Fan Club: finish all basic functionality

todo: other "special" animations
This commit is contained in:
minenice55 2022-03-16 17:41:46 -04:00
parent b58030e018
commit 5ae6b8a267
53 changed files with 8602 additions and 1031 deletions

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@ -11,6 +11,17 @@ namespace HeavenStudio.Games
public class FanClub : Minigame
{
public enum IdolAnimations {
Bop,
PeaceVocal,
Peace,
Clap,
Call,
Response,
Jump,
Dab
}
// userdata here
[Header("Animators")]
@ -19,7 +30,6 @@ namespace HeavenStudio.Games
public ParticleSystem idolClapEffect;
public GameObject spectator;
public GameObject spectatorAnchor;
public GameObject hitPrefab;
// end userdata
@ -108,7 +118,6 @@ namespace HeavenStudio.Games
else if (Conductor.instance.songPositionInBeats >= bop.startBeat && Conductor.instance.songPositionInBeats < bop.startBeat + bop.length)
{
idolAnimator.Play("IdolBeat", 0, 0);
BopAll();
}
}
}
@ -117,6 +126,7 @@ namespace HeavenStudio.Games
{
bop.length = length;
bop.startBeat = beat;
SpecBop(beat, length);
}
public void SpecBop(float beat, float length)
@ -125,8 +135,61 @@ namespace HeavenStudio.Games
specBop.startBeat = beat;
}
public void PlayAnim(float beat, int type)
{
switch (type)
{
case (int) IdolAnimations.Bop:
idolAnimator.Play("IdolBeat", 0, 0);
break;
case (int) IdolAnimations.PeaceVocal:
idolAnimator.Play("IdolPeace", 0, 0);
break;
case (int) IdolAnimations.Peace:
idolAnimator.Play("IdolPeaceNoVocal", 0, 0);
break;
case (int) IdolAnimations.Clap:
idolAnimator.Play("IdolCrap", 0, 0);
break;
case (int) IdolAnimations.Call:
BeatAction.New(Arisa, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolCall0", 0, 0); }),
new BeatAction.Action(beat + 0.75f, delegate { Arisa.GetComponent<Animator>().Play("IdolCall1", 0, 0); }),
});
break;
case (int) IdolAnimations.Response:
idolAnimator.Play("IdolResponse", 0, 0);
break;
case (int) IdolAnimations.Jump:
DoIdolJump(beat);
break;
case (int) IdolAnimations.Dab:
idolAnimator.Play("IdolDab", 0, 0);
Jukebox.PlayOneShotGame("fanClub/arisa_dab");
break;
}
}
private void DoIdolJump(float beat)
{
}
const float HAIS_LENGTH = 4f;
public void CallHai(float beat, int type = 0)
{
bool shouldSpecBop = false;
// if spectators need to bop
if (specBop.startBeat + specBop.length > beat && specBop.startBeat < beat)
{
//let bopping continue *after* this cue
if (specBop.startBeat + specBop.length > beat + HAIS_LENGTH)
{
shouldSpecBop = true;
}
}
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("fanClub/arisa_hai_1_jp", beat),
new MultiSound.Sound("fanClub/arisa_hai_2_jp", beat + 1f),
@ -140,9 +203,9 @@ namespace HeavenStudio.Games
BeatAction.New(Arisa, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); BopAll();}),
new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); BopAll();}),
new BeatAction.Action(beat + 2f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); BopAll();}),
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); if (shouldSpecBop) {BopAll();}}),
new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); if (shouldSpecBop) {BopAll();}}),
new BeatAction.Action(beat + 2f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); if (shouldSpecBop) {BopAll();}}),
new BeatAction.Action(beat + 3f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeaceNoSync", 0, 0); PlayAnimationAll("FanPrepare"); }),
new BeatAction.Action(beat + 4f, delegate { PlayOneClap(beat + 4f);}),
@ -172,8 +235,9 @@ namespace HeavenStudio.Games
}
const float CALL_LENGTH = 2f;
public void CallKamone(float beat, int type = 0)
public void CallKamone(float beat, int type = 0, bool doJump = false)
{
bool shouldSpecBop = false;
// clip certain events to the start of this cue if needed
if (bop.startBeat + bop.length > beat && bop.startBeat < beat)
{
@ -193,6 +257,16 @@ namespace HeavenStudio.Games
if (response.startBeat + response.length > beat && response.startBeat < beat)
response.length = beat - response.startBeat;
// if spectators need to bop
if (specBop.startBeat + specBop.length > beat && specBop.startBeat < beat)
{
//let bopping continue *after* this cue
if (specBop.startBeat + specBop.length > beat + CALL_LENGTH)
{
shouldSpecBop = true;
}
}
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("fanClub/arisa_ka_jp", beat),
new MultiSound.Sound("fanClub/arisa_mo_jp", beat + 0.5f),
@ -201,14 +275,19 @@ namespace HeavenStudio.Games
BeatAction.New(Arisa, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolCall0", 0, 0); PlayAnimationAll("FanBeat");}),
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolCall0", 0, 0); if (shouldSpecBop) {BopAll();}}),
new BeatAction.Action(beat + 0.75f, delegate { Arisa.GetComponent<Animator>().Play("IdolCall1", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { PlayAnimationAll("FanPrepare"); Prepare(beat + 1f);}),
new BeatAction.Action(beat + 2f, delegate { PlayLongClap(beat + 2f); Prepare(beat + 2.5f);}),
new BeatAction.Action(beat + 3.5f, delegate { PlayOneClap(beat + 3.5f); Prepare(beat + 3f, 2);}),
new BeatAction.Action(beat + 4f, delegate { PlayChargeClap(beat + 4f); Prepare(beat + 4f, 1);}),
new BeatAction.Action(beat + 5f, delegate { PlayJump(beat + 5f);}),
new BeatAction.Action(beat + 5f, delegate { PlayJump(beat + 5f);
if (doJump)
{
DoIdolJump(beat + 5f);
}
}),
});
MultiSound.Play(new MultiSound.Sound[] {
@ -218,7 +297,7 @@ namespace HeavenStudio.Games
new MultiSound.Sound("fanClub/crowd_hey_jp", beat + 5f),
});
response.length = 4f;
response.length = doJump ? 3f : 4f;
response.startBeat = beat + CALL_LENGTH;
}
@ -231,20 +310,41 @@ namespace HeavenStudio.Games
}, forcePlay:true);
}
public void Prepare(float beat, int type = 0)
const float BIGCALL_LENGTH = 2.5f;
public void CallBigReady(float beat)
{
GameObject hit = Instantiate(hitPrefab);
hit.transform.parent = hitPrefab.transform.parent;
hit.SetActive(true);
NtrIdolInput h = hit.GetComponent<NtrIdolInput>();
h.startBeat = beat;
if (type == 2)
// clip certain events to the start of this cue if needed
if (specBop.startBeat + specBop.length > beat && specBop.startBeat < beat)
{
h.type = 0;
h.doCharge = true;
//let bopping continue *after* this cue
if (specBop.startBeat + specBop.length > beat + BIGCALL_LENGTH)
{
specBop.length -= (beat + BIGCALL_LENGTH - specBop.startBeat);
specBop.startBeat = beat + BIGCALL_LENGTH;
}
else
h.type = type;
specBop.length = beat - specBop.startBeat;
}
Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { PlayAnimationAll("FanBigReady"); Prepare(beat + 1.5f);}),
new BeatAction.Action(beat + 2f, delegate { PlayAnimationAll("FanBigReady"); Prepare(beat + 2f);}),
new BeatAction.Action(beat + 2.5f, delegate { PlayOneClap(beat + 2.5f);}),
new BeatAction.Action(beat + 3f, delegate { PlayOneClap(beat + 3f);}),
});
}
public static void WarnBigReady(float beat)
{
Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
}
public void Prepare(float beat, int type = 0)
{
Player.AddHit(beat, type);
}
private void PlayAnimationAll(string anim, bool noPlayer = false, bool doForced = false)
@ -256,7 +356,7 @@ namespace HeavenStudio.Games
if (!Spectators[i].GetComponent<Animator>().IsAnimationNotPlaying() && !doForced)
continue;
Spectators[i].GetComponent<Animator>().Play(anim, -1, 0);
Spectators[i].GetComponent<Animator>().Play(anim);
}
}

View file

@ -9,7 +9,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_FanClub
{
public class NtrIdolFan : MonoBehaviour
public class NtrIdolFan : PlayerActionObject
{
[Header("References")]
[SerializeField] private GameObject motionRoot;
@ -29,18 +29,130 @@ namespace HeavenStudio.Games.Scripts_FanClub
float clappingStartTime = 0f;
public Queue<KeyValuePair<float, int>> upcomingHits;
public float startBeat;
public int type;
public bool doCharge = false;
private bool inputHit = false;
private bool hasHit = false;
public void Start()
{
if (player)
upcomingHits = new Queue<KeyValuePair<float, int>>(); // beat, type
inputHit = true;
hasHit = true;
}
public override void OnAce()
{
Hit(true, type, true);
}
public void AddHit(float beat, int type)
{
inputHit = false;
upcomingHits.Enqueue(new KeyValuePair<float, int>(beat, type));
}
public void Hit(bool _hit, int type = 0, bool fromAutoplay = false)
{
if (player && !hasHit)
{
if (type == 0)
ClapStart(_hit, true, doCharge, fromAutoplay);
else if (type == 1)
JumpStart(_hit, true, fromAutoplay);
hasHit = true;
}
}
private void Update()
{
var cond = Conductor.instance;
// read cue queue and pop when needed
if (hasHit)
{
if (upcomingHits?.Count > 0)
{
var next = upcomingHits.Dequeue();
startBeat = next.Key;
type = next.Value == 2 ? 0 : next.Value;
doCharge = (next.Value == 2);
// reset our shit to prepare for next hit
hasHit = false;
ResetState();
}
else if (Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
{
startBeat = Single.MinValue;
type = 0;
doCharge = false;
// DO NOT RESET, wait for future cues
}
}
// no input?
if (!hasHit && Conductor.instance.GetPositionFromBeat(startBeat, 1f) >= Minigame.EndTime())
{
FanClub.instance.AngerOnMiss();
hasHit = true;
}
// dunno what this is for
if (!inputHit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
{
inputHit = true;
}
if (!hasHit)
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1);
StateCheck(normalizedBeat);
}
if (player)
{
if (PlayerInput.Pressed() && type == 0)
{
if (state.perfect)
{
Hit(true);
} else if (state.notPerfect())
{
Hit(false);
}
}
if (PlayerInput.PressedUp() && type == 1)
{
if (state.perfect)
{
Hit(true, type);
} else if (state.notPerfect())
{
Hit(false, type);
}
}
if (PlayerInput.Pressed())
{
ClapStart(false);
if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
FanClub.instance.AngerOnMiss();
hasJumped = false;
stopBeat = true;
jumpStartTime = -99f;
animator.Play("FanClap", 0, 0);
Jukebox.PlayOneShotGame("fanClub/play_clap");
Jukebox.PlayOneShotGame("fanClub/crap_impact");
clappingStartTime = cond.songPositionInBeats;
}
if (PlayerInput.Pressing())
{
if (cond.songPositionInBeats > clappingStartTime + 1f && !stopCharge)
if (cond.songPositionInBeats > clappingStartTime + 1.5f && !stopCharge)
{
animator.Play("FanClapCharge", 0, 0);
stopCharge = true;
@ -50,7 +162,13 @@ namespace HeavenStudio.Games.Scripts_FanClub
{
if (stopCharge)
{
JumpStart(false);
if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
FanClub.instance.AngerOnMiss();
animator.Play("FanJump", 0, 0);
Jukebox.PlayOneShotGame("fanClub/play_jump");
jumpStartTime = cond.songPositionInBeats;
stopCharge = false;
}
else
{

View file

@ -419,15 +419,23 @@ namespace HeavenStudio
}),
new Minigame("fanClub", "Fan Club \n<color=#eb5454>[WIP don't use]</color>", "FDFD00", false, false, new List<GameAction>()
{
// TODO: proper names
new GameAction("bop", delegate { FanClub.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
// new GameAction("bop (spectators)", delegate { FanClub.instance.SpecBop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("hais", delegate { FanClub.instance.CallHai(eventCaller.currentEntity.beat); }, 8, false,
new GameAction("yeah, yeah, yeah", delegate { FanClub.instance.CallHai(eventCaller.currentEntity.beat); }, 8, false,
// TODO: pre-switch cues
inactiveFunction: delegate { FanClub.WarnHai(eventCaller.currentEntity.beat); }),
new GameAction("kamone", delegate { FanClub.instance.CallKamone(eventCaller.currentEntity.beat); }, 6, false,
new GameAction("I suppose", delegate { FanClub.instance.CallKamone(eventCaller.currentEntity.beat); }, 6, false,
// TODO: pre-switch cues
inactiveFunction: delegate { FanClub.WarnKamone(eventCaller.currentEntity.beat); }),
// TODO: double clap cue
new GameAction("double clap", delegate { FanClub.instance.CallBigReady(eventCaller.currentEntity.beat); }, 4, false,
// TODO: pre-switch cues
inactiveFunction: delegate { FanClub.WarnBigReady(eventCaller.currentEntity.beat); }),
new GameAction("play idol animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.type); }, 0.5f, parameters: new List<Param>()
{
new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play")
}),
}),
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
{