mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 18:15:13 +00:00
Merge pull request #46 from Slaith12/main
Implemented Inactive Functions and made OnGameSwitch functional
This commit is contained in:
commit
5a56ecf261
14 changed files with 251 additions and 93 deletions
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@ -60,7 +60,7 @@ namespace RhythmHeavenMania
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}
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public void CallEvent(Beatmap.Entity entity)
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public void CallEvent(Beatmap.Entity entity, bool gameActive)
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{
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string[] details = entity.datamodel.Split('/');
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Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
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@ -71,12 +71,18 @@ namespace RhythmHeavenMania
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if (details.Length > 2) currentSwitchGame = details[2];
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Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
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action.function.Invoke();
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if (gameActive)
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{
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action.function.Invoke();
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}
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else
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{
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action.inactiveFunction.Invoke();
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}
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}
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catch (Exception ex)
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{
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Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented." + ex);
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Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented.\n" + ex);
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}
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}
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@ -157,25 +157,28 @@ namespace RhythmHeavenMania
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if (Conductor.instance.songPositionInBeats >= entities[currentEvent] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
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{
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// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
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var entitesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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// FX entities should ALWAYS execute before gameplay entities
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for (int i = 0; i < fxEntities.Count; i++)
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{
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eventCaller.CallEvent(fxEntities[i]);
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eventCaller.CallEvent(fxEntities[i], true);
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currentEvent++;
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}
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for (int i = 0; i < entitesAtSameBeat.Count; i++)
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for (int i = 0; i < entitiesAtSameBeat.Count; i++)
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{
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var entity = entitesAtSameBeat[i];
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var entity = entitiesAtSameBeat[i];
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// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
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if (entitesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitesAtSameBeat[i].datamodel.Split('/')[0])))
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if (entitiesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitiesAtSameBeat[i].datamodel.Split('/')[0])))
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{
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PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
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eventCaller.CallEvent(entitiesAtSameBeat[i], false);
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}
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else
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{
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eventCaller.CallEvent(entitiesAtSameBeat[i], true);
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}
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eventCaller.CallEvent(entitesAtSameBeat[i]);
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// Thank you to @shshwdr for bring this to my attention
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currentEvent++;
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@ -322,28 +325,34 @@ namespace RhythmHeavenMania
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#endregion
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public void SwitchGame(string game)
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public void SwitchGame(string game, float beat)
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{
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if (game != currentGame)
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{
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if (currentGameSwitchIE != null)
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StopCoroutine(currentGameSwitchIE);
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currentGameSwitchIE = StartCoroutine(SwitchGameIE(game));
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currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat));
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}
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}
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IEnumerator SwitchGameIE(string game)
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IEnumerator SwitchGameIE(string game, float beat)
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{
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this.GetComponent<SpriteRenderer>().enabled = true;
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SetGame(game);
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yield return new WaitForEndOfFrame(); //this is needed so that the minigame can have Start() called before OnGameSwitch()
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Minigame miniGame = currentGameO.GetComponent<Minigame>();
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if (miniGame != null)
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miniGame.OnGameSwitch(beat);
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yield return new WaitForSeconds(0.1f);
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this.GetComponent<SpriteRenderer>().enabled = false;
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}
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private void SetGame(string game, bool onGameSwitch = true)
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private void SetGame(string game, bool onGameSwitch = true)
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{
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Destroy(currentGameO);
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@ -372,7 +381,6 @@ namespace RhythmHeavenMania
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
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currentGameO.name = game;
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}
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/*if (onGameSwitch)
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{
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if (GetGame(currentGame).GetComponent<Minigame>() != null)
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@ -421,12 +429,6 @@ namespace RhythmHeavenMania
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return EventCaller.instance.minigames.Find(c => c.name == name);
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}
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// never gonna use this
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public Minigames.Minigame GetCurrentGame()
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{
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return eventCaller.minigames.Find(c => c.name == transform.GetComponentsInChildren<Transform>()[1].name);
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}
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public void SetCurrentGame(string game)
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{
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currentGame = game;
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@ -1,11 +1,9 @@
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using System.Collections;
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using DG.Tweening;
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using NaughtyBezierCurves;
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using RhythmHeavenMania.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using NaughtyBezierCurves;
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using DG.Tweening;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.CropStomp
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{
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@ -24,6 +22,7 @@ namespace RhythmHeavenMania.Games.CropStomp
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private int currentMarchBeat;
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private int stepCount;
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private bool isStepping;
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private static float inactiveStart = -1f;
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public bool isMarching => marchStartBeat != -1f;
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@ -118,6 +117,21 @@ namespace RhythmHeavenMania.Games.CropStomp
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}
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}
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public override void OnGameSwitch(float beat)
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{
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if(inactiveStart != -1f)
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{
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StartMarching(inactiveStart);
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float diff = beat - marchStartBeat;
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newBeat = (Mathf.Ceil(diff) + marchStartBeat-1)*Conductor.instance.secPerBeat;
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currentMarchBeat = Mathf.CeilToInt(diff);
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stepCount = currentMarchBeat / 2;
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farmer.nextStompBeat = newBeat/Conductor.instance.secPerBeat;
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inactiveStart = -1f;
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PlayAnims();
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}
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}
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List<Beatmap.Entity> cuedMoleSounds = new List<Beatmap.Entity>();
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private void Update()
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{
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@ -143,38 +157,17 @@ namespace RhythmHeavenMania.Games.CropStomp
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if (!isMarching)
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return;
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Debug.Log(newBeat);
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if (cond.ReportBeat(ref newBeat, marchOffset, true))
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{
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currentMarchBeat += 1;
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// Step.
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if (currentMarchBeat % 2 != 0)
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PlayAnims();
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if (currentMarchBeat % 2 != 0) //step sound
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{
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// Don't step if already stomped.
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if (!isStepping)
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{
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stepCount += 1;
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var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
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legsAnim.Play(stepAnim, 0, 0);
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isStepping = true;
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}
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Jukebox.PlayOneShotGame("cropStomp/hmm");
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}
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// Lift.
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else
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{
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var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
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legsAnim.Play(liftAnim, 0, 0);
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var farmerPos = farmerTrans.localPosition;
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farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
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isStepping = false;
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}
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}
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// Object scroll.
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@ -214,6 +207,36 @@ namespace RhythmHeavenMania.Games.CropStomp
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isFlicking = false;
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}
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private void PlayAnims()
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{
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// Step.
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if (currentMarchBeat % 2 != 0)
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{
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// Don't step if already stomped.
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if (!isStepping)
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{
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stepCount += 1;
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var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
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legsAnim.Play(stepAnim, 0, 0);
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isStepping = true;
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}
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}
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// Lift.
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else
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{
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var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
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legsAnim.Play(liftAnim, 0, 0);
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var farmerPos = farmerTrans.localPosition;
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farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
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isStepping = false;
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}
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}
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public void StartMarching(float beat)
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{
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marchStartBeat = beat;
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@ -257,5 +280,24 @@ namespace RhythmHeavenMania.Games.CropStomp
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newVeggie.gameObject.SetActive(true);
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}
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public static void MarchInactive(float beat)
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{
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if (GameManager.instance.currentGame == "cropStomp") //this function is only meant for making march sounds while the game is inactive
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{
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return;
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}
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inactiveStart = beat;
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Beatmap.Entity gameSwitch = GameManager.instance.Beatmap.entities.Find(c => c.beat >= beat && c.datamodel == "gameManager/switchGame/cropStomp");
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if (gameSwitch == null)
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return;
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int length = Mathf.CeilToInt((gameSwitch.beat - beat)/2);
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MultiSound.Sound[] sounds = new MultiSound.Sound[length];
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for(int i = 0; i < length; i++)
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{
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sounds[i] = new MultiSound.Sound("cropStomp/hmm", beat + i*2);
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}
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MultiSound.Play(sounds, forcePlay:true);
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}
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}
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}
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@ -37,8 +37,9 @@ namespace RhythmHeavenMania.Games.ForkLifter
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instance = this;
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}
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public override void OnGameSwitch()
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public override void OnGameSwitch(float beat)
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{
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base.OnGameSwitch(beat);
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ForkLifterHand.CheckNextFlick();
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}
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@ -120,9 +120,9 @@ namespace RhythmHeavenMania.Games.KarateMan
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Shadow = 0;
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}
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public override void OnGameSwitch()
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public override void OnGameSwitch(float beat)
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{
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base.OnGameSwitch();
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base.OnGameSwitch(beat);
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SetBackgroundColor((int)BGType, (int)Shadow, BGColor, ShadowColor);
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}
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@ -44,9 +44,20 @@ namespace RhythmHeavenMania.Games
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public int firstEnable = 0;
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public virtual void OnGameSwitch()
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public virtual void OnGameSwitch(float beat)
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{
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//Below is a template that can be used for handling previous entities.
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//section below is if you only want to look at entities that overlap the game switch
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/*
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List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
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foreach(Beatmap.Entity entity in prevEntities)
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{
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if(entity.beat + entity.length >= beat)
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{
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EventCaller.instance.CallEvent(entity, true);
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}
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}
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*/
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}
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public virtual void OnTimeChange()
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@ -14,6 +14,7 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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public GameObject metronome;
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public UpbeatMan man;
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public GameObject bt;
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private static MultiSound beeps; //only used when this game isn't active.
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public GameEvent beat = new GameEvent();
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public bool canGo = false;
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@ -70,6 +71,28 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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}
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}
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public override void OnGameSwitch(float beat)
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{
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foreach (Beatmap.Entity entity in GameManager.instance.Beatmap.entities)
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{
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if (entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
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{
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break;
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}
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if (entity.datamodel != "mrUpbeat/prepare" || entity.beat + entity.length < beat) //check for prepares that happen before the switch
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{
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continue;
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}
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SetInterval(entity.beat);
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break;
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}
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if(beeps != null)
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{
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beeps.Delete(); //the beeps are only for when the game isn't active
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beeps = null;
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}
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}
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public void SetInterval(float beat)
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{
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beatCount = 0;
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@ -105,5 +128,23 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * 0.5f - offset);
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man.Blip();
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}
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public static void Beep(float beat, float length)
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{
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if(GameManager.instance.currentGame == "mrUpbeat") //this function is only meant for making beeps while the game is inactive
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{
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return;
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}
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if (beeps != null)
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{
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beeps.Delete();
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}
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MultiSound.Sound[] beepSounds = new MultiSound.Sound[Mathf.CeilToInt(length)];
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for(int i = 0; i < beepSounds.Length; i++)
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{
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beepSounds[i] = new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i);
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}
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beeps = MultiSound.Play(beepSounds, forcePlay:true);
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}
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}
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}
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@ -44,21 +44,6 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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startBeat = dispensedBeat;
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nextAnimBeat = startBeat + GetAnimLength(State.Dispensing);
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kicker.kickTimes = 0;
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if (kicker.player)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("spaceSoccer/dispenseNoise", dispensedBeat),
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new MultiSound.Sound("spaceSoccer/dispenseTumble1", dispensedBeat + 0.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2", dispensedBeat + 0.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2B",dispensedBeat + 0.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble3", dispensedBeat + 0.75f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble4", dispensedBeat + 1f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble5", dispensedBeat + 1.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6", dispensedBeat + 1.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6B",dispensedBeat + 1.75f),
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});
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}
|
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return;
|
||||
}
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|
|
|
@ -45,22 +45,59 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
|
|||
|
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}
|
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|
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public void Dispense(float beat)
|
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public override void OnGameSwitch(float beat)
|
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{
|
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foreach(Beatmap.Entity entity in GameManager.instance.Beatmap.entities)
|
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{
|
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if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
|
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{
|
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break;
|
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}
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if(entity.datamodel != "spaceSoccer/ball dispense" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
|
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{
|
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continue;
|
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}
|
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Dispense(entity.beat, false);
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break;
|
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}
|
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}
|
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|
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public void Dispense(float beat, bool playSound = true)
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{
|
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ballDispensed = true;
|
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for (int i = 0; i < kickers.Count; i++)
|
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{
|
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Kicker kicker = kickers[i];
|
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if (i == 0) kicker.player = true;
|
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|
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if (kicker.ball != null) return;
|
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ballDispensed = true;
|
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|
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GameObject ball = Instantiate(ballRef, transform);
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ball.SetActive(true);
|
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Ball ball_ = ball.GetComponent<Ball>();
|
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ball_.Init(kicker, beat);
|
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if (kicker.player && playSound)
|
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{
|
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DispenseSound(beat);
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||||
}
|
||||
}
|
||||
}
|
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|
||||
public static void DispenseSound(float beat)
|
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{
|
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MultiSound.Play(new MultiSound.Sound[]
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{
|
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new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
|
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new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat + 0.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.5f),
|
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new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.5f),
|
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new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
|
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new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
|
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new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
|
||||
new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
|
||||
new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
|
||||
}, forcePlay:true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -37,7 +37,7 @@ namespace RhythmHeavenMania.Games.Spaceball
|
|||
|
||||
public static Spaceball instance { get; set; }
|
||||
|
||||
public override void OnGameSwitch()
|
||||
public override void OnGameSwitch(float beat)
|
||||
{
|
||||
for (int i = 1; i < BallsHolder.transform.childCount; i++)
|
||||
Destroy(BallsHolder.transform.GetChild(i).gameObject);
|
||||
|
|
|
@ -53,12 +53,21 @@ namespace RhythmHeavenMania
|
|||
public bool resizable;
|
||||
public List<Param> parameters;
|
||||
public bool hidden;
|
||||
public EventCallback inactiveFunction;
|
||||
|
||||
/* If you want to add additional arguments to GameAction, leave `bool hidden = false` as the last parameter
|
||||
* You can specify an action as hidden by adding `hidden: value` as the final parameter in your call
|
||||
* (Even if you haven't used all prior arguments)
|
||||
*/
|
||||
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false)
|
||||
/// <summary>
|
||||
/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
|
||||
/// <para>Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter.</para>
|
||||
/// </summary>
|
||||
/// <param name="actionName">Name of the block</param>
|
||||
/// <param name="function"><para>What the block does when read during playback</para>
|
||||
/// <para>Only does this if the game that it is associated with is loaded.</para></param>
|
||||
/// <param name="defaultLength">How long the block appears in the editor</param>
|
||||
/// <param name="resizable">Allows the user to resize the block</param>
|
||||
/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
|
||||
/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
|
||||
/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
|
||||
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false, EventCallback inactiveFunction = null)
|
||||
{
|
||||
this.actionName = actionName;
|
||||
this.function = function;
|
||||
|
@ -66,6 +75,8 @@ namespace RhythmHeavenMania
|
|||
this.resizable = resizable;
|
||||
this.parameters = parameters;
|
||||
this.hidden = hidden;
|
||||
if(inactiveFunction == null) inactiveFunction = delegate { };
|
||||
this.inactiveFunction = inactiveFunction;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -77,6 +88,12 @@ namespace RhythmHeavenMania
|
|||
public string propertyCaption;
|
||||
public string tooltip;
|
||||
|
||||
/// <summary>
|
||||
/// A parameter that changes the function of a GameAction.
|
||||
/// </summary>
|
||||
/// <param name="propertyName">The name of the variable that's being changed. Must be one of the variables in <see cref="Beatmap.Entity"/></param>
|
||||
/// <param name="parameter">The value of the parameter</param>
|
||||
/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
|
||||
public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
|
||||
{
|
||||
this.propertyName = propertyName;
|
||||
|
@ -94,7 +111,7 @@ namespace RhythmHeavenMania
|
|||
{
|
||||
new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
|
||||
{
|
||||
new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame); }, 0.5f),
|
||||
new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
|
||||
new GameAction("end", delegate { Debug.Log("end"); }),
|
||||
new GameAction("skill star", delegate { }, 1f, true),
|
||||
new GameAction("flash", delegate
|
||||
|
@ -277,7 +294,8 @@ namespace RhythmHeavenMania
|
|||
}),
|
||||
new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat); }, 2f),
|
||||
new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat); }, 2f,
|
||||
inactiveFunction: delegate { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat); }),
|
||||
new GameAction("keep-up", delegate { }, 4f, true),
|
||||
new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
|
||||
{
|
||||
|
@ -370,7 +388,7 @@ namespace RhythmHeavenMania
|
|||
}),
|
||||
new Minigame("cropStomp", "Crop Stomp", "BFDEA6", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("start marching", delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); }, 2f, false),
|
||||
new GameAction("start marching", delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); }, 2f, false, inactiveFunction: delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }),
|
||||
new GameAction("veggies", delegate { }, 4f, true),
|
||||
new GameAction("mole", delegate { }, 2f, false),
|
||||
}),
|
||||
|
@ -381,7 +399,7 @@ namespace RhythmHeavenMania
|
|||
}),
|
||||
new Minigame("mrUpbeat", "Mr. Upbeat", "FFFFFF", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("prepare", delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, 0.5f, true),
|
||||
new GameAction("prepare", delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, 0.5f, true, inactiveFunction: delegate { MrUpbeat.Beep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }),
|
||||
new GameAction("go", delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); }, 4f, true),
|
||||
new GameAction("ding!", delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity.toggle); }, 0.5f, parameters: new List<Param>()
|
||||
{
|
||||
|
|
|
@ -87,9 +87,9 @@ namespace RhythmHeavenMania.Util
|
|||
return audioSource;
|
||||
}
|
||||
|
||||
public static AudioSource PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false)
|
||||
public static AudioSource PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
|
||||
{
|
||||
if (GameManager.instance.currentGame == name.Split('/')[0])
|
||||
if (GameManager.instance.currentGame == name.Split('/')[0] || forcePlay)
|
||||
{
|
||||
return PlayOneShot($"games/{name}", beat, pitch, volume, looping);
|
||||
}
|
||||
|
@ -97,9 +97,9 @@ namespace RhythmHeavenMania.Util
|
|||
return null;
|
||||
}
|
||||
|
||||
public static AudioSource PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false)
|
||||
public static AudioSource PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
|
||||
{
|
||||
if (GameManager.instance.currentGame == name.Split('/')[0])
|
||||
if (GameManager.instance.currentGame == name.Split('/')[0] || forcePlay)
|
||||
{
|
||||
return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping);
|
||||
}
|
||||
|
|
|
@ -10,6 +10,7 @@ namespace RhythmHeavenMania.Util
|
|||
private float startBeat;
|
||||
private int index;
|
||||
private bool game;
|
||||
private bool forcePlay;
|
||||
public List<Sound> sounds = new List<Sound>();
|
||||
|
||||
public class Sound
|
||||
|
@ -25,7 +26,7 @@ namespace RhythmHeavenMania.Util
|
|||
}
|
||||
|
||||
|
||||
public static void Play(Sound[] snds, bool game = true)
|
||||
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
|
||||
{
|
||||
List<Sound> sounds = snds.ToList();
|
||||
GameObject gameObj = new GameObject();
|
||||
|
@ -33,9 +34,11 @@ namespace RhythmHeavenMania.Util
|
|||
ms.sounds = sounds;
|
||||
ms.startBeat = sounds[0].beat;
|
||||
ms.game = game;
|
||||
ms.forcePlay = forcePlay;
|
||||
gameObj.name = "MultiSound";
|
||||
|
||||
GameManager.instance.SoundObjects.Add(gameObj);
|
||||
return ms;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -47,7 +50,7 @@ namespace RhythmHeavenMania.Util
|
|||
if (songPositionInBeats >= sounds[i].beat && index == i)
|
||||
{
|
||||
if (game)
|
||||
Jukebox.PlayOneShotGame(sounds[i].name);
|
||||
Jukebox.PlayOneShotGame(sounds[i].name, forcePlay:forcePlay);
|
||||
else
|
||||
Jukebox.PlayOneShot(sounds[i].name);
|
||||
|
||||
|
@ -57,8 +60,14 @@ namespace RhythmHeavenMania.Util
|
|||
|
||||
if (songPositionInBeats >= (sounds[sounds.Count - 1].beat))
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
Delete();
|
||||
}
|
||||
}
|
||||
|
||||
public void Delete()
|
||||
{
|
||||
GameManager.instance.SoundObjects.Remove(gameObject);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -80,10 +80,16 @@ namespace RhythmHeavenMania.Util
|
|||
if (!looping) // Looping sounds are destroyed manually.
|
||||
{
|
||||
yield return new WaitForSeconds(clip.length);
|
||||
Destroy(this.gameObject);
|
||||
Delete();
|
||||
}
|
||||
}
|
||||
|
||||
public void Delete()
|
||||
{
|
||||
GameManager.instance.SoundObjects.Remove(gameObject);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void KillLoop(float fadeTime)
|
||||
{
|
||||
StartCoroutine(FadeLoop(fadeTime));
|
||||
|
@ -101,7 +107,7 @@ namespace RhythmHeavenMania.Util
|
|||
yield return null;
|
||||
}
|
||||
|
||||
Destroy(this.gameObject);
|
||||
Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue