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Power Calligraphy fixed (#778)
* Power Calligraphy (WIP) * modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs * comma * onore * sweep * sun * kokoro * Power Calligraphy (WIP) * Changed object to prefab * Force Prepare * Changed so that the next paper is set correctly. * updated controllers
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Assets/Resources/Prefabs/Games/PowerCalligraphy.meta
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@ -130,108 +133,108 @@ AnimatorStateMachine:
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m_StateMachineBehaviours: []
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m_StateMachineBehaviours: []
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
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m_EntryPosition: {x: 50, y: 120, z: 0}
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m_ExitPosition: {x: 800, y: 120, z: 0}
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--- !u!1102 &-5145137798443632087
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--- !u!1102 &-4025366535877007525
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--- !u!1102 &-4197393870582957797
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--- !u!1102 &-2696070812660855879
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--- !u!1102 &-1338064717336534372
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--- !u!1102 &-167105185120364710
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AnimatorState:
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AnimatorState:
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@ -243,13 +246,13 @@ AnimatorController:
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@ -259,131 +262,157 @@ AnimatorController:
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--- !u!1102 &2366465203002491144
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--- !u!1102 &5184258778990741431
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--- !u!1102 &7161411149177303054
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@ -20,74 +20,49 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
new GameAction("re", "Re (レ)")
|
new GameAction("re", "Re (レ)")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re, e["prepare"]); },
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re); },
|
||||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.re); },
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.re); },
|
||||||
parameters = new List<Param>()
|
|
||||||
{
|
|
||||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
||||||
},
|
|
||||||
defaultLength = 8f,
|
defaultLength = 8f,
|
||||||
},
|
},
|
||||||
new GameAction("comma", "Comma (、)")
|
new GameAction("comma", "Comma (、)")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.comma, e["prepare"]); },
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
|
||||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
|
||||||
parameters = new List<Param>()
|
|
||||||
{
|
|
||||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
||||||
},
|
|
||||||
defaultLength = 8f,
|
defaultLength = 8f,
|
||||||
},
|
},
|
||||||
new GameAction("chikara", "Chikara (力)")
|
new GameAction("chikara", "Chikara (力)")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.chikara, e["prepare"]); },
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
|
||||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
|
||||||
parameters = new List<Param>()
|
|
||||||
{
|
|
||||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
||||||
},
|
|
||||||
defaultLength = 8f,
|
defaultLength = 8f,
|
||||||
},
|
},
|
||||||
new GameAction("onore", "Onore (己)")
|
new GameAction("onore", "Onore (己)")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.onore, e["prepare"]); },
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
|
||||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
|
||||||
parameters = new List<Param>()
|
|
||||||
{
|
|
||||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
||||||
},
|
|
||||||
defaultLength = 8f,
|
defaultLength = 8f,
|
||||||
},
|
},
|
||||||
new GameAction("sun", "Sun (寸)")
|
new GameAction("sun", "Sun (寸)")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.sun, e["prepare"]); },
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
|
||||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
|
||||||
parameters = new List<Param>()
|
|
||||||
{
|
|
||||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
||||||
},
|
|
||||||
defaultLength = 8f,
|
defaultLength = 8f,
|
||||||
},
|
},
|
||||||
new GameAction("kokoro", "Kokoro (心)")
|
new GameAction("kokoro", "Kokoro (心)")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.kokoro, e["prepare"]); },
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
|
||||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
|
||||||
parameters = new List<Param>()
|
|
||||||
{
|
|
||||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
||||||
},
|
|
||||||
defaultLength = 8f,
|
defaultLength = 8f,
|
||||||
},
|
},
|
||||||
new GameAction("face", "Face (つるニハ○○ムし)")
|
new GameAction("face", "Face (つるニハ○○ムし)")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat,
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat,
|
||||||
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face, e["prepare"]); },
|
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
|
||||||
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat,
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat,
|
||||||
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
|
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"),
|
new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"),
|
||||||
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
||||||
},
|
},
|
||||||
defaultLength = 12f,
|
defaultLength = 12f,
|
||||||
},
|
},
|
||||||
|
@ -119,14 +94,20 @@ namespace HeavenStudio.Games
|
||||||
using Scripts_PowerCalligraphy;
|
using Scripts_PowerCalligraphy;
|
||||||
public class PowerCalligraphy : Minigame
|
public class PowerCalligraphy : Minigame
|
||||||
{
|
{
|
||||||
|
[Header("References")]
|
||||||
[SerializeField] List<GameObject> basePapers = new List<GameObject>();
|
[SerializeField] List<GameObject> basePapers = new List<GameObject>();
|
||||||
|
[SerializeField] List<RuntimeAnimatorController> fudePosCntls = new List<RuntimeAnimatorController>();
|
||||||
public Transform paperHolder;
|
public Transform paperHolder;
|
||||||
public Writing endPaper;
|
public Animator endPaper;
|
||||||
|
|
||||||
|
public Animator fudePosAnim;
|
||||||
|
public Animator fudeAnim;
|
||||||
|
|
||||||
|
public static int queuedType;
|
||||||
|
|
||||||
|
[Header("Variables")]
|
||||||
public Vector3 scrollSpeed = new Vector3();
|
public Vector3 scrollSpeed = new Vector3();
|
||||||
|
|
||||||
public static Nullable<QueuedPaper> queuedPaper = null;
|
|
||||||
|
|
||||||
public enum CharacterType
|
public enum CharacterType
|
||||||
{
|
{
|
||||||
re,
|
re,
|
||||||
|
@ -139,12 +120,8 @@ namespace HeavenStudio.Games
|
||||||
face_kr,
|
face_kr,
|
||||||
NONE,
|
NONE,
|
||||||
}
|
}
|
||||||
public struct QueuedPaper
|
|
||||||
{
|
|
||||||
public double beat;
|
|
||||||
public int type;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
double gameStartBeat;
|
||||||
public static PowerCalligraphy instance = null;
|
public static PowerCalligraphy instance = null;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
|
@ -152,23 +129,36 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
}
|
}
|
||||||
|
public override void OnGameSwitch(double beat)
|
||||||
|
{
|
||||||
|
gameStartBeat = beat;
|
||||||
|
NextPrepare(beat);
|
||||||
|
}
|
||||||
|
public override void OnPlay(double beat)
|
||||||
|
{
|
||||||
|
OnGameSwitch(beat);
|
||||||
|
}
|
||||||
|
|
||||||
Writing nowPaper;
|
Writing nowPaper;
|
||||||
bool isPrepare = false;
|
bool isPrepare = false;
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
var cond = Conductor.instance;
|
var cond = Conductor.instance;
|
||||||
if (!cond.isPlaying || cond.isPaused) return;
|
if (!cond.isPlaying || cond.isPaused)
|
||||||
|
|
||||||
if (queuedPaper is not null)
|
|
||||||
{
|
{
|
||||||
Prepare(queuedPaper.Value.beat, queuedPaper.Value.type);
|
if (!cond.isPaused) queuedType = (int)CharacterType.NONE;
|
||||||
queuedPaper = null;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (queuedType != (int)CharacterType.NONE)
|
||||||
|
{
|
||||||
|
Prepare(queuedType);
|
||||||
|
queuedType = (int)CharacterType.NONE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||||
{
|
{
|
||||||
if (nowPaper.onGoing && nowPaper.Stroke == 0)
|
if (nowPaper.onGoing && nowPaper.Stroke == 1)
|
||||||
{
|
{
|
||||||
nowPaper.ProcessInput("fast");
|
nowPaper.ProcessInput("fast");
|
||||||
ScoreMiss();
|
ScoreMiss();
|
||||||
|
@ -176,7 +166,7 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
|
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
|
||||||
{
|
{
|
||||||
if (nowPaper.onGoing && nowPaper.Stroke != 0)
|
if (nowPaper.onGoing && nowPaper.Stroke != 1)
|
||||||
{
|
{
|
||||||
nowPaper.ProcessInput("fast");
|
nowPaper.ProcessInput("fast");
|
||||||
ScoreMiss();
|
ScoreMiss();
|
||||||
|
@ -184,44 +174,77 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SpawnPaper(double beat, int type)
|
private void SpawnPaper(int type)
|
||||||
{
|
{
|
||||||
nowPaper = Instantiate(basePapers[type], paperHolder).GetComponent<Writing>();
|
nowPaper = Instantiate(basePapers[type], paperHolder).GetComponent<Writing>();
|
||||||
nowPaper.targetBeat = beat;
|
|
||||||
nowPaper.scrollSpeed = scrollSpeed;
|
nowPaper.scrollSpeed = scrollSpeed;
|
||||||
nowPaper.gameObject.SetActive(true);
|
nowPaper.gameObject.SetActive(true);
|
||||||
nowPaper.Init();
|
nowPaper.Init();
|
||||||
|
fudePosAnim.runtimeAnimatorController = fudePosCntls[type];
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Write(double beat, int type)
|
public void Write(double beat, int type)
|
||||||
{
|
{
|
||||||
if (!isPrepare) Prepare(beat, type);
|
Prepare(type);
|
||||||
|
nowPaper.startBeat = beat;
|
||||||
nowPaper.Play();
|
nowPaper.Play();
|
||||||
isPrepare=false;
|
isPrepare=false;
|
||||||
|
double nextBeat = beat + nowPaper.nextBeat;
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||||
|
new BeatAction.Action(nextBeat, delegate{ NextPrepare(nextBeat);})
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public void QueuePaper(double beat, int type, bool prepare)
|
public void QueuePaper(double beat, int type)
|
||||||
{
|
{
|
||||||
if (GameManager.instance.currentGame != "powerCalligraphy" || prepare)
|
if (GameManager.instance.currentGame != "powerCalligraphy")
|
||||||
{
|
{
|
||||||
queuedPaper = new QueuedPaper()
|
queuedType = type;
|
||||||
{
|
|
||||||
beat = beat,
|
|
||||||
type = type,
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
else if(Conductor.instance.songPositionInBeats < beat)
|
else if(Conductor.instance.songPositionInBeats < beat)
|
||||||
{
|
{
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>(){
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||||
new BeatAction.Action(beat-1, delegate{ Prepare(beat, type);})
|
new BeatAction.Action(beat-1, delegate{ Prepare(type);})
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public void Prepare(double beat, int type)
|
public void Prepare(int type)
|
||||||
{
|
{
|
||||||
SpawnPaper(beat, type);
|
if (!isPrepare)
|
||||||
|
{
|
||||||
|
SpawnPaper(type);
|
||||||
isPrepare = true;
|
isPrepare = true;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
public void NextPrepare(double beat) // Prepare next paper
|
||||||
|
{
|
||||||
|
double endBeat = double.MaxValue;
|
||||||
|
var entities = gameManager.Beatmap.Entities;
|
||||||
|
|
||||||
|
RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > gameStartBeat);
|
||||||
|
endBeat = firstEnd?.beat ?? endBeat;
|
||||||
|
|
||||||
|
RiqEntity nextPaper = entities.Find(v =>
|
||||||
|
(v.datamodel is "powerCalligraphy/re" or "powerCalligraphy/comma" or "powerCalligraphy/chikara" or "powerCalligraphy/onore" or "powerCalligraphy/sun" or "powerCalligraphy/kokoro" or "powerCalligraphy/face")
|
||||||
|
&& v.beat >= beat && v.beat < endBeat);
|
||||||
|
|
||||||
|
if (nextPaper is not null)
|
||||||
|
{
|
||||||
|
int type = nextPaper.datamodel switch
|
||||||
|
{
|
||||||
|
"powerCalligraphy/re" => (int)CharacterType.re,
|
||||||
|
"powerCalligraphy/comma" => (int)CharacterType.comma,
|
||||||
|
"powerCalligraphy/chikara" => (int)CharacterType.chikara,
|
||||||
|
"powerCalligraphy/onore" => (int)CharacterType.onore,
|
||||||
|
"powerCalligraphy/sun" => (int)CharacterType.sun,
|
||||||
|
"powerCalligraphy/kokoro" => (int)CharacterType.kokoro,
|
||||||
|
"powerCalligraphy/face" => nextPaper["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face,
|
||||||
|
_ => throw new NotImplementedException()
|
||||||
|
};
|
||||||
|
|
||||||
|
Prepare(type);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void ChangeScrollSpeed(float x, float y)
|
public void ChangeScrollSpeed(float x, float y)
|
||||||
{
|
{
|
||||||
|
@ -231,7 +254,9 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void TheEnd()
|
public void TheEnd()
|
||||||
{
|
{
|
||||||
endPaper.TheEnd();
|
fudePosAnim.runtimeAnimatorController = fudePosCntls[(int)CharacterType.NONE];
|
||||||
|
fudePosAnim.Play("fudePos-end");
|
||||||
|
endPaper.Play("paper-end");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -2,7 +2,7 @@ using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
|
||||||
using HeavenStudio.Util;
|
using HeavenStudio.Util;
|
||||||
|
|
||||||
|
@ -10,368 +10,168 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
||||||
{
|
{
|
||||||
public class Writing : MonoBehaviour
|
public class Writing : MonoBehaviour
|
||||||
{
|
{
|
||||||
// Declaring the same enum in another class is not beautiful.
|
[Serializable]
|
||||||
public enum CharacterType
|
public struct PatternItem
|
||||||
{
|
{
|
||||||
re,
|
public double beat;
|
||||||
comma,
|
public SoundType soundType;
|
||||||
chikara,
|
public float soundVolume;
|
||||||
onore,
|
public StrokeType stroke;
|
||||||
sun,
|
public FudeType fudeAnim;
|
||||||
kokoro,
|
|
||||||
face,
|
|
||||||
face_kr,
|
|
||||||
NONE,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public double targetBeat;
|
public enum SoundType {
|
||||||
public CharacterType characterType;
|
None = 0,
|
||||||
public Animator paperAnim;
|
brushTap,
|
||||||
public Animator fudePosAnim;
|
brush1,
|
||||||
public Animator fudeAnim;
|
brush2,
|
||||||
|
brush3,
|
||||||
|
reShout,
|
||||||
|
comma1,
|
||||||
|
comma2,
|
||||||
|
comma3,
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum StrokeType {
|
||||||
|
None = 0,
|
||||||
|
TOME = 1,
|
||||||
|
HANE,
|
||||||
|
HARAI,
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum FudeType {
|
||||||
|
None = 0,
|
||||||
|
Release,
|
||||||
|
Tap,
|
||||||
|
Prepare,
|
||||||
|
}
|
||||||
|
|
||||||
|
public double startBeat;
|
||||||
|
public double nextBeat;
|
||||||
|
[SerializeField] PatternItem[] AnimPattern;
|
||||||
|
|
||||||
|
private Animator paperAnim;
|
||||||
|
private SortingGroup paperSort;
|
||||||
|
|
||||||
public Vector3 scrollSpeed;
|
public Vector3 scrollSpeed;
|
||||||
Vector3 scrollRate => scrollSpeed / (Conductor.instance.pitchedSecPerBeat * 2f);
|
Vector3 scrollRate => scrollSpeed / (Conductor.instance.pitchedSecPerBeat * 2f);
|
||||||
|
|
||||||
public bool onGoing = false;
|
public bool onGoing = false;
|
||||||
bool isFinish = false;
|
bool isFinish = false;
|
||||||
int num;
|
int process_num;
|
||||||
enum StrokeType {
|
|
||||||
TOME = 0,
|
|
||||||
HANE,
|
|
||||||
HARAI,
|
|
||||||
}
|
|
||||||
StrokeType stroke;
|
StrokeType stroke;
|
||||||
public int Stroke { get { return (int)stroke; }}
|
public int Stroke { get { return (int)stroke; }}
|
||||||
|
|
||||||
Sound releaseSound = null;
|
|
||||||
|
|
||||||
private PowerCalligraphy game;
|
private PowerCalligraphy game;
|
||||||
|
|
||||||
public void Init()
|
public void Init()
|
||||||
{
|
{
|
||||||
game = PowerCalligraphy.instance;
|
game = PowerCalligraphy.instance;
|
||||||
Anim(0);
|
paperAnim = GetComponent<Animator>();
|
||||||
|
paperSort = GetComponent<SortingGroup>();
|
||||||
|
nextBeat = AnimPattern[^1].beat;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Play()
|
public void Play()
|
||||||
{
|
{
|
||||||
switch(characterType)
|
paperSort.sortingOrder++;
|
||||||
{
|
|
||||||
case CharacterType.re:
|
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
|
||||||
{
|
|
||||||
new MultiSound.Sound("powerCalligraphy/reShout", targetBeat),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+2f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+3f),
|
|
||||||
});
|
|
||||||
BeatAction.New(this, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(targetBeat, delegate { fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}),
|
|
||||||
new BeatAction.Action(targetBeat+2f, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
Anim(1);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+3f, delegate { Anim(2);}),
|
|
||||||
new BeatAction.Action(targetBeat+4f, delegate { Sweep(); stroke = StrokeType.HANE;}),
|
|
||||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(4, "end");}),
|
|
||||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
|
||||||
});
|
|
||||||
game.ScheduleInput(targetBeat+4f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.comma:
|
var sounds = new List<MultiSound.Sound>();
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
var actions = new List<BeatAction.Action>();
|
||||||
{
|
|
||||||
new MultiSound.Sound("powerCalligraphy/comma1", targetBeat),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/comma2", targetBeat+2f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/comma2", targetBeat+3f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/comma3", targetBeat+4f),
|
|
||||||
});
|
|
||||||
BeatAction.New(this, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(targetBeat, delegate { fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}),
|
|
||||||
new BeatAction.Action(targetBeat+2f, delegate { fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}),
|
|
||||||
new BeatAction.Action(targetBeat+3f, delegate { fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}),
|
|
||||||
new BeatAction.Action(targetBeat+4f, delegate { Anim(1);}),
|
|
||||||
new BeatAction.Action(targetBeat+5f, delegate { Halt(); stroke = StrokeType.TOME;}),
|
|
||||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(3, "end");}),
|
|
||||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
|
||||||
});
|
|
||||||
game.ScheduleInput(targetBeat+5f, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.chikara:
|
int anim_num = 0;
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
foreach (var item in AnimPattern)
|
||||||
{
|
{
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat),
|
double itemBeat = startBeat + item.beat;
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+0.5f),
|
string sound = item.soundType switch {
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
SoundType.brushTap => "powerCalligraphy/brushTap",
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+2f),
|
SoundType.brush1 => "powerCalligraphy/brush1",
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+3f),
|
SoundType.brush2 => "powerCalligraphy/brush2",
|
||||||
});
|
SoundType.brush3 => "powerCalligraphy/brush3",
|
||||||
BeatAction.New(this, new List<BeatAction.Action>()
|
SoundType.reShout => "powerCalligraphy/reShout",
|
||||||
{
|
SoundType.comma1 => "powerCalligraphy/comma1",
|
||||||
new BeatAction.Action(targetBeat, delegate
|
SoundType.comma2 => "powerCalligraphy/comma2",
|
||||||
{
|
SoundType.comma3 => "powerCalligraphy/comma3",
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
_ => ""
|
||||||
Anim(1);
|
};
|
||||||
}),
|
if (!string.IsNullOrEmpty(sound)) sounds.Add(new MultiSound.Sound(sound, itemBeat, volume:item.soundVolume));
|
||||||
new BeatAction.Action(targetBeat+0.5f, delegate { Anim(2);}),
|
|
||||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(3);}),
|
|
||||||
new BeatAction.Action(targetBeat+2f, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(4);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+2.5f, delegate { Anim(5);}),
|
|
||||||
new BeatAction.Action(targetBeat+3f, delegate {
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
Anim(6);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+4f, delegate { Sweep(); stroke = StrokeType.HARAI;}),
|
|
||||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(8, "end");}),
|
|
||||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
|
||||||
});
|
|
||||||
game.ScheduleInput(targetBeat+4f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.onore:
|
int current_anim_num;
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
switch (item.fudeAnim)
|
||||||
{
|
{
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat),
|
case FudeType.Release:
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+1f),
|
anim_num++;
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+1.5f),
|
current_anim_num = anim_num;
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+2f),
|
actions.Add(new BeatAction.Action(itemBeat, delegate { Anim(current_anim_num); game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);}));
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+3f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+4f),
|
|
||||||
});
|
|
||||||
BeatAction.New(this, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(targetBeat, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
Anim(1);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(2);}),
|
|
||||||
new BeatAction.Action(targetBeat+1.5f, delegate { Anim(3);}),
|
|
||||||
new BeatAction.Action(targetBeat+2f, delegate { Anim(4);}),
|
|
||||||
new BeatAction.Action(targetBeat+3f, delegate { Anim(5);}),
|
|
||||||
new BeatAction.Action(targetBeat+4f, delegate
|
|
||||||
{
|
|
||||||
Anim(6);
|
|
||||||
Sweep(); stroke = StrokeType.HANE;
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(8, "end");}),
|
|
||||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
|
||||||
});
|
|
||||||
game.ScheduleInput(targetBeat+4f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
break;
|
break;
|
||||||
|
case FudeType.Tap:
|
||||||
case CharacterType.sun:
|
anim_num++;
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
current_anim_num = anim_num;
|
||||||
{
|
actions.Add(new BeatAction.Action(itemBeat, delegate { Anim(current_anim_num); game.fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);}));
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+0.5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+1.5f),
|
|
||||||
});
|
|
||||||
BeatAction.New(this, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(targetBeat, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
Anim(1);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+0.5f, delegate { Anim(2);}),
|
|
||||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(3);}),
|
|
||||||
new BeatAction.Action(targetBeat+1.5f, delegate { Anim(4);}),
|
|
||||||
new BeatAction.Action(targetBeat+2f, delegate { Sweep(); stroke = StrokeType.HANE; num = 1;}),
|
|
||||||
new BeatAction.Action(targetBeat+5f, delegate
|
|
||||||
{
|
|
||||||
Anim(6);
|
|
||||||
Halt(); stroke = StrokeType.TOME; num = 2;
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(8, "end");}),
|
|
||||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
|
||||||
});
|
|
||||||
game.ScheduleInput(targetBeat+2f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
game.ScheduleInput(targetBeat+5f, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
break;
|
break;
|
||||||
|
case FudeType.Prepare:
|
||||||
case CharacterType.kokoro:
|
actions.Add(new BeatAction.Action(itemBeat, delegate { game.fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}));
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
|
||||||
{
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+4f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+4.5f, volume:0.3f), // +Agb
|
|
||||||
});
|
|
||||||
BeatAction.New(this, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(targetBeat, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
Anim(1);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+0.5f, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
Anim(2);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+1f, delegate
|
|
||||||
{
|
|
||||||
Anim(3);
|
|
||||||
Sweep(); stroke = StrokeType.HANE; num = 1;
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+3.5f, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(5);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+4f, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
Anim(6);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+4.5f, delegate
|
|
||||||
{
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(7);
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+5f, delegate { Halt(); stroke = StrokeType.TOME; num = 2;}),
|
|
||||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(9, "end");}),
|
|
||||||
new BeatAction.Action(targetBeat+7f, delegate { Finish();}),
|
|
||||||
});
|
|
||||||
game.ScheduleInput(targetBeat+1f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
game.ScheduleInput(targetBeat+5f, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
break;
|
break;
|
||||||
|
default:
|
||||||
case CharacterType.face:
|
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
|
||||||
{
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+2f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+2.5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+3f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+4f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+4.5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+5.5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+6f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+6.5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+7f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+7.25f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+7.5f),
|
|
||||||
});
|
|
||||||
BeatAction.New(this, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(targetBeat, delegate { Anim(1);}),
|
|
||||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(2);}),
|
|
||||||
new BeatAction.Action(targetBeat+1.5f, delegate { Anim(3);}),
|
|
||||||
new BeatAction.Action(targetBeat+2f, delegate { Anim(4);}),
|
|
||||||
new BeatAction.Action(targetBeat+2.5f, delegate { Anim(5);}),
|
|
||||||
new BeatAction.Action(targetBeat+3f, delegate { Anim(6);}),
|
|
||||||
new BeatAction.Action(targetBeat+3.5f, delegate { Anim(7);}),
|
|
||||||
new BeatAction.Action(targetBeat+4f, delegate { Anim(8);}),
|
|
||||||
new BeatAction.Action(targetBeat+4.5f, delegate { Anim(9);}),
|
|
||||||
new BeatAction.Action(targetBeat+4.75f, delegate { Anim(10);}),
|
|
||||||
new BeatAction.Action(targetBeat+5f, delegate { Anim(11);}),
|
|
||||||
new BeatAction.Action(targetBeat+5.25f, delegate { Anim(12);}),
|
|
||||||
new BeatAction.Action(targetBeat+5.5f, delegate { Anim(13);}),
|
|
||||||
new BeatAction.Action(targetBeat+6f, delegate { Anim(14);}),
|
|
||||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(15);}),
|
|
||||||
new BeatAction.Action(targetBeat+7f, delegate { Anim(16);}),
|
|
||||||
new BeatAction.Action(targetBeat+7.25f, delegate { Anim(17);}),
|
|
||||||
new BeatAction.Action(targetBeat+7.5f, delegate { Anim(18);}),
|
|
||||||
new BeatAction.Action(targetBeat+7.75f, delegate { Anim(19);}),
|
|
||||||
new BeatAction.Action(targetBeat+8f, delegate
|
|
||||||
{
|
|
||||||
Anim(20);
|
|
||||||
Sweep(); stroke = StrokeType.HARAI;
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+10.5f, delegate { Anim(22, "end");}),
|
|
||||||
new BeatAction.Action(targetBeat+11f, delegate { Finish();}),
|
|
||||||
});
|
|
||||||
game.ScheduleInput(targetBeat+8f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.face_kr:
|
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
|
||||||
{
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+1f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+2f), // korean
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+2.5f), // korean
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+3.25f), // korean
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+4f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+4.5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush2", targetBeat+5.5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+6f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush1", targetBeat+6.5f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+7f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brush3", targetBeat+7.25f),
|
|
||||||
new MultiSound.Sound("powerCalligraphy/brushTap", targetBeat+7.5f),
|
|
||||||
});
|
|
||||||
BeatAction.New(this, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(targetBeat, delegate { Anim(1);}),
|
|
||||||
new BeatAction.Action(targetBeat+1f, delegate { Anim(2);}),
|
|
||||||
new BeatAction.Action(targetBeat+1.75f, delegate { Anim(3);}),
|
|
||||||
new BeatAction.Action(targetBeat+2f, delegate { Anim(4);}),
|
|
||||||
new BeatAction.Action(targetBeat+2.5f, delegate { Anim(5);}),
|
|
||||||
new BeatAction.Action(targetBeat+3.25f, delegate { Anim(6);}),
|
|
||||||
new BeatAction.Action(targetBeat+3.5f, delegate { Anim(7);}),
|
|
||||||
new BeatAction.Action(targetBeat+4f, delegate { Anim(8);}),
|
|
||||||
new BeatAction.Action(targetBeat+4.5f, delegate { Anim(9);}),
|
|
||||||
new BeatAction.Action(targetBeat+4.75f, delegate { Anim(10);}),
|
|
||||||
new BeatAction.Action(targetBeat+5f, delegate { Anim(11);}),
|
|
||||||
new BeatAction.Action(targetBeat+5.25f, delegate { Anim(12);}),
|
|
||||||
new BeatAction.Action(targetBeat+5.5f, delegate { Anim(13);}),
|
|
||||||
new BeatAction.Action(targetBeat+6f, delegate { Anim(14);}),
|
|
||||||
new BeatAction.Action(targetBeat+6.5f, delegate { Anim(15);}),
|
|
||||||
new BeatAction.Action(targetBeat+7f, delegate { Anim(16);}),
|
|
||||||
new BeatAction.Action(targetBeat+7.25f, delegate { Anim(17);}),
|
|
||||||
new BeatAction.Action(targetBeat+7.5f, delegate { Anim(18);}),
|
|
||||||
new BeatAction.Action(targetBeat+7.75f, delegate { Anim(19);}),
|
|
||||||
new BeatAction.Action(targetBeat+8f, delegate
|
|
||||||
{
|
|
||||||
Anim(20);
|
|
||||||
Sweep(); stroke = StrokeType.HARAI;
|
|
||||||
}),
|
|
||||||
new BeatAction.Action(targetBeat+10.5f, delegate { Anim(22, "end");}),
|
|
||||||
new BeatAction.Action(targetBeat+11f, delegate { Finish();}),
|
|
||||||
});
|
|
||||||
game.ScheduleInput(targetBeat+8f, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int current_anim_num_1;
|
||||||
|
switch(item.stroke)
|
||||||
|
{
|
||||||
|
case StrokeType.TOME:
|
||||||
|
anim_num++;
|
||||||
|
current_anim_num_1 = anim_num;
|
||||||
|
actions.Add(new BeatAction.Action(itemBeat, delegate {
|
||||||
|
Halt(); stroke = StrokeType.TOME; process_num = current_anim_num_1;}));
|
||||||
|
actions.Add(new BeatAction.Action(itemBeat, delegate { onGoing = true;}));
|
||||||
|
game.ScheduleInput(itemBeat, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||||
|
break;
|
||||||
|
case StrokeType.HANE:
|
||||||
|
anim_num++;
|
||||||
|
current_anim_num_1 = anim_num;
|
||||||
|
actions.Add(new BeatAction.Action(itemBeat, delegate {
|
||||||
|
Sweep(); stroke = StrokeType.HANE; process_num = current_anim_num_1;}));
|
||||||
|
actions.Add(new BeatAction.Action(itemBeat+1, delegate { onGoing = true;}));
|
||||||
|
game.ScheduleInput(itemBeat, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||||
|
break;
|
||||||
|
case StrokeType.HARAI:
|
||||||
|
anim_num++;
|
||||||
|
current_anim_num_1 = anim_num;
|
||||||
|
actions.Add(new BeatAction.Action(itemBeat, delegate {
|
||||||
|
Sweep(); stroke = StrokeType.HARAI; process_num = current_anim_num_1;}));
|
||||||
|
actions.Add(new BeatAction.Action(itemBeat+1, delegate { onGoing = true;}));
|
||||||
|
game.ScheduleInput(itemBeat, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
actions.Add(new BeatAction.Action(startBeat + nextBeat, delegate { Finish();}));
|
||||||
|
|
||||||
|
if (sounds.Count > 0) MultiSound.Play(sounds.ToArray());
|
||||||
|
if (actions.Count > 0) BeatAction.New(game, actions);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TOME
|
// TOME
|
||||||
private void Halt()
|
private void Halt()
|
||||||
{
|
{
|
||||||
onGoing = true;
|
game.fudeAnim.Play("fude-halt");
|
||||||
fudeAnim.Play("fude-halt");
|
SoundByte.PlayOneShotGame("powerCalligraphy/releaseB1");
|
||||||
releaseSound = SoundByte.PlayOneShotGame("powerCalligraphy/releaseB1", forcePlay: true);
|
|
||||||
}
|
}
|
||||||
// HANE HARAI
|
// HANE HARAI
|
||||||
private void Sweep()
|
private void Sweep()
|
||||||
{
|
{
|
||||||
onGoing = true;
|
game.fudeAnim.Play("fude-sweep");
|
||||||
fudeAnim.Play("fude-sweep");
|
SoundByte.PlayOneShotGame("powerCalligraphy/releaseA1", forcePlay: true);
|
||||||
releaseSound = SoundByte.PlayOneShotGame("powerCalligraphy/releaseA1", forcePlay: true);
|
|
||||||
}
|
}
|
||||||
private void Finish()
|
private void Finish()
|
||||||
{
|
{
|
||||||
isFinish = true;
|
isFinish = true;
|
||||||
fudeAnim.Play("fude-none");
|
game.fudeAnim.Play("fude-none");
|
||||||
paperAnim.enabled = false;
|
paperAnim.enabled = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
private void writeSuccess(PlayerActionEvent caller, float state)
|
private void writeSuccess(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
if (state >= 1f)
|
if (state >= 1f)
|
||||||
|
@ -398,90 +198,20 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
||||||
public void ProcessInput(string input)
|
public void ProcessInput(string input)
|
||||||
{
|
{
|
||||||
onGoing = false;
|
onGoing = false;
|
||||||
switch(characterType)
|
Anim(process_num, input);
|
||||||
{
|
|
||||||
case CharacterType.re:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(3, input);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.comma:
|
|
||||||
switch (input) {
|
|
||||||
case "just":
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
Anim(2, input);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.chikara:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(7, input);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.onore:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(7, input);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.sun:
|
|
||||||
if (num==1) {
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(5, input);
|
|
||||||
} else {
|
|
||||||
switch (input) {
|
|
||||||
case "just":
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
Anim(7, input);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.kokoro:
|
|
||||||
if (num==1) {
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(4, input);
|
|
||||||
} else {
|
|
||||||
switch (input) {
|
|
||||||
case "just":
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
Anim(8, input);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.face:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(21, input);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.face_kr:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
Anim(21, input);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (input)
|
switch (input)
|
||||||
{
|
{
|
||||||
case "just":
|
case "just":
|
||||||
switch (stroke) {
|
switch (stroke) {
|
||||||
case StrokeType.TOME:
|
case StrokeType.TOME:
|
||||||
|
game.fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
|
||||||
SoundByte.PlayOneShotGame("powerCalligraphy/releaseB2");
|
SoundByte.PlayOneShotGame("powerCalligraphy/releaseB2");
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case StrokeType.HANE:
|
case StrokeType.HANE:
|
||||||
case StrokeType.HARAI:
|
case StrokeType.HARAI:
|
||||||
|
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||||
SoundByte.PlayOneShotGame("powerCalligraphy/releaseA2");
|
SoundByte.PlayOneShotGame("powerCalligraphy/releaseA2");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -491,12 +221,15 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
||||||
case "fast":
|
case "fast":
|
||||||
switch (stroke) { // WIP
|
switch (stroke) { // WIP
|
||||||
case StrokeType.TOME:
|
case StrokeType.TOME:
|
||||||
|
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||||
SoundByte.PlayOneShotGame("powerCalligraphy/8");
|
SoundByte.PlayOneShotGame("powerCalligraphy/8");
|
||||||
break;
|
break;
|
||||||
case StrokeType.HANE:
|
case StrokeType.HANE:
|
||||||
|
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||||
SoundByte.PlayOneShotGame("powerCalligraphy/6");
|
SoundByte.PlayOneShotGame("powerCalligraphy/6");
|
||||||
break;
|
break;
|
||||||
case StrokeType.HARAI:
|
case StrokeType.HARAI:
|
||||||
|
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||||
SoundByte.PlayOneShotGame("powerCalligraphy/9");
|
SoundByte.PlayOneShotGame("powerCalligraphy/9");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -504,76 +237,32 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// not work
|
|
||||||
if (input == "fast" && releaseSound is not null)
|
|
||||||
{
|
|
||||||
releaseSound.Stop();
|
|
||||||
releaseSound = null;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Miss()
|
public void Miss()
|
||||||
{
|
{
|
||||||
onGoing = false;
|
onGoing = false;
|
||||||
SoundByte.PlayOneShotGame("powerCalligraphy/7"); // WIP
|
SoundByte.PlayOneShotGame("powerCalligraphy/7"); // WIP
|
||||||
switch(characterType)
|
Anim(process_num, "miss");
|
||||||
{
|
|
||||||
case CharacterType.re:
|
switch (stroke) {
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
case StrokeType.TOME:
|
||||||
|
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case CharacterType.comma:
|
case StrokeType.HANE:
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
case StrokeType.HARAI:
|
||||||
fudePosAnim.DoScaledAnimationAsync("fudePos-comma02-miss", 0.5f);
|
game.fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.chikara:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.onore:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.sun:
|
|
||||||
if (num==1) {
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
|
||||||
} else {
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
fudePosAnim.DoScaledAnimationAsync("fudePos-sun07-miss", 0.5f);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.kokoro:
|
|
||||||
if (num==1) {
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
|
||||||
} else {
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
|
|
||||||
fudePosAnim.DoScaledAnimationAsync("fudePos-kokoro08-miss", 0.5f);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.face:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case CharacterType.face_kr:
|
|
||||||
fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Anim(int num, string str = "")
|
private void Anim(int num, string str = "")
|
||||||
{
|
{
|
||||||
string pattern =
|
string pattern = num.ToString() + str;
|
||||||
characterType.ToString()
|
|
||||||
+ num.ToString("D2") + ((str != "") ? "-" + str : str);
|
|
||||||
|
|
||||||
fudePosAnim.DoScaledAnimationAsync("fudePos-" + pattern, 0.5f);
|
|
||||||
paperAnim.DoScaledAnimationAsync("paper-" + pattern, 0.5f);
|
|
||||||
|
|
||||||
|
|
||||||
|
game.fudePosAnim.DoScaledAnimationAsync(pattern, 0.5f);
|
||||||
|
paperAnim.DoScaledAnimationAsync(pattern, 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
|
@ -588,15 +277,9 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy
|
||||||
// Paper scroll.
|
// Paper scroll.
|
||||||
var paperPos = transform.localPosition;
|
var paperPos = transform.localPosition;
|
||||||
transform.localPosition = paperPos + (scrollRate * Time.deltaTime);
|
transform.localPosition = paperPos + (scrollRate * Time.deltaTime);
|
||||||
if (beat >= targetBeat + 24) Destroy(gameObject);
|
if (beat >= startBeat + 24) Destroy(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TheEnd()
|
|
||||||
{
|
|
||||||
fudePosAnim.Play("fudePos-end");
|
|
||||||
paperAnim.Play("paper-end");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue