mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 21:55:09 +00:00
bon odori hotfixes + semitones (#752)
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* some bon odori changes (please dont break anything please)
* LAST COMMIT BEFORE PUSHING!!!!!!!
* forgot fix some minor things lol
* organized the folders and made the dark bg an ease and not an animation
* super cool commit
* bug fixes
* added pitching to pans and dons
* changing Clap() and Sound() to a prefunction
* prefunctions done 👍
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: wookywok <62037083+wookywok@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
parent
9b59d06b55
commit
4b7338f525
1 changed files with 360 additions and 335 deletions
|
@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
{
|
||||
return new Minigame("bonOdori", "The☆Bon Odori \n<color=#adadad>(Za☆Bon Odori)</color>", "312B9F", false, false, new List<GameAction>()
|
||||
{ new GameAction("bop", "Bop")
|
||||
{ function = delegate {BonOdori.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]);},
|
||||
|
@ -30,14 +30,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
|
||||
},
|
||||
|
||||
|
||||
new GameAction("pan", "Pan")
|
||||
{
|
||||
|
||||
function = delegate {
|
||||
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
string variation = "variation" + (new string[] { "Pan", "Pa", "Pa_n" })[e["type"]];
|
||||
BonOdori.instance.Clap(e.beat, e[variation], e["type"], e["mute"],e["clapType"]);
|
||||
BonOdori.instance.PreClap(e.beat, e[variation], e["type"], e["mute"],e["clapType"], e["semitone"]);
|
||||
},
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
|
@ -51,17 +51,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("variationPan", BonOdori.variationPan.PanC, "Pan Type", "Set the variation of the voice line."),
|
||||
new Param("variationPa", BonOdori.variationPa.PaG, "Pa Type", "Set the variation of the voice line."),
|
||||
new Param("variationPa_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."),
|
||||
new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap.")
|
||||
new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap."),
|
||||
new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
new GameAction("don", "Don")
|
||||
{
|
||||
|
||||
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
string variation = "variation" + (new string[] { "Don", "Do", "Do_n" })[e["type"]];
|
||||
BonOdori.instance.Sound(e.beat, e[variation], e["type"]);
|
||||
BonOdori.instance.Sound(e.beat, e[variation], e["type"], e["semitone"]);
|
||||
},
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
|
@ -74,9 +75,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."),
|
||||
new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."),
|
||||
new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."),
|
||||
new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
new GameAction("show text", "Show Text")
|
||||
{
|
||||
function = delegate {BonOdori.instance.ShowText(eventCaller.currentEntity["line 1"], eventCaller.currentEntity["line 2"], eventCaller.currentEntity["line 3"], eventCaller.currentEntity["line 4"], eventCaller.currentEntity["line 5"]);},
|
||||
|
@ -97,7 +99,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
},
|
||||
priority = 1
|
||||
},
|
||||
|
@ -153,13 +155,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
}
|
||||
|
||||
},
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
};
|
||||
namespace HeavenStudio.Games
|
||||
|
@ -170,8 +172,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
public class BonOdori : Minigame
|
||||
{
|
||||
string prefix;
|
||||
double beatUniversal;
|
||||
|
||||
string prefix;
|
||||
double beatUniversal;
|
||||
string suffix;
|
||||
SpriteRenderer darkPlane;
|
||||
bool goBopDonpans;
|
||||
|
@ -209,7 +212,7 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] TMP_Text Text3;
|
||||
[SerializeField] TMP_Text Text4;
|
||||
[SerializeField] TMP_Text Text5;
|
||||
|
||||
|
||||
[SerializeField] TMP_Text Text6;
|
||||
[SerializeField] TMP_Text Text7;
|
||||
[SerializeField] TMP_Text Text8;
|
||||
|
@ -227,6 +230,19 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
SideClap = 0,
|
||||
FrontClap = 1
|
||||
}
|
||||
private static List<QueuedClaps> queuedClaps = new();
|
||||
|
||||
private struct QueuedClaps
|
||||
{
|
||||
public double beat;
|
||||
public int variation;
|
||||
public int typeSpeak;
|
||||
public bool muted;
|
||||
public int clapType;
|
||||
public int semitone;
|
||||
|
||||
|
||||
}
|
||||
public enum typePan
|
||||
{
|
||||
|
@ -253,7 +269,7 @@ namespace HeavenStudio.Games
|
|||
Pa_nC = 1
|
||||
}
|
||||
public enum variationPa
|
||||
{
|
||||
{
|
||||
PaG = 0
|
||||
|
||||
}
|
||||
|
@ -261,7 +277,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
DonA = 0,
|
||||
DonD = 1,
|
||||
DonC = 2,
|
||||
DonC = 2,
|
||||
DonG = 3
|
||||
}
|
||||
public enum variationDo_n
|
||||
|
@ -284,7 +300,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
clapTypeGlobal = 0;
|
||||
instance = this;
|
||||
Text1_GUI = Text1.GetComponent<TextMeshProUGUI>();
|
||||
|
@ -298,14 +314,14 @@ namespace HeavenStudio.Games
|
|||
Text9_GUI = Text9.GetComponent<TextMeshProUGUI>();
|
||||
Text10_GUI = Text10.GetComponent<TextMeshProUGUI>();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
public void OnStop()
|
||||
{
|
||||
DarkPlane.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 0f);
|
||||
|
||||
DarkPlane.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 0f);
|
||||
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
|
@ -339,47 +355,77 @@ namespace HeavenStudio.Games
|
|||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)){
|
||||
|
||||
|
||||
if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
{
|
||||
ScoreMiss();
|
||||
SoundByte.PlayOneShotGame("bonOdori/clap");
|
||||
if (clapTypeGlobal == 0)
|
||||
{
|
||||
{
|
||||
clapTypeString = "ClapSide";
|
||||
}
|
||||
else
|
||||
{
|
||||
clapTypeString = "ClapFront";
|
||||
}
|
||||
|
||||
Player.Play(clapTypeString);
|
||||
if (!goBopDonpans)
|
||||
{
|
||||
|
||||
|
||||
Player.Play(clapTypeString);
|
||||
if (!goBopDonpans)
|
||||
{
|
||||
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped"); goBopDonpans = true;})
|
||||
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
|
||||
if (queuedClaps.Count > 0)
|
||||
{
|
||||
foreach (var clap in queuedClaps) Clap(clap.beat, clap.variation, clap.typeSpeak, clap.muted, clap.clapType, clap.semitone);
|
||||
queuedClaps.Clear();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType)
|
||||
|
||||
{
|
||||
public void PreClap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "bonOdori")
|
||||
{
|
||||
instance.Clap(beat, variation, typeSpeak, muted, clapType, semitone);
|
||||
}
|
||||
else
|
||||
{
|
||||
queuedClaps.Add(new QueuedClaps()
|
||||
{
|
||||
beat = beat,
|
||||
variation = variation,
|
||||
typeSpeak = typeSpeak,
|
||||
muted = muted,
|
||||
clapType = clapType,
|
||||
semitone = semitone
|
||||
});
|
||||
}
|
||||
}
|
||||
public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
|
||||
|
||||
{
|
||||
if (clapType == 1)
|
||||
{
|
||||
clapTypeGlobal = 1;
|
||||
|
@ -391,192 +437,145 @@ namespace HeavenStudio.Games
|
|||
if (muted)
|
||||
{
|
||||
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
switch (typeSpeak){
|
||||
case 0:
|
||||
|
||||
switch (variation){
|
||||
case 0:
|
||||
SoundByte.PlayOneShotGame("bonOdori/pan1");
|
||||
break;
|
||||
case 1:
|
||||
SoundByte.PlayOneShotGame("bonOdori/pan2"); break;
|
||||
case 2:
|
||||
SoundByte.PlayOneShotGame("bonOdori/pan3");
|
||||
break;}
|
||||
break;
|
||||
case 2:
|
||||
|
||||
switch (variation){
|
||||
case 0:
|
||||
SoundByte.PlayOneShotGame("bonOdori/pa_n1");
|
||||
break;
|
||||
case 1:
|
||||
SoundByte.PlayOneShotGame("bonOdori/pa_n2");
|
||||
break;}
|
||||
break;
|
||||
case 1:
|
||||
SoundByte.PlayOneShotGame("bonOdori/pa1");
|
||||
break;
|
||||
string clip = typeSpeak switch
|
||||
{
|
||||
0 => "pan",
|
||||
1 => "pa_n",
|
||||
2 or _ => "pa",
|
||||
};
|
||||
var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
|
||||
SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
|
||||
|
||||
|
||||
|
||||
|
||||
beatUniversal = beat;
|
||||
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
|
||||
}
|
||||
}
|
||||
public void Sound(double beat, int variation, int typeSpeak, int semitone)
|
||||
{
|
||||
string clip = typeSpeak switch
|
||||
{
|
||||
0 => "don",
|
||||
1 => "do_n",
|
||||
2 or _ => "do",
|
||||
|
||||
};
|
||||
var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
|
||||
|
||||
SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
beatUniversal = beat;
|
||||
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);}
|
||||
}
|
||||
public void Sound(double beat, int variation, int typeSpeak )
|
||||
{ switch (typeSpeak){
|
||||
case 0:
|
||||
switch (variation){
|
||||
case 0:
|
||||
SoundByte.PlayOneShotGame("bonOdori/don1");
|
||||
break;
|
||||
case 1:
|
||||
SoundByte.PlayOneShotGame("bonOdori/don2");
|
||||
break;
|
||||
case 2:
|
||||
SoundByte.PlayOneShotGame("bonOdori/don3");
|
||||
break;
|
||||
case 3:
|
||||
SoundByte.PlayOneShotGame("bonOdori/don4");
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
case 2:
|
||||
|
||||
switch (variation) {
|
||||
case 0:
|
||||
SoundByte.PlayOneShotGame("bonOdori/do_n1");
|
||||
break;
|
||||
case 1:
|
||||
SoundByte.PlayOneShotGame("bonOdori/do_n2");
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
switch (variation){
|
||||
case 0:
|
||||
SoundByte.PlayOneShotGame("bonOdori/do1");
|
||||
break;
|
||||
case 1:
|
||||
SoundByte.PlayOneShotGame("bonOdori/do2");
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void Success(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (clapTypeGlobal == 0)
|
||||
{
|
||||
clapTypeString = "ClapSide";
|
||||
}
|
||||
else
|
||||
{
|
||||
clapTypeString = "ClapFront";
|
||||
}
|
||||
|
||||
Player.Play(clapTypeString);
|
||||
CPU1.Play(clapTypeString);
|
||||
CPU2.Play(clapTypeString);
|
||||
CPU3.Play(clapTypeString);
|
||||
if (!goBopDonpans)
|
||||
{
|
||||
{
|
||||
clapTypeString = "ClapSide";
|
||||
}
|
||||
else
|
||||
{
|
||||
clapTypeString = "ClapFront";
|
||||
}
|
||||
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
Player.Play(clapTypeString);
|
||||
CPU1.Play(clapTypeString);
|
||||
CPU2.Play(clapTypeString);
|
||||
CPU3.Play(clapTypeString);
|
||||
if (!goBopDonpans)
|
||||
{
|
||||
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
|
||||
});
|
||||
}
|
||||
}
|
||||
SoundByte.PlayOneShotGame("bonOdori/clap");
|
||||
}
|
||||
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
CPU1.Play(clapTypeString);
|
||||
CPU2.Play(clapTypeString);
|
||||
CPU3.Play(clapTypeString);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
CPU1.Play(clapTypeString);
|
||||
CPU2.Play(clapTypeString);
|
||||
CPU3.Play(clapTypeString);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beatUniversal + 1d, delegate { Face.Play("Sad");}),
|
||||
new BeatAction.Action(beatUniversal + 3d, delegate {Face.Play("Neutral");})
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public void Empty(PlayerActionEvent caller)
|
||||
{
|
||||
if (clapTypeGlobal == 0)
|
||||
{
|
||||
clapTypeString = "ClapSide";
|
||||
}
|
||||
else
|
||||
{
|
||||
clapTypeString = "ClapFront";
|
||||
}
|
||||
|
||||
Player.Play(clapTypeString);
|
||||
CPU1.Play(clapTypeString);
|
||||
CPU2.Play(clapTypeString);
|
||||
CPU3.Play(clapTypeString);
|
||||
if (!goBopDonpans)
|
||||
{
|
||||
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
|
||||
});
|
||||
}
|
||||
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
|
||||
|
||||
}
|
||||
string ChangeColor(string text, bool isScroll)
|
||||
{
|
||||
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|")){
|
||||
if (!isScroll){
|
||||
|
||||
|
||||
return text.Replace("r|", "<color=#ff0000>")
|
||||
.Replace("g|", "<color=#00ff00>")
|
||||
.Replace("y|", "<color=#ffff00>")
|
||||
+ "</color>";
|
||||
{
|
||||
clapTypeString = "ClapSide";
|
||||
}
|
||||
else
|
||||
{
|
||||
return text.Replace("r|", "<color=#ff00ff>")
|
||||
.Replace("g|", "<color=#00ffff>")
|
||||
.Replace("y|", "<color=#ffffff>")
|
||||
+ "</color>";
|
||||
clapTypeString = "ClapFront";
|
||||
}
|
||||
|
||||
}}
|
||||
Player.Play(clapTypeString);
|
||||
CPU1.Play(clapTypeString);
|
||||
CPU2.Play(clapTypeString);
|
||||
CPU3.Play(clapTypeString);
|
||||
if (!goBopDonpans)
|
||||
{
|
||||
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
|
||||
});
|
||||
}
|
||||
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
|
||||
|
||||
}
|
||||
string ChangeColor(string text, bool isScroll)
|
||||
{
|
||||
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|"))
|
||||
{
|
||||
if (!isScroll)
|
||||
{
|
||||
|
||||
|
||||
return text.Replace("r|", "<color=#ff0000>")
|
||||
.Replace("g|", "<color=#00ff00>")
|
||||
.Replace("y|", "<color=#ffff00>")
|
||||
+ "</color>";
|
||||
}
|
||||
else
|
||||
{
|
||||
return text.Replace("r|", "<color=#ff00ff>")
|
||||
.Replace("g|", "<color=#00ffff>")
|
||||
.Replace("y|", "<color=#ffffff>")
|
||||
+ "</color>";
|
||||
|
||||
}
|
||||
}
|
||||
return text;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowText(string text1, string text2, string text3, string text4, string text5)
|
||||
{
|
||||
|
||||
if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line."){
|
||||
|
||||
if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line.")
|
||||
{
|
||||
if (Scroll1 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll1);
|
||||
|
@ -587,12 +586,13 @@ namespace HeavenStudio.Games
|
|||
text1 = ChangeColor(text1, false);
|
||||
|
||||
Text1.text = text1;
|
||||
|
||||
|
||||
|
||||
|
||||
Text6.text = ChangeColor(originalText1, true);
|
||||
|
||||
}
|
||||
if (text2 is not ""){
|
||||
|
||||
}
|
||||
if (text2 is not "")
|
||||
{
|
||||
if (Scroll2 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll2);
|
||||
|
@ -603,9 +603,10 @@ namespace HeavenStudio.Games
|
|||
text2 = ChangeColor(text2, false);
|
||||
Text2.text = text2;
|
||||
Text7.text = ChangeColor(originalText2, true);
|
||||
|
||||
}
|
||||
if (text3 is not ""){
|
||||
|
||||
}
|
||||
if (text3 is not "")
|
||||
{
|
||||
if (Scroll3 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll3);
|
||||
|
@ -613,14 +614,15 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
originalText3 = text3;
|
||||
Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||
|
||||
|
||||
text3 = ChangeColor(text3, false);
|
||||
|
||||
|
||||
Text3.text = text3;
|
||||
Text8.text = ChangeColor(originalText3, true);
|
||||
|
||||
}
|
||||
if (text4 is not ""){
|
||||
|
||||
}
|
||||
if (text4 is not "")
|
||||
{
|
||||
if (Scroll4 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll4);
|
||||
|
@ -631,11 +633,12 @@ namespace HeavenStudio.Games
|
|||
text4 = ChangeColor(text4, false);
|
||||
Text4.text = text4;
|
||||
|
||||
Text9.text = text4;
|
||||
Text9.text = text4;
|
||||
Text9.text = ChangeColor(originalText4, true);
|
||||
|
||||
}
|
||||
if (text5 is not ""){
|
||||
}
|
||||
if (text5 is not "")
|
||||
{
|
||||
if (Scroll5 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll5);
|
||||
|
@ -647,12 +650,14 @@ namespace HeavenStudio.Games
|
|||
Text5.text = text5;
|
||||
Text10.text = ChangeColor(originalText5, true);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5){
|
||||
if (text1 == true){
|
||||
public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5)
|
||||
{
|
||||
if (text1 == true)
|
||||
{
|
||||
if (Scroll1 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll1);
|
||||
|
@ -662,7 +667,8 @@ namespace HeavenStudio.Games
|
|||
Text1.text = "";
|
||||
Text6.text = "";
|
||||
}
|
||||
if (text2 == true){
|
||||
if (text2 == true)
|
||||
{
|
||||
if (Scroll2 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll2);
|
||||
|
@ -672,7 +678,8 @@ namespace HeavenStudio.Games
|
|||
Text2.text = "";
|
||||
Text7.text = "";
|
||||
}
|
||||
if (text3 == true){
|
||||
if (text3 == true)
|
||||
{
|
||||
if (Scroll3 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll3);
|
||||
|
@ -682,7 +689,8 @@ namespace HeavenStudio.Games
|
|||
Text3.text = "";
|
||||
Text8.text = "";
|
||||
}
|
||||
if (text4 == true){
|
||||
if (text4 == true)
|
||||
{
|
||||
if (Scroll4 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll4);
|
||||
|
@ -692,7 +700,8 @@ namespace HeavenStudio.Games
|
|||
Text4.text = "";
|
||||
Text9.text = "";
|
||||
}
|
||||
if (text5 == true){
|
||||
if (text5 == true)
|
||||
{
|
||||
if (Scroll5 is not null)
|
||||
{
|
||||
StopCoroutine(Scroll5);
|
||||
|
@ -705,49 +714,57 @@ namespace HeavenStudio.Games
|
|||
|
||||
|
||||
}
|
||||
IEnumerator SmoothText(TMP_Text text, float length, double beat)
|
||||
{
|
||||
Conductor conductor = new Conductor();
|
||||
float startTime = Time.time;
|
||||
float endTime = startTime + length;
|
||||
float duration = ((length / conductor.GetBpmAtBeat(beat)) * 60);
|
||||
|
||||
while (Time.time < endTime)
|
||||
IEnumerator SmoothText(TMP_Text text, float length, double beat)
|
||||
{
|
||||
float t = ((Time.time - startTime) / duration);
|
||||
|
||||
float maskValue = Mathf.Lerp(-10f, -7f, t);
|
||||
Conductor conductor = new Conductor();
|
||||
float startTime = Time.time;
|
||||
float endTime = startTime + length;
|
||||
float duration = ((length / conductor.GetBpmAtBeat(beat)) * 60);
|
||||
|
||||
text.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, maskValue, 10));
|
||||
while (Time.time < endTime)
|
||||
{
|
||||
float t = ((Time.time - startTime) / duration);
|
||||
|
||||
float maskValue = Mathf.Lerp(-10f, -7f, t);
|
||||
|
||||
text.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, maskValue, 10));
|
||||
|
||||
yield return null;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length, double beat)
|
||||
{
|
||||
if (text1)
|
||||
{
|
||||
Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));
|
||||
}
|
||||
if (text2)
|
||||
{
|
||||
Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));
|
||||
}
|
||||
if (text3)
|
||||
{
|
||||
Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));
|
||||
}
|
||||
if (text4)
|
||||
{
|
||||
Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));
|
||||
}
|
||||
if (text5)
|
||||
{
|
||||
Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));
|
||||
}
|
||||
|
||||
yield return null;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length, double beat)
|
||||
{
|
||||
if (text1){
|
||||
Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));}
|
||||
if (text2){
|
||||
Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));}
|
||||
if (text3){
|
||||
Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));}
|
||||
if (text4){
|
||||
Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));}
|
||||
if (text5){
|
||||
Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));}
|
||||
|
||||
}
|
||||
|
||||
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
|
||||
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
|
||||
{
|
||||
if (!shouldBop) { goBopDonpans = false; goBopJudge = false; return; }
|
||||
goBopDonpans = autoBop;
|
||||
goBopJudge = autoBop;
|
||||
if (autoBop) { return;}
|
||||
goBopDonpans = autoBop; goBopJudge = autoBop;
|
||||
if (autoBop && shouldBop) { return; }
|
||||
if (shouldBop)
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
|
@ -774,37 +791,41 @@ namespace HeavenStudio.Games
|
|||
})
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
public void Bow(double beat, float length)
|
||||
{
|
||||
if (goBopDonpans == true)
|
||||
{
|
||||
bopDonpans = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
bopDonpans = false;
|
||||
|
||||
}
|
||||
public void Bow(double beat, float length)
|
||||
{
|
||||
if (goBopDonpans == true)
|
||||
{
|
||||
bopDonpans = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
bopDonpans = false;
|
||||
|
||||
}
|
||||
goBopDonpans = false;
|
||||
Player.Play("Bow");
|
||||
CPU1.Play("Bow");
|
||||
CPU2.Play("Bow");
|
||||
CPU3.Play("Bow");
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
}
|
||||
goBopDonpans = false;
|
||||
Player.Play("Bow");
|
||||
CPU1.Play("Bow");
|
||||
CPU2.Play("Bow");
|
||||
CPU3.Play("Bow");
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length, delegate { Player.Play("NeutralBopped"); CPU1.Play("NeutralBopped");CPU2.Play("NeutralBopped"); CPU3.Play("NeutralBopped"); if (bopDonpans) {goBopDonpans = true;}})
|
||||
});
|
||||
}
|
||||
// public void Spin(double beat, float length)
|
||||
// {
|
||||
}
|
||||
// public void Spin(double beat, float length)
|
||||
// {
|
||||
|
||||
// }
|
||||
|
||||
// }
|
||||
|
||||
public override void OnBeatPulse(double beat)
|
||||
{
|
||||
if (goBopDonpans)
|
||||
|
@ -820,69 +841,73 @@ namespace HeavenStudio.Games
|
|||
Judge.Play("Bop");
|
||||
}
|
||||
}
|
||||
public void DarkBG(double beat, bool toggle, float length)
|
||||
{
|
||||
DarkerBG = StartCoroutine(DarkBGCoroutine(beat, toggle, length));
|
||||
|
||||
}
|
||||
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
||||
{
|
||||
if (toggle)
|
||||
{
|
||||
if (darkBgIsOn)
|
||||
public void DarkBG(double beat, bool toggle, float length)
|
||||
{
|
||||
yield return null;
|
||||
DarkerBG = StartCoroutine(DarkBGCoroutine(beat, toggle, length));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
float startTime = Time.time;
|
||||
Conductor con = new Conductor();
|
||||
float realLength = length / con.GetBpmAtBeat(beat) * 60;
|
||||
while (Time.time < realLength + startTime)
|
||||
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
||||
{
|
||||
if (toggle)
|
||||
{
|
||||
if (darkBgIsOn)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0f, 0.4666f, (Time.time - startTime) / realLength));
|
||||
darkBgIsOn = true;
|
||||
yield return null;
|
||||
float startTime = Time.time;
|
||||
Conductor con = new Conductor();
|
||||
float realLength = length / con.GetBpmAtBeat(beat) * 60;
|
||||
while (Time.time < realLength + startTime)
|
||||
{
|
||||
|
||||
|
||||
|
||||
}}}
|
||||
else
|
||||
{
|
||||
if (!darkBgIsOn)
|
||||
{
|
||||
yield return null;
|
||||
|
||||
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0f, 0.4666f, (Time.time - startTime) / realLength));
|
||||
darkBgIsOn = true;
|
||||
yield return null;
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!darkBgIsOn)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
float startTime = Time.time;
|
||||
Conductor con = new Conductor();
|
||||
float realLength = length / con.GetBpmAtBeat(beat) * 60;
|
||||
while (Time.time < realLength + startTime)
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f, 0f, (Time.time - startTime) / realLength));
|
||||
|
||||
darkBgIsOn = true;
|
||||
yield return null;
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
float startTime = Time.time;
|
||||
Conductor con = new Conductor();
|
||||
float realLength = length / con.GetBpmAtBeat(beat) * 60;
|
||||
while (Time.time < realLength + startTime)
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f,0f, (Time.time - startTime) / realLength));
|
||||
|
||||
darkBgIsOn = true;
|
||||
yield return null;
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}}}
|
||||
}
|
Loading…
Reference in a new issue