mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 01:25:12 +00:00
start interval/pass turn + more anims
coming along nicely. got inputs and most of the sfx working, i think i'll focus on the rest of the anims + the light then start doing the inactive cuing stuff should be easy (but actually this time)
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14 changed files with 1442 additions and 48 deletions
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m_PrefabAsset: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: NeedleAnim
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m_Name: SewingMachineAnim
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serializedVersion: 5
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m_AnimatorParameters: []
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m_AnimatorLayers: []
|
|
@ -20,18 +20,32 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
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DressYourBest.Characters characters = (DressYourBest.Characters)e["characters"];
|
||||
instance.ToggleBopping(characters, e["bop"]);
|
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if (e["auto"]) instance.DoBopping(e.beat, e.length, characters);
|
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}
|
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},
|
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defaultLength = 1f,
|
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resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new("characters", DressYourBest.Characters.Girl, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
|
||||
new("characters", DressYourBest.Characters.Both, "Characters", "Choose the characters to toggle bopping."),
|
||||
new("bop", true, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
|
||||
new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
|
||||
}
|
||||
},
|
||||
new GameAction("start interval", "Start Interval")
|
||||
{
|
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defaultLength = 4f,
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
instance.QueueStartInterval(e.beat, e.length, e["auto"]);
|
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}
|
||||
},
|
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defaultLength = 3f,
|
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resizable = true,
|
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parameters = new List<Param>()
|
||||
{
|
||||
|
@ -40,9 +54,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("monkey call", "Monkey Call")
|
||||
{
|
||||
preFunction = delegate {
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
SoundByte.PlayOneShotGame("dressYourBest/monkey_call_" + e["callSfx"], e.beat, forcePlay: true);
|
||||
SoundByte.PlayOneShotGame("dressYourBest/monkey_call_" + (e["callSfx"] + 1), e.beat, forcePlay: true);
|
||||
},
|
||||
defaultLength = 0.5f,
|
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parameters = new List<Param>()
|
||||
|
@ -50,6 +64,20 @@ namespace HeavenStudio.Games.Loaders
|
|||
new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.")
|
||||
}
|
||||
},
|
||||
new GameAction("pass turn", "Pass Turn")
|
||||
{
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
instance.PassTurn(e.beat);
|
||||
}
|
||||
},
|
||||
defaultLength = 1f,
|
||||
// parameters = new List<Param>()
|
||||
// {
|
||||
// new("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
|
||||
// }
|
||||
},
|
||||
new GameAction("background appearance", "Background Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
|
@ -80,6 +108,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
Girl,
|
||||
Monkey,
|
||||
Both,
|
||||
}
|
||||
|
||||
public enum CallSFX
|
||||
|
@ -88,6 +117,7 @@ namespace HeavenStudio.Games
|
|||
Short,
|
||||
}
|
||||
|
||||
// LightState is mainly used to get different colors from a list
|
||||
public enum LightState
|
||||
{
|
||||
IdleOrListening,
|
||||
|
@ -97,8 +127,9 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
[Header("Animators")]
|
||||
[SerializeField] private Animator girlAnimator;
|
||||
[SerializeField] private Animator monkeyAnimator;
|
||||
[SerializeField] private Animator girlAnim;
|
||||
[SerializeField] private Animator monkeyAnim;
|
||||
[SerializeField] private Animator sewingAnim;
|
||||
|
||||
[Header("Renderers")]
|
||||
[SerializeField] private SpriteRenderer bgSpriteRenderer;
|
||||
|
@ -109,27 +140,31 @@ namespace HeavenStudio.Games
|
|||
|
||||
[Header("Variables")]
|
||||
[SerializeField] private ColorPair[] lightStates;
|
||||
[Serializable]
|
||||
[Serializable] // can't serialize tuples :/
|
||||
private struct ColorPair
|
||||
{
|
||||
public Color inside;
|
||||
public Color outside;
|
||||
}
|
||||
|
||||
// can't make a reference type a const, this is the next best thing
|
||||
public readonly static Color DefaultBGColor = new(0.84f, 0.58f, 0.87f);
|
||||
|
||||
// i set variables to null when they are not initialized by default 👍
|
||||
private ColorEase bgColorEase = new(DefaultBGColor);
|
||||
private Material lightMaterialCurrent;
|
||||
private Sound whirringSfx = null;
|
||||
private List<RiqEntity> callEntities;
|
||||
|
||||
// if characters should bop automatically
|
||||
private bool girlBop = true;
|
||||
private bool monkeyBop = true;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// lightMaterialCurrent = Instantiate(lightMaterialTemplate);
|
||||
// instantiate the material so it doesn't persist between game switches
|
||||
lightRenderer.material = Instantiate(lightMaterialTemplate);
|
||||
SetLightFromState(LightState.IdleOrListening); // default
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -139,26 +174,37 @@ namespace HeavenStudio.Games
|
|||
|
||||
public override void OnLateBeatPulse(double beat)
|
||||
{
|
||||
if (girlBop && !girlAnimator.IsPlayingAnimationNames()) {
|
||||
girlAnimator.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
if (girlBop && !girlAnim.IsPlayingAnimationNames()) {
|
||||
girlAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
if (monkeyBop && !monkeyAnimator.IsPlayingAnimationNames()) {
|
||||
monkeyAnimator.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
if (monkeyBop && !monkeyAnim.IsPlayingAnimationNames("Call")) {
|
||||
monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
// OnGameSwitch and OnPlay do very similar things, but it's better to keep them separate if they need to do different things
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
StoreAllCallEntities();
|
||||
PersistBackgroundAppearance(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
StoreAllCallEntities();
|
||||
PersistBackgroundAppearance(beat);
|
||||
}
|
||||
|
||||
private void StoreAllCallEntities()
|
||||
{
|
||||
// just makes more sense to go through like 50-100 entities max when going through the game instead of like 2000 max
|
||||
callEntities = gameManager.Beatmap.Entities.FindAll(e => e.datamodel == "dressYourBest/monkey call");
|
||||
}
|
||||
|
||||
private void PersistBackgroundAppearance(double beat)
|
||||
{
|
||||
// find the last background appearance from the current beat
|
||||
// this uses only beat, not length. earlier events will be completely ignored
|
||||
RiqEntity bgEntity = gameManager.Beatmap.Entities.FindLast(e => e.beat < beat && e.datamodel == "dressYourBest/background appearance");
|
||||
if (bgEntity != null) {
|
||||
RiqEntity e = bgEntity;
|
||||
|
@ -166,9 +212,121 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private void SetLightFromState(LightState state)
|
||||
{
|
||||
ColorPair colorPair = lightStates[(int)state];
|
||||
lightRenderer.material.SetColor("_ColorAlpha", colorPair.outside);
|
||||
lightRenderer.material.SetColor("_ColorBravo", colorPair.inside);
|
||||
}
|
||||
|
||||
public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
bgColorEase = new ColorEase(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
public void ToggleBopping(Characters characters, bool toggle)
|
||||
{
|
||||
if (characters is Characters.Girl or Characters.Both) {
|
||||
girlBop = toggle;
|
||||
}
|
||||
if (characters is Characters.Monkey or Characters.Both) {
|
||||
monkeyBop = toggle;
|
||||
}
|
||||
}
|
||||
|
||||
public void DoBopping(double beat, float length, Characters characters)
|
||||
{
|
||||
// not super necessary, but just creating one callback that gets added to, then assigned to a beataction is just simpler
|
||||
BeatAction.EventCallback bopAction = delegate { };
|
||||
if (characters is Characters.Girl or Characters.Both) {
|
||||
bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
if (characters is Characters.Monkey or Characters.Both) {
|
||||
bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
|
||||
List<BeatAction.Action> actions = new();
|
||||
for (int i = 0; i < length; i++) {
|
||||
actions.Add(new(beat + i, bopAction));
|
||||
}
|
||||
_ = BeatAction.New(this, actions);
|
||||
}
|
||||
|
||||
// startBeat exists so actions that happened when inactive aren't done again. that would suck
|
||||
public void QueueStartInterval(double beat, float length, bool auto, double startBeat = double.MinValue)
|
||||
{
|
||||
List<RiqEntity> neededCalls = GetNeededCalls(beat, length);
|
||||
if (neededCalls.Count <= 0) return;
|
||||
|
||||
if (startBeat < beat + length) {
|
||||
List<MultiSound.Sound> sounds = new();
|
||||
List<BeatAction.Action> actions = new() { // first beat of start interval stuff
|
||||
// might not be necessary?
|
||||
// new(beat, delegate {
|
||||
// monkeyAnimator.DoScaledAnimationAsync("StartCalling", 0.5f, animLayer: 1);
|
||||
// })
|
||||
};
|
||||
foreach (RiqEntity call in neededCalls)
|
||||
{
|
||||
Debug.Log("call.beat : " + call.beat);
|
||||
if (call.beat < startBeat) continue;
|
||||
sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
|
||||
actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
|
||||
}
|
||||
// have to add this after all the other actions as actions are done in order of beat
|
||||
if (auto) {
|
||||
actions.Add(new(beat + length, delegate {
|
||||
PassTurn(beat + length, beat, length, neededCalls);
|
||||
}));
|
||||
}
|
||||
_ = MultiSound.Play(sounds);
|
||||
_ = BeatAction.New(this, actions);
|
||||
}
|
||||
}
|
||||
|
||||
public void PassTurn(double beat, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List<RiqEntity> neededCalls = null)
|
||||
{
|
||||
if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) {
|
||||
RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.beat + e.length < beat);
|
||||
if (startInterval == null) return;
|
||||
startIntervalBeat = startInterval.beat;
|
||||
startIntervalLength = startInterval.length;
|
||||
}
|
||||
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
|
||||
if (neededCalls.Count <= 0) return; // do the actual stuff under here
|
||||
|
||||
SoundByte.PlayOneShotGame("dressYourBest/pass_turn");
|
||||
// "Any" check instead of just checking the last one?
|
||||
if (neededCalls[^1].beat != beat) {
|
||||
// might wanna check if if a bop is already playing, too?
|
||||
// down to visual preference.
|
||||
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||
}
|
||||
hitCount = 0;
|
||||
foreach (RiqEntity call in neededCalls)
|
||||
{
|
||||
double relativeBeat = call.beat - startIntervalBeat;
|
||||
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private List<RiqEntity> GetNeededCalls(double beat, float length)
|
||||
{
|
||||
return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
|
||||
}
|
||||
|
||||
private int hitCount = 0; // resets every pass turn
|
||||
private void OnHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("dressYourBest/hit_1");
|
||||
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
|
||||
sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
|
||||
hitCount++;
|
||||
}
|
||||
private void OnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue