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synced 2024-11-10 03:35:10 +00:00
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
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8 changed files with 962 additions and 902 deletions
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m_HasMotionFloatCurves: 0
|
m_HasMotionFloatCurves: 0
|
||||||
m_Events: []
|
m_Events:
|
||||||
|
- time: 0
|
||||||
|
functionName: ToggleStepping
|
||||||
|
data:
|
||||||
|
objectReferenceParameter: {fileID: 0}
|
||||||
|
floatParameter: 0
|
||||||
|
intParameter: 0
|
||||||
|
messageOptions: 0
|
||||||
|
- time: 0.033333335
|
||||||
|
functionName: ToggleStepping
|
||||||
|
data:
|
||||||
|
objectReferenceParameter: {fileID: 0}
|
||||||
|
floatParameter: 0
|
||||||
|
intParameter: 1
|
||||||
|
messageOptions: 0
|
||||||
|
|
|
@ -215,8 +215,9 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public override void OnBeatPulse(double beat)
|
public override void OnBeatPulse(double beat)
|
||||||
{
|
{
|
||||||
if (!BeatIsInBopRegion(beat)) return;
|
if (BeatIsInBopRegion(beat) && DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Idle")) {
|
||||||
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
|
|
|
@ -30,7 +30,11 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
preFunction = delegate {
|
preFunction = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
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,
|
defaultLength = 0.5f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
|
@ -173,6 +177,8 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public override void OnGameSwitch(double beat)
|
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) {
|
if (beat >= startBlippingBeat) {
|
||||||
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
|
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
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
|
// 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 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);
|
var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
|
||||||
|
|
||||||
|
@ -205,57 +210,76 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
var cond = Conductor.instance;
|
var cond = Conductor.instance;
|
||||||
if (cond.isPlaying && !cond.isPaused) {
|
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);
|
RecursiveStepping(startSteppingBeat);
|
||||||
startSteppingBeat = double.MaxValue;
|
startSteppingBeat = double.MaxValue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (cond.songPositionInBeats >= startBlippingBeat) {
|
if (songPos >= startBlippingBeat) {
|
||||||
man.RecursiveBlipping(startBlippingBeat);
|
man.RecursiveBlipping(startBlippingBeat);
|
||||||
startBlippingBeat = double.MaxValue;
|
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>() {
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||||
new BeatAction.Action(beat - 0.5, delegate {
|
new BeatAction.Action(beat - 0.5, delegate {
|
||||||
instance.stopStepping = true;
|
stopStepping = true;
|
||||||
if (stopBlipping) instance.stopBlipping = true;
|
if (stopBlipping) this.stopBlipping = true;
|
||||||
|
}),
|
||||||
|
new BeatAction.Action(beat, delegate {
|
||||||
|
man.canStep = false;
|
||||||
}),
|
}),
|
||||||
new BeatAction.Action(beat + 0.5, delegate {
|
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 (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
|
||||||
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
|
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";
|
bool isGame = GameManager.instance.currentGame == "mrUpbeat";
|
||||||
if (forceOffbeat) {
|
if (!mrDownbeat) {
|
||||||
startBlippingBeat = beat;
|
beat = Mathf.Floor((float)beat) + 0.5;
|
||||||
startSteppingBeat = beat + length - 0.5f;
|
length = Mathf.Round(length);
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
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)
|
private void RecursiveStepping(double beat)
|
||||||
{
|
{
|
||||||
if (stopStepping) {
|
if (stopStepping) {
|
||||||
|
|
||||||
stopStepping = false;
|
stopStepping = false;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
|
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
|
||||||
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
||||||
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
|
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
|
||||||
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
|
ScheduleStep(beat);
|
||||||
BeatAction.New(this, new List<BeatAction.Action>() {
|
BeatAction.New(this, new List<BeatAction.Action>() {
|
||||||
new(beat + 1, delegate { RecursiveStepping(beat + 1); })
|
new(beat + 1, delegate { RecursiveStepping(beat + 1); })
|
||||||
});
|
});
|
||||||
|
@ -267,7 +291,7 @@ namespace HeavenStudio.Games
|
||||||
var actions = new List<BeatAction.Action>();
|
var actions = new List<BeatAction.Action>();
|
||||||
for (int i = 0; i < length; i++)
|
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 {
|
actions.Add(new BeatAction.Action(beat + i, delegate {
|
||||||
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
|
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
|
||||||
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
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");
|
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;
|
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++) {
|
for (int i = 0; i < gameSwitch.beat - beat; i++) {
|
||||||
inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", 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)
|
public void Success(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
man.Step();
|
man.Step();
|
||||||
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
|
if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Miss(PlayerActionEvent caller)
|
public void Miss(PlayerActionEvent caller)
|
||||||
|
|
|
@ -11,6 +11,7 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
[SerializeField] Animator anim;
|
[SerializeField] Animator anim;
|
||||||
[SerializeField] Animator blipAnim;
|
[SerializeField] Animator blipAnim;
|
||||||
|
[SerializeField] Transform antennaLight;
|
||||||
[SerializeField] GameObject[] shadows;
|
[SerializeField] GameObject[] shadows;
|
||||||
[SerializeField] TMP_Text blipText;
|
[SerializeField] TMP_Text blipText;
|
||||||
|
|
||||||
|
@ -18,19 +19,24 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
||||||
public bool shouldGrow;
|
public bool shouldGrow;
|
||||||
public bool shouldBlip = true;
|
public bool shouldBlip = true;
|
||||||
public string blipString = "M";
|
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()
|
void Awake()
|
||||||
{
|
{
|
||||||
game = MrUpbeat.instance;
|
game = MrUpbeat.instance;
|
||||||
|
|
||||||
|
canStep = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
blipText.transform.localScale = Vector3.one;
|
blipText.transform.localPosition = new Vector3(antennaLight.position.x, antennaLight.position.y + 0.7f);
|
||||||
|
|
||||||
if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)) {
|
if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)
|
||||||
|
&& canStep && canStepFromAnim) {
|
||||||
Step(true);
|
Step(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -42,27 +48,29 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (shouldBlip) {
|
if (shouldBlip) {
|
||||||
Blipping(beat);
|
Blipping();
|
||||||
}
|
}
|
||||||
BeatAction.New(this, new List<BeatAction.Action>() {
|
BeatAction.New(this, new List<BeatAction.Action>() {
|
||||||
new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
|
new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Blipping(double beat)
|
public void Blipping()
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShotGame("mrUpbeat/blip");
|
SoundByte.PlayOneShotGame("mrUpbeat/blip");
|
||||||
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
|
blipAnim.Play("Blip" + (blipSize + 1), 0, 0);
|
||||||
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
|
blipText.gameObject.SetActive(blipSize >= 4);
|
||||||
|
|
||||||
|
blipText.text = blipString != "" ? blipString : "";
|
||||||
if (shouldGrow && blipSize < 4) blipSize++;
|
if (shouldGrow && blipSize < 4) blipSize++;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Step(bool isInput = false)
|
public void Step(bool isInput = false)
|
||||||
{
|
{
|
||||||
if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) {
|
if (isInput || FacingCorrectly()) {
|
||||||
shadows[0].SetActive(IsMirrored());
|
shadows[0].SetActive(transform.localScale.x < 0);
|
||||||
shadows[1].SetActive(!IsMirrored());
|
shadows[1].SetActive(transform.localScale.x > 0);
|
||||||
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
|
Flip();
|
||||||
}
|
}
|
||||||
|
|
||||||
anim.DoScaledAnimationAsync("Step", 0.5f);
|
anim.DoScaledAnimationAsync("Step", 0.5f);
|
||||||
|
@ -71,16 +79,25 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
||||||
|
|
||||||
public void Fall()
|
public void Fall()
|
||||||
{
|
{
|
||||||
anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f);
|
anim.DoScaledAnimationAsync(FacingCorrectly() ? "FallR" : "FallL", 1f);
|
||||||
SoundByte.PlayOneShot("miss");
|
SoundByte.PlayOneShot("miss");
|
||||||
shadows[0].SetActive(false);
|
shadows[0].SetActive(false);
|
||||||
shadows[1].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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue