Last Minute R1 Fixes (#622)

* passed out seven times but here's your mr upbeat

im so tired. and r1 is right here.
but mr upbeat is better now i guess and dog ninja's bopping is fixed

* also a little bit more
This commit is contained in:
AstrlJelly 2024-01-15 08:06:38 -05:00 committed by GitHub
parent ede961fa31
commit 78e5278ea8
8 changed files with 962 additions and 902 deletions

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m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_IsActive
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classID: 1
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@ -266,7 +368,7 @@ AnimationClip:
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.x
path: Head
path: Holder/Head
classID: 4
script: {fileID: 0}
- curve:
@ -303,7 +405,7 @@ AnimationClip:
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.y
path: Head
path: Holder/Head
classID: 4
script: {fileID: 0}
- curve:
@ -340,112 +442,24 @@ AnimationClip:
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.z
path: Head
path: Holder/Head
classID: 4
script: {fileID: 0}
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View file

@ -215,8 +215,9 @@ namespace HeavenStudio.Games
public override void OnBeatPulse(double beat)
{
if (!BeatIsInBopRegion(beat)) return;
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (BeatIsInBopRegion(beat) && DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Idle")) {
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
}
private void Update()

View file

@ -30,7 +30,11 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
if (GameManager.instance.currentGame == "mrUpbeat") {
MrUpbeat.instance.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
} else {
MrUpbeat.DingSfx(e.beat, e["toggle"], e["playDing"]);
}
},
defaultLength = 0.5f,
parameters = new List<Param>()
@ -173,6 +177,8 @@ namespace HeavenStudio.Games
public override void OnGameSwitch(double beat)
{
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
if (beat >= startBlippingBeat) {
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
BeatAction.New(instance, new List<BeatAction.Action>() {
@ -182,7 +188,6 @@ namespace HeavenStudio.Games
}
// 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);
@ -205,57 +210,76 @@ namespace HeavenStudio.Games
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused) {
if (cond.songPositionInBeatsAsDouble >= startSteppingBeat) {
var songPos = cond.songPositionInBeatsAsDouble;
if (songPos >= startSteppingBeat - 2) {
man.canStep = true;
}
if (songPos >= startSteppingBeat) {
RecursiveStepping(startSteppingBeat);
startSteppingBeat = double.MaxValue;
}
if (cond.songPositionInBeats >= startBlippingBeat) {
if (songPos >= startBlippingBeat) {
man.RecursiveBlipping(startBlippingBeat);
startBlippingBeat = double.MaxValue;
}
}
}
public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
public void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 0.5, delegate {
instance.stopStepping = true;
if (stopBlipping) instance.stopBlipping = true;
stopStepping = true;
if (stopBlipping) this.stopBlipping = true;
}),
new BeatAction.Action(beat, delegate {
man.canStep = false;
}),
new BeatAction.Action(beat + 0.5, delegate {
instance.stopStepping = false;
stopStepping = false;
}),
});
DingSfx(beat, applause, playDing);
}
public static void DingSfx(double beat, bool applause, bool playDing)
{
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
}
public static void PrePrepare(double beat, float length, bool forceOffbeat)
public static void PrePrepare(double beat, float length, bool mrDownbeat)
{
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);
if (!mrDownbeat) {
beat = Mathf.Floor((float)beat) + 0.5;
length = Mathf.Round(length);
}
startBlippingBeat = beat;
startSteppingBeat = beat + length - 0.5f;
if (!isGame) Blipping(beat, length);
}
private void ScheduleStep(double beat)
{
PlayerActionEvent input = ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
input.IsHittable = () => man.canStep && man.canStepFromAnim && man.FacingCorrectly();
}
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(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
ScheduleStep(beat);
BeatAction.New(this, new List<BeatAction.Action>() {
new(beat + 1, delegate { RecursiveStepping(beat + 1); })
});
@ -267,7 +291,7 @@ namespace HeavenStudio.Games
var actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
ScheduleInput(beat + i, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
ScheduleStep(beat);
actions.Add(new BeatAction.Action(beat + i, delegate {
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
@ -283,7 +307,7 @@ namespace HeavenStudio.Games
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>();
List<MultiSound.Sound> inactiveBlips = new();
for (int i = 0; i < gameSwitch.beat - beat; i++) {
inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
}
@ -294,7 +318,7 @@ namespace HeavenStudio.Games
public void Success(PlayerActionEvent caller, float state)
{
man.Step();
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
}
public void Miss(PlayerActionEvent caller)

View file

@ -11,6 +11,7 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
[Header("References")]
[SerializeField] Animator anim;
[SerializeField] Animator blipAnim;
[SerializeField] Transform antennaLight;
[SerializeField] GameObject[] shadows;
[SerializeField] TMP_Text blipText;
@ -18,19 +19,24 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
public bool shouldGrow;
public bool shouldBlip = true;
public string blipString = "M";
public bool canStep = false; // just disabled when you normally couldn't step, which is anything less than 2 beats before you would start stepping and any time after the Ding!
public bool canStepFromAnim = true; // disabled when stepping, then reenabled in the animation events. you can step JUST BARELY before the animation ends in fever
static MrUpbeat game;
private static MrUpbeat game;
void Awake()
{
game = MrUpbeat.instance;
canStep = false;
}
void Update()
void Update()
{
blipText.transform.localScale = Vector3.one;
if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)) {
blipText.transform.localPosition = new Vector3(antennaLight.position.x, antennaLight.position.y + 0.7f);
if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)
&& canStep && canStepFromAnim) {
Step(true);
}
}
@ -42,27 +48,29 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
return;
}
if (shouldBlip) {
Blipping(beat);
Blipping();
}
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
});
}
public void Blipping(double beat)
public void Blipping()
{
SoundByte.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
blipAnim.Play("Blip" + (blipSize + 1), 0, 0);
blipText.gameObject.SetActive(blipSize >= 4);
blipText.text = blipString != "" ? blipString : "";
if (shouldGrow && blipSize < 4) blipSize++;
}
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);
if (isInput || FacingCorrectly()) {
shadows[0].SetActive(transform.localScale.x < 0);
shadows[1].SetActive(transform.localScale.x > 0);
Flip();
}
anim.DoScaledAnimationAsync("Step", 0.5f);
@ -71,16 +79,25 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
public void Fall()
{
anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f);
anim.DoScaledAnimationAsync(FacingCorrectly() ? "FallR" : "FallL", 1f);
SoundByte.PlayOneShot("miss");
shadows[0].SetActive(false);
shadows[1].SetActive(false);
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
Flip();
}
bool IsMirrored()
void Flip() {
var scale = transform.localScale;
transform.localScale = new Vector3(-scale.x, scale.y, scale.z);
}
public bool FacingCorrectly() => (game.stepIterate % 2 == 0) == (transform.localScale.x < 0);
// animation event
public void ToggleStepping(int canStep) // why do unity animation events not support booleans??? this is a 1 for true or 0 for false
{
return transform.localScale != Vector3.one;
canStepFromAnim = canStep == 1;
}
}
}