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
This commit is contained in:
フマジメ 2024-03-11 21:22:30 +09:00 committed by GitHub
parent 3eefc631b1
commit 85b6fe8bdb
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79 changed files with 9037 additions and 11810 deletions

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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");
} }
} }
} }

View file

@ -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");
}
} }
} }