mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 02:55:15 +00:00
uhhh?? ig i forgot to save
wow i guess i was. really tired last night.
This commit is contained in:
parent
66e87ee428
commit
62ebea8411
14 changed files with 835 additions and 51 deletions
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@ -24,8 +24,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||||
DressYourBest.Characters characters = (DressYourBest.Characters)e["characters"];
|
DressYourBest.Characters characters = (DressYourBest.Characters)e["characters"];
|
||||||
instance.ToggleBopping(characters, e["bop"]);
|
instance.ToggleBopping(characters, e["auto"]);
|
||||||
if (e["auto"]) instance.DoBopping(e.beat, e.length, characters);
|
if (e["bop"]) instance.DoBopping(e.beat, e.length, characters);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
defaultLength = 1f,
|
defaultLength = 1f,
|
||||||
|
@ -33,8 +33,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new("characters", DressYourBest.Characters.Both, "Characters", "Choose the characters to toggle bopping."),
|
new("characters", DressYourBest.Characters.Both, "Characters", "Choose the characters to toggle bopping."),
|
||||||
new("bop", true, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
|
|
||||||
new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
|
new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
|
||||||
|
new("bop", true, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
new GameAction("start interval", "Start Interval", "Cues")
|
new GameAction("start interval", "Start Interval", "Cues")
|
||||||
|
@ -176,6 +176,7 @@ namespace HeavenStudio.Games
|
||||||
[SerializeField] private Animator girlAnim;
|
[SerializeField] private Animator girlAnim;
|
||||||
[SerializeField] private Animator monkeyAnim;
|
[SerializeField] private Animator monkeyAnim;
|
||||||
[SerializeField] private Animator sewingAnim;
|
[SerializeField] private Animator sewingAnim;
|
||||||
|
[SerializeField] private Animator reactionAnim;
|
||||||
|
|
||||||
[Header("Renderers")]
|
[Header("Renderers")]
|
||||||
[SerializeField] private SpriteRenderer bgSpriteRenderer;
|
[SerializeField] private SpriteRenderer bgSpriteRenderer;
|
||||||
|
@ -201,10 +202,16 @@ namespace HeavenStudio.Games
|
||||||
private Sound whirringSfx = null;
|
private Sound whirringSfx = null;
|
||||||
private List<RiqEntity> callEntities;
|
private List<RiqEntity> callEntities;
|
||||||
|
|
||||||
|
private double startIntervalEndBeat;
|
||||||
|
|
||||||
// if characters should bop automatically
|
// if characters should bop automatically
|
||||||
private bool girlBop = true;
|
private bool girlBop = true;
|
||||||
private bool monkeyBop = true;
|
private bool monkeyBop = true;
|
||||||
|
|
||||||
|
private Faces girlFaceCurrent;
|
||||||
|
private Faces monkeyFaceCurrent;
|
||||||
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
// instantiate the material so it doesn't persist between game switches
|
// instantiate the material so it doesn't persist between game switches
|
||||||
|
@ -215,15 +222,24 @@ namespace HeavenStudio.Games
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
bgSpriteRenderer.color = bgColorEase.GetColor();
|
bgSpriteRenderer.color = bgColorEase.GetColor();
|
||||||
|
|
||||||
|
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
|
||||||
|
ChangeEmotion(Characters.Girl, Faces.Sad);
|
||||||
|
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||||
|
SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
|
||||||
|
SoundByte.PlayOneShot("miss");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnLateBeatPulse(double beat)
|
public override void OnLateBeatPulse(double beat)
|
||||||
{
|
{
|
||||||
if (girlBop && !girlAnim.IsPlayingAnimationNames()) {
|
// if (girlBop && !girlAnim.IsPlayingAnimationNames()) {
|
||||||
|
if (girlBop) {
|
||||||
girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
|
girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
|
||||||
}
|
}
|
||||||
if (monkeyBop && !monkeyAnim.IsPlayingAnimationNames("Call")) {
|
// if (monkeyBop && beat >= startIntervalEndBeat && !monkeyAnim.IsPlayingAnimationNames("Call")) {
|
||||||
monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
if (monkeyBop && beat >= startIntervalEndBeat) {
|
||||||
|
monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -231,13 +247,13 @@ namespace HeavenStudio.Games
|
||||||
public override void OnGameSwitch(double beat)
|
public override void OnGameSwitch(double beat)
|
||||||
{
|
{
|
||||||
StoreAllCallEntities();
|
StoreAllCallEntities();
|
||||||
PersistBackgroundAppearance(beat);
|
PersistPreviousEntities(beat);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnPlay(double beat)
|
public override void OnPlay(double beat)
|
||||||
{
|
{
|
||||||
StoreAllCallEntities();
|
StoreAllCallEntities();
|
||||||
PersistBackgroundAppearance(beat);
|
PersistPreviousEntities(beat);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void StoreAllCallEntities()
|
private void StoreAllCallEntities()
|
||||||
|
@ -246,7 +262,7 @@ namespace HeavenStudio.Games
|
||||||
callEntities = gameManager.Beatmap.Entities.FindAll(e => e.datamodel == "dressYourBest/monkey call");
|
callEntities = gameManager.Beatmap.Entities.FindAll(e => e.datamodel == "dressYourBest/monkey call");
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PersistBackgroundAppearance(double beat)
|
private void PersistPreviousEntities(double beat)
|
||||||
{
|
{
|
||||||
// find the last background appearance from the current beat
|
// find the last background appearance from the current beat
|
||||||
// this uses only beat, not length. earlier events will be completely ignored
|
// this uses only beat, not length. earlier events will be completely ignored
|
||||||
|
@ -255,13 +271,25 @@ namespace HeavenStudio.Games
|
||||||
RiqEntity e = bgEntity;
|
RiqEntity e = bgEntity;
|
||||||
ChangeBackgroundAppearance(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]);
|
ChangeBackgroundAppearance(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
RiqEntity bopEntity = gameManager.Beatmap.Entities.FindLast(e => e.beat <= beat && e.datamodel == "dressYourBest/bop");
|
||||||
|
if (bopEntity != null) {
|
||||||
|
RiqEntity e = bopEntity;
|
||||||
|
Characters characters = (Characters)e["characters"];
|
||||||
|
ToggleBopping(characters, e["auto"]);
|
||||||
|
if (e["bop"] && beat > e.beat && beat < e.beat + e.length) { // if it is switched to or played in the middle of a bop event
|
||||||
|
DoBopping(e.beat, e.length, characters);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetLightFromState(LightState state)
|
private void SetLightFromState(LightState state)
|
||||||
{
|
{
|
||||||
ColorPair colorPair = lightStates[(int)state];
|
ColorPair colorPair = lightStates[(int)state];
|
||||||
lightRenderer.material.SetColor("_ColorAlpha", colorPair.outside);
|
// lightRenderer.material.SetColor("_ColorAlpha", colorPair.outside);
|
||||||
lightRenderer.material.SetColor("_ColorBravo", colorPair.inside);
|
// lightRenderer.material.SetColor("_ColorBravo", colorPair.inside);
|
||||||
|
lightRenderer.material.SetColor("_ColorAlpha", colorPair.inside);
|
||||||
|
lightRenderer.material.SetColor("_ColorBravo", colorPair.outside);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease)
|
public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease)
|
||||||
|
@ -287,7 +315,7 @@ namespace HeavenStudio.Games
|
||||||
bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
|
bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
|
||||||
}
|
}
|
||||||
if (characters is Characters.Monkey or Characters.Both) {
|
if (characters is Characters.Monkey or Characters.Both) {
|
||||||
bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
List<BeatAction.Action> actions = new();
|
List<BeatAction.Action> actions = new();
|
||||||
|
@ -299,20 +327,19 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void ChangeEmotion(Characters character, Faces emotion)
|
public void ChangeEmotion(Characters character, Faces emotion)
|
||||||
{
|
{
|
||||||
|
string emotionStr = emotion.ToString();
|
||||||
|
|
||||||
if (character is Characters.Girl or Characters.Both) {
|
if (character is Characters.Girl or Characters.Both) {
|
||||||
ChangeEmotion(girlAnim, emotion);
|
girlFaceCurrent = emotion;
|
||||||
|
girlAnim.DoScaledAnimationAsync(emotionStr, 0.5f, animLayer: 1);
|
||||||
}
|
}
|
||||||
if (character is Characters.Monkey or Characters.Both) {
|
if (character is Characters.Monkey or Characters.Both) {
|
||||||
ChangeEmotion(monkeyAnim, emotion);
|
Debug.Log("monkey emotionStr : " + emotionStr);
|
||||||
|
monkeyFaceCurrent = emotion;
|
||||||
|
monkeyAnim.DoScaledAnimationAsync(emotionStr, 0.5f, animLayer: 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ChangeEmotion(Animator anim, Faces emotion)
|
|
||||||
{
|
|
||||||
Debug.Log("emotion : " + emotion);
|
|
||||||
anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
// startBeat exists so actions that happened when inactive aren't done again. that would suck
|
// startBeat exists so actions that happened when inactive aren't done again. that would suck
|
||||||
public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue)
|
public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue)
|
||||||
{
|
{
|
||||||
|
@ -322,14 +349,25 @@ namespace HeavenStudio.Games
|
||||||
if (startBeat < beat + length) {
|
if (startBeat < beat + length) {
|
||||||
List<MultiSound.Sound> sounds = new();
|
List<MultiSound.Sound> sounds = new();
|
||||||
List<BeatAction.Action> actions = new() {
|
List<BeatAction.Action> actions = new() {
|
||||||
new(beat, () => ChangeEmotion(girlAnim, Faces.Looking))
|
new(beat, delegate {
|
||||||
|
startIntervalEndBeat = beat + length;
|
||||||
|
if (neededCalls[^1].beat == beat + length) { // if there's a block at the end, extend the bop one beat
|
||||||
|
startIntervalEndBeat++;
|
||||||
|
}
|
||||||
|
ChangeEmotion(Characters.Girl, Faces.Looking);
|
||||||
|
})
|
||||||
};
|
};
|
||||||
foreach (RiqEntity call in neededCalls)
|
foreach (RiqEntity call in neededCalls)
|
||||||
{
|
{
|
||||||
// Debug.Log("call.beat : " + call.beat);
|
// Debug.Log("call.beat : " + call.beat);
|
||||||
if (call.beat < startBeat) continue;
|
if (call.beat < startBeat) continue;
|
||||||
sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
|
sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
|
||||||
actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
|
actions.Add(new(call.beat, () => {
|
||||||
|
monkeyAnim.DoScaledAnimationAsync("Call", 0.5f, animLayer: 0);
|
||||||
|
// this is janky but unity animation Sucks Balls so it's really the best way to do it
|
||||||
|
monkeyFaceCurrent = Faces.Idle;
|
||||||
|
monkeyAnim.DoScaledAnimationAsync("CallFace", 0.5f, animLayer: 1);
|
||||||
|
}));
|
||||||
}
|
}
|
||||||
if (autoPass) {
|
if (autoPass) {
|
||||||
// have to add this after all the other actions as actions are done in order of beat
|
// have to add this after all the other actions as actions are done in order of beat
|
||||||
|
@ -355,12 +393,13 @@ namespace HeavenStudio.Games
|
||||||
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
|
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
|
||||||
if (neededCalls.Count <= 0) return; // do the actual stuff under here
|
if (neededCalls.Count <= 0) return; // do the actual stuff under here
|
||||||
|
|
||||||
ChangeEmotion(girlAnim, Faces.Idle);
|
ChangeEmotion(Characters.Girl, Faces.Idle);
|
||||||
SetLightFromState(LightState.Repeating);
|
SetLightFromState(LightState.Repeating);
|
||||||
// "Any" check instead of just checking the last one?
|
// "Any" check instead of just checking the last one?
|
||||||
if (neededCalls[^1].beat != beat) {
|
// if (neededCalls[^1].beat != beat) {
|
||||||
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
// monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f, animLayer: 0);
|
||||||
}
|
// // ChangeEmotion(Characters.Monkey, Faces.Idle);
|
||||||
|
// }
|
||||||
hitCount = 0;
|
hitCount = 0;
|
||||||
foreach (RiqEntity call in neededCalls)
|
foreach (RiqEntity call in neededCalls)
|
||||||
{
|
{
|
||||||
|
@ -382,21 +421,29 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void IntervalReact(double beat, float length)
|
public void IntervalReact(double beat, float length)
|
||||||
{
|
{
|
||||||
|
hasMissed = false;
|
||||||
|
|
||||||
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
|
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
|
||||||
ChangeEmotion(monkeyAnim, reaction);
|
ChangeEmotion(Characters.Monkey, reaction);
|
||||||
ChangeEmotion(girlAnim, reaction);
|
ChangeEmotion(Characters.Girl, reaction);
|
||||||
LightState lightState = (LightState)reaction;
|
LightState lightState = (LightState)reaction;
|
||||||
SetLightFromState(lightState);
|
SetLightFromState(lightState);
|
||||||
|
string lightStateStr = lightState.ToString();
|
||||||
|
reactionAnim.DoScaledAnimationAsync(lightStateStr, 0.5f);
|
||||||
|
|
||||||
// there's not a good way to schedule this afaik.
|
// there's not a good way to schedule this afaik.
|
||||||
// there might be some way to like, schedule the sound then change the sound source when missed? that could work maybe
|
// there might be some way to like, schedule the sound then change the sound source when missed? that could work maybe
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/" + lightState.ToString().ToLower());
|
SoundByte.PlayOneShotGame("dressYourBest/" + lightStateStr.ToLower());
|
||||||
|
|
||||||
// maybe wanna use a beat value that's checked in the update loop
|
// maybe wanna use a beat value that's checked in the update loop
|
||||||
// that would let people specify
|
// made this comment before adding this "current face" check
|
||||||
_ = BeatAction.New(this, new() {
|
_ = BeatAction.New(this, new() {
|
||||||
new(beat + length, delegate {
|
new(beat + length, delegate {
|
||||||
ChangeEmotion(monkeyAnim, Faces.Idle);
|
reactionAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||||
ChangeEmotion(girlAnim, Faces.Idle);
|
// makes sure it's not overriding new faces (really just the looking face.)
|
||||||
|
if (girlFaceCurrent == reaction) ChangeEmotion(Characters.Girl, Faces.Idle);
|
||||||
|
if (monkeyFaceCurrent == reaction) ChangeEmotion(Characters.Monkey, Faces.Idle);
|
||||||
|
// ChangeEmotion(Characters.Monkey, Faces.Idle);
|
||||||
SetLightFromState(LightState.IdleOrListening);
|
SetLightFromState(LightState.IdleOrListening);
|
||||||
})
|
})
|
||||||
});
|
});
|
||||||
|
@ -408,14 +455,14 @@ namespace HeavenStudio.Games
|
||||||
private void OnHit(PlayerActionEvent caller, float state)
|
private void OnHit(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
hitCount++;
|
hitCount++;
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/hit_1");
|
SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
|
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
|
||||||
if (state is >= 1f or <= (-1f)) // barely
|
if (state is >= 1f or <= (-1f)) // barely
|
||||||
{
|
{
|
||||||
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||||
hasMissed = true;
|
hasMissed = true;
|
||||||
}
|
}
|
||||||
else // just
|
else // just
|
||||||
{
|
{
|
||||||
sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
|
sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue