mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Lockstep Additions (#360)
* tiled stepswitchers * recolourable step switchers change text used in the properties edit menu * fix colour setup on game load * colourize text based on track * B
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30 changed files with 3517 additions and 297 deletions
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8
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8
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--- !u!114 &1980243267
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|
|
|
@ -382,7 +382,7 @@ namespace HeavenStudio.Games
|
|||
[Header("Colour Map")]
|
||||
public Material MappingMaterial;
|
||||
public static Color BodyColor = Color.white;
|
||||
public static Color HighlightColor = Color.white;
|
||||
public static Color HighlightColor = new Color(0.81f,0.81f,0.81f,1);
|
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public static Color ItemColor = Color.white;
|
||||
|
||||
[Header("Word")]
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|
|
|
@ -55,13 +55,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 1f,
|
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inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat);}
|
||||
},
|
||||
new GameAction("set colours", "Set Background Colours")
|
||||
new GameAction("set colours", "Set Colours")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetbackgroundColours(e["colorA"], e["colorB"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Lockstep.defaultBGColorOn, "Onbeat", "Select the color that appears for the onbeat."),
|
||||
new Param("colorB", Lockstep.defaultBGColorOff, "Offbeat", "Select the color that appears for the offbeat."),
|
||||
new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Select the color that appears for the onbeat."),
|
||||
new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Select the color that appears for the offbeat."),
|
||||
new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Select the color used for the outline of the stepswitchers."),
|
||||
new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Select the color that appears for the dark side of the stepwitchers."),
|
||||
new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."),
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
}
|
||||
|
@ -96,19 +99,62 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private static Color _stepperDark;
|
||||
public static Color stepperDark
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#737373", out _stepperDark);
|
||||
return _stepperDark;
|
||||
}
|
||||
}
|
||||
|
||||
private static Color _stepperLight;
|
||||
public static Color stepperLight
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FFFFFF", out _stepperLight);
|
||||
return _stepperLight;
|
||||
}
|
||||
}
|
||||
|
||||
private static Color _stepperOut;
|
||||
public static Color stepperOut
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#9A2760", out _stepperOut);
|
||||
return _stepperOut;
|
||||
}
|
||||
}
|
||||
|
||||
public Color currentBGOnColor;
|
||||
public Color currentBGOffColor;
|
||||
|
||||
[Header("Components")]
|
||||
[SerializeField] Animator stepswitcherP;
|
||||
[SerializeField] Animator stepswitcher0;
|
||||
[SerializeField] Animator stepswitcher1;
|
||||
[SerializeField] SpriteRenderer background;
|
||||
[SerializeField] Animator stepswitcherPlayer;
|
||||
[SerializeField] Animator stepswitcherLeft;
|
||||
[SerializeField] Animator stepswitcherRight;
|
||||
|
||||
// master stepper dictates what sprite the slave steppers use
|
||||
[SerializeField] Animator masterStepperAnim;
|
||||
[SerializeField] SpriteRenderer masterStepperSprite;
|
||||
|
||||
// slave steppers copy the sprite of the master stepper
|
||||
[SerializeField] SpriteRenderer[] slaveSteppers;
|
||||
|
||||
// rendertextures update when the slave steppers change sprites
|
||||
[SerializeField] CustomRenderTexture[] renderTextures;
|
||||
|
||||
[SerializeField] SpriteRenderer background;
|
||||
[SerializeField] Material stepperMaterial;
|
||||
|
||||
[Header("Properties")]
|
||||
static List<float> queuedInputs = new List<float>();
|
||||
Sprite masterSprite;
|
||||
HowMissed currentMissStage;
|
||||
bool lessSteppers = false;
|
||||
public enum HowMissed
|
||||
{
|
||||
NotMissed = 0,
|
||||
|
@ -128,11 +174,46 @@ namespace HeavenStudio.Games
|
|||
currentBGOffColor = defaultBGColorOff;
|
||||
}
|
||||
|
||||
void Start() {
|
||||
stepperMaterial.SetColor("_ColorAlpha", stepperOut);
|
||||
stepperMaterial.SetColor("_ColorBravo", stepperDark);
|
||||
stepperMaterial.SetColor("_ColorDelta", stepperLight);
|
||||
|
||||
masterSprite = masterStepperSprite.sprite;
|
||||
stepswitcherLeft.gameObject.SetActive(lessSteppers);
|
||||
stepswitcherRight.gameObject.SetActive(lessSteppers);
|
||||
masterStepperAnim.gameObject.SetActive(!lessSteppers);
|
||||
|
||||
UpdateAndRenderSlaves();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
}
|
||||
|
||||
void UpdateAndRenderSlaves()
|
||||
{
|
||||
foreach (var stepper in slaveSteppers)
|
||||
{
|
||||
stepper.sprite = masterSprite;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayStepperAnim(string animName, bool player, float timescale = 1f, float startpos = 0f, int layer = -1)
|
||||
{
|
||||
if (player) stepswitcherPlayer.DoScaledAnimationAsync(animName, timescale, startpos, layer);
|
||||
if (lessSteppers)
|
||||
{
|
||||
stepswitcherLeft.DoScaledAnimationAsync(animName, timescale, startpos, layer);
|
||||
stepswitcherRight.DoScaledAnimationAsync(animName, timescale, startpos, layer);
|
||||
}
|
||||
else
|
||||
{
|
||||
masterStepperAnim.DoScaledAnimationAsync(animName, timescale, startpos, layer);
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
|
@ -142,9 +223,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (goBop)
|
||||
{
|
||||
stepswitcher0.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
PlayStepperAnim("Bop", true, 0.5f);
|
||||
}
|
||||
}
|
||||
if (queuedInputs.Count > 0)
|
||||
|
@ -162,14 +241,24 @@ namespace HeavenStudio.Games
|
|||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
currentMissStage = HowMissed.NotMissed;
|
||||
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
|
||||
var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
|
||||
double beatAnimCheck = cond.songPositionInBeatsAsDouble - 0.25;
|
||||
if (beatAnimCheck % 1.0 >= 0.5)
|
||||
{
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
}
|
||||
Jukebox.PlayOneShotGame("lockstep/miss");
|
||||
stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
|
||||
ScoreMiss();
|
||||
}
|
||||
}
|
||||
|
||||
if (masterSprite != masterStepperSprite.sprite)
|
||||
{
|
||||
masterSprite = masterStepperSprite.sprite;
|
||||
UpdateAndRenderSlaves();
|
||||
}
|
||||
}
|
||||
|
||||
public void Bop(float beat, float length, bool shouldBop, bool autoBop)
|
||||
|
@ -183,9 +272,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
new BeatAction.Action(beat + i, delegate
|
||||
{
|
||||
stepswitcher0.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
PlayStepperAnim("Bop", true, 0.5f);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
@ -247,14 +334,13 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (GameManager.instance.currentGame == "lockstep")
|
||||
{
|
||||
List<BeatAction.Action> actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + i, delegate { Lockstep.instance.EvaluateMarch(); }),
|
||||
});
|
||||
actions.Add(new BeatAction.Action(beat + i, delegate { Lockstep.instance.EvaluateMarch(); }));
|
||||
}
|
||||
BeatAction.New(instance.gameObject, actions);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -271,50 +357,48 @@ namespace HeavenStudio.Games
|
|||
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
|
||||
if (beatAnimCheck % 2 != 0)
|
||||
{
|
||||
stepswitcher0.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
PlayStepperAnim("OffbeatMarch", false, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
PlayStepperAnim("OnbeatMarch", false, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
currentMissStage = HowMissed.NotMissed;
|
||||
var cond = Conductor.instance;
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
var beatAnimCheck = Math.Round(caller.startBeat * 2);
|
||||
if (beatAnimCheck % 2 != 0)
|
||||
double beatAnimCheck = cond.songPositionInBeatsAsDouble - 0.25;
|
||||
if (beatAnimCheck % 1.0 >= 0.5)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("lockstep/tink");
|
||||
stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Jukebox.PlayOneShotGame("lockstep/tink");
|
||||
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
}
|
||||
return;
|
||||
}
|
||||
Success(caller.startBeat);
|
||||
Success(cond.songPositionInBeatsAsDouble);
|
||||
}
|
||||
|
||||
public void Success(float beat)
|
||||
public void Success(double beat)
|
||||
{
|
||||
var beatAnimCheck = Math.Round(beat * 2);
|
||||
if (beatAnimCheck % 2 != 0)
|
||||
double beatAnimCheck = beat - 0.25;
|
||||
if (beatAnimCheck % 1.0 >= 0.5)
|
||||
{
|
||||
Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
|
||||
stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
Jukebox.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Jukebox.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
|
||||
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -324,13 +408,13 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
|
||||
{
|
||||
stepswitcherP.Play("OffbeatMiss", 0, 0);
|
||||
stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
|
||||
Jukebox.PlayOneShotGame("lockstep/wayOff");
|
||||
currentMissStage = HowMissed.MissedOff;
|
||||
}
|
||||
else if (beatAnimCheck % 2 == 0 && currentMissStage != HowMissed.MissedOn)
|
||||
{
|
||||
stepswitcherP.Play("OnbeatMiss", 0, 0);
|
||||
stepswitcherPlayer.Play("OnbeatMiss", 0, 0);
|
||||
Jukebox.PlayOneShotGame("lockstep/wayOff");
|
||||
currentMissStage = HowMissed.MissedOn;
|
||||
}
|
||||
|
@ -350,7 +434,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void SetbackgroundColours(Color onColor, Color offColor)
|
||||
public void SetBackgroundColours(Color onColor, Color offColor, Color outlineColor, Color darkColor, Color lightColor)
|
||||
{
|
||||
currentBGOnColor = onColor;
|
||||
currentBGOffColor = offColor;
|
||||
|
@ -363,6 +447,10 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
background.color = currentBGOnColor;
|
||||
}
|
||||
|
||||
stepperMaterial.SetColor("_ColorAlpha", outlineColor);
|
||||
stepperMaterial.SetColor("_ColorBravo", darkColor);
|
||||
stepperMaterial.SetColor("_ColorDelta", lightColor);
|
||||
}
|
||||
|
||||
public void Nothing(PlayerActionEvent caller) {}
|
||||
|
|
|
@ -67,6 +67,15 @@ namespace HeavenStudio.Editor
|
|||
AddParams(entity);
|
||||
}
|
||||
|
||||
static string TrackToThemeColour(int track) => track switch
|
||||
{
|
||||
1 => EditorTheme.theme.properties.Layer2Col,
|
||||
2 => EditorTheme.theme.properties.Layer3Col,
|
||||
3 => EditorTheme.theme.properties.Layer4Col,
|
||||
4 => EditorTheme.theme.properties.Layer5Col,
|
||||
_ => EditorTheme.theme.properties.Layer1Col
|
||||
};
|
||||
|
||||
private void AddParams(DynamicBeatmap.DynamicEntity entity)
|
||||
{
|
||||
var minigame = EventCaller.instance.GetMinigame(entity.datamodel.Split(0));
|
||||
|
@ -78,7 +87,8 @@ namespace HeavenStudio.Editor
|
|||
eventSelector.SetActive(false);
|
||||
this.entity = entity;
|
||||
|
||||
Editor.instance.SetGameEventTitle($"Properties for {entity.datamodel}");
|
||||
string col = TrackToThemeColour(entity.track);
|
||||
Editor.instance.SetGameEventTitle($"Properties for <color=#{col}>{action.displayName}</color> on Beat {entity.beat}");
|
||||
|
||||
DestroyParams();
|
||||
|
||||
|
|
Loading…
Reference in a new issue