Lockstep Initialization (#203)

* Lockstep

fansodnason

* More Lockstep

Implemented the new sprites (still needs work). Added new Icon.

* More lockstep stuff

i have no clue

* Animation Tweaking

I fiddled around with numbers weeeeeeeeeeeeeeee
This commit is contained in:
RaffyTaffy14 2023-01-16 23:29:05 -05:00 committed by GitHub
parent 171dca57d3
commit 8d28f3977f
46 changed files with 3563 additions and 0 deletions

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/* I do not know crap about Unity or C#
Almost none of this code is mine, but it's all fair game when the game you're stealing from
borrowed from other games */
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrBackbeatLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("lockstep", "Lockstep \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Bop(e.beat, e["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", false, "Reset Pose", "Resets to idle pose.")
},
defaultLength = 1f,
},
new GameAction("hai", "Hai!")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
defaultLength = 1f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
},
new GameAction("offbeatSwitch", "Switch to Offbeat")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatSwitch(e.beat); },
defaultLength = 8f
},
new GameAction("onbeatSwitch", "Switch to Onbeat")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OffbeatSwitch(e.beat); },
defaultLength = 2f
},
new GameAction("marching", "Onbeat Stepping")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatStep(e.beat, e.length); },
defaultLength = 4f,
resizable = true,
hidden = true
},
new GameAction("startStepping", "Start Stepping")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.BeginStepping(e.beat); },
defaultLength = 1f,
hidden = true
},
new GameAction("test1", "onbeat march test")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatMarch(e.beat); },
defaultLength = 1f,
hidden = true
}
});
}
}
}
namespace HeavenStudio.Games
{
// using Scripts_Lockstep;
public class Lockstep : Minigame
{
// private Animator stepswitcher;
public Animator stepswitcherP;
public Animator stepswitcher0;
public Animator stepswitcher1;
public GameObject Player;
[Header("Properties")]
public GameEvent bop = new GameEvent();
public bool goStep;
public float steppingLength;
public float steppingStartBeat;
private float lastReportedBeat = 0f;
public static Lockstep instance { get; set; }
// Start is called before the first frame update
void Awake()
{
instance = this;
goStep = false;
}
// Update is called once per frame
public void Update()
{
var cond = Conductor.instance;
if (goStep)
{
print("stepping is on");
if (Conductor.instance.ReportBeat(ref lastReportedBeat))
{
print("one small step for switch");
Jukebox.PlayOneShotGame("Lockstep/marchOnBeat1");
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
}
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
//Jukebox.PlayOneShot("miss");
var beatAnimCheck = Math.Round(Conductor.instance.songPositionInBeats * 2);
print("check: " + beatAnimCheck);
var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
Jukebox.PlayOneShotGame("lockstep/miss");
stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
}
}
public void Bop(float beat, bool reset)
{
if(reset)
{
stepswitcher0.DoScaledAnimationAsync("BopReset", 0.5f);
stepswitcher1.DoScaledAnimationAsync("BopReset", 0.5f);
stepswitcherP.DoScaledAnimationAsync("BopReset", 0.5f);
}
else
{
stepswitcher0.DoScaledAnimationAsync("Bop", 0.5f);
stepswitcher1.DoScaledAnimationAsync("Bop", 0.5f);
stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
}
}
public void Hai(float beat)
{
Jukebox.PlayOneShotGame("lockstep/switch1");
}
public void BeginStepping(float beat)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { goStep = true; }),
});
print("Start Stepping");
print(goStep);
}
public void OnbeatSwitch(float beat)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("lockstep/switch1", beat),
new MultiSound.Sound("lockstep/switch1", beat + 1f),
new MultiSound.Sound("lockstep/switch1", beat + 2f),
new MultiSound.Sound("lockstep/switch2", beat + 3f),
new MultiSound.Sound("lockstep/switch3", beat + 3.5f),
new MultiSound.Sound("lockstep/switch4", beat + 4.5f),
new MultiSound.Sound("lockstep/switch4", beat + 5.5f),
new MultiSound.Sound("lockstep/switch4", beat + 6.5f),
new MultiSound.Sound("lockstep/switch4", beat + 7.5f),
}, forcePlay: false);
}
public void OffbeatSwitch(float beat)
{
var sound = new MultiSound.Sound[]
{
new MultiSound.Sound("lockstep/switch5", beat),
new MultiSound.Sound("lockstep/switch6", beat + 0.5f),
new MultiSound.Sound("lockstep/switch5", beat + 1f),
new MultiSound.Sound("lockstep/switch6", beat + 1.5f)
};
MultiSound.Play(sound);
}
public void OnbeatStep(float beat, float length)
{
/*marching.length = length;
marching.startBeat = beat;
print("onbeatstep len: " + marching.length);
print("onbeatstep start: " + marching.startBeat);*/
}
public void OnbeatMarch(float beat)
{
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
Jukebox.PlayOneShotGame("lockstep/marchOnbeat1");
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_Lockstep
{
public class StepSwitcher : PlayerActionObject
{
// Start is called before the first frame update
void Awake()
{
}
// Update is called once per frame
void Update()
{
}
}
}

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