Update from release 1 branch (#472)

* Integration of Jukebox Library (#451)

* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing

* a lot

* munchy monk input + mustache fixes
* fork lifter and pajama party bopping
* meat grinder miss bop fix
* cloud monkey Real
* marching orders Go! was broken
* force march doesn't break when it's too early from a game switch
* you can use the March! block without the marching now

* convert float to double and all that

* editor fixes (#459)

* ditch loading dialog

doesn't show up when it's supposed to

* format song offset in editor

* remove VorbisPlugin

* Update Editor.cs

* add updater for marching orders turn

* make base datamodels for special entity reading (#463)

* make base datamodels for special entity reading

* fix crop stomp breaking when no game switch or remix end is set

* fix save shortcut

fix loading charts with no music

* don't infer track when importing a v0 riq from another program

* You can now place inputs on top of pass turn for rhythm tweezers

* Rockers can do it too now

* Some new curves

* Converted everything to new curves and made playerballs handle themselves input-wise

* working dough converted, need to fix eveerything though

* ball transporter anims for pass turn

* update Jukebox to latest version

fixes for inferred entity loading

* new sounds

* OnSpawnBall reimplemented

* Proper inactive handling now

* gandw on balls has been added

* Rhythm tweezers pass turn now works like working dough

* modernised rockers pass turn

* Fixed small balls not working in working dough

* Fixed weird curve stuff on game switch in working dough

* let play mode start if no song file is loaded

fix issue with loading large audio files

* add "updater" for the old marching entity

---------

Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
This commit is contained in:
minenice55 2023-06-13 18:47:52 -04:00 committed by GitHub
parent 3425052a98
commit 81384fe7fb
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202 changed files with 6594 additions and 7376 deletions

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m_IKOnFeet: 0
m_WriteDefaultValues: 1
m_Mirror: 0
m_SpeedParameterActive: 0
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 0}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ff3bbcb127b13f3449325dc059783308
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 9100000
userData:
assetBundleName:
assetBundleVariant:

View file

@ -53,21 +53,21 @@ AnimatorStateMachine:
m_ChildStates: m_ChildStates:
- serializedVersion: 1 - serializedVersion: 1
m_State: {fileID: -8478997089194933521} m_State: {fileID: -8478997089194933521}
m_Position: {x: 30, y: -20, z: 0} m_Position: {x: -80, y: 20, z: 0}
- serializedVersion: 1 - serializedVersion: 1
m_State: {fileID: -3387905660501330025} m_State: {fileID: -3387905660501330025}
m_Position: {x: 30, y: 60, z: 0} m_Position: {x: 30, y: -50, z: 0}
- serializedVersion: 1 - serializedVersion: 1
m_State: {fileID: -872373710407860674} m_State: {fileID: -872373710407860674}
m_Position: {x: 65, y: 125, z: 0} m_Position: {x: 140, y: 20, z: 0}
m_ChildStateMachines: [] m_ChildStateMachines: []
m_AnyStateTransitions: [] m_AnyStateTransitions: []
m_EntryTransitions: [] m_EntryTransitions: []
m_StateMachineTransitions: {} m_StateMachineTransitions: {}
m_StateMachineBehaviours: [] m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 80, y: -110, z: 0} m_AnyStatePosition: {x: 50, y: -170, z: 0}
m_EntryPosition: {x: 50, y: 120, z: 0} m_EntryPosition: {x: 50, y: -110, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0} m_ExitPosition: {x: 50, y: -230, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: -3387905660501330025} m_DefaultState: {fileID: -3387905660501330025}
--- !u!1101 &-3398260952051263473 --- !u!1101 &-3398260952051263473
@ -128,7 +128,8 @@ AnimatorState:
m_Name: WristSlapWhiff m_Name: WristSlapWhiff
m_Speed: 1 m_Speed: 1
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: [] m_Transitions:
- {fileID: 3645481304735632089}
m_StateMachineBehaviours: [] m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0} m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0 m_IKOnFeet: 0
@ -166,3 +167,25 @@ AnimatorController:
m_IKPass: 0 m_IKPass: 0
m_SyncedLayerAffectsTiming: 0 m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 9100000}
--- !u!1101 &3645481304735632089
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions: []
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: -3387905660501330025}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0
m_TransitionOffset: 0
m_ExitTime: 1
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1

View file

@ -1318,7 +1318,7 @@ AnimationClip:
m_Level: 0 m_Level: 0
m_CycleOffset: 0 m_CycleOffset: 0
m_HasAdditiveReferencePose: 0 m_HasAdditiveReferencePose: 0
m_LoopTime: 1 m_LoopTime: 0
m_LoopBlend: 0 m_LoopBlend: 0
m_LoopBlendOrientation: 0 m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0 m_LoopBlendPositionY: 0

View file

@ -202,7 +202,7 @@ AnimatorState:
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Idle m_Name: Idle1
m_Speed: 1 m_Speed: 1
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: [] m_Transitions: []
@ -228,7 +228,7 @@ AnimatorState:
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Bop m_Name: Bop1
m_Speed: 1 m_Speed: 1
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: [] m_Transitions: []

View file

@ -55,7 +55,7 @@ namespace HeavenStudio
{ {
if (editorGO == null && OpeningManager.OnOpenFile.IndexOfAny(Path.GetInvalidPathChars()) == -1) if (editorGO == null && OpeningManager.OnOpenFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
{ {
if (File.Exists(OpeningManager.OnOpenFile)) if (File.Exists(OpeningManager.OnOpenFile) && Path.GetExtension(OpeningManager.OnOpenFile) == ".riq")
{ {
input = OpeningManager.OnOpenFile; input = OpeningManager.OnOpenFile;
fromCmd = true; fromCmd = true;

View file

@ -6,8 +6,7 @@ using UnityEngine;
using Starpelly; using Starpelly;
using Jukebox; using Jukebox;
using Jukebox.Legacy; using HeavenStudio.Util;
using Newtonsoft.Json;
using HeavenStudio.Games; using HeavenStudio.Games;
using HeavenStudio.Common; using HeavenStudio.Common;
@ -47,6 +46,9 @@ namespace HeavenStudio
[NonSerialized] public RiqEntity currentSection, nextSection; [NonSerialized] public RiqEntity currentSection, nextSection;
public double sectionProgress { get; private set; } public double sectionProgress { get; private set; }
bool AudioLoadDone;
bool ChartLoadError;
public event Action<double> onBeatChanged; public event Action<double> onBeatChanged;
public event Action<RiqEntity> onSectionChange; public event Action<RiqEntity> onSectionChange;
@ -105,6 +107,8 @@ namespace HeavenStudio
public void Init(bool preLoaded = false) public void Init(bool preLoaded = false)
{ {
AudioLoadDone = false;
ChartLoadError = false;
currentPreEvent= 0; currentPreEvent= 0;
currentPreSwitch = 0; currentPreSwitch = 0;
currentPreSequence = 0; currentPreSequence = 0;
@ -142,6 +146,7 @@ namespace HeavenStudio
} }
else else
{ {
RiqFileHandler.ClearCache();
NewRemix(); NewRemix();
} }
@ -164,7 +169,8 @@ namespace HeavenStudio
} }
public void NewRemix() public void NewRemix()
{ {
AudioLoadDone = false;
Beatmap = new("1", "HeavenStudio"); Beatmap = new("1", "HeavenStudio");
Beatmap.data.properties = Minigames.propertiesModel; Beatmap.data.properties = Minigames.propertiesModel;
Beatmap.AddNewTempoChange(0, 120f); Beatmap.AddNewTempoChange(0, 120f);
@ -172,10 +178,12 @@ namespace HeavenStudio
Beatmap.data.offset = 0f; Beatmap.data.offset = 0f;
Conductor.instance.musicSource.clip = null; Conductor.instance.musicSource.clip = null;
RiqFileHandler.WriteRiq(Beatmap); RiqFileHandler.WriteRiq(Beatmap);
AudioLoadDone = true;
} }
public IEnumerator LoadMusic() public IEnumerator LoadMusic()
{ {
ChartLoadError = false;
IEnumerator load = RiqFileHandler.LoadSong(); IEnumerator load = RiqFileHandler.LoadSong();
while (true) while (true)
{ {
@ -192,20 +200,27 @@ namespace HeavenStudio
{ {
Debug.LogWarning("chart has no music: " + f.Message); Debug.LogWarning("chart has no music: " + f.Message);
Conductor.instance.musicSource.clip = null; Conductor.instance.musicSource.clip = null;
AudioLoadDone = true;
yield break;
} }
catch (Exception e) catch (Exception e)
{ {
Debug.LogError($"Failed to load music: {e.Message}"); Debug.LogError($"Failed to load music: {e.Message}");
GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace); GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace);
AudioLoadDone = true;
ChartLoadError = true;
yield break; yield break;
} }
yield return current; yield return current;
} }
Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip; Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip;
AudioLoadDone = true;
} }
public void LoadRemix(bool editor = false) public void LoadRemix(bool editor = false)
{ {
AudioLoadDone = false;
ChartLoadError = false;
try try
{ {
Beatmap = RiqFileHandler.ReadRiq(); Beatmap = RiqFileHandler.ReadRiq();
@ -214,6 +229,7 @@ namespace HeavenStudio
{ {
Debug.LogError($"Failed to load remix: {e.Message}"); Debug.LogError($"Failed to load remix: {e.Message}");
GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace); GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
ChartLoadError = true;
return; return;
} }
if (!editor) if (!editor)
@ -237,6 +253,15 @@ namespace HeavenStudio
{ {
SetGame("noGame"); SetGame("noGame");
} }
if (editor)
{
Debug.Log(Beatmap.data.riqOrigin);
if (Beatmap.data.riqOrigin != "HeavenStudio")
{
GlobalGameManager.ShowErrorMessage("Warning", "This chart was made for another game,\nand thus may not be playable in Heaven Studio.\n<color=\"yellow\">You may be able to edit this chart in Heaven Studio to be used in its original game.</color>\n\n<alpha=#AA>Chart Origin: " + Beatmap.data.riqOrigin.DisplayName());
}
}
} }
public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true) public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
@ -551,7 +576,7 @@ namespace HeavenStudio
// wait for first game to be loaded // wait for first game to be loaded
yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0); yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
//wait for audio clip to be loaded //wait for audio clip to be loaded
yield return new WaitUntil(() => Conductor.instance.musicSource.clip != null); yield return new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
SkillStarManager.instance.KillStar(); SkillStarManager.instance.KillStar();
TimingAccuracyDisplay.instance.StopStarFlash(); TimingAccuracyDisplay.instance.StopStarFlash();

View file

@ -59,6 +59,17 @@ namespace HeavenStudio.Games.Loaders
}, },
resizable = true resizable = true
}, },
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Keep Bopping", "Should Fork bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Fork bop indefinitely?"),
},
resizable = true,
},
// These are still here for backwards-compatibility but are hidden in the editor // These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pea", "") new GameAction("pea", "")
{ {
@ -143,6 +154,19 @@ namespace HeavenStudio.Games
ForkLifterHand.CheckNextFlick(); ForkLifterHand.CheckNextFlick();
} }
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
playerInstance.shouldBop = (autoBop || doesBop);
if (!autoBop && doesBop) {
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length, delegate {
playerInstance.shouldBop = false;
})
});
}
}
public void Flick(double beat, int type) public void Flick(double beat, int type)
{ {
SoundByte.PlayOneShotGame("forkLifter/flick"); SoundByte.PlayOneShotGame("forkLifter/flick");

View file

@ -13,24 +13,21 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
public static ForkLifterPlayer instance { get; set; } public static ForkLifterPlayer instance { get; set; }
[Header("Objects")] [Header("Objects")]
public GameObject fork;
public Sprite peaSprite;
public Sprite hitFX; public Sprite hitFX;
public Sprite hitFXG; public Sprite hitFXG;
public Sprite hitFXMiss; public Sprite hitFXMiss;
public Sprite hitFX2; public Sprite hitFX2;
public Transform early, perfect, late; public Transform early, perfect, late;
[SerializeField]
private BoxCollider2D col;
private Animator anim; private Animator anim;
private int currentHitInList = 0; private int currentHitInList = 0;
public bool shouldBop;
public int currentEarlyPeasOnFork; public int currentEarlyPeasOnFork;
public int currentPerfectPeasOnFork; public int currentPerfectPeasOnFork;
public int currentLatePeasOnFork; public int currentLatePeasOnFork;
private double lastReportedBeat;
private bool isEating = false; private bool isEating = false;
@ -57,6 +54,11 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
{ {
currentHitInList = 0; currentHitInList = 0;
} }
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && shouldBop)
{
anim.DoScaledAnimationAsync("Player_Bop", 0.5f);
}
} }
public void Eat() public void Eat()
@ -68,6 +70,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
} }
} }
// used in an animation event
public void EatConfirm() public void EatConfirm()
{ {
if (topbun && middleburger && bottombun) if (topbun && middleburger && bottombun)

View file

@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MarchingOrders
{
public class Cadet : MonoBehaviour
{
public bool isSparkler;
// Start is called before the first frame update
void Awake()
{
}
// Update is called once per frame
void Update()
{
}
}
}

View file

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4579598a91810594cbcd80bff4a2a033
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -18,12 +18,51 @@ using System.Collections.Generic;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using Jukebox;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
{ {
using static Minigames; using static Minigames;
public static class AgbMarcherLoader public static class AgbMarcherLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller)
{
RiqEntity FaceTurnUpdater(string datamodel, RiqEntity entity)
{
if (datamodel == "marchingOrders/face turn")
{
if (entity["type2"] == (int)MarchingOrders.FaceTurnLength.Normal)
{
entity.datamodel = "marchingOrders/faceTurn";
}
else
{
entity.datamodel = "marchingOrders/faceTurnFast";
}
entity.CreateProperty("direction", entity["type"]);
entity.CreateProperty("point", false);
// don't actually need to do this here
//entity.version = 1;
entity.dynamicData.Remove("type");
entity.dynamicData.Remove("type2");
return entity;
}
return null;
}
RiqBeatmap.OnUpdateEntity += FaceTurnUpdater;
RiqEntity MarchUpdater(string datamodel, RiqEntity entity)
{
if (datamodel == "marchingOrders/marching")
{
entity.beat = double.NaN;
return entity;
}
return null;
}
RiqBeatmap.OnUpdateEntity += MarchUpdater;
return new Minigame("marchingOrders", "Marching Orders", "ffb108", false, false, new List<GameAction>() return new Minigame("marchingOrders", "Marching Orders", "ffb108", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
@ -46,12 +85,13 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("march", "March!") new GameAction("march", "March!")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); }, inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
defaultLength = 2f, defaultLength = 2f,
parameters = new List<Param> parameters = new List<Param>
{ {
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call") new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
new Param("shouldMarch", true, "March", "Disable automatic marching"),
}, },
priority = 5, priority = 5,
}, },
@ -96,7 +136,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("start", true, "Start Moving", "Start moving the conveyor"), new Param("start", true, "Start Moving", "Start moving the conveyor"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Direction"), new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
}, },
defaultLength = 7f, defaultLength = 7f,
resizable = true, resizable = true,
@ -129,7 +169,7 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length); MarchingOrders.instance.ForceMarching(e.beat, e.length);
}, },
preFunctionLength = 1, preFunctionLength = 0.2f,
resizable = true, resizable = true,
}, },
@ -137,21 +177,10 @@ namespace HeavenStudio.Games.Loaders
new GameAction("marching", "Start Marching (old)") new GameAction("marching", "Start Marching (old)")
{ {
hidden = true, hidden = true,
preFunction = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length);
},
preFunctionLength = 1,
resizable = true,
}, },
new GameAction("face turn", "Direction to Turn (old)") new GameAction("face turn", "Direction to Turn (old)")
{ {
hidden = true, hidden = true,
function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.FaceTurn(e.beat, e["type"], e["type2"], false);
},
defaultLength = 4f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", MarchingOrders.Direction.Right, "Direction", "The direction the sergeant wants the cadets to face"), new Param("type", MarchingOrders.Direction.Right, "Direction", "The direction the sergeant wants the cadets to face"),
@ -169,7 +198,6 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games namespace HeavenStudio.Games
{ {
using Scripts_MarchingOrders;
public class MarchingOrders : Minigame public class MarchingOrders : Minigame
{ {
public static MarchingOrders instance; public static MarchingOrders instance;
@ -196,10 +224,10 @@ namespace HeavenStudio.Games
bool goBop; bool goBop;
bool shouldClap; bool shouldClap;
bool keepMarching; bool keepMarching;
private int marchOtherCount; int marchOtherCount;
private int marchPlayerCount; int marchPlayerCount;
private double lastMissBeat; double lastMissBeat;
private double lastReportedBeat; double lastReportedBeat;
public static double wantMarch = double.MinValue; public static double wantMarch = double.MinValue;
@ -267,8 +295,8 @@ namespace HeavenStudio.Games
if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) { if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
foreach (var scroll in ConveyorGo) scroll.AutoScroll = false; foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
ConveyorGo[0].gameObject.transform.position = new Vector3(0, 0); ConveyorGo[0].gameObject.transform.position = new Vector3(6.181f, -3.37f);
ConveyorGo[1].gameObject.transform.position = new Vector3(6.181f, -3.37f); ConveyorGo[1].gameObject.transform.position = new Vector3(0, 0);
} }
// input stuff below // input stuff below
@ -377,11 +405,9 @@ namespace HeavenStudio.Games
}); });
} }
public static void SargeMarch(double beat, bool noVoice) public static void SargeMarch(double beat, bool noVoice, bool march)
{ {
if (MarchingOrders.wantMarch != double.MinValue) return; if (march) MarchingOrders.wantMarch = beat + 1;
MarchingOrders.wantMarch = beat + 1;
if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat); if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
if (GameManager.instance.currentGame == "marchingOrders") { if (GameManager.instance.currentGame == "marchingOrders") {
@ -393,7 +419,7 @@ namespace HeavenStudio.Games
public void ForceMarching(double beat, float length) public void ForceMarching(double beat, float length)
{ {
for (int i = 0; i < length; i++) { for (int i = 0; i < length; i++) {
ScheduleInput(beat + i - 1, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty); ScheduleInput(beat + i - 0.2f, 0.2f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() { BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate { new BeatAction.Action(beat + i, delegate {
marchOtherCount++; marchOtherCount++;

View file

@ -79,7 +79,7 @@ namespace HeavenStudio.Games
struct QueuedInterval struct QueuedInterval
{ {
public double beat; public double beat;
public float length; public double length;
} }
[Header("Objects")] [Header("Objects")]
@ -93,7 +93,7 @@ namespace HeavenStudio.Games
bool intervalStarted; bool intervalStarted;
double intervalStartBeat; double intervalStartBeat;
bool bossBop = true; bool bossBop = true;
public float beatInterval = 4f; public double beatInterval = 4f;
public bool bossAnnoyed = false; public bool bossAnnoyed = false;
private double lastReportedBeat = 0f; private double lastReportedBeat = 0f;
const string sfxName = "meatGrinder/"; const string sfxName = "meatGrinder/";
@ -119,10 +119,7 @@ namespace HeavenStudio.Games
intervalStarted = false; intervalStarted = false;
beatInterval = 4f; beatInterval = 4f;
} }
foreach (var evt in scheduledInputs) foreach (var evt in scheduledInputs) evt.Disable();
{
evt.Disable();
}
} }
private void Update() private void Update()
@ -131,13 +128,13 @@ namespace HeavenStudio.Games
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f); TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false); TackAnim.SetBool("tackMeated", false);
SoundByte.PlayOneShotGame(sfxName+"whiff"); SoundByte.PlayOneShotGame(sfxName+"whiff");
if (bossAnnoyed) BossAnim.DoScaledAnimationAsync("Bop", 0.5f); bossAnnoyed = false;
} }
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true); if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
if (queuedIntervals.Count > 0) { if (queuedIntervals.Count > 0) {
foreach (var interval in queuedIntervals) { StartInterval(interval.beat, interval.length); } foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length);
queuedIntervals.Clear(); queuedIntervals.Clear();
} }
} }
@ -153,7 +150,7 @@ namespace HeavenStudio.Games
} }
} }
public void Bop(double beat, float length, bool doesBop, bool autoBop) public void Bop(double beat, double length, bool doesBop, bool autoBop)
{ {
bossBop = autoBop; bossBop = autoBop;
if (doesBop) { if (doesBop) {
@ -169,7 +166,7 @@ namespace HeavenStudio.Games
} }
} }
public static void PreInterval(double beat, float length) public static void PreInterval(double beat, double length)
{ {
if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return; if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return;
@ -178,9 +175,7 @@ namespace HeavenStudio.Games
length = length, length = length,
}); });
MultiSound.Play(new MultiSound.Sound[] { SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true);
new MultiSound.Sound("meatGrinder/startSignal", beat - 1),
}, forcePlay: true);
if (GameManager.instance.currentGame == "meatGrinder") { if (GameManager.instance.currentGame == "meatGrinder") {
BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() { BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() {
@ -191,7 +186,7 @@ namespace HeavenStudio.Games
} }
} }
public void StartInterval(double beat, float length) public void StartInterval(double beat, double length)
{ {
if (MeatGrinder.instance.intervalStarted) return; if (MeatGrinder.instance.intervalStarted) return;

View file

@ -32,6 +32,7 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]); MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]);
}, },
defaultLength = 8f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
@ -133,6 +134,20 @@ namespace HeavenStudio.Games.Loaders
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"), new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
} }
}, },
new GameAction("CloudMonkey", "Cloud Monkey")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.MoveCloudMonkey(e.beat, e.length, e["start"], e["direction"]);
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the monkey"),
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "The direction the monkey will move."),
},
defaultLength = 8f,
resizable = true,
},
}, },
new List<string>() {"ntr", "normal"}, new List<string>() {"ntr", "normal"},
"ntrshugyo", "en", "ntrshugyo", "en",
@ -176,6 +191,8 @@ namespace HeavenStudio.Games
[SerializeField] GameObject BrowHolder; [SerializeField] GameObject BrowHolder;
[SerializeField] GameObject StacheHolder; [SerializeField] GameObject StacheHolder;
[SerializeField] GameObject DumplingObj; [SerializeField] GameObject DumplingObj;
[SerializeField] GameObject CloudMonkey;
[SerializeField] ScrollObject CloudMonkeyScroll;
[Header("Animators")] [Header("Animators")]
[SerializeField] Animator OneGiverAnim; [SerializeField] Animator OneGiverAnim;
@ -204,7 +221,7 @@ namespace HeavenStudio.Games
// the variables for scroll // the variables for scroll
bool scrollRampUp; bool scrollRampUp;
double scrollBeat; double scrollBeat;
float scrollLength; double scrollLength;
float scrollMod; float scrollMod;
static float scrollModCurrent = 0; static float scrollModCurrent = 0;
EasingFunction.Ease scrollEase; EasingFunction.Ease scrollEase;
@ -212,7 +229,7 @@ namespace HeavenStudio.Games
// the variables for the monk moving // the variables for the monk moving
bool isMoving; bool isMoving;
double movingStartBeat; double movingStartBeat;
float movingLength; double movingLength;
string moveAnim; string moveAnim;
EasingFunction.Ease lastEase; EasingFunction.Ease lastEase;
ScrollObject[] scrollObjects; ScrollObject[] scrollObjects;
@ -230,31 +247,39 @@ namespace HeavenStudio.Games
{ {
scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None); scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent; foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent;
if (growLevel > 0) {
StacheHolder.SetActive(true);
StacheAnim.Play($"Idle{growLevel}");
if (growLevel == 4) {
BrowHolder.SetActive(true);
BrowAnim.Play("Idle");
}
}
} }
private void OnDestroy() private void OnDestroy()
{ {
// reset static variables // reset static variables only when the game is stopped (so that it carries over between game switches)
if (queuedOnes.Count > 0) queuedOnes.Clear(); if (!Conductor.instance.NotStopped()) {
if (queuedTwoTwos.Count > 0) queuedThrees.Clear(); if (queuedOnes.Count > 0) queuedOnes.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear(); if (queuedTwoTwos.Count > 0) queuedThrees.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear();
howManyGulps = 0; howManyGulps = 0;
growLevel = 0; growLevel = 0;
inputsTilGrow = 10; inputsTilGrow = 10;
noBlush = false; noBlush = false;
disableBaby = false; disableBaby = false;
foreach (var evt in scheduledInputs)
{
evt.Disable();
} }
foreach (var evt in scheduledInputs) evt.Disable();
} }
private void Update() private void Update()
{ {
// input stuff // input stuff
if (PlayerInput.Pressed(true) && (!IsExpectingInputNow(InputType.STANDARD_DOWN) || !IsExpectingInputNow(InputType.DIRECTION_DOWN))) { if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
Debug.Log("ooops" + PlayerInput.Pressed(true));
MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f); MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"slap"); SoundByte.PlayOneShotGame(sfxName+"slap");
isStaring = false; isStaring = false;
@ -304,6 +329,10 @@ namespace HeavenStudio.Games
foreach (var obj in scrollObjects) obj.SpeedMod = newPos; foreach (var obj in scrollObjects) obj.SpeedMod = newPos;
} }
if (CloudMonkey.transform.position.x < -5 || CloudMonkey.transform.position.x > 15.5) {
CloudMonkey.SetActive(false);
}
// cue queuing stuff // cue queuing stuff
if (queuedOnes.Count > 0) { if (queuedOnes.Count > 0) {
foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1); foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1);
@ -335,6 +364,10 @@ namespace HeavenStudio.Games
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f); if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f); if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
} }
if (CloudMonkey.activeInHierarchy) {
CloudMonkey.GetComponent<Animator>().DoScaledAnimationAsync("Bop", 0.5f);
}
} }
} }
@ -382,8 +415,10 @@ namespace HeavenStudio.Games
{ {
PlaySoundSequence("munchyMonk", "one_go", beat); PlaySoundSequence("munchyMonk", "one_go", beat);
queuedOnes.Add(new QueuedDumpling() queuedOnes.Add(new QueuedDumpling() {
{ beat = beat, color1 = firstColor, }); beat = beat,
color1 = firstColor,
});
} }
public void OneGoCue(double beat, Color firstColor) public void OneGoCue(double beat, Color firstColor)
@ -528,7 +563,7 @@ namespace HeavenStudio.Games
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true); if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
} }
public void MonkMove(double beat, float length, int goToSide, int ease) public void MonkMove(double beat, double length, int goToSide, int ease)
{ {
movingStartBeat = beat; movingStartBeat = beat;
movingLength = length; movingLength = length;
@ -539,23 +574,35 @@ namespace HeavenStudio.Games
public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush) public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
{ {
if (MunchyMonk.inputsTilGrow != inputsTilGrow) MunchyMonk.howManyGulps = inputsTilGrow * MunchyMonk.growLevel; if (MunchyMonk.inputsTilGrow != inputsTilGrow) {
if (setLevel != 0) MunchyMonk.growLevel = setLevel; // no matter what you set inputsTilGrow to, it will reset howManyGulps to a value inbetween the level-ups relative to the old level and old inputsTilGrow.
MunchyMonk.howManyGulps = ((inputsTilGrow * MunchyMonk.growLevel) + inputsTilGrow * (MunchyMonk.howManyGulps % MunchyMonk.inputsTilGrow)/MunchyMonk.inputsTilGrow);
MunchyMonk.inputsTilGrow = inputsTilGrow;
}
if (setLevel != 0) {
MunchyMonk.growLevel = setLevel;
MunchyMonk.howManyGulps = setLevel*inputsTilGrow;
if (GameManager.instance.currentGame == "munchyMonk") {
MunchyMonk.instance.StacheAnim.Play($"Idle{setLevel}", 0, 0);
MunchyMonk.instance.StacheHolder.SetActive(true);
}
}
if (resetLevel) { if (resetLevel) {
MunchyMonk.growLevel = 0; MunchyMonk.growLevel = 0;
MunchyMonk.howManyGulps = 0; MunchyMonk.howManyGulps = 0;
if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.StacheHolder.SetActive(false);
} }
MunchyMonk.noBlush = !shouldBlush; MunchyMonk.noBlush = !shouldBlush;
MunchyMonk.inputsTilGrow = inputsTilGrow;
MunchyMonk.disableBaby = disableBaby; MunchyMonk.disableBaby = disableBaby;
if (GameManager.instance.currentGame == "munchyMonk") if (GameManager.instance.currentGame == "munchyMonk")
MunchyMonk.instance.Baby.SetActive(!disableBaby); MunchyMonk.instance.Baby.SetActive(!disableBaby);
} }
public void ScrollBG(double beat, float length, float scrollSpeed, int ease) public void ScrollBG(double beat, double length, float scrollSpeed, int ease)
{ {
scrollBeat = beat; scrollBeat = beat;
scrollLength = length; scrollLength = length;
@ -563,5 +610,14 @@ namespace HeavenStudio.Games
scrollRampUp = true; scrollRampUp = true;
scrollEase = (EasingFunction.Ease)ease; scrollEase = (EasingFunction.Ease)ease;
} }
public void MoveCloudMonkey(double beat, double length, bool go, int direction)
{
bool wasActive = CloudMonkey.activeInHierarchy;
CloudMonkey.SetActive(true);
CloudMonkeyScroll.SpeedMod = (float)((direction == 0 ? 34 : -34)/length)*(Conductor.instance.songBpm/100);
CloudMonkeyScroll.AutoScroll = go;
if (!wasActive) CloudMonkey.transform.position = new Vector3((direction == 0 ? -5f : 15.5f), 0, 0);
}
} }
} }

View file

@ -15,20 +15,24 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public GameObject Projectile; public GameObject Projectile;
public Animator anim; public Animator anim;
public bool shouldBop = false;
public int row; public int row;
public int col; public int col;
double lastReportedBeat;
double startJumpTime = double.MinValue; double startJumpTime = double.MinValue;
float jumpLength = 1f; float jumpLength = 1f;
float jumpHeight = 4f; float jumpHeight = 4f;
int jumpAlt; int jumpAlt;
private bool hasJumped = false; bool shouldntBop = false;
bool hasJumped = false;
double startThrowTime = double.MinValue; double startThrowTime = double.MinValue;
float throwLength = 4f; float throwLength = 4f;
float throwHeight = 12f; float throwHeight = 12f;
private bool hasThrown = false; private bool hasThrown = false;
void Awake() void Awake()
@ -67,6 +71,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
{ {
if (hasJumped) if (hasJumped)
{ {
shouldntBop = false;
hasJumped = false; hasJumped = false;
PajamaParty.instance.DoBedImpact(); PajamaParty.instance.DoBedImpact();
anim.DoScaledAnimationAsync("MonkeyLand"); anim.DoScaledAnimationAsync("MonkeyLand");
@ -98,10 +103,19 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
anim.DoUnscaledAnimation("MonkeyBeat"); anim.DoUnscaledAnimation("MonkeyBeat");
Projectile.SetActive(false); Projectile.SetActive(false);
hasThrown = false; hasThrown = false;
shouldntBop = false;
} }
} }
} }
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !shouldntBop && shouldBop)
{
anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
}
}
public void Jump(double beat, int alt = 1) public void Jump(double beat, int alt = 1)
{ {
startJumpTime = beat; startJumpTime = beat;
@ -114,6 +128,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void Charge(double beat) public void Charge(double beat)
{ {
shouldntBop = true;
anim.DoUnscaledAnimation("MonkeyReady"); anim.DoUnscaledAnimation("MonkeyReady");
} }
@ -126,6 +141,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void ReadySleep(double beat, int action) public void ReadySleep(double beat, int action)
{ {
shouldntBop = true;
var cond = Conductor.instance; var cond = Conductor.instance;
startThrowTime = double.MinValue; startThrowTime = double.MinValue;
Projectile.transform.localPosition = new Vector3(0, 0); Projectile.transform.localPosition = new Vector3(0, 0);

View file

@ -16,27 +16,31 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public GameObject Projectile_Root; public GameObject Projectile_Root;
public Animator anim; public Animator anim;
double lastReportedBeat;
double startJumpTime = double.MinValue; double startJumpTime = double.MinValue;
float jumpLength = 0; float jumpLength = 0;
float jumpHeight = 0; float jumpHeight = 0;
bool jumpNg = false; bool jumpNg = false;
private bool hasJumped = false; bool canJump = true;
private bool canJump = true; bool hasJumped = false;
private bool charging = false; private bool charging = false;
private bool canCharge = true; private bool canCharge = true;
private bool startedSleeping = false;
double startThrowTime = double.MinValue; double startThrowTime = double.MinValue;
float throwLength = 0; float throwLength = 0;
float throwHeight = 0; float throwHeight = 0;
// true = throw, false = dropped ("Out")
bool throwType = true; bool throwType = true; // true = throw, false = dropped ("Out")
bool hasThrown = false; bool hasThrown = false;
bool throwNg = false; bool throwNg = false;
bool longSleep = false; bool longSleep = false;
public bool canSleep = false; public bool canSleep = false;
public bool shouldBop = false;
void Awake() void Awake()
{ {
@ -44,7 +48,6 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
longSleep = false; longSleep = false;
} }
// Update is called once per frame
void Update() void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
@ -145,6 +148,14 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
} }
} }
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !startedSleeping && canCharge && shouldBop)
{
anim.DoScaledAnimationAsync("MakoBeat", 0.5f);
}
}
public void ProjectileThrow(double beat, bool drop = false, bool ng = false) public void ProjectileThrow(double beat, bool drop = false, bool ng = false)
{ {
throwNg = ng; throwNg = ng;
@ -167,6 +178,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void PlayerJump(double beat, bool pressout = false, bool ng = false) public void PlayerJump(double beat, bool pressout = false, bool ng = false)
{ {
startedSleeping = false;
startJumpTime = beat; startJumpTime = beat;
canCharge = false; canCharge = false;
canJump = false; canJump = false;
@ -179,6 +191,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void StartCharge() public void StartCharge()
{ {
startedSleeping = false;
canJump = false; canJump = false;
anim.DoUnscaledAnimation("MakoReady"); anim.DoUnscaledAnimation("MakoReady");
charging = true; charging = true;
@ -312,6 +325,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
// sleep cue // sleep cue
public void StartSleepSequence(double beat, bool alt, int action) public void StartSleepSequence(double beat, bool alt, int action)
{ {
startedSleeping = true;
if (hasJumped) if (hasJumped)
{ {
hasJumped = false; hasJumped = false;

View file

@ -14,36 +14,58 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List<GameAction>() return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Keep Bopping", "Should Mako and the monkeys bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Mako and the monkeys bop indefinitely?"),
},
resizable = true,
},
// both same timing // both same timing
new GameAction("jump (side to middle)", "Side to Middle Jumps") new GameAction("jump (side to middle)", "Side to Middle Jumps")
{ {
function = delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);}, function = delegate { PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat); },
defaultLength = 4f, defaultLength = 4f,
inactiveFunction = delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);} inactiveFunction = delegate { PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat); }
}, },
new GameAction("jump (back to front)", "Back to Front Jumps") new GameAction("jump (back to front)", "Back to Front Jumps")
{ {
function =delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);}, function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); },
defaultLength = 4f, defaultLength = 4f,
inactiveFunction = delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);} inactiveFunction = delegate { PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat); }
}, },
//idem //idem
new GameAction("slumber", "Slumber") new GameAction("slumber", "Slumber")
{ {
function = delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]);}, function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); },
defaultLength = 8f, defaultLength = 8f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"), new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako") new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
}, },
inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]);} inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); }
}, },
new GameAction("throw", "Throw Pillows") new GameAction("throw", "Throw Pillows")
{ {
function = delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);}, function = delegate { PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat); },
defaultLength = 8f, defaultLength = 8f,
inactiveFunction = delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);} inactiveFunction = delegate { PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat); }
},
new GameAction("instant slumber", "Instant Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); },
defaultLength = 0.5f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnInstantSleep(e.beat, e.length, e["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
},
priority = 5,
}, },
// todo cosmetic crap // todo cosmetic crap
// background stuff // background stuff
@ -79,9 +101,11 @@ namespace HeavenStudio.Games
static double WantFiveJump = double.MinValue; static double WantFiveJump = double.MinValue;
static double WantThrowSequence = double.MinValue; static double WantThrowSequence = double.MinValue;
static double WantSleepSequence = double.MinValue; static double WantSleepSequence = double.MinValue;
static double WantInstantSleep = Single.MinValue;
static bool WantSleepType = false; static bool WantSleepType = false;
static int WantSleepAction = (int) PajamaParty.SleepType.Normal; static int WantSleepAction = (int) PajamaParty.SleepType.Normal;
static int WantInstantSleepAction = (int) PajamaParty.SleepType.Normal;
public enum SleepType { public enum SleepType {
Normal, Normal,
NoAwake, NoAwake,
@ -151,6 +175,32 @@ namespace HeavenStudio.Games
DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false); DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
WantSleepSequence = double.MinValue; WantSleepSequence = double.MinValue;
} }
if (WantInstantSleep != double.MinValue)
{
DoInstantSleep(WantInstantSleep, WantInstantSleepAction);
WantInstantSleep = double.MinValue;
}
}
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
void Bops(bool bop) {
Mako.shouldBop = bop;
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].shouldBop = bop;
}
}
}
Bops(autoBop || doesBop);
if (!autoBop && doesBop) {
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length, delegate {
Bops(false);
})
});
}
} }
public void DoThreeJump(double beat, bool doSound = true) public void DoThreeJump(double beat, bool doSound = true)
@ -222,8 +272,8 @@ namespace HeavenStudio.Games
public static void WarnFiveJump(double beat) public static void WarnFiveJump(double beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/five1", beat), new MultiSound.Sound("pajamaParty/five1", beat),
new MultiSound.Sound("pajamaParty/five2", beat + 0.5f), new MultiSound.Sound("pajamaParty/five2", beat + 0.5f),
new MultiSound.Sound("pajamaParty/five3", beat + 1f), new MultiSound.Sound("pajamaParty/five3", beat + 1f),
new MultiSound.Sound("pajamaParty/five4", beat + 1.5f), new MultiSound.Sound("pajamaParty/five4", beat + 1.5f),
@ -240,8 +290,8 @@ namespace HeavenStudio.Games
BeatAction.New(Mako.Player, new List<BeatAction.Action>() BeatAction.New(Mako.Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action( beat + 2f, delegate { MonkeyCharge(beat + 2f); } ), new BeatAction.Action(beat + 2f, delegate { MonkeyCharge(beat + 2f); } ),
new BeatAction.Action( beat + 3f, delegate { MonkeyThrow(beat + 3f); } ), new BeatAction.Action(beat + 3f, delegate { MonkeyThrow(beat + 3f); } ),
}); });
} }
@ -267,7 +317,6 @@ namespace HeavenStudio.Games
public void DoSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true) public void DoSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
{ {
var cond = Conductor.instance;
Mako.StartSleepSequence(beat, alt, action); Mako.StartSleepSequence(beat, alt, action);
MonkeySleep(beat, action); MonkeySleep(beat, action);
if (doSound) if (doSound)
@ -294,6 +343,35 @@ namespace HeavenStudio.Games
WantSleepAction = action; WantSleepAction = action;
} }
public void DoInstantSleep(double deslumber, int action)
{
Mako.anim.Play("MakoSleepJust", -1, 1);
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.Play("MonkeySleep02", -1, 1);
}
}
if (action == 1) return;
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(deslumber, delegate {
Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f);
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyAwake", 0.5f);
}
}
}),
});
}
public static void WarnInstantSleep(double beat, double length, int action)
{
WantInstantSleep = beat + length - 1;
WantInstantSleepAction = action;
}
public void DoBedImpact() public void DoBedImpact()
{ {
Bed.GetComponent<Animator>().Play("BedImpact", -1, 0); Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);

View file

@ -37,9 +37,7 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("passTurn", "Pass Turn") new GameAction("passTurn", "Pass Turn")
{ {
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.PassTurn(e.beat, e.length); }, preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PrePassTurn(e.beat); },
resizable = true,
preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PrePassTurn(e.beat, e.length); }
}, },
new GameAction("next vegetable", "Swap Vegetable") new GameAction("next vegetable", "Swap Vegetable")
{ {
@ -349,44 +347,72 @@ namespace HeavenStudio.Games
crHandlerInstance.StartInterval(beat, interval); crHandlerInstance.StartInterval(beat, interval);
} }
public void PassTurn(double beat, float length) public void PassTurn(double beat)
{ {
if (crHandlerInstance.queuedEvents.Count > 0) if (crHandlerInstance.queuedEvents.Count > 0)
{ {
hairsLeft = crHandlerInstance.queuedEvents.Count; BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
foreach (var crEvent in crHandlerInstance.queuedEvents)
{ {
if (crEvent.tag == "Hair") new BeatAction.Action(beat - 1, delegate
{ {
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat); hairsLeft = crHandlerInstance.queuedEvents.Count;
hairToInput.StartInput(beat + length, crEvent.relativeBeat); foreach (var crEvent in crHandlerInstance.queuedEvents)
} {
else if (crEvent.tag == "Long") if (crEvent.tag == "Hair")
{
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat);
}
else if (crEvent.tag == "Long")
{
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat);
}
}
crHandlerInstance.queuedEvents.Clear();
}),
new BeatAction.Action(beat, delegate
{ {
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat); if (crHandlerInstance.queuedEvents.Count > 0)
hairToInput.StartInput(beat + length, crEvent.relativeBeat); {
} hairsLeft += crHandlerInstance.queuedEvents.Count;
} foreach (var crEvent in crHandlerInstance.queuedEvents)
crHandlerInstance.queuedEvents.Clear(); {
if (crEvent.tag == "Hair")
{
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat);
}
else if (crEvent.tag == "Long")
{
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat);
}
}
crHandlerInstance.queuedEvents.Clear();
}
})
});
} }
} }
public static void PrePassTurn(double beat, float length) public static void PrePassTurn(double beat)
{ {
if (GameManager.instance.currentGame == "rhythmTweezers") if (GameManager.instance.currentGame == "rhythmTweezers")
{ {
instance.SetPassTurnValues(beat + length); instance.SetPassTurnValues(beat);
instance.PassTurn(beat);
} }
else else
{ {
passedTurns.Add(beat + length); passedTurns.Add(beat);
} }
} }
private void SetPassTurnValues(double startBeat) private void SetPassTurnValues(double startBeat)
{ {
if (crHandlerInstance.intervalLength <= 0) return; if (crHandlerInstance.intervalLength <= 0) return;
passTurnBeat = startBeat - 1f; passTurnBeat = startBeat - 1;
passTurnEndBeat = startBeat + crHandlerInstance.intervalLength; passTurnEndBeat = startBeat + crHandlerInstance.intervalLength;
} }
@ -489,6 +515,7 @@ namespace HeavenStudio.Games
foreach (var turn in passedTurns) foreach (var turn in passedTurns)
{ {
SetPassTurnValues(turn); SetPassTurnValues(turn);
PassTurn(turn);
} }
passedTurns.Clear(); passedTurns.Clear();
} }

View file

@ -113,12 +113,12 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("passTurn", "Pass Turn") new GameAction("passTurn", "Pass Turn")
{ {
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.PassTurn(e.beat, e.length, e["moveCamera"]); }, preFunction = delegate { var e = eventCaller.currentEntity; Rockers.PrePassTurn(e.beat, e["moveCamera"]); },
resizable = true,
parameters = new List<Param> parameters = new List<Param>
{ {
new Param("moveCamera", true, "Move Camera", "Should the camera move?") new Param("moveCamera", true, "Move Camera", "Should the camera move?")
} },
preFunctionLength = 1
}, },
new GameAction("cmon", "C'mon!") new GameAction("cmon", "C'mon!")
{ {
@ -322,6 +322,7 @@ namespace HeavenStudio.Games
using Scripts_Rockers; using Scripts_Rockers;
using Starpelly; using Starpelly;
using System; using System;
using UnityEngine.UIElements;
public class Rockers : Minigame public class Rockers : Minigame
{ {
@ -529,6 +530,14 @@ namespace HeavenStudio.Games
return tempEvents; return tempEvents;
} }
struct QueuedPassTurn
{
public double beat;
public bool moveCamera;
}
private static List<QueuedPassTurn> passedTurns = new List<QueuedPassTurn>();
private void Start() private void Start()
{ {
if (PlayerInput.Pressing()) if (PlayerInput.Pressing())
@ -593,6 +602,15 @@ namespace HeavenStudio.Games
queuedPreInterval.Clear(); queuedPreInterval.Clear();
} }
if (passedTurns.Count > 0)
{
foreach (var turn in passedTurns)
{
PassTurn(turn.beat, turn.moveCamera);
}
passedTurns.Clear();
}
float normalizedBeat = cond.GetPositionFromBeat(cameraMoveBeat, 1f); float normalizedBeat = cond.GetPositionFromBeat(cameraMoveBeat, 1f);
if (normalizedBeat >= 0f && normalizedBeat <= 1f) if (normalizedBeat >= 0f && normalizedBeat <= 1f)
@ -972,14 +990,29 @@ namespace HeavenStudio.Games
} }
} }
public void PassTurn(double beat, float length, bool moveCamera) public static void PrePassTurn(double beat, bool moveCamera)
{
if (GameManager.instance.currentGame == "rockers")
{
instance.PassTurn(beat, moveCamera);
}
else
{
passedTurns.Add(new QueuedPassTurn
{
beat = beat,
moveCamera = moveCamera
});
}
}
private void PassTurn(double beat, bool moveCamera)
{ {
if (crHandlerInstance.queuedEvents.Count > 0) if (crHandlerInstance.queuedEvents.Count > 0)
{ {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + (length / 2), delegate new BeatAction.Action(beat -1, delegate
{ {
List<CallAndResponseHandler.CallAndResponseEvent> crEvents = crHandlerInstance.queuedEvents; List<CallAndResponseHandler.CallAndResponseEvent> crEvents = crHandlerInstance.queuedEvents;
@ -988,26 +1021,51 @@ namespace HeavenStudio.Games
if (crEvent.tag == "riff") if (crEvent.tag == "riff")
{ {
RockersInput riffComp = Instantiate(rockerInputRef, transform); RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, length + crEvent.relativeBeat, riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, crEvent.relativeBeat,
(PremadeSamples)crEvent["sample"], crEvent["sampleTones"]); (PremadeSamples)crEvent["sample"], crEvent["sampleTones"]);
ScheduleInput(beat, length + crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty); ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
} }
else if (crEvent.tag == "bend") else if (crEvent.tag == "bend")
{ {
RockerBendInput bendComp = Instantiate(rockerBendInputRef, transform); RockerBendInput bendComp = Instantiate(rockerBendInputRef, transform);
bendComp.Init(crEvent["Pitch"], beat, length + crEvent.relativeBeat); bendComp.Init(crEvent["Pitch"], beat, crEvent.relativeBeat);
ScheduleInput(beat, length + crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty); ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
} }
} }
crHandlerInstance.queuedEvents.Clear(); crHandlerInstance.queuedEvents.Clear();
}), }),
new BeatAction.Action(beat + length, delegate { JJ.UnHold(); }) new BeatAction.Action(beat, delegate
{
JJ.UnHold();
if (crHandlerInstance.queuedEvents.Count > 0)
{
List<CallAndResponseHandler.CallAndResponseEvent> crEvents = crHandlerInstance.queuedEvents;
foreach (var crEvent in crEvents)
{
if (crEvent.tag == "riff")
{
RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, crEvent.relativeBeat,
(PremadeSamples)crEvent["sample"], crEvent["sampleTones"]);
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
}
else if (crEvent.tag == "bend")
{
RockerBendInput bendComp = Instantiate(rockerBendInputRef, transform);
bendComp.Init(crEvent["Pitch"], beat, crEvent.relativeBeat);
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
}
}
crHandlerInstance.queuedEvents.Clear();
}
})
}); });
if (moveCamera) if (moveCamera)
{ {
lastTargetCameraX = GameCamera.additionalPosition.x; lastTargetCameraX = GameCamera.additionalPosition.x;
targetCameraX = Soshi.transform.localPosition.x; targetCameraX = Soshi.transform.localPosition.x;
cameraMoveBeat = beat; cameraMoveBeat = beat - 1;
} }
} }
} }

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