECATED ACTIONS
// DEPRECATED ACTIONS
// DEPRECATED ACTIONS
new GameAction("clearPhotos", "Clear Photo Cache (DEPRECATED)")
{
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
},
hidden = true
},
new GameAction("moveCameraMan", "Move T.J. (DEPRECATED)")
{
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetMoveCameraMan_OLD(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]); },
defaultLength = 1f,
resizable = true,
hidden = true,
parameters = new List<Param>()
{
new Param("startPosX", new EntityTypes.Float(-5.0f, 5.0f, 0.0f), "Start X Position", "X position at which to start."),
new Param("startPosY", new EntityTypes.Float(-5.0f, 5.0f, 0.0f), "Start Y Position", "Y position at which to start."),
@ -170,11 +238,12 @@ namespace HeavenStudio.Games.Loaders
//new Param("flipX", false, "Flip", "Set whether or not to flip T.J. horizontally."),
}
},
new GameAction("rotateCameraMan", "Rotate T.J.")
new GameAction("rotateCameraMan", "Rotate T.J. (DEPRECATED)")
{
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetRotateCameraMan(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]); },
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetRotateCameraMan_OLD(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]); },
defaultLength = 1f,
resizable = true,
hidden = true,
parameters = new List<Param>()
{
new Param("startRot", new EntityTypes.Float(-360.0f, 360.0f, 0.0f), "Start Rotation", "Rotation degrees at which to start."),
@ -185,11 +254,12 @@ namespace HeavenStudio.Games.Loaders
}),
}
},
new GameAction("scaleCameraMan", "Scale T.J.")
new GameAction("scaleCameraMan", "Scale T.J. (DEPRECATED)")
{
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetScaleCameraMan(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]); },
function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetScaleCameraMan_OLD(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]); },
defaultLength = 1f,
resizable = true,
hidden = true,
parameters = new List<Param>()
{
new Param("startSizeX", new EntityTypes.Float(-5.0f, 5.0f, 1.0f), "Start Scale X", "Horizontal scale at which to start."),
@ -222,10 +292,9 @@ namespace HeavenStudio.Games
/*
BIG LIST OF TODOS
- finish sounds
- make pitching and panning work
- wait for upscale
- make particles random sprites
- REAL icon
*/
public static FreezeFrame Instance
@ -296,21 +365,25 @@ namespace HeavenStudio.Games
public Dictionary<PlayerActionEvent, PhotoArgs> EventArgs = new();
public bool IsShowingPhotos { get; set; } = false;
public List<SpawnCarArgs> QueuedCars { get; set; } = new();
public static Dictionary<RiqEntity, PersonDirection> WalkerDirections = new();
//protected static int? SuperSeed { get; set; }
// UNITY BUILTIN METHODS
void Awake()
void Start()
{
if (conductor != null && !conductor.isPlaying && !conductor.isPaused)
{
ClearPhotos();
}
CameraManStartPos = CameraMan.transform.localPosition;
//if (SuperSeed is null)
// SuperSeed = new System.Random().Next();
}
void Update()
{
if (conductor != null && !conductor.isPlaying && !conductor.isPaused)
{
CameraMan.Play("Idle");
IsShowingPhotos = false;
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && !IsShowingPhotos)
{
CameraFlash();
@ -390,9 +463,9 @@ namespace HeavenStudio.Games
Destroy(args.Walker.gameObject);
}
}
// car animations
if (QueuedCars.Count > 0)
// car animations (deprecated)
/*if (QueuedCars.Count > 0)
{
var beat = conductor.songPositionInBeats;
if (beat >= 0)
@ -404,7 +477,7 @@ namespace HeavenStudio.Games
}
QueuedCars.RemoveAll(e => e.Beat <= beat);
}
}
}*/
if (!IsShowingPhotos)
Instance.Overlay.SetActive(ShowOverlay);
@ -437,7 +510,6 @@ namespace HeavenStudio.Games
public override void OnPlay(double beat)
{
if (PhotoList.Count > 0) PhotoList.Clear();
CarbageCollection();
OnGameSwitch(beat);
}
public override void OnGameSwitch(double beat)
@ -447,10 +519,11 @@ namespace HeavenStudio.Games
Instance.StickyLayer.Sticky = OverlayFollowCamera;
// calculation
CarbageCollection();
CalculateAutoShowPhotos();
CalculateCarSpawns();
PreRandomizeWalkers();
// setting local variables
RiqEntity e = GetLastEntityOfType(beat, "bop");
if (e is not null)
@ -504,21 +577,41 @@ namespace HeavenStudio.Games
}
// Camera Man Movement
e = GetLastEntityOfType(beat, "moveCameraMan");
foreach (RiqEntity entity in EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "neoMoveCameraMan", "moveCameraMan", "rotateCameraMan", "scaleCameraMan" }).OrderBy(en => en.beat).Where(en => en.beat <= beat))
{
switch (entity.datamodel)
{
case "freezeFrame/moveCameraMan":
SetMoveCameraMan_OLD(entity.beat, entity.length, entity["startPosX"], entity["startPosY"], entity["endPosX"], entity["endPosY"], entity["ease"]);
break;
case "freezeFrame/rotateCameraMan":
FreezeFrame.SetRotateCameraMan_OLD(entity.beat, entity.length, entity["startRot"], entity["endRot"], entity["ease"]);
break;
case "freezeFrame/scaleCameraMan":
SetScaleCameraMan_OLD(entity.beat, entity.length, entity["startSizeX"], entity["startSizeY"], entity["endSizeX"], entity["endSizeY"], entity["ease"]);
break;
case "freezeFrame/neoMoveCameraMan":
default:
SetMoveCameraMan(entity);
break;
}
}
// Deprecated:
/*e = GetLastEntityOfType(beat, "moveCameraMan");
if (e is not null)
{
SetMoveCameraMan(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]);
SetMoveCameraMan_OLD(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]);
}
e = GetLastEntityOfType(beat, "rotateCameraMan");
if (e is not null)
{
SetRotateCameraMan(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]);
SetRotateCameraMan_OLD(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]);
}
e = GetLastEntityOfType(beat, "scaleCameraMan");
if (e is not null)
{
SetScaleCameraMan(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]);
}
SetScaleCameraMan_OLD(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]);
}*/
// cues
eList = GetCurrentlyActiveEntities(beat, new string[] { "slowCar", "fastCar" });
@ -531,40 +624,23 @@ namespace HeavenStudio.Games
if (entity.datamodel == "freezeFrame/slowCar")
{
SlowCarCue(entity.beat, entity["variant"], true);
SlowCarCue(entity.beat, entity["variant"], true, entity["clear"]);
}
if (entity.datamodel == "freezeFrame/fastCar")
{
FastCarCue(entity.beat, entity["variant"], true);
FastCarCue(entity.beat, entity["variant"], true, entity["clear"]);
}
}
}
//if (QueuedCues.Count > 0)
//{
// QueuedCues.RemoveAll(e => e.beat < beat - 2);
// foreach (RiqEntity cue in QueuedCues)
// {
// if (cue.datamodel == "freezeFrame/slowCar")
// {
// SlowCarCue(cue.beat, cue["variant"], true);
// continue;
// }
// if (cue.datamodel == "freezeFrame/fastCar")
// {
// FastCarCue(cue.beat, cue["variant"], true);
// }
// }
//}
}
// CUE FUNCTIONS
public static void SetBopping(double beat, float length, bool bop, bool autoBop, bool blink, bool autoBlink, double currentBeat = -1)
{
if (Instance == null) return;
Instance.DoAutoBop = autoBop;
Instance.DoAutoCrosshairBlink = autoBlink;
if (bop || blink)
{
@ -580,7 +656,7 @@ namespace HeavenStudio.Games
BeatAction.New(Instance, actions);
}
}
public static void SlowCarCue(double beat, int photoType, bool mute = false)
public static void SlowCarCue(double beat, int photoType, bool mute = false, bool clear = false)
{
if (!mute) SlowCarSFX();
@ -588,14 +664,14 @@ namespace HeavenStudio.Games
Instance.EventArgs.Add(
Instance.ScheduleInput(beat, 2f, InputAction_BasicPress, Instance.PhotoSuccess, Instance.PhotoMiss, Instance.PhotoEmpty),
new PhotoArgs(CarType.SlowCar, (PhotoType)photoType, 0f)
new PhotoArgs(CarType.SlowCar, (PhotoType)photoType, 0f, clear)
);
}
public static void SlowCarSFX()
{
SoundByte.PlayOneShotGame("freezeFrame/slowCarFar", forcePlay: true);
}
public static void FastCarCue(double beat, int photoType, bool mute = false)
public static void FastCarCue(double beat, int photoType, bool mute = false, bool clear = false)
{
if (!mute) FastCarSFX();
@ -603,7 +679,7 @@ namespace HeavenStudio.Games
Instance.EventArgs.Add(
Instance.ScheduleInput(beat, 2f, InputAction_BasicPress, Instance.PhotoSuccess, Instance.PhotoMiss, Instance.PhotoEmpty),
new PhotoArgs(CarType.FastCar, (PhotoType)photoType, 0f)
new PhotoArgs(CarType.FastCar, (PhotoType)photoType, 0f, clear)
);
SoundByte.PlayOneShotGame("freezeFrame/fastCarNear", beat + 2);
}
@ -718,9 +794,9 @@ namespace HeavenStudio.Games
}
public static void ClearPhotos()
{
PhotoList.Clear();
PhotoList?.Clear();
}
public static void SummonWalker(RiqEntity e/*double beat, double length, int walkerType, int direction, int layer = 0*/)
public static void SummonWalker(RiqEntity e)
{
if (Instance == null) return;
@ -748,11 +824,6 @@ namespace HeavenStudio.Games
break;
}
/*if (direction == (int)PersonDirection.Random)
{
int seed = BitConverter.ToInt32(BitConverter.GetBytes((float)beat));
direction = new System.Random(seed).Next(1, 3);
}*/
if (direction == PersonDirection.Random)
{
if (WalkerDirections.ContainsKey(e))
@ -760,7 +831,7 @@ namespace HeavenStudio.Games
else
direction = PersonDirection.Right;
}
if (direction == PersonDirection.Left)
Instance.Walkers.Add(new WalkerArgs(animator, beat, length, "EnterLeft"));
else
@ -786,17 +857,17 @@ namespace HeavenStudio.Games
if (customCrowd)
{
Instance.CrowdFarLeft.sprite = Instance.CrowdSprites[crowdFarLeft];
Instance.CrowdLeft.sprite = Instance.CrowdSprites[crowdLeft];
Instance.CrowdRight.sprite = Instance.CrowdSprites[crowdRight];
Instance.CrowdFarRight.sprite = Instance.CrowdSprites[crowdFarRight];
Instance.CrowdFarLeft.sprite = Instance.GetCrowdSprite(crowdFarLeft);
Instance.CrowdLeft.sprite = Instance.GetCrowdSprite(crowdLeft);
Instance.CrowdRight.sprite = Instance.GetCrowdSprite(crowdRight);
Instance.CrowdFarRight.sprite = Instance.GetCrowdSprite(crowdFarRight);
}
else
{
Instance.CrowdFarLeft.sprite = Instance.CrowdSprites[2];
Instance.CrowdLeft.sprite = Instance.CrowdSprites[1];
Instance.CrowdRight.sprite = Instance.CrowdSprites[0];
Instance.CrowdFarRight.sprite = Instance.CrowdSprites[2];
Instance.CrowdFarLeft.sprite = Instance.GetCrowdSprite(2);
Instance.CrowdLeft.sprite = Instance.GetCrowdSprite(1);
Instance.CrowdRight.sprite = Instance.GetCrowdSprite(0);
Instance.CrowdFarRight.sprite = Instance.GetCrowdSprite(2);
}
Instance.ShowBillboard = billboard;
@ -830,9 +901,9 @@ namespace HeavenStudio.Games
{
if (!lightsOn)
return;
SoundByte.PlayOneShotGame("freezeFrame/beginningSignal1", forcePlay: true);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("freezeFrame/beginningSignal1", beat),
new MultiSound.Sound("freezeFrame/beginningSignal1", beat + length),
new MultiSound.Sound("freezeFrame/beginningSignal2", beat + (length * 2)),
}, forcePlay: true);
@ -843,7 +914,22 @@ namespace HeavenStudio.Games
Instance.ShowCameraMan = showCameraMan;
Instance.OverlayFollowCamera = followCamera;
}
public static void SetMoveCameraMan(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
public static void SetMoveCameraMan(RiqEntity e)
{
if ((bool)e["doMove"])
{
SetMoveCameraMan_OLD(e.beat, e.length, e["startMoveX"], e["startMoveY"], e["endMoveX"], e["endMoveY"], e["ease"]);
}
if ((bool)e["doRotate"])
{
SetRotateCameraMan_OLD(e.beat, e.length, e["startRotDegrees"], e["endRotDegrees"], e["ease"]);
}
if ((bool)e["doScale"])
{
SetScaleCameraMan_OLD(e.beat, e.length, e["startScaleX"], e["startScaleY"], e["endScaleX"], e["endScaleY"], e["ease"]);
}
}
public static void SetMoveCameraMan_OLD(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
{
Instance.CurrentCameraManMoveArgs = new(
beat,
@ -854,7 +940,7 @@ namespace HeavenStudio.Games
);
Instance.CameraManMoving = true;
}
public static void SetRotateCameraMan(double beat, double length, float startRot, float endRot, int easeIndex)
public static void SetRotateCameraMan_OLD(double beat, double length, float startRot, float endRot, int easeIndex)
{
Instance.CurrentCameraManRotateArgs = new(
beat,
@ -865,7 +951,7 @@ namespace HeavenStudio.Games
);
Instance.CameraManRotating = true;
}
public static void SetScaleCameraMan(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
public static void SetScaleCameraMan_OLD(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
{
Instance.CurrentCameraManScaleArgs = new(
beat,
@ -878,7 +964,30 @@ namespace HeavenStudio.Games
}
// PRE-FUNCTIONS
public void SpawnCar(SpawnCarArgs args)
public void SpawnCar(double beat, bool near, string animName, float length)
{
if (near)
{
if (NearCarPrefab == null || NearCarSpawn == null)
{
Debug.LogError($"Failed to spawn car at beat {beat - 1}.");
return;
}
Instantiate(NearCarPrefab, NearCarSpawn).GetComponent<Car>().Setup(beat, animName, length);;
}
else
{
if (FarCarPrefab == null || FarCarSpawn == null)
{
Debug.LogError($"Failed to spawn car at beat {beat - 1}.");
return;
}
Instantiate(FarCarPrefab, FarCarSpawn).GetComponent<Car>().Setup(beat, animName, length);;
}
}
/*public void SpawnCar(SpawnCarArgs args)
{
if (args.Near)
{
@ -914,7 +1023,7 @@ namespace HeavenStudio.Games
//BeatAction.New(Instance, new List<BeatAction.Action>() { new BeatAction.Action(args.Beat + 8, delegate { Destroy(car); }) });
}
}
}*/
/*public void SpawnSlowCarNear(double beat)
{
if (NearCarSpawn == null) return;
@ -1030,8 +1139,9 @@ namespace HeavenStudio.Games
}
public void PushPhoto(PhotoArgs args)
{
//while (PhotoList.Count >= MAX_PHOTOS)
// PhotoList.RemoveAt(0);
if (args.ClearPhotos)
ClearPhotos();
if (args.PhotoType == PhotoType.Random)
{
if (UnityEngine.Random.Range(0, 8) >= 7)
@ -1071,18 +1181,19 @@ namespace HeavenStudio.Games
else
CameraMan.DoScaledAnimationAsync("Idle", 0.5f);
}
/*public static void QueueCue(RiqEntity e)
public Sprite GetCrowdSprite(int i)
{
if (e.datamodel == "freezeFrame/slowCar")
if (CrowdSprites.Length <= 0)
{
SoundByte.PlayOneShotGame("freezeFrame/smallCarZoom1a", forcePlay: true);
Debug.LogError("Error from Freeze Frame: CrowdSprites was empty.");
return null;
}
if (e.datamodel == "freezeFrame/fastCar")
else
{
SoundByte.PlayOneShotGame("freezeFrame/fastCarZoom", forcePlay: true);
// just looping back thru the array jic there's an invalid index
return CrowdSprites[i % CrowdSprites.Length];
}
QueuedCues.Add(e);
}*/
}
public void CalculateAutoShowPhotos()
{
List<RiqEntity> allCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "slowCar", "fastCar" });
@ -1121,14 +1232,20 @@ namespace HeavenStudio.Games
List<RiqEntity> fastCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "fastCar" });
foreach (RiqEntity e in fastCars)
{
QueuedCars.Add(new SpawnCarArgs(e.beat - 0.5, true, false));
QueuedCars.Add(new SpawnCarArgs(e.beat + 2 - 0.09375, true, true));
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(e.beat - 0.5, delegate { SpawnCar(e.beat - 0.5, false, "FastCarGo", 1); }),
new BeatAction.Action(e.beat + 2 - 0.09375, delegate { SpawnCar(e.beat + 2 - 0.09375, true, "FastCarGo", 3f / 16f); }),
});
}
List<RiqEntity> slowCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "slowCar" });
foreach (RiqEntity e in slowCars)
{
QueuedCars.Add(new SpawnCarArgs(e.beat + 2 - 0.16666666666666666666666666666667, false, true));
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(e.beat + 2 - 0.16666666666666666666666666666667, delegate { SpawnCar(e.beat + 2 - 0.16666666666666666666666666666667, true, "SlowCarGo", 1f / 3f); })
});
}
List<List<double>> clusters = new();
@ -1151,10 +1268,10 @@ namespace HeavenStudio.Games
double diff = midBeat - beat;
double modifiedBeat = midBeat + (diff / 4);
//BeatAction.New(Instance, new List<BeatAction.Action>(){
// new BeatAction.Action(modifiedBeat - 4, delegate { SpawnSlowCarFar(modifiedBeat - 4); } )
//});
QueuedCars.Add(new SpawnCarArgs(modifiedBeat - 4, false, false));
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(modifiedBeat - 4, delegate { SpawnCar(modifiedBeat - 4, false, "SlowCarGo", 3f); })
});
}
}
}
@ -1186,7 +1303,6 @@ namespace HeavenStudio.Games
{
WalkerDirections.Remove(key);
}
Debug.Log($"Walker Count: {WalkerDirections.Count}");
}
public void CarbageCollection()
{
@ -1228,19 +1344,6 @@ namespace HeavenStudio.Games
}
return result;
}
/*protected static System.Random GetSeededRandom(float? mulch = null) // i just made this term up i have no idea if it has any basis in actual programming
{
if (SuperSeed is null)
SuperSeed = new System.Random().Next();
if (mulch is not null)
{
int seed = BitConverter.ToInt32(BitConverter.GetBytes(mulch.Value));
return new System.Random(SuperSeed.Value * seed);
}
return new System.Random(SuperSeed.Value);
}*/
// ENUMS
public enum CarType : int
@ -1295,12 +1398,14 @@ namespace HeavenStudio.Games
public CarType Car;
public PhotoType PhotoType;
public float State;
public bool ClearPhotos;
public PhotoArgs(CarType car, PhotoType photoType, float state)
public PhotoArgs(CarType car, PhotoType photoType, float state, bool clear)
{
Car = car;
PhotoType = photoType;
State = state;
ClearPhotos = clear;
}
}
public struct WalkerArgs
@ -1384,18 +1489,7 @@ namespace HeavenStudio.Games
Ease = ease;
}
}
public struct SpawnCarArgs
{
public double Beat;
public bool Near;
public bool Fast;
public SpawnCarArgs(double beat, bool fast, bool near)
{
Beat = beat;
Near = near;
Fast = fast;
}
}
}
}
}
// This minigame ported by Yin. ☆

View File

@ -4,16 +4,22 @@ namespace HeavenStudio.Util
{
public static class ParticleSystemHelpers
{
public static void PlayScaledAsync(this ParticleSystem particleSystem, float timeScale)
public static void PlayScaledAsync(this ParticleSystem particleSystem, float timeScale, bool respectDistance = false)
{
SetAsyncScaling(particleSystem, timeScale);
SetAsyncScaling(particleSystem, timeScale, respectDistance);
particleSystem.Play();
}
public static void SetAsyncScaling(this ParticleSystem particleSystem, float timeScale)
public static void SetAsyncScaling(this ParticleSystem particleSystem, float timeScale, bool respectDistance = false)
{
ParticleSystem.MainModule main = particleSystem.main;
main.simulationSpeed = main.simulationSpeed / Conductor.instance.pitchedSecPerBeat * timeScale;
// addition by Yin
if (respectDistance)
{
ParticleSystem.EmissionModule emission = particleSystem.emission;
emission.rateOverDistanceMultiplier = Conductor.instance.pitchedSecPerBeat * timeScale * 4; // i don't know why 4 is the magic number
}
}
public static void PlayScaledAsyncAllChildren(this ParticleSystem particleSystem, float timeScale)