Marching Orders Rework + Bug Fixes (#442)

* first things first, kill mr. downbeat.

now onto fixing meat grinder forrealzies

* meat grinder fix

* fixed munchy monk icon + mr upbeat ding bug

* a few little changes

* lotta stuff

yeahh just look at the pr description

* point and clap

* anim Adjustment

* new sheet + adjustments for it

* IM USING THE INTERNET

i hate merge conflicts

* grrr merge conflicts

* insane changes

* progress

* fixed The Spaceball Camera Bug (literally a single line of code wtf guys)
* colrs

* k im done :3

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
AstrlJelly 2023-06-04 00:30:42 -04:00 committed by GitHub
parent f0b68bdcd1
commit a206ddf400
76 changed files with 19587 additions and 1855 deletions

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tangentMode: 0 tangentMode: 0
@ -56,7 +56,7 @@ AnimationClip:
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3 - serializedVersion: 3
time: 0.75 time: 0.75
value: {x: 1.7, y: -1.8, z: 0} value: {x: 1.7, y: -1.2, z: 0}
inSlope: {x: 0, y: 0, z: 0} inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0} outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0 tangentMode: 0
@ -163,7 +163,7 @@ AnimationClip:
m_Level: 0 m_Level: 0
m_CycleOffset: 0 m_CycleOffset: 0
m_HasAdditiveReferencePose: 0 m_HasAdditiveReferencePose: 0
m_LoopTime: 1 m_LoopTime: 0
m_LoopBlend: 0 m_LoopBlend: 0
m_LoopBlendOrientation: 0 m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0 m_LoopBlendPositionY: 0
@ -234,7 +234,7 @@ AnimationClip:
m_Curve: m_Curve:
- serializedVersion: 3 - serializedVersion: 3
time: 0 time: 0
value: -1.8 value: -1.2
inSlope: 0 inSlope: 0
outSlope: 0 outSlope: 0
tangentMode: 136 tangentMode: 136
@ -243,7 +243,7 @@ AnimationClip:
outWeight: 0.33333334 outWeight: 0.33333334
- serializedVersion: 3 - serializedVersion: 3
time: 0.033333335 time: 0.033333335
value: -1.8 value: -1.2
inSlope: 0 inSlope: 0
outSlope: 0 outSlope: 0
tangentMode: 136 tangentMode: 136
@ -252,7 +252,7 @@ AnimationClip:
outWeight: 0.33333334 outWeight: 0.33333334
- serializedVersion: 3 - serializedVersion: 3
time: 0.083333336 time: 0.083333336
value: -1.8 value: -1.2
inSlope: 0 inSlope: 0
outSlope: 0 outSlope: 0
tangentMode: 136 tangentMode: 136
@ -261,7 +261,7 @@ AnimationClip:
outWeight: 0.33333334 outWeight: 0.33333334
- serializedVersion: 3 - serializedVersion: 3
time: 0.15 time: 0.15
value: -1.8 value: -1.2
inSlope: 0 inSlope: 0
outSlope: 0 outSlope: 0
tangentMode: 136 tangentMode: 136
@ -270,7 +270,7 @@ AnimationClip:
outWeight: 0.33333334 outWeight: 0.33333334
- serializedVersion: 3 - serializedVersion: 3
time: 0.75 time: 0.75
value: -1.8 value: -1.2
inSlope: 0 inSlope: 0
outSlope: 0 outSlope: 0
tangentMode: 136 tangentMode: 136

View file

@ -756,9 +756,9 @@ TextureImporter:
name: Background name: Background
rect: rect:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 2
y: 0 y: 0
width: 1983 width: 1979
height: 1108 height: 1108
alignment: 0 alignment: 0
pivot: {x: 0.5, y: 0.5} pivot: {x: 0.5, y: 0.5}

View file

@ -3976,13 +3976,6 @@ AnimationClip:
m_HasGenericRootTransform: 0 m_HasGenericRootTransform: 0
m_HasMotionFloatCurves: 0 m_HasMotionFloatCurves: 0
m_Events: m_Events:
- time: 0
functionName: AnimationColor
data:
objectReferenceParameter: {fileID: 0}
floatParameter: 0
intParameter: 1
messageOptions: 0
- time: 0.016666668 - time: 0.016666668
functionName: AnimationColor functionName: AnimationColor
data: data:

View file

@ -25,7 +25,7 @@ namespace HeavenStudio
public double songPositionAsDouble => songPos; public double songPositionAsDouble => songPos;
// Current song position, in beats // Current song position, in beats
private double songPosBeat; // for Conductor use only public double songPosBeat; // for Conductor use only
public float songPositionInBeats => (float) songPosBeat; public float songPositionInBeats => (float) songPosBeat;
public double songPositionInBeatsAsDouble => songPosBeat; public double songPositionInBeatsAsDouble => songPosBeat;

View file

@ -454,17 +454,17 @@ namespace HeavenStudio.Games
{ {
string[] sounds = new string[] { }; string[] sounds = new string[] { };
if (type == 0) switch (type)
{ {
case 0:
sounds = new string[] { "djSchool/scratchoHey1", "djSchool/scratchoHey2", "djSchool/scratchoHey3", "djSchool/scratchoHey4", "djSchool/hey" }; sounds = new string[] { "djSchool/scratchoHey1", "djSchool/scratchoHey2", "djSchool/scratchoHey3", "djSchool/scratchoHey4", "djSchool/hey" };
} break;
else if (type == 1) case 1:
{
sounds = new string[] { "djSchool/scratchoHeyAlt1", "djSchool/scratchoHeyAlt2", "djSchool/scratchoHeyAlt3", "djSchool/scratchoHeyAlt4", "djSchool/heyAlt" }; sounds = new string[] { "djSchool/scratchoHeyAlt1", "djSchool/scratchoHeyAlt2", "djSchool/scratchoHeyAlt3", "djSchool/scratchoHeyAlt4", "djSchool/heyAlt" };
} break;
else if (type == 2) default:
{
sounds = new string[] { "djSchool/scratchoHeyLoud1", "djSchool/scratchoHeyLoud2", "djSchool/scratchoHeyLoud3", "djSchool/scratchoHeyLoud4", "djSchool/heyLoud" }; sounds = new string[] { "djSchool/scratchoHeyLoud1", "djSchool/scratchoHeyLoud2", "djSchool/scratchoHeyLoud3", "djSchool/scratchoHeyLoud4", "djSchool/heyLoud" };
break;
} }
float timing = 0f; float timing = 0f;

View file

@ -17,37 +17,30 @@ namespace HeavenStudio.Games.Scripts_DJSchool
UpSecond = 6, UpSecond = 6,
} }
[SerializeField] List<Sprite> djYellowHeadSprites = new List<Sprite>(); [SerializeField] List<Sprite> djYellowHeadSprites = new List<Sprite>();
[SerializeField] SpriteRenderer djYellowHeadSrpite; [SerializeField] SpriteRenderer djYellowHeadSprite;
float normalXScale; float normalXScale;
float negativeXScale; float negativeXScale;
void Awake() void Awake()
{ {
normalXScale = djYellowHeadSrpite.transform.localScale.x; normalXScale = djYellowHeadSprite.transform.localScale.x;
negativeXScale = -normalXScale; negativeXScale = -normalXScale;
} }
public void ChangeHeadSprite(DJExpression expression) public void ChangeHeadSprite(DJExpression expression)
{ {
if (expression == DJExpression.UpFirst && HeadSpriteCheck(DJExpression.UpSecond)) return; if (expression == DJExpression.UpFirst && HeadSpriteCheck(DJExpression.UpSecond)) return;
djYellowHeadSrpite.sprite = djYellowHeadSprites[(int)expression]; djYellowHeadSprite.sprite = djYellowHeadSprites[(int)expression];
} }
public bool HeadSpriteCheck(DJExpression expression) public bool HeadSpriteCheck(DJExpression expression)
{ {
return djYellowHeadSrpite.sprite == djYellowHeadSprites[(int)expression]; return djYellowHeadSprite.sprite == djYellowHeadSprites[(int)expression];
} }
public void Reverse(bool should = false) public void Reverse(bool should = false)
{ {
if (should) djYellowHeadSprite.transform.localScale = new Vector3(should ? negativeXScale : normalXScale, normalXScale, normalXScale);
{
djYellowHeadSrpite.transform.localScale = new Vector3(negativeXScale, normalXScale, normalXScale);
}
else
{
djYellowHeadSrpite.transform.localScale = new Vector3(normalXScale, normalXScale, normalXScale);
}
} }
} }
} }

View file

@ -15,11 +15,8 @@ namespace HeavenStudio.Games.Scripts_DJSchool
public static bool soundFX; public static bool soundFX;
[Header("Properties")] [Header("Properties")]
public float holdBeat;
public float swipeBeat;
public bool isHolding; public bool isHolding;
public bool shouldBeHolding; public bool shouldBeHolding;
public bool eligible;
public bool missed; public bool missed;
public bool swiping; public bool swiping;
bool canBoo = true; bool canBoo = true;
@ -29,7 +26,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
[SerializeField] private GameObject flashFX; [SerializeField] private GameObject flashFX;
[SerializeField] private GameObject flashFXInverse; [SerializeField] private GameObject flashFXInverse;
[SerializeField] private GameObject TurnTable; [SerializeField] private GameObject TurnTable;
[SerializeField] private GameObject slamFX; //[SerializeField] private GameObject slamFX;
AudioMixerGroup mixer; AudioMixerGroup mixer;
private Animator tableAnim; private Animator tableAnim;
@ -222,7 +219,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
tableAnim.speed = 1; tableAnim.speed = 1;
tableAnim.DoScaledAnimationAsync("Student_Turntable_Swipe", 0.5f); tableAnim.DoScaledAnimationAsync("Student_Turntable_Swipe", 0.5f);
Instantiate(slamFX, this.transform.parent).SetActive(true); //Instantiate(slamFX, this.transform.parent).SetActive(true);
mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f); mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f);
} }
else else
@ -238,7 +235,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
tableAnim.speed = 1; tableAnim.speed = 1;
tableAnim.DoScaledAnimationAsync("Student_Turntable_Swipe", 0.5f); tableAnim.DoScaledAnimationAsync("Student_Turntable_Swipe", 0.5f);
Instantiate(slamFX, this.transform.parent).SetActive(true); //Instantiate(slamFX, this.transform.parent).SetActive(true);
mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f); mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f);
} }

View file

@ -125,16 +125,13 @@ namespace HeavenStudio.Games.Scripts_DogNinja
private void Hit(PlayerActionEvent caller, float state) private void Hit(PlayerActionEvent caller, float state)
{ {
game.DogAnim.SetBool("needPrepare", false); game.DogAnim.SetBool("needPrepare", false);
if (state >= 1f || state <= -1f) { if (state >= 1f || state <= -1f) JustSlice();
JustSlice(); else SuccessSlice();
} else {
SuccessSlice();
}
} }
private void Miss(PlayerActionEvent caller) private void Miss(PlayerActionEvent caller)
{ {
if (!DogAnim.GetBool("needPrepare")) ; if (!DogAnim.GetBool("needPrepare")) return;
DogAnim.DoScaledAnimationAsync("UnPrepare", 0.5f); DogAnim.DoScaledAnimationAsync("UnPrepare", 0.5f);
DogAnim.SetBool("needPrepare", false); DogAnim.SetBool("needPrepare", false);
} }

View file

@ -11,6 +11,7 @@
// AFTER FEATURE COMPLETION // AFTER FEATURE COMPLETION
// - delete all notes once the minigame is considered feature-complete // - delete all notes once the minigame is considered feature-complete
using HeavenStudio.Common;
using HeavenStudio.Util; using HeavenStudio.Util;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
@ -27,78 +28,137 @@ namespace HeavenStudio.Games.Loaders
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length, e["bop"], e["autoBop"]); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length, e["bop"], e["autoBop"], e["clap"]); },
defaultLength = 1f, defaultLength = 1f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("bop", true, "Bop", "Should the cadets bop?"), new Param("bop", true, "Bop", "Should the cadets bop?"),
new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?") new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?"),
new Param("clap", false, "Clap", "Should the cadets clap instead of bop?"),
} }
}, },
new GameAction("marching", "Cadets March")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.PreMarch(e.beat, e.length);
},
defaultLength = 4f,
resizable = true,
},
new GameAction("attention", "Attention...") new GameAction("attention", "Attention...")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
defaultLength = 2f, defaultLength = 2f,
preFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);} preFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
}, },
new GameAction("march", "March!") new GameAction("march", "March!")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat, e["toggle"]); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
defaultLength = 2f, defaultLength = 2f,
parameters = new List<Param> parameters = new List<Param>
{ {
new Param("toggle", false, "Disable Voice", "Disable the Drill Sergeant's call") new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call")
}, },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat, e["toggle"]);} priority = 5,
}, },
new GameAction("faceTurn", "Face Turn")
new GameAction("halt", "Halt!")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, function = delegate {
defaultLength = 2f, var e = eventCaller.currentEntity;
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);} MarchingOrders.instance.FaceTurn(e.beat, e["direction"], false, e["point"]);
}, },
new GameAction("face turn", "Direction to Turn")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"], false); },
defaultLength = 4f, defaultLength = 4f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction the sergeant wants the cadets to face"), new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "The duration of the turning event"), new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
//new Param("toggle", false, "Point", "Do the pointing animation instead of just the head turn")
} }
}, },
new GameAction("faceTurnFast", "Fast Face Turn")
/*new GameAction("background", "Set the Background") colors aren't implemented yet
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BackgroundColorSet(e.beat, e["type"], e["type2"], e["colorDefault"], e["colorPipe"], e["colorFloor"], e["colorFill"]); }, function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.FaceTurn(e.beat, e["direction"], true, e["point"]);
},
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
}
},
new GameAction("halt", "Halt!")
{
function = delegate { MarchingOrders.instance.Halt(eventCaller.currentEntity.beat); },
defaultLength = 2f,
inactiveFunction = delegate { MarchingOrders.HaltSound(eventCaller.currentEntity.beat);}
},
new GameAction("go", "Go!")
{
function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.MoveConveyor(e.length, e["start"], e["direction"]);
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the conveyor"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Direction"),
},
defaultLength = 7f,
resizable = true,
},
new GameAction("background", "Background Colors")
{
function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.BackgroundColorSet(e["preset"], e["colorFill"], e["colorTiles1"], e["colorTiles2"], e["colorTiles3"], e["colorPipes1"], e["colorPipes2"], e["colorPipes3"], e["colorConveyor1"], e["colorConveyor2"]);
},
defaultLength = 0.5f, defaultLength = 0.5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", MarchingOrders.BackgroundColor.Blue, "Color", "The game Background Color"), new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Choose from a preset, or choose custom and set colors below"),
new Param("type2", MarchingOrders.BackgroundType.SingleColor, "Color Type", "The way the color is applied to the background"), new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Sets the color of the wall"),
new Param("colorDefault", new Color(), "Wall Color", "Sets the color of the wall"), new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Sets the color of the tile outline"),
new Param("colorPipe", new Color(), "Pipes Color", "Sets the color of the pipes"), new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Sets the color of the tile shading"),
new Param("colorFloor", new Color(), "Floor Color", "Sets the color of the floor and conveyer belt"), new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Sets the color of the tile's main color"),
new Param("colorFill", new Color(), "Fill Color", "Sets the fill color") new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Sets the color of the pipes' outline"),
new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Sets the color of the pipes' shading"),
new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Sets the color of the pipes"),
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Sets the color of the conveyer belt"),
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Sets the conveyor's trim color"),
} }
},*/ },
}, // this cause problems with the background
new GameAction("forceMarching", "Force Marching")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length);
},
preFunctionLength = 1,
resizable = true,
},
// hidden in the editor but here cuz backwards compatibility
new GameAction("marching", "Start Marching (old)")
{
hidden = false,
preFunction = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length);
},
preFunctionLength = 1,
resizable = true,
},
new GameAction("face turn", "Direction to Turn (old)")
{
hidden = true,
function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.FaceTurn(e.beat, e["type"], e["type2"], false);
},
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("type", MarchingOrders.Direction.Right, "Direction", "The direction the sergeant wants the cadets to face"),
new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "The duration of the turning event"),
}
},
},
new List<string>() { "agb", "normal" }, new List<string>() { "agb", "normal" },
"agbmarcher", "en", "agbmarcher", "en",
new List<string>() { "en", "jp" } new List<string>() { "en", "jp" }
@ -114,413 +174,342 @@ namespace HeavenStudio.Games
{ {
public static MarchingOrders instance; public static MarchingOrders instance;
[Header("Sarge")] static List<float> queuedMarches = new List<float>();
public Animator Sarge;
public Animator Steam;
[Header("Cadets")] [Header("Animators")]
public Animator Cadet1; [SerializeField] Animator Sarge;
public Animator Cadet2; [SerializeField] Animator Steam;
public Animator Cadet3; [SerializeField] Animator[] Cadets = new Animator[3];
public Animator CadetPlayer; [SerializeField] Animator[] CadetHeads = new Animator[3];
public Animator CadetHead1; [SerializeField] Animator CadetPlayer;
public Animator CadetHead2; [SerializeField] Animator CadetHeadPlayer;
public Animator CadetHead3;
public Animator CadetHeadPlayer;
[Header("Background")] [Header("Colorable")]
public GameObject BGMain1; [SerializeField] Material[] RecolorMats;
public SpriteRenderer Background; [SerializeField] SpriteRenderer[] BackgroundRecolorable;
public SpriteRenderer Pipes; static Color BGColor1 = new Color(0.26f, 0.35f, 0.4f), BGColor2 = new Color(0.16f, 0.25f, 0.29f);
public SpriteRenderer Floor;
public SpriteRenderer Wall;
public SpriteRenderer Conveyor;
[Header("Color Map")] [Header("Objects")]
public static Color pipesColor; [SerializeField] ScrollObject[] ConveyorGo;
public static Color floorColor;
public static Color wallColor;
public static Color fillColor;
[Header("Game Events")] [Header("Variables")]
bool goBop; bool goBop;
public GameEvent bop = new GameEvent(); bool shouldClap;
public GameEvent noBop = new GameEvent(); bool keepMarching;
public GameEvent marching = new GameEvent();
private int marchOtherCount; private int marchOtherCount;
private int marchPlayerCount; private int marchPlayerCount;
private int turnLength; private float lastMissBeat;
private int background; private float lastReportedBeat;
private float steamTime; public static float wantMarch = float.MinValue;
static float wantMarch = float.MaxValue;
static float wantMarchLength = 0f;
public enum DirectionFaceTurn public enum Direction
{ {
Right, Right,
Left, Left,
} }
public enum FaceTurnLength public enum FaceTurnLength
{ {
Normal, Normal,
Fast, Fast,
} }
public enum BackgroundColor public enum BackgroundColor
{ {
Blue,
Yellow, Yellow,
Blue,
Custom, Custom,
} }
public enum BackgroundType
{
SingleColor,
DifferentColor
}
// Start is called before the first frame update
void Awake() void Awake()
{ {
instance = this; instance = this;
for (int i = 0; i < BackgroundRecolorable.Length; i++) BackgroundRecolorable[i].color = i == 0 ? BGColor1 : BGColor2;
}
void Update()
{
for (int i = 0; i < BackgroundRecolorable.Length; i++) BackgroundRecolorable[i].color = i == 0 ? BGColor1 : BGColor2;
if (wantMarch != float.MinValue) {
queuedMarches.Add(wantMarch);
marchOtherCount =
marchPlayerCount = 0;
keepMarching = true;
wantMarch = float.MinValue;
}
if (goBop && Conductor.instance.ReportBeat(ref lastReportedBeat)) {
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
CadetPlayer.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
}
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
if (queuedMarches.Count > 0) {
foreach (var march in queuedMarches) {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(march, delegate {
ScheduleInput(march, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
}),
new BeatAction.Action(march + 1, delegate {
marchOtherCount++;
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
if (keepMarching) queuedMarches.Add(march + 1);
}),
});
}
queuedMarches.Clear();
}
}
if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
ConveyorGo[0].gameObject.transform.position = new Vector3(0, 0);
ConveyorGo[1].gameObject.transform.position = new Vector3(6.181f, -3.37f);
}
// input stuff below
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
Miss();
marchPlayerCount++;
CadetPlayer.DoScaledAnimationAsync((marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"), 0.5f);
}
if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN)) {
Miss();
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.LEFT) && !IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN)) {
Miss();
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.RIGHT) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN)) {
Miss();
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
} }
public void LeftSuccess(PlayerActionEvent caller, float state) public void LeftSuccess(PlayerActionEvent caller, float state)
{ {
if (state <= -1f || state >= 1f) TurnSuccess(state, "L");
{ }
Jukebox.PlayOneShot("nearNiss");
} public void RightSuccess(PlayerActionEvent caller, float state)
else {
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer"); TurnSuccess(state, "R");
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f); }
public void LeftPointSuccess(PlayerActionEvent caller, float state)
{
TurnSuccess(state, "L", true);
}
public void RightPointSuccess(PlayerActionEvent caller, float state)
{
TurnSuccess(state, "R", true);
}
void TurnSuccess(float state, string dir, bool shouldPoint = false)
{
if (state <= -1f || state >= 1f) Jukebox.PlayOneShot("nearMiss");
else Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("Face"+dir, 0.5f);
if (shouldPoint) CadetPlayer.DoScaledAnimationAsync("Point"+dir, 0.5f);
} }
public void GenericMiss(PlayerActionEvent caller) public void GenericMiss(PlayerActionEvent caller)
{ {
if (Conductor.instance.songPositionInBeats - lastMissBeat <= 1.1f) return;
Miss();
}
public void Miss()
{
lastMissBeat = Conductor.instance.songPositionInBeats;
Jukebox.PlayOneShot("miss"); Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f); Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f); Steam.DoScaledAnimationAsync("Steam", 0.5f);
} }
public void LeftEmpty(PlayerActionEvent caller) {}
public void RightSuccess(PlayerActionEvent caller, float state)
{
if (state <= -1f || state >= 1f)
{
Jukebox.PlayOneShot("nearNiss");
}
else
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
public void RightEmpty(PlayerActionEvent caller) {}
public void MarchHit(PlayerActionEvent caller, float state) public void MarchHit(PlayerActionEvent caller, float state)
{ {
if (state <= -1f || state >= 1f) if (state <= -1f || state >= 1f) Jukebox.PlayOneShot("nearMiss");
{ else Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
Jukebox.PlayOneShot("nearNiss");
}
else
Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
marchPlayerCount++; marchPlayerCount++;
CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f); CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
} }
public void MarchEmpty(PlayerActionEvent caller) {}
public void HaltHit(PlayerActionEvent caller, float state) public void HaltHit(PlayerActionEvent caller, float state)
{ {
if (state <= -1f || state >= 1f) if (state <= -1f || state >= 1f) Jukebox.PlayOneShot("nearMiss");
{ else Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
Jukebox.PlayOneShot("nearNiss");
}
else
Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f); CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
} }
public void HaltEmpty(PlayerActionEvent caller) {} public void BopAction(float beat, float length, bool shouldBop, bool autoBop, bool clap)
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
var currBeat = cond.songPositionInBeats;
if (cond.songPositionInBeatsAsDouble >= wantMarch)
{
PrepareMarch(wantMarch, wantMarchLength, true);
wantMarch = float.MaxValue;
}
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, true))
{
if (goBop)
{
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
}
}
if (!IsExpectingInputNow(InputType.STANDARD_DOWN))
{
if (PlayerInput.Pressed())
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
marchPlayerCount++;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
}
}
if (!IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
{
if (PlayerInput.AltPressed())
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
}
if (!IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN))
{
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.LEFT))
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
}
if (!IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
{
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.RIGHT))
{
Jukebox.PlayOneShot("miss");
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
}
}
public void BopAction(float beat, float length, bool shouldBop, bool autoBop)
{ {
goBop = autoBop; goBop = autoBop;
if (shouldBop) shouldClap = clap;
{ if (shouldBop) {
for (int i = 0; i < length; i++) for (int i = 0; i < length; i++) {
{ BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() new BeatAction.Action(beat + i, delegate {
{ foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
new BeatAction.Action(beat + i, delegate CadetPlayer.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
{
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
}) })
}); });
} }
} }
} }
public static void PreMarch(float beat, float length)
{
wantMarch = beat - 1;
wantMarchLength = length;
}
public void PrepareMarch(float beat, float length = 0, bool first = false)
{
if (GameManager.instance.currentGame != "marchingOrders")
return;
if (first)
{
marching.length = length;
marching.startBeat = beat + 1;
marchOtherCount = 0;
marchPlayerCount = 0;
}
else
{
marchOtherCount++;
Cadet1.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
}
if (beat + 1 < marching.startBeat + marching.length)
{
Debug.Log($"PrepareMarch next {beat + 1}, {marching.startBeat}, {marching.length}");
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1f, delegate {
PrepareMarch(beat + 1);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/stepOther", beat + 1),
}, true);
}),
});
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);
}
}
public void SargeAttention(float beat) public void SargeAttention(float beat)
{ {
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(gameObject, new List<BeatAction.Action>() {
{ new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
}); });
} }
public void SargeMarch(float beat, bool noVoice) public static void SargeMarch(float beat, bool noVoice)
{ {
marchOtherCount = 0; if (MarchingOrders.wantMarch != float.MinValue) return;
marchPlayerCount = 0; MarchingOrders.wantMarch = beat + 1;
MarchSound(beat, noVoice);
if (!noVoice) if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
Sarge.DoScaledAnimationAsync("Talk", 0.5f);
if (GameManager.instance.currentGame == "marchingOrders") {
MarchingOrders.instance.PreMarch(beat);
if (!noVoice) MarchingOrders.instance.Sarge.DoScaledAnimationAsync("Talk", 0.5f);
}
}
public void ForceMarching(float beat, float length)
{
for (int i = 0; i < length; i++) {
ScheduleInput(beat + i - 1, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate {
marchOtherCount++;
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
}),
});
}
}
public void PreMarch(float beat)
{
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}), new BeatAction.Action(beat + 1f, delegate {
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}), foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("MarchL", 0.5f);
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}), CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}), }),
}); });
} }
public void SargeHalt(float beat) public void Halt(float beat)
{ {
keepMarching = false;
HaltSound(beat); HaltSound(beat);
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, HaltEmpty); ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, Empty);
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}), new BeatAction.Action(beat + 1f, delegate { foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("Halt", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("Halt", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}),
}); });
} }
public void SargeFaceTurn(float beat, int type, int type2, bool toggle) public void FaceTurn(float beat, int direction, bool isFast, bool shouldPoint)
{ {
string fastTurn = ""; // x is true if the direction is right
switch (type2) bool x = (direction == 0);
{ int turnLength = (isFast ? 0 : 1);
case (int) MarchingOrders.FaceTurnLength.Fast:
turnLength = 0;
fastTurn = "fast";
break;
default:
turnLength = 1;
fastTurn = "";
break;
}
ScheduleInput(beat, turnLength + 2f, x ? InputType.DIRECTION_RIGHT_DOWN : InputType.DIRECTION_LEFT_DOWN, x ? (shouldPoint ? RightPointSuccess : RightSuccess) : (shouldPoint ? LeftPointSuccess : LeftSuccess), GenericMiss, Empty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn1{(isFast ? "fast" : "")}", beat),
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn2{(isFast ? "fast" : "")}", beat + 0.5f),
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
switch (type) BeatAction.New(gameObject, new List<BeatAction.Action>() {
{ new BeatAction.Action(beat + turnLength + 2f,delegate {
case (int) MarchingOrders.DirectionFaceTurn.Left: if (shouldPoint) foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync($"Point{(x ? "R" : "L")}", 0.5f);
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty); foreach (var head in CadetHeads) head.DoScaledAnimationAsync($"Face{(x ? "R" : "L")}", 0.5f);
MultiSound.Play(new MultiSound.Sound[] { })
new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat), });
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);
else Cadet1.DoScaledAnimationAsync("PointL"); }),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);
else Cadet2.DoScaledAnimationAsync("PointL");}),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);
else Cadet3.DoScaledAnimationAsync("PointL");}),
});
break;
default:
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);
else Cadet1.DoScaledAnimationAsync("PointR");}),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);
else Cadet2.DoScaledAnimationAsync("PointR");}),
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);
else Cadet3.DoScaledAnimationAsync("PointR");}),
});
break;
}
BeatAction.New(gameObject, new List<BeatAction.Action>() BeatAction.New(gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
}); });
} }
/*public void BackgroundColorSet(float beat, int type, int colorType, Color wall, Color pipes, Color floor, Color fill) public void BackgroundColorSet(int preset, Color fill, Color tiles1, Color tiles2, Color tiles3, Color pipes1, Color pipes2, Color pipes3, Color conveyor1, Color conveyor2)
{ {
background = type; if (preset == 2) UpdateMaterialColor(fill, tiles1, tiles2, tiles3, pipes1, pipes2, pipes3, conveyor1, conveyor2);
if (colorType == (int) MarchingOrders.BackgroundColor.Custom) else {
{ bool x = preset == 0;
pipesColor = pipes; UpdateMaterialColor(
floorColor = floor; x ? new Color(0.26f, 0.36f, 0.39f) : new Color(0.25f, 0.45f, 0.52f),
wallColor = wall; x ? new Color(1f, 0.76f, 0.52f) : new Color(0.45f, 0.71f, 0.81f),
fillColor = fill; x ? new Color(1f, 0.6f, 0.2f) : new Color(0.65f, 0.87f, 0.94f),
x ? new Color(1f, 0.68f, 0f) : new Color(0.65f, 0.87f, 0.94f),
x ? new Color(0.41f, 0.54f, 0.34f) : new Color(0.36f, 0.58f, 0.64f),
x ? new Color(0.43f, 0.8f, 0.45f) : new Color(0.48f, 0.65f, 0.71f),
x ? new Color(0.48f, 0.89f, 0.54f) : new Color(0.48f, 0.65f, 0.71f),
x ? new Color(0.16f, 0.25f, 0.3f) : new Color(0.32f, 0.55f, 0.62f),
x ? new Color(0.55f, 0.57f, 0.04f) : new Color(0.17f, 0.31f, 0.35f)
);
} }
Pipes.color = pipesColor;
UpdateMaterialColour(pipes, floor, wall);
} }
public static void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol) public void UpdateMaterialColor(Color fill, Color tiles1, Color tiles2, Color tiles3, Color pipes1, Color pipes2, Color pipes3, Color conveyor1, Color conveyor2)
{ {
pipesColor = mainCol; BGColor1 = fill;
floorColor = highlightCol; BGColor2 = conveyor1;
wallColor = objectCol;
}*/ Recolor(0, tiles3, tiles2, tiles1);
Recolor(1, pipes2, pipes1, pipes3);
Recolor(2, new Color(0, 0, 0), conveyor1, conveyor2);
void Recolor(int i, Color color1, Color color2, Color color3) {
RecolorMats[i].SetColor("_ColorAlpha", color1);
RecolorMats[i].SetColor("_ColorBravo", color2);
RecolorMats[i].SetColor("_ColorDelta", color3);
}
}
public static void AttentionSound(float beat) public static void AttentionSound(float beat)
{ {
PlaySoundSequence("marchingOrders", "zentai", beat - 1); PlaySoundSequence("marchingOrders", "zentai", beat - 1);
} }
public static void MarchSound(float beat, bool noVoice)
{
if (!noVoice)
{
PlaySoundSequence("marchingOrders", "susume", beat);
}
}
public static void HaltSound(float beat) public static void HaltSound(float beat)
{ {
PlaySoundSequence("marchingOrders", "tomare", beat); PlaySoundSequence("marchingOrders", "tomare", beat);
} }
public void MoveConveyor(float length, bool go, int direction)
{
foreach (var scroll in ConveyorGo) {
scroll.SpeedMod = ((direction == 0 ? 20 : -20)/length)*(Conductor.instance.songBpm/100);
scroll.AutoScroll = go;
}
}
static void Empty(PlayerActionEvent caller) { }
} }
} }

View file

@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
{ {
defaultLength = 4f, defaultLength = 4f,
resizable = true, resizable = true,
priority = 1, priority = 5,
preFunction = delegate { preFunction = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MeatGrinder.PreInterval(e.beat, e.length); MeatGrinder.PreInterval(e.beat, e.length);
@ -58,7 +58,7 @@ namespace HeavenStudio.Games.Loaders
new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"), new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
}, },
resizable = true, resizable = true,
priority = 4, priority = 1,
}, },
}, },
new List<string>() {"pco", "normal", "repeat"}, new List<string>() {"pco", "normal", "repeat"},
@ -93,7 +93,6 @@ namespace HeavenStudio.Games
bool intervalStarted; bool intervalStarted;
float intervalStartBeat; float intervalStartBeat;
bool bossBop = true; bool bossBop = true;
bool hasSignaled;
public float beatInterval = 4f; public float beatInterval = 4f;
public bool bossAnnoyed = false; public bool bossAnnoyed = false;
private float lastReportedBeat = 0f; private float lastReportedBeat = 0f;
@ -118,6 +117,7 @@ namespace HeavenStudio.Games
if (queuedInputs.Count > 0) queuedInputs.Clear(); if (queuedInputs.Count > 0) queuedInputs.Clear();
if (queuedIntervals.Count > 0) queuedIntervals.Clear(); if (queuedIntervals.Count > 0) queuedIntervals.Clear();
intervalStarted = false; intervalStarted = false;
beatInterval = 4f;
} }
foreach (var evt in scheduledInputs) foreach (var evt in scheduledInputs)
{ {
@ -127,17 +127,7 @@ namespace HeavenStudio.Games
private void Update() private void Update()
{ {
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) { if (PlayerInput.Pressed(true) && (!IsExpectingInputNow(InputType.STANDARD_DOWN) || !IsExpectingInputNow(InputType.DIRECTION_DOWN))) {
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
if (!Conductor.instance.NotStopped()) {
intervalStarted = false;
beatInterval = 4f;
}
if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
ScoreMiss();
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f); TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false); TackAnim.SetBool("tackMeated", false);
Jukebox.PlayOneShotGame(sfxName+"whiff"); Jukebox.PlayOneShotGame(sfxName+"whiff");
@ -160,24 +150,19 @@ namespace HeavenStudio.Games
&& bossBop) && bossBop)
{ {
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f); BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
}; }
} }
public void Bop(float beat, float length, bool doesBop, bool autoBop) public void Bop(float beat, float length, bool doesBop, bool autoBop)
{ {
bossBop = autoBop; bossBop = autoBop;
if (doesBop) if (doesBop) {
{ for (int i = 0; i < length; i++) {
for (int i = 0; i < length; i++) BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
{ new BeatAction.Action(beat + i, delegate {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal")) {
{
new BeatAction.Action(beat + i, delegate
{
if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal"))
{
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f); BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
}; }
}) })
}); });
} }
@ -235,17 +220,13 @@ namespace HeavenStudio.Games
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f); BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"signal"); Jukebox.PlayOneShotGame(sfxName+"signal");
if (!intervalStarted) StartInterval(beat, beatInterval);
{
StartInterval(beat, beatInterval);
}
queuedInputs.Add(beat - intervalStartBeat); queuedInputs.Add(beat - intervalStartBeat);
} }
public void PassTurn(float beat) public void PassTurn(float beat)
{ {
hasSignaled = false;
intervalStarted = false; intervalStarted = false;
foreach (var input in queuedInputs) foreach (var input in queuedInputs)
{ {

View file

@ -13,7 +13,6 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
public float cueLength; public float cueLength;
public bool cueBased; public bool cueBased;
public string meatType; public string meatType;
bool animCheck;
[Header("Animators")] [Header("Animators")]
private Animator anim; private Animator anim;
@ -39,14 +38,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
private void Update() private void Update()
{ {
if (GameManager.instance.currentGame != "meatGrinder") { if (anim.IsPlayingAnimationName("DarkIdle") || anim.IsPlayingAnimationName("LightIdle")) GameObject.Destroy(gameObject);
GameObject.Destroy(gameObject);
}
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
GameObject.Destroy(gameObject);
}
if (anim.IsAnimationNotPlaying() && animCheck) GameObject.Destroy(gameObject);
} }
private void InputActions(bool annoyBoss, string whichSfx, string whichAnim) private void InputActions(bool annoyBoss, string whichSfx, string whichAnim)
@ -60,7 +52,6 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
{ {
game.TackAnim.SetBool("tackMeated", false); game.TackAnim.SetBool("tackMeated", false);
anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f); anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f);
animCheck = true;
if (state >= 1f || state <= -1f) { if (state >= 1f || state <= -1f) {
InputActions(true, "tink", "TackHitBarely"); InputActions(true, "tink", "TackHitBarely");

View file

@ -13,36 +13,38 @@ namespace HeavenStudio.Games.Loaders
public static class AgbUpbeatLoader public static class AgbUpbeatLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("mrUpbeat", "Mr. Upbeat", "ffffff", false, false, new List<GameAction>() return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List<GameAction>()
{ {
new GameAction("start stepping", "Start Stepping")
new GameAction("prepare", "Prepare")
{ {
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.StartStepping(e.beat, e.length, e["force"]); }, preFunction = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.StartStepping(e.beat, e.length);
},
defaultLength = 4f, defaultLength = 4f,
resizable = true, resizable = true,
parameters = new List<Param>()
{
new Param("force", false, "Force Mr. Downbeat", "Forces inputs to not be only on the offbeats"),
}
}, },
new GameAction("ding", "Ding!") new GameAction("ding", "Ding!")
{ {
function = delegate { preFunction = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"], e["stopBlipping"]); }, MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"]);
},
defaultLength = 0.5f, defaultLength = 0.5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", false, "Applause", "Plays an applause sound effect."), new Param("toggle", false, "Applause", "Plays an applause sound effect."),
new Param("stopBlipping", true, "Stop Blipping?", "When the stepping stops, should the blipping stop too?"), new Param("stopBlipping", true, "Stop Blipping?", "When the stepping stops, should the blipping stop too?"),
} },
preFunctionLength = 1f,
}, },
new GameAction("changeBG", "Change Background Color") new GameAction("changeBG", "Change Background Color")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); }, MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
defaultLength = 1f, },
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
@ -75,11 +77,39 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"), new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"),
new Param("shouldGrow", true, "Grow Antenna?", "Should Mr. Upbeat's antenna grow?"), new Param("shouldGrow", true, "Grow Antenna?", "Should Mr. Upbeat's antenna grow every blip?"),
new Param("resetBlip", false, "Reset Antenna?", "Should Mr. Upbeat's antenna reset?"), new Param("resetBlip", false, "Reset Antenna?", "Should Mr. Upbeat's antenna reset?"),
new Param("blip", true, "Should Blip?", "Should Mr. Upbeat blip every offbeat?"), new Param("blip", true, "Should Blip?", "Should Mr. Upbeat blip every offbeat?"),
} }
}, },
// will implement these soon
new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
//MrUpbeat.CountIn(e.beat, e.length);
},
defaultLength = 4f,
resizable = true,
hidden = true,
},
new GameAction("countOffbeat", "4 Beat Count-In")
{
//function = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
parameters = new List<Param>()
{
new Param("number", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
},
hidden = true,
},
// backwards compatibility !!!!
new GameAction("start stepping", "Start Stepping")
{
hidden = true,
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.StartStepping(e.beat, e.length); },
resizable = true,
},
}, },
new List<string>() {"agb", "keep"}, new List<string>() {"agb", "keep"},
"agboffbeat", "en", "agboffbeat", "en",
@ -107,15 +137,16 @@ namespace HeavenStudio.Games
[Header("Properties")] [Header("Properties")]
private Tween bgColorTween; private Tween bgColorTween;
public int stepIterate = 0; public int stepIterate = 0;
public static float downbeatMod = 0.5f;
public static bool shouldBlip; public static bool shouldBlip;
static bool noDing; static bool isStepping;
static bool shouldntStop;
public static MrUpbeat instance; public static MrUpbeat instance;
private void Awake() private void Awake()
{ {
instance = this; instance = this;
isStepping = false;
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0)); blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
} }
@ -131,8 +162,8 @@ namespace HeavenStudio.Games
if (queuedInputs.Count > 0) queuedInputs.Clear(); if (queuedInputs.Count > 0) queuedInputs.Clear();
} }
// these variables wouldn't get reset, even when you go in and out of unity play mode???
shouldBlip = false; shouldBlip = false;
isStepping = false;
stepIterate = 0; stepIterate = 0;
foreach (var evt in scheduledInputs) foreach (var evt in scheduledInputs)
{ {
@ -142,8 +173,7 @@ namespace HeavenStudio.Games
public void Update() public void Update()
{ {
var cond = Conductor.instance; if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
if (cond.isPlaying && !cond.isPaused) {
if (queuedInputs.Count > 0) { if (queuedInputs.Count > 0) {
foreach (var input in queuedInputs) { foreach (var input in queuedInputs) {
string dir = stepIterate % 2 == 1 ? "Right" : "Left"; string dir = stepIterate % 2 == 1 ? "Right" : "Left";
@ -152,7 +182,7 @@ namespace HeavenStudio.Games
instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f); instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
Jukebox.PlayOneShotGame("mrUpbeat/metronome" + dir); Jukebox.PlayOneShotGame("mrUpbeat/metronome" + dir);
ScheduleInput(input, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing); ScheduleInput(input, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
if (MrUpbeat.noDing) queuedInputs.Add(input + 1); if (MrUpbeat.shouldntStop) queuedInputs.Add(input + 1);
}), }),
}); });
stepIterate++; stepIterate++;
@ -166,47 +196,36 @@ namespace HeavenStudio.Games
} }
} }
public void Ding(bool applause, bool stopBlipping) public static void Ding(float beat, bool applause, bool stopBlipping)
{ {
Jukebox.PlayOneShotGame("mrUpbeat/ding"); MrUpbeat.shouldntStop = false;
if (applause) Jukebox.PlayOneShot("applause"); BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
if (stopBlipping) shouldBlip = false; new BeatAction.Action(beat, delegate {
MrUpbeat.isStepping = false;
Jukebox.PlayOneShotGame("mrUpbeat/ding");
if (applause) Jukebox.PlayOneShot("applause");
if (stopBlipping) MrUpbeat.shouldBlip = false;
}),
});
} }
public static void StartStepping(float beat, float length, bool force) public static void StartStepping(float beat, float length)
{ {
// mr. downbeat stuff. god i hate mr. downbeat if (MrUpbeat.isStepping) return;
// force != true means that mr. upbeat will always blip/step on the offbeats MrUpbeat.isStepping = true;
beat = force ? beat - 0.5f : MathF.Floor(beat);
downbeatMod = force ? (beat % 1) : 0.5f;
if (GameManager.instance.currentGame != "mrUpbeat") { if (GameManager.instance.currentGame != "mrUpbeat") {
Blipping(beat, length); Blipping(beat, length);
MrUpbeat.shouldBlip = true; MrUpbeat.shouldBlip = true;
} else { } else {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() { BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate { new BeatAction.Action(MathF.Floor(beat), delegate {
MrUpbeat.shouldBlip = true; MrUpbeat.shouldBlip = true;
}), }),
}); });
} }
var dings = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "ding" });
if (dings.Count == 0) { MrUpbeat.shouldntStop = true;
MrUpbeat.noDing = true; queuedInputs.Add(MathF.Floor(beat+length));
queuedInputs.Add(beat + (force ? length : MathF.Floor(length)));
return;
}
MrUpbeat.noDing = false;
int whichDing = 0;
for (int i = 0; i < dings.Count; i++) {
if (dings[i].beat > beat) {
whichDing = i;
break;
}
}
for (int i = (int)length; i < dings[whichDing].beat - beat; i++) {
queuedInputs.Add(beat + i - (force ? downbeatMod : 0));
}
} }
public static void Blipping(float beat, float length) public static void Blipping(float beat, float length)
@ -223,8 +242,8 @@ namespace HeavenStudio.Games
} }
} }
for (int i = 0; i < switchGames[whichSwitch].beat - beat - 0.5f; i++) { for (int i = 0; i < switchGames[whichSwitch].beat - MathF.Floor(beat) - 0.5f; i++) {
blips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i)); blips.Add(new MultiSound.Sound("mrUpbeat/blip", MathF.Floor(beat) + 0.5f + i));
} }
MultiSound.Play(blips.ToArray(), forcePlay: true); MultiSound.Play(blips.ToArray(), forcePlay: true);
@ -271,12 +290,31 @@ namespace HeavenStudio.Games
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool blip) public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool blip)
{ {
if (shouldGrow && man.blipSize < 4) man.blipSize++; man.shouldGrow = shouldGrow;
if (resetBlip) man.blipSize = 0; if (resetBlip) {
man.blipSize = 0;
man.shouldGrow = false;
}
man.blipString = inputLetter; man.blipString = inputLetter;
shouldBlip = blip; shouldBlip = blip;
} }
/*
public static void Count(int number)
{
Jukebox.PlayOneShotGame("mrUpbeat/count"+(number + 1), forcePlay: true);
}
public static void CountIn(float beat, float length)
{
var sound = new List<MultiSound.Sound>() {
};
MultiSound.Play(sound.ToArray(), forcePlay: true);
}
*/
public void Nothing(PlayerActionEvent caller) {} public void Nothing(PlayerActionEvent caller) {}
} }
} }

View file

@ -20,24 +20,22 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
public int stepTimes = 0; public int stepTimes = 0;
public int blipSize = 0; public int blipSize = 0;
public bool shouldGrow;
public string blipString = "M"; public string blipString = "M";
public void Blip() public void Blip()
{ {
float c = Conductor.instance.songPositionInBeats; float c = Conductor.instance.songPositionInBeats;
// checks if the position is on an offbeat; accurate until you get down to 20 fps or so (i.e unplayable)
float pos = ((MathF.Floor(c * 10)/10 % 1) == 0.5f) ? MathF.Floor(c) : MathF.Round(c);
// recursive, should happen on the offbeat (unless downbeatMod is different)
BeatAction.New(gameObject, new List<BeatAction.Action>() { BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(pos + MrUpbeat.downbeatMod, delegate { new BeatAction.Action(MathF.Floor(c) + 0.5f, delegate {
if (MrUpbeat.shouldBlip) { if (MrUpbeat.shouldBlip) {
Jukebox.PlayOneShotGame("mrUpbeat/blip"); Jukebox.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip"+(blipSize+1), 0, 0); blipAnim.Play("Blip"+(blipSize+1), 0, 0);
blipText.text = (blipSize == 4 && blipString != "") ? blipString : ""; blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
if (shouldGrow && blipSize < 4) blipSize++;
} }
}), }),
new BeatAction.Action(pos + MrUpbeat.downbeatMod + 0.999f, delegate { new BeatAction.Action(MathF.Floor(c) + 1f, delegate {
Blip(); Blip();
}), }),
}); });

View file

@ -109,6 +109,10 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"], e["vineBoom"]); MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"], e["vineBoom"]);
}, },
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.PlayMonkAnimInactive(e["vineBoom"]);
},
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"), new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"),
@ -211,8 +215,6 @@ namespace HeavenStudio.Games
float movingLength; float movingLength;
string moveAnim; string moveAnim;
EasingFunction.Ease lastEase; EasingFunction.Ease lastEase;
private Dumpling currentDumpling;
ScrollObject[] scrollObjects; ScrollObject[] scrollObjects;
const string sfxName = "munchyMonk/"; const string sfxName = "munchyMonk/";
@ -227,9 +229,7 @@ namespace HeavenStudio.Games
private void Start() private void Start()
{ {
scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None); scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
foreach (var obj in scrollObjects) { foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent;
obj.SpeedMod = scrollModCurrent;
}
} }
private void OnDestroy() private void OnDestroy()
@ -254,15 +254,12 @@ namespace HeavenStudio.Games
private void Update() private void Update()
{ {
// input stuff // input stuff
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) if (PlayerInput.Pressed(true) && (!IsExpectingInputNow(InputType.STANDARD_DOWN) || !IsExpectingInputNow(InputType.DIRECTION_DOWN))) {
{
MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f); MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"slap"); Jukebox.PlayOneShotGame(sfxName+"slap");
isStaring = false; isStaring = false;
// early input stuff // early input stuff
if (dumplings.Count != 0) { if (dumplings.Count != 0) InputFunctions(3);
InputFunctions(3);
}
} }
// blushes when done eating but not when staring // blushes when done eating but not when staring
@ -285,18 +282,14 @@ namespace HeavenStudio.Games
} }
// resets the monk when game is stopped // resets the monk when game is stopped
if (!Conductor.instance.NotStopped()) { if (!Conductor.instance.NotStopped()) MonkAnim.DoScaledAnimationAsync("Idle", 0.5f);
MonkAnim.DoScaledAnimationAsync("Idle", 0.5f);
}
if (isMoving) { if (isMoving) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength); float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase); EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPos = func(0f, 1f, normalizedBeat); float newPos = func(0f, 1f, normalizedBeat);
MonkHolderAnim.DoNormalizedAnimation(moveAnim, newPos); MonkHolderAnim.DoNormalizedAnimation(moveAnim, newPos);
if (normalizedBeat >= 1f) { if (normalizedBeat >= 1f) isMoving = false;
isMoving = false;
}
} }
if (scrollRampUp) { if (scrollRampUp) {
@ -308,24 +301,22 @@ namespace HeavenStudio.Games
scrollModCurrent = scrollMod; scrollModCurrent = scrollMod;
} }
foreach (var obj in scrollObjects) { foreach (var obj in scrollObjects) obj.SpeedMod = newPos;
obj.SpeedMod = newPos;
}
} }
// cue queuing stuff // cue queuing stuff
if (queuedOnes.Count > 0) { if (queuedOnes.Count > 0) {
foreach (var dumpling in queuedOnes) { OneGoCue(dumpling.beat, dumpling.color1); } foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1);
queuedOnes.Clear(); queuedOnes.Clear();
} }
if (queuedTwoTwos.Count > 0) { if (queuedTwoTwos.Count > 0) {
foreach (var dumpling in queuedTwoTwos) { TwoTwoCue(dumpling.beat, dumpling.color1, dumpling.color2); } foreach (var dumpling in queuedTwoTwos) TwoTwoCue(dumpling.beat, dumpling.color1, dumpling.color2);
queuedTwoTwos.Clear(); queuedTwoTwos.Clear();
} }
if (queuedThrees.Count > 0) { if (queuedThrees.Count > 0) {
foreach (var dumpling in queuedThrees) { ThreeGoCue(dumpling.beat, dumpling.color1, dumpling.color2, dumpling.color3); } foreach (var dumpling in queuedThrees) ThreeGoCue(dumpling.beat, dumpling.color1, dumpling.color2, dumpling.color3);
queuedThrees.Clear(); queuedThrees.Clear();
} }
} }
@ -360,17 +351,16 @@ namespace HeavenStudio.Games
public void InputFunctions(int whichVar, float state = 0) public void InputFunctions(int whichVar, float state = 0)
{ {
currentDumpling = dumplings[dumplings.Count-1];
switch (whichVar) switch (whichVar)
{ {
case 1: case 1:
currentDumpling.HitFunction(state); dumplings[dumplings.Count-1].HitFunction(state);
break; break;
case 2: case 2:
currentDumpling.MissFunction(); dumplings[dumplings.Count-1].MissFunction();
break; break;
case 3: case 3:
currentDumpling.EarlyFunction(); dumplings[dumplings.Count-1].EarlyFunction();
break; break;
} }
dumplings.RemoveAt(dumplings.Count-1); dumplings.RemoveAt(dumplings.Count-1);
@ -390,10 +380,7 @@ namespace HeavenStudio.Games
public static void PreOneGoCue(float beat, Color firstColor) public static void PreOneGoCue(float beat, Color firstColor)
{ {
MultiSound.Play(new MultiSound.Sound[] { PlaySoundSequence("munchyMonk", "one_go", beat);
new MultiSound.Sound(sfxName+"one_1", beat),
new MultiSound.Sound(sfxName+"one_2", beat + 1f),
}, forcePlay: true);
queuedOnes.Add(new QueuedDumpling() queuedOnes.Add(new QueuedDumpling()
{ beat = beat, color1 = firstColor, }); { beat = beat, color1 = firstColor, });
@ -420,12 +407,7 @@ namespace HeavenStudio.Games
public static void PreTwoTwoCue(float beat, Color firstColor, Color secondColor) public static void PreTwoTwoCue(float beat, Color firstColor, Color secondColor)
{ {
MultiSound.Play(new MultiSound.Sound[] { PlaySoundSequence("munchyMonk", "two_go", beat);
new MultiSound.Sound(sfxName+"two_1", beat - 0.5f),
new MultiSound.Sound(sfxName+"two_2", beat),
new MultiSound.Sound(sfxName+"two_3", beat + 1f),
new MultiSound.Sound(sfxName+"two_4", beat + 1.5f),
}, forcePlay: true);
queuedTwoTwos.Add(new QueuedDumpling() { queuedTwoTwos.Add(new QueuedDumpling() {
beat = beat, beat = beat,
@ -463,12 +445,7 @@ namespace HeavenStudio.Games
public static void PreThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor) public static void PreThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
{ {
MultiSound.Play(new MultiSound.Sound[] { PlaySoundSequence("munchyMonk", "three_go", beat);
new MultiSound.Sound(sfxName+"three_1", beat),
new MultiSound.Sound(sfxName+"three_2", beat + 1f),
new MultiSound.Sound(sfxName+"three_3", beat + 2f),
new MultiSound.Sound(sfxName+"three_4", beat + 3f),
}, forcePlay: true);
queuedThrees.Add(new QueuedDumpling() { queuedThrees.Add(new QueuedDumpling() {
beat = beat, beat = beat,
@ -546,6 +523,11 @@ namespace HeavenStudio.Games
if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true); if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
} }
public void PlayMonkAnimInactive(bool vineBoom)
{
if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
}
public void MonkMove(float beat, float length, int goToSide, int ease) public void MonkMove(float beat, float length, int goToSide, int ease)
{ {
movingStartBeat = beat; movingStartBeat = beat;

View file

@ -40,11 +40,16 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
if (isActive && player) if (isActive && player)
{ {
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
OctoAction("Squeeze"); OctoAction("Squeeze");
Jukebox.PlayOneShotGame("nearMiss");
game.hasMissed = true;
}
if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) { if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release"); OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
Jukebox.PlayOneShotGame("nearMiss");
game.hasMissed = true;
} }
} }
} }
@ -75,6 +80,8 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
2 => "Angry", 2 => "Angry",
3 => "Oops", 3 => "Oops",
}, 0.5f); }, 0.5f);
isPreparing =
isSqueezed = false;
} }
public void ForceSqueeze() public void ForceSqueeze()

View file

@ -75,13 +75,14 @@ namespace HeavenStudio.Games.Loaders
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
OctopusMachine.instance.AutoAction(e["autoBop"], e["autoText"], e["hitText"], e["missText"]); OctopusMachine.instance.AutoAction(e["forceBop"], e["autoBop"], e["autoText"], e["hitText"], e["missText"]);
}, },
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("forceBop", true, "Force Bop", "Forces a bop, even if an animation is playing."),
new Param("autoBop", true, "Hit/Miss Bop", "Plays a bop depending on if you hit or missed the cues."), new Param("autoBop", true, "Hit/Miss Bop", "Plays a bop depending on if you hit or missed the cues."),
new Param("autoText", true, "Display Text", "Displays text depending on if you hit or missed the cues."), new Param("autoText", true, "Display Text", "Displays text depending on if you hit or missed the cues."),
new Param("hitText", "Good!", "Hit Text", "The text to display if you hit the cues."), new Param("hitText", "Good!", "Hit Text", "The text to display if you hit the cues."),
new Param("missText", "Wrong! n/ Try again!", "Miss Text", "The text to display if you missed the cues."), new Param("missText", "Wrong! Try again!", "Miss Text", "The text to display if you missed the cues."),
}, },
}, },
new GameAction("forceSqueeze", "Force Squeeze") new GameAction("forceSqueeze", "Force Squeeze")
@ -240,7 +241,7 @@ namespace HeavenStudio.Games
{ {
if (queuePrepare) { if (queuePrepare) {
foreach (var octo in octopodes) octo.queuePrepare = true; foreach (var octo in octopodes) octo.queuePrepare = true;
if (Text.text is "Wrong! \nTry Again!" or "Good!") Text.text = ""; if (Text.text is "Wrong! Try Again!" or "Good!") Text.text = "";
queuePrepare = false; queuePrepare = false;
} }
@ -276,12 +277,15 @@ namespace HeavenStudio.Games
YouArrow.SetActive(youText != ""); YouArrow.SetActive(youText != "");
} }
public void AutoAction(bool autoBop, bool autoText, string hitText, string missText) public void AutoAction(bool forceBop, bool autoBop, bool autoText, string hitText, string missText)
{ {
autoAction = true; autoAction = true;
if (autoBop) bopStatus = hasMissed ? 2 : 1; if (autoBop) bopStatus = hasMissed ? 2 : 1;
if (autoText) Text.text = hasMissed ? missText : hitText; if (autoText) Text.text = hasMissed ? missText : hitText;
foreach (var octo in octopodes) octo.cantBop = false; foreach (var octo in octopodes) {
if (forceBop) octo.PlayAnimation(bopStatus);
octo.cantBop = false;
}
hasMissed = false; hasMissed = false;
} }
@ -398,21 +402,21 @@ namespace HeavenStudio.Games
private void SqueezeHit(PlayerActionEvent caller, float state) private void SqueezeHit(PlayerActionEvent caller, float state)
{ {
octopodes[2].OctoAction("Squeeze"); octopodes[2].OctoAction("Squeeze");
if (state <= -1f || state >= 1f) Jukebox.PlayOneShotGame("nearMiss");
} }
private void ReleaseHit(PlayerActionEvent caller, float state) private void ReleaseHit(PlayerActionEvent caller, float state)
{ {
octopodes[2].OctoAction("Release"); octopodes[2].OctoAction("Release");
if (state <= -1f || state >= 1f) Jukebox.PlayOneShotGame("nearMiss");
} }
private void PopHit(PlayerActionEvent caller, float state) private void PopHit(PlayerActionEvent caller, float state)
{ {
octopodes[2].OctoAction("Pop"); octopodes[2].OctoAction("Pop");
if (state <= -1f || state >= 1f) Jukebox.PlayOneShotGame("nearMiss");
} }
private void Miss(PlayerActionEvent caller) private void Miss(PlayerActionEvent caller) { }
{
hasMissed = true;
}
} }
} }

View file

@ -52,7 +52,6 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("camera", "Zoom Camera") new GameAction("camera", "Zoom Camera")
{ {
function = delegate { Spaceball.instance.OverrideCurrentZoom(); },
defaultLength = 4, defaultLength = 4,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
@ -93,10 +92,10 @@ namespace HeavenStudio.Games
SphereHead SphereHead
} }
public GameObject Ball; [SerializeField] GameObject Ball;
public GameObject BallsHolder; [SerializeField] GameObject BallsHolder;
public GameObject Dispenser; [SerializeField] GameObject Dispenser;
public GameObject Dust; public GameObject Dust;
private float lastCamDistance; private float lastCamDistance;
@ -106,8 +105,8 @@ namespace HeavenStudio.Games
private int currentZoomIndex; private int currentZoomIndex;
public Sprite[] BallSprites; [SerializeField] Sprite[] BallSprites;
public Material[] CostumeColors; [SerializeField] Material[] CostumeColors;
private List<DynamicBeatmap.DynamicEntity> _allCameraEvents = new List<DynamicBeatmap.DynamicEntity>(); private List<DynamicBeatmap.DynamicEntity> _allCameraEvents = new List<DynamicBeatmap.DynamicEntity>();
@ -147,7 +146,7 @@ namespace HeavenStudio.Games
_allCameraEvents = tempEvents; _allCameraEvents = tempEvents;
UpdateCameraZoom(); currentZoomCamDistance = -10;
} }
private void Update() private void Update()
@ -225,11 +224,6 @@ namespace HeavenStudio.Games
} }
} }
public void OverrideCurrentZoom()
{
// lastCamDistance = GameCamera.instance.camera.transform.localPosition.z;
}
public void Shoot(float beat, bool high, int type) public void Shoot(float beat, bool high, int type)
{ {
GameObject ball = Instantiate(Ball); GameObject ball = Instantiate(Ball);

View file

@ -1,9 +1,9 @@
ManifestFileVersion: 0 ManifestFileVersion: 0
CRC: 2776406185 CRC: 475114992
Hashes: Hashes:
AssetFileHash: AssetFileHash:
serializedVersion: 2 serializedVersion: 2
Hash: 2e302cf48b40bc531bd32b21fc9e3dc2 Hash: 00245f07ed1e60e78624a147c6070fcf
TypeTreeHash: TypeTreeHash:
serializedVersion: 2 serializedVersion: 2
Hash: 78b02268f01f8b6a77a608289ecb9d38 Hash: 78b02268f01f8b6a77a608289ecb9d38
@ -108,4 +108,4 @@ Assets:
- Assets/Resources/Sfx/games/quizShow/hostDPad.ogg - Assets/Resources/Sfx/games/quizShow/hostDPad.ogg
- Assets/Resources/Sfx/games/quizShow/hostExplode.ogg - Assets/Resources/Sfx/games/quizShow/hostExplode.ogg
Dependencies: Dependencies:
- C:/Users/rasmu/OneDrive/Dokumenter/GitHub/HeavenStudio/Assets/StreamingAssets/karate/common - C:/Users/bdlaw/Documents/GitHub/HeavenStudio-AstrlJelly/Assets/StreamingAssets/karate/common

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View file

@ -1,9 +1,9 @@
ManifestFileVersion: 0 ManifestFileVersion: 0
CRC: 2905298920 CRC: 369180586
Hashes: Hashes:
AssetFileHash: AssetFileHash:
serializedVersion: 2 serializedVersion: 2
Hash: cdc2830204a408318af5242200d409a0 Hash: be0bd6da29d47d8fe4f69fb206a68e03
TypeTreeHash: TypeTreeHash:
serializedVersion: 2 serializedVersion: 2
Hash: cd628a1240620f8ca20e69339d598e10 Hash: cd628a1240620f8ca20e69339d598e10

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@ -1,9 +1,9 @@
ManifestFileVersion: 0 ManifestFileVersion: 0
CRC: 3050640261 CRC: 67785069
Hashes: Hashes:
AssetFileHash: AssetFileHash:
serializedVersion: 2 serializedVersion: 2
Hash: 84996fe85e826a6150bdb33094cb82fb Hash: 2c321270b1bf07feaea5f394979098ae
TypeTreeHash: TypeTreeHash:
serializedVersion: 2 serializedVersion: 2
Hash: 651b0dae5ce05f85330163cc78a161ee Hash: 651b0dae5ce05f85330163cc78a161ee