mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Mr. Upbeat Re-Re-Rework (#525)
* so much * reworked everything (AGAIN.) -everything just uses recursive methods and beatactions, and only uses the update loop for inactive queuing * count-ins -need hq 4 sound effect, kitties doesn't have the og :( * mr. downbeat rere-revived (unfortunately enough.) * huge change to how stepping works, to make it so you can't step over it the wrong way, and so that missing looks good * added missing miss anim, which happens in the same way as the og * added a check on game switch to use the last bg change/blip color block's attributes -i think i might add these to other games; it should make the process of remixing more intuitive and fun, even if it's a small change currently all i'm missing is blip jank fix. but im not staying up another hour for that lol * letter/blip jank fixed + force stepping * instead of being a separate animator, the letter is instead set to have a scale of (1, 1, 1) in the update loop, so that no graphical bugs happen even when the scale is changed. * hopefully this new system is a lot less janky, but if bugs do still come up they'll be a lot easier to fix now
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51 changed files with 1962 additions and 978 deletions
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: FallL
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|
@ -976,7 +1102,13 @@ TextureImporter:
|
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mrupbeat_main_12: -2014763855
|
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mrupbeat_main_13: -1248414130
|
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mrupbeat_main_14: 1471741028
|
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mrupbeat_main_15: 1416775875
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mrupbeat_main_16: -1839074567
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mrupbeat_main_17: -2069977234
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mrupbeat_main_18: 442840453
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mrupbeat_main_19: 1852546927
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mrupbeat_main_2: 1848041093
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mrupbeat_main_20: 943529457
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mrupbeat_main_3: -1123406618
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mrupbeat_main_4: 1559131365
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mrupbeat_main_5: 1603879706
|
||||
|
|
|
@ -188,8 +188,8 @@ namespace HeavenStudio.Games
|
|||
//Below is a template that can be used for handling previous entities.
|
||||
//section below is if you only want to look at entities that overlap the game switch
|
||||
/*
|
||||
List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
|
||||
foreach(Beatmap.Entity entity in prevEntities)
|
||||
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
|
||||
foreach(RiqEntity entity in prevEntities)
|
||||
{
|
||||
if(entity.beat + entity.length >= beat)
|
||||
{
|
||||
|
|
|
@ -1,8 +1,5 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using DG.Tweening;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
@ -15,13 +12,17 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List<GameAction>()
|
||||
{
|
||||
|
||||
new GameAction("prepare", "Prepare")
|
||||
{
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MrUpbeat.StartStepping(e.beat, e.length);
|
||||
MrUpbeat.PrePrepare(e.beat, e.length, e["forceOnbeat"]);
|
||||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("forceOnbeat", false, "Mr. Downbeat", "Force Mr. Upbeat to step on the beat of the block instead of on the offbeat (only use this if you know what you're doing)"),
|
||||
},
|
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preFunctionLength = 0.5f,
|
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defaultLength = 4f,
|
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resizable = true,
|
||||
},
|
||||
|
@ -29,15 +30,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"]);
|
||||
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
|
||||
},
|
||||
defaultLength = 0.5f,
|
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parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Applause", "Plays an applause sound effect."),
|
||||
new Param("stopBlipping", true, "Stop Blipping?", "When the stepping stops, should the blipping stop too?"),
|
||||
new Param("stopBlipping", true, "Stop Blipping", "When the stepping stops, should the blipping stop too?"),
|
||||
new Param("playDing", true, "Play Ding", "Should this block play a ding?"),
|
||||
},
|
||||
preFunctionLength = 1f,
|
||||
preFunctionLength = 0.5f,
|
||||
},
|
||||
new GameAction("changeBG", "Change Background Color")
|
||||
{
|
||||
|
@ -48,8 +50,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade."),
|
||||
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade"),
|
||||
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade or the color that will be switched to if -instant- is ticked on"),
|
||||
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||
}
|
||||
},
|
||||
|
@ -63,51 +65,53 @@ namespace HeavenStudio.Games.Loaders
|
|||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"),
|
||||
new Param("setShadow", false, "Set Shadow Color?", "Should Mr. Upbeat's shadow be custom?"),
|
||||
new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color."),
|
||||
new Param("setShadow", false, "Set Shadow Color", "Should Mr. Upbeat's shadow be custom?"),
|
||||
new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color"),
|
||||
}
|
||||
},
|
||||
new GameAction("blipEvents", "Blip Events")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["blip"]);
|
||||
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"),
|
||||
new Param("shouldGrow", true, "Grow Antenna?", "Should Mr. Upbeat's antenna grow every blip?"),
|
||||
new Param("resetBlip", false, "Reset Antenna?", "Should Mr. Upbeat's antenna reset?"),
|
||||
new Param("blip", true, "Should Blip?", "Should Mr. Upbeat blip every offbeat?"),
|
||||
new Param("shouldGrow", true, "Grow Antenna", "Should Mr. Upbeat's antenna grow every blip?"),
|
||||
new Param("resetBlip", false, "Reset Antenna", "Should Mr. Upbeat's antenna reset?"),
|
||||
new Param("shouldBlip", true, "Should Blip", "Should Mr. Upbeat blip every offbeat?"),
|
||||
}
|
||||
},
|
||||
// will implement these soon
|
||||
new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
|
||||
{
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
//MrUpbeat.CountIn(e.beat, e.length);
|
||||
MrUpbeat.CountIn(e.beat, e.length, e["a"]);
|
||||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("a", true, "A", "A"),
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
hidden = true,
|
||||
},
|
||||
new GameAction("countOffbeat", "4 Beat Count-In")
|
||||
new GameAction("countOffbeat", "Count")
|
||||
{
|
||||
//function = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
|
||||
function = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("number", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
|
||||
new Param("number", MrUpbeat.Counts.One, "Number", "The sound to play"),
|
||||
},
|
||||
hidden = true,
|
||||
},
|
||||
|
||||
// backwards compatibility !!!!
|
||||
new GameAction("start stepping", "Start Stepping")
|
||||
new GameAction("forceStepping", "Force Stepping")
|
||||
{
|
||||
hidden = true,
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.StartStepping(e.beat, e.length); },
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MrUpbeat.instance.ForceStepping(e.beat, e.length);
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
},
|
||||
},
|
||||
|
@ -122,10 +126,17 @@ namespace HeavenStudio.Games.Loaders
|
|||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_MrUpbeat;
|
||||
|
||||
using Jukebox;
|
||||
public class MrUpbeat : Minigame
|
||||
{
|
||||
static List<double> queuedInputs = new();
|
||||
public enum Counts
|
||||
{
|
||||
One,
|
||||
Two,
|
||||
Three,
|
||||
Four,
|
||||
A,
|
||||
}
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] Animator metronomeAnim;
|
||||
|
@ -137,33 +148,22 @@ namespace HeavenStudio.Games
|
|||
[Header("Properties")]
|
||||
private Tween bgColorTween;
|
||||
public int stepIterate = 0;
|
||||
public static bool shouldBlip;
|
||||
static bool isStepping;
|
||||
static bool shouldntStop;
|
||||
private static double startSteppingBeat = double.MaxValue;
|
||||
private static double startBlippingBeat = double.MaxValue;
|
||||
private bool stopStepping;
|
||||
public bool stopBlipping;
|
||||
|
||||
public static MrUpbeat instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
isStepping = false;
|
||||
|
||||
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
man.Blip();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
}
|
||||
|
||||
shouldBlip = false;
|
||||
isStepping = false;
|
||||
startSteppingBeat = double.MaxValue;
|
||||
startBlippingBeat = double.MaxValue;
|
||||
stepIterate = 0;
|
||||
foreach (var evt in scheduledInputs)
|
||||
{
|
||||
|
@ -171,87 +171,129 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
if (beat >= startBlippingBeat) {
|
||||
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
|
||||
});
|
||||
startBlippingBeat = double.MaxValue;
|
||||
}
|
||||
|
||||
// init background color/blip color stuff by getting the last of each of those blocks
|
||||
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
|
||||
var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
|
||||
var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
|
||||
|
||||
if (bgColorEntity != null) {
|
||||
bg.color = bgColorEntity["end"];
|
||||
}
|
||||
|
||||
if (upbeatColorEntity != null) {
|
||||
blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
|
||||
Color shadowColor = upbeatColorEntity["shadowColor"];
|
||||
if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) {
|
||||
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
|
||||
}
|
||||
} else {
|
||||
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
|
||||
if (queuedInputs.Count > 0) {
|
||||
foreach (var input in queuedInputs) {
|
||||
string dir = stepIterate % 2 == 1 ? "Right" : "Left";
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused) {
|
||||
if (cond.songPositionInBeatsAsDouble >= startSteppingBeat) {
|
||||
RecursiveStepping(startSteppingBeat);
|
||||
startSteppingBeat = double.MaxValue;
|
||||
}
|
||||
|
||||
if (cond.songPositionInBeats >= startBlippingBeat) {
|
||||
man.RecursiveBlipping(startBlippingBeat);
|
||||
startBlippingBeat = double.MaxValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
|
||||
{
|
||||
instance.stopStepping = true;
|
||||
if (stopBlipping) instance.stopBlipping = true;
|
||||
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
|
||||
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(input, delegate {
|
||||
instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
||||
new BeatAction.Action(beat + 0.5, delegate {
|
||||
instance.stopStepping = false;
|
||||
instance.stopBlipping = false;
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
public static void PrePrepare(double beat, float length, bool forceOffbeat)
|
||||
{
|
||||
bool isGame = GameManager.instance.currentGame == "mrUpbeat";
|
||||
if (forceOffbeat) {
|
||||
startBlippingBeat = beat;
|
||||
startSteppingBeat = beat + length - 0.5f;
|
||||
if (!isGame) Blipping(beat, length);
|
||||
} else {
|
||||
startBlippingBeat = Mathf.Floor((float)beat) + 0.5;
|
||||
startSteppingBeat = Mathf.Floor((float)beat) + Mathf.Round(length);
|
||||
if (!isGame) Blipping(Mathf.Floor((float)beat) + 0.5f, length);
|
||||
}
|
||||
}
|
||||
|
||||
private void RecursiveStepping(double beat)
|
||||
{
|
||||
if (stopStepping) {
|
||||
stopStepping = false;
|
||||
return;
|
||||
}
|
||||
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
|
||||
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
||||
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
|
||||
ScheduleInput(input, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
|
||||
if (MrUpbeat.shouldntStop) queuedInputs.Add(input + 1);
|
||||
}),
|
||||
ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); })
|
||||
});
|
||||
stepIterate++;
|
||||
}
|
||||
queuedInputs.Clear();
|
||||
}
|
||||
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
|
||||
man.Step();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Ding(double beat, bool applause, bool stopBlipping)
|
||||
public void ForceStepping(double beat, float length)
|
||||
{
|
||||
MrUpbeat.shouldntStop = false;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat, delegate {
|
||||
MrUpbeat.isStepping = false;
|
||||
SoundByte.PlayOneShotGame("mrUpbeat/ding");
|
||||
if (applause) SoundByte.PlayOneShot("applause");
|
||||
if (stopBlipping) MrUpbeat.shouldBlip = false;
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
public static void StartStepping(double beat, float length)
|
||||
var actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
if (MrUpbeat.isStepping) return;
|
||||
MrUpbeat.isStepping = true;
|
||||
if (GameManager.instance.currentGame != "mrUpbeat") {
|
||||
Blipping(beat, length);
|
||||
MrUpbeat.shouldBlip = true;
|
||||
} else {
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(Math.Floor(beat), delegate {
|
||||
MrUpbeat.shouldBlip = true;
|
||||
}),
|
||||
});
|
||||
ScheduleInput(beat + i, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
|
||||
actions.Add(new BeatAction.Action(beat + i, delegate {
|
||||
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
|
||||
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
||||
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
|
||||
stepIterate++;
|
||||
}));
|
||||
}
|
||||
|
||||
MrUpbeat.shouldntStop = true;
|
||||
queuedInputs.Add(Math.Floor(beat+length));
|
||||
BeatAction.New(gameObject, actions);
|
||||
}
|
||||
|
||||
public static void Blipping(double beat, float length)
|
||||
{
|
||||
List<MultiSound.Sound> blips = new List<MultiSound.Sound>();
|
||||
var switchGames = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
|
||||
int whichSwitch = 0;
|
||||
if (switchGames.Count != 0) {
|
||||
for (int i = 0; i < switchGames.Count; i++) {
|
||||
if (switchGames[i].beat > beat) {
|
||||
whichSwitch = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat > beat && c.datamodel == "gameManager/switchGame/mrUpbeat");
|
||||
if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
|
||||
|
||||
List<MultiSound.Sound> inactiveBlips = new List<MultiSound.Sound>();
|
||||
for (int i = 0; i < gameSwitch.beat - beat; i++) {
|
||||
inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
|
||||
}
|
||||
|
||||
for (int i = 0; i < switchGames[whichSwitch].beat - Math.Floor(beat) - 0.5f; i++) {
|
||||
blips.Add(new MultiSound.Sound("mrUpbeat/blip", Math.Floor(beat) + 0.5f + i));
|
||||
}
|
||||
|
||||
MultiSound.Play(blips.ToArray(), forcePlay: true);
|
||||
MultiSound.Play(inactiveBlips.ToArray(), forcePlay: true);
|
||||
}
|
||||
|
||||
public void Success(PlayerActionEvent caller, float state)
|
||||
{
|
||||
man.Step();
|
||||
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
|
||||
}
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
|
@ -259,7 +301,7 @@ namespace HeavenStudio.Games
|
|||
man.Fall();
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
public void ChangeBackgroundColor(Color color1, Color color2, float beats)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
|
||||
|
@ -267,16 +309,17 @@ namespace HeavenStudio.Games
|
|||
bgColorTween.Kill(true);
|
||||
|
||||
if (seconds == 0) {
|
||||
bg.color = color;
|
||||
bg.color = color2;
|
||||
} else {
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
bg.color = color1;
|
||||
bgColorTween = bg.DOColor(color2, seconds);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, beats);
|
||||
ChangeBackgroundColor(start, end, 0f);
|
||||
if (!instant) ChangeBackgroundColor(start, end, beats);
|
||||
}
|
||||
|
||||
public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor)
|
||||
|
@ -288,32 +331,29 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool blip)
|
||||
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip)
|
||||
{
|
||||
if (resetBlip) man.blipSize = 0;
|
||||
man.shouldGrow = shouldGrow;
|
||||
if (resetBlip) {
|
||||
man.blipSize = 0;
|
||||
man.shouldGrow = false;
|
||||
}
|
||||
man.blipString = inputLetter;
|
||||
shouldBlip = blip;
|
||||
man.shouldBlip = shouldBlip;
|
||||
}
|
||||
|
||||
/*
|
||||
public static void Count(int number)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("mrUpbeat/count"+(number + 1), forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("mrUpbeat/"+ (number < 4 ? number + 1 : "a"), forcePlay: true);
|
||||
}
|
||||
|
||||
public static void CountIn(float beat, float length)
|
||||
public static void CountIn(double beat, float length, bool a)
|
||||
{
|
||||
var sound = new List<MultiSound.Sound>() {
|
||||
|
||||
};
|
||||
var sound = new List<MultiSound.Sound>();
|
||||
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
|
||||
for (int i = 0; i < 4; i++) {
|
||||
sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length/4)), offset: (i == 3 ? 0.05 : 0)));
|
||||
}
|
||||
|
||||
MultiSound.Play(sound.ToArray(), forcePlay: true);
|
||||
}
|
||||
*/
|
||||
|
||||
public void Nothing(PlayerActionEvent caller) {}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,5 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using Starpelly;
|
||||
using TMPro;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
@ -14,57 +11,76 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
|||
[Header("References")]
|
||||
[SerializeField] Animator anim;
|
||||
[SerializeField] Animator blipAnim;
|
||||
[SerializeField] Animator letterAnim;
|
||||
[SerializeField] GameObject[] shadows;
|
||||
[SerializeField] TMP_Text blipText;
|
||||
|
||||
public int stepTimes = 0;
|
||||
public int blipSize = 0;
|
||||
public bool shouldGrow;
|
||||
public bool shouldBlip = true;
|
||||
public string blipString = "M";
|
||||
|
||||
public void Blip()
|
||||
static MrUpbeat game;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
double c = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
game = MrUpbeat.instance;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
blipText.transform.localScale = Vector3.one;
|
||||
|
||||
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
|
||||
Step(true);
|
||||
}
|
||||
}
|
||||
|
||||
public void RecursiveBlipping(double beat)
|
||||
{
|
||||
if (game.stopBlipping) {
|
||||
game.stopBlipping = false;
|
||||
return;
|
||||
}
|
||||
if (shouldBlip) {
|
||||
Blipping(beat);
|
||||
}
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(Math.Floor(c) + 0.5f, delegate {
|
||||
if (MrUpbeat.shouldBlip) {
|
||||
new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
|
||||
});
|
||||
}
|
||||
|
||||
public void Blipping(double beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("mrUpbeat/blip");
|
||||
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
|
||||
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
|
||||
if (shouldGrow && blipSize < 4) blipSize++;
|
||||
}
|
||||
}),
|
||||
new BeatAction.Action(Math.Floor(c) + 1f, delegate {
|
||||
Blip();
|
||||
}),
|
||||
});
|
||||
|
||||
public void Step(bool isInput = false)
|
||||
{
|
||||
if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) {
|
||||
shadows[0].SetActive(IsMirrored());
|
||||
shadows[1].SetActive(!IsMirrored());
|
||||
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
|
||||
}
|
||||
|
||||
public void Step()
|
||||
{
|
||||
stepTimes++;
|
||||
|
||||
bool x = (stepTimes % 2 == 1);
|
||||
shadows[0].SetActive(!x);
|
||||
shadows[1].SetActive(x);
|
||||
transform.localScale = new Vector3(x ? -1 : 1, 1);
|
||||
|
||||
anim.DoScaledAnimationAsync("Step", 0.5f);
|
||||
letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f);
|
||||
SoundByte.PlayOneShotGame("mrUpbeat/step");
|
||||
}
|
||||
|
||||
public void Fall()
|
||||
{
|
||||
blipSize = 0;
|
||||
blipAnim.Play("Idle", 0, 0);
|
||||
blipText.text = "";
|
||||
|
||||
anim.DoScaledAnimationAsync("Fall", 0.5f);
|
||||
anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
shadows[0].SetActive(false);
|
||||
shadows[1].SetActive(false);
|
||||
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
|
||||
}
|
||||
|
||||
bool IsMirrored()
|
||||
{
|
||||
return transform.localScale != Vector3.one;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -199,7 +199,9 @@ namespace HeavenStudio.Editor.Track
|
|||
|
||||
lastPos = transform.localPosition;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
if (moving) moving = false;
|
||||
if (resizingLeft) SetPivot(new Vector2(1, rectTransform.pivot.y));
|
||||
|
||||
|
@ -287,14 +289,17 @@ namespace HeavenStudio.Editor.Track
|
|||
{
|
||||
var mgs = EventCaller.instance.minigames;
|
||||
string[] datamodels = entity.datamodel.Split('/');
|
||||
Debug.Log("Selected entity's datamodel : "+entity.datamodel);
|
||||
|
||||
bool isSwitchGame = (datamodels[1] == "switchGame");
|
||||
bool isSwitchGame = datamodels[1] == "switchGame";
|
||||
int gameIndex = mgs.FindIndex(c => c.name == datamodels[isSwitchGame ? 2 : 0]);
|
||||
int block = isSwitchGame ? 0 : mgs[gameIndex].actions.FindIndex(c => c.actionName == datamodels[1]) + 1;
|
||||
|
||||
if (!isSwitchGame) {
|
||||
// hardcoded stuff
|
||||
// needs to happen because hidden blocks technically change the event index
|
||||
if (datamodels[0] == "gameManager") block -= 2;
|
||||
else if (datamodels[0] is "countIn" or "vfx") block--;
|
||||
else if (datamodels[0] is "countIn" or "vfx") block -= 1;
|
||||
}
|
||||
|
||||
GridGameSelector.instance.SelectGame(datamodels[isSwitchGame ? 2 : 0], block);
|
||||
|
|
Loading…
Reference in a new issue