mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Merge branch 'release_1'
This commit is contained in:
commit
b9765279e3
105 changed files with 49227 additions and 400 deletions
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Assets/Resources/Sfx/games/splashdown/jumpOthers.ogg.meta
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Assets/Resources/Sfx/games/splashdown/jumpPlayer.ogg.meta
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Assets/Resources/Sfx/games/splashdown/rollOthers.ogg.meta
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Assets/Resources/Sfx/games/splashdown/rollPlayer.ogg.meta
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Assets/Resources/Sfx/games/splashdown/splashOthers.ogg.meta
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Assets/Resources/Sfx/games/splashdown/splashPlayer.ogg.meta
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Normal file
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Assets/Resources/Sfx/games/splashdown/upOthers.ogg.meta
Normal file
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Normal file
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Normal file
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|
@ -1365,7 +1365,7 @@ namespace HeavenStudio.Games
|
|||
SoundByte.PlayOneShotGame("airRally/birdieCatch");
|
||||
shuttleActive = false;
|
||||
recursingRally = false;
|
||||
if (ActiveShuttle != null) Destroy(ActiveShuttle);
|
||||
if (ActiveShuttle != null) Destroy(ActiveShuttle.gameObject);
|
||||
}
|
||||
|
||||
public void RallyOnHit(PlayerActionEvent caller, float state)
|
||||
|
@ -1374,7 +1374,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (state >= 1 || state <= -1)
|
||||
{
|
||||
ActiveShuttle.GetComponent<Shuttlecock>().DoNearMiss();
|
||||
ActiveShuttle.DoNearMiss();
|
||||
hasMissed = true;
|
||||
shuttleActive = false;
|
||||
ActiveShuttle = null;
|
||||
|
@ -1383,7 +1383,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
ReturnObject(Conductor.instance.songPositionInBeatsAsDouble, caller.startBeat + caller.timer + 1f, false);
|
||||
hasMissed = false;
|
||||
ActiveShuttle.GetComponent<Shuttlecock>().DoHit(DistanceAtBeat(caller.startBeat + caller.timer));
|
||||
ActiveShuttle.DoHit(DistanceAtBeat(caller.startBeat + caller.timer));
|
||||
string distanceString = DistanceAtBeat(caller.startBeat + caller.timer) switch
|
||||
{
|
||||
DistanceSound.close => "Close",
|
||||
|
@ -1414,7 +1414,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (state >= 1 || state <= -1)
|
||||
{
|
||||
ActiveShuttle.GetComponent<Shuttlecock>().DoThrough();
|
||||
ActiveShuttle.DoThrough();
|
||||
hasMissed = true;
|
||||
shuttleActive = false;
|
||||
}
|
||||
|
@ -1422,7 +1422,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
ReturnObject(Conductor.instance.songPositionInBeatsAsDouble, caller.startBeat + caller.timer + 2f, true);
|
||||
hasMissed = false;
|
||||
ActiveShuttle.GetComponent<Shuttlecock>().DoHit(DistanceAtBeat(caller.startBeat + caller.timer));
|
||||
ActiveShuttle.DoHit(DistanceAtBeat(caller.startBeat + caller.timer));
|
||||
|
||||
string distanceString = DistanceAtBeat(caller.startBeat + caller.timer) switch
|
||||
{
|
||||
|
@ -1454,7 +1454,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void RallyOnMiss(PlayerActionEvent caller)
|
||||
{
|
||||
ActiveShuttle.GetComponent<Shuttlecock>().DoThrough();
|
||||
ActiveShuttle.DoThrough();
|
||||
hasMissed = true;
|
||||
shuttleActive = false;
|
||||
ActiveShuttle = null;
|
||||
|
|
|
@ -203,6 +203,27 @@ namespace HeavenStudio.Games
|
|||
UpdateColors();
|
||||
}
|
||||
|
||||
private void PersistColors(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("builtToScaleDS", new string[] { "color" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
UpdateMappingColors(lastEvent["object"], lastEvent["shooter"], lastEvent["bg"]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
private void UpdateColors()
|
||||
{
|
||||
objectMaterial.SetColor("_Color", currentObjectColor);
|
||||
|
|
|
@ -1,5 +1,3 @@
|
|||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
@ -24,53 +22,33 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
|
||||
}
|
||||
},
|
||||
new GameAction("set background color", "Set Background Color")
|
||||
new GameAction("fade background color", "Background Color")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e["colorA"], 0f); CoinToss.instance.ChangeBackgroundColor(e["colorB"], 0f, true); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
|
||||
new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
|
||||
}
|
||||
},
|
||||
new GameAction("fade background color", "Fade Background Color")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length); CoinToss.instance.FadeBackgroundColor(e["colorC"], e["colorD"], e.length, true); },
|
||||
function = delegate { var e = eventCaller.currentEntity;
|
||||
CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); },
|
||||
resizable = true,
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
|
||||
new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
|
||||
new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
|
||||
new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "The starting color in the fade"),
|
||||
new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
|
||||
new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "The starting color in the fade"),
|
||||
new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "The ending color in the fade"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
|
||||
//left in for backwards-compatibility, but cannot be placed
|
||||
new GameAction("set foreground color", "")
|
||||
new GameAction("set background color", "Set Background Color")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e["colorA"], 0f, true); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>
|
||||
|
||||
{
|
||||
new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
|
||||
|
||||
},
|
||||
hidden = true
|
||||
},
|
||||
|
||||
new GameAction("fade foreground color", "")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length, true); },
|
||||
resizable = true,
|
||||
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorA"], e["colorB"], e["colorB"], (int)Util.EasingFunction.Ease.Instant); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
|
||||
},
|
||||
hidden = true
|
||||
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
|
||||
new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
|
||||
},
|
||||
hidden = true
|
||||
},
|
||||
},
|
||||
new List<string>() {"ntr", "aim"},
|
||||
|
@ -119,9 +97,6 @@ namespace HeavenStudio.Games
|
|||
public SpriteRenderer fg;
|
||||
public SpriteRenderer bg;
|
||||
|
||||
Tween bgColorTween;
|
||||
Tween fgColorTween;
|
||||
|
||||
[Header("Animators")]
|
||||
public Animator handAnimator;
|
||||
|
||||
|
@ -143,16 +118,17 @@ namespace HeavenStudio.Games
|
|||
isThrowing = false;
|
||||
|
||||
coin = null;
|
||||
|
||||
colorStart = defaultBgColor;
|
||||
colorEnd = defaultBgColor;
|
||||
colorStartF = defaultBgColor;
|
||||
colorEndF = defaultBgColor;
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//nothing
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
//nothing
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public void TossCoin(double beat, int type, bool audienceReacting)
|
||||
|
@ -230,37 +206,65 @@ namespace HeavenStudio.Games
|
|||
coin.CanHit(false);
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats, bool isFg = false)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Color colorStartF; //obviously put to the default color of the game
|
||||
private Color colorEndF;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if(!isFg)
|
||||
{
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
} else
|
||||
{
|
||||
if (fgColorTween != null)
|
||||
fgColorTween.Kill(true);
|
||||
}
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
|
||||
float newRF = func(colorStartF.r, colorEndF.r, normalizedBeat);
|
||||
float newGF = func(colorStartF.g, colorEndF.g, normalizedBeat);
|
||||
float newBF = func(colorStartF.b, colorEndF.b, normalizedBeat);
|
||||
|
||||
fg.color = new Color(newRF, newGF, newBF);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetF, Color colorEndSetF, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorStartF = colorStartSetF;
|
||||
colorEndF = colorEndSetF;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("coinToss", new string[] { "fade background color" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
if(!isFg) bg.color = color;
|
||||
if (isFg) fg.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!isFg) bgColorTween = bg.DOColor(color, seconds);
|
||||
if(isFg) fgColorTween = fg.DOColor(color, seconds);
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["colorStartF"], lastEvent["colorEndF"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool isFg = false)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f, isFg);
|
||||
ChangeBackgroundColor(end, beats, isFg);
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -56,15 +56,20 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
|
||||
}
|
||||
},
|
||||
new GameAction("set background color", "Set Background Color")
|
||||
new GameAction("set background color", "Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.SetBackgroundColor(e["colorA"], e["colorB"], e["colorC"]); },
|
||||
defaultLength = 0.5f,
|
||||
function = delegate {var e = eventCaller.currentEntity;
|
||||
DrummingPractice.instance.BackgroundColor(e.beat, e.length, e["colorAStart"], e["colorA"], e["colorBStart"], e["colorB"], e["colorC"], e["ease"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A", "The top-most color of the background gradient"),
|
||||
new Param("colorB", new Color(1, 1, 1), "Color B", "The bottom-most color of the background gradient"),
|
||||
new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit")
|
||||
new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "The top-most color of the background gradient"),
|
||||
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "The top-most color of the background gradient"),
|
||||
new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "The bottom-most color of the background gradient"),
|
||||
new Param("colorB", new Color(1, 1, 1), "Color B End", "The bottom-most color of the background gradient"),
|
||||
new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -133,6 +138,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
EventCaller.instance.CallEvent(changeMii, true);
|
||||
}
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -162,6 +168,8 @@ namespace HeavenStudio.Games
|
|||
Color col = streak.color;
|
||||
streak.color = new Color(col.r, col.g, col.b, Mathf.Lerp(col.a, 0, 3.5f * Time.deltaTime));
|
||||
}
|
||||
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public void NPCDrummersEnterOrExit(double beat, float length, bool exit, int ease)
|
||||
|
@ -271,16 +279,67 @@ namespace HeavenStudio.Games
|
|||
SetFaces(0);
|
||||
}
|
||||
|
||||
public void SetBackgroundColor(Color col1, Color col2, Color col3)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = new Color(43 / 255f, 207 / 255f, 51 / 255f); //obviously put to the default color of the game
|
||||
private Color colorEnd = new Color(43 / 255f, 207 / 255f, 51 / 255f);
|
||||
private Color colorStartB = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEndB = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
backgroundGradient.color = col1;
|
||||
background.color = col2;
|
||||
foreach(SpriteRenderer streak in streaks)
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
backgroundGradient.color = new Color(newR, newG, newB);
|
||||
|
||||
float newRB = func(colorStartB.r, colorEndB.r, normalizedBeat);
|
||||
float newGB = func(colorStartB.g, colorEndB.g, normalizedBeat);
|
||||
float newBB = func(colorStartB.b, colorEndB.b, normalizedBeat);
|
||||
|
||||
background.color = new Color(newRB, newGB, newBB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetB, Color colorEndSetB, Color setStreak, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorStartB = colorStartSetB;
|
||||
colorEndB = colorEndSetB;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
|
||||
foreach (SpriteRenderer streak in streaks)
|
||||
{
|
||||
streak.color = new Color(col3.r, col3.g, col3.b, streak.color.a);
|
||||
streak.color = new Color(setStreak.r, setStreak.g, setStreak.b, streak.color.a);
|
||||
}
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("drummingPractice", new string[] { "set background color" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorAStart"], lastEvent["colorA"], lastEvent["colorBStart"], lastEvent["colorB"], lastEvent["colorC"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public void Streak()
|
||||
{
|
||||
foreach (SpriteRenderer streak in streaks)
|
||||
|
|
|
@ -4,8 +4,6 @@ using UnityEngine;
|
|||
|
||||
using HeavenStudio.Util;
|
||||
|
||||
using DG.Tweening;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
|
@ -39,23 +37,23 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("color", "Background Color")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["instant"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", Color.white, "Start Color", "The color to start fading from."),
|
||||
new Param("end", Color.white, "End Color", "The color to end the fade."),
|
||||
new Param("instant", false, "Instant", "If checked, the background color will instantly change to the start color.")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("colorGrad", "Gradient Color")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.FadeGradientColor(e["start"], e["end"], e.length, e["instant"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColorGrad(e.beat, e.length, e["start"], e["end"], e["ease"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", Color.white, "Start Color", "The color to start fading from."),
|
||||
new Param("end", Color.white, "End Color", "The color to end the fade."),
|
||||
new Param("instant", false, "Instant", "If checked, the gradient color will instantly change to the start color.")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
|
@ -134,11 +132,6 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] SpriteRenderer viewerCircle;
|
||||
[SerializeField] SpriteRenderer playerShadow;
|
||||
[SerializeField] SpriteRenderer handShadow;
|
||||
Tween bgColorTween;
|
||||
Tween bgGradientColorTween;
|
||||
Tween viewerCircleColorTween;
|
||||
Tween playerShadowColorTween;
|
||||
Tween handShadowColorTween;
|
||||
|
||||
public Sprite[] peaSprites;
|
||||
public Sprite[] peaHitSprites;
|
||||
|
@ -148,10 +141,16 @@ namespace HeavenStudio.Games
|
|||
instance = this;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
base.OnGameSwitch(beat);
|
||||
ForkLifterHand.CheckNextFlick();
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
|
||||
|
@ -180,61 +179,86 @@ namespace HeavenStudio.Games
|
|||
fo.SetActive(true);
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
private double colorStartBeatGrad = -1;
|
||||
private float colorLengthGrad = 0f;
|
||||
private Color colorStartGrad = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEndGrad = Color.white;
|
||||
private Util.EasingFunction.Ease colorEaseGrad; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
if (viewerCircleColorTween != null)
|
||||
viewerCircleColorTween.Kill(true);
|
||||
if (handShadowColorTween != null) handShadowColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
viewerCircle.color = new Color(newR, newG, newB);
|
||||
handShadow.color = new Color(newR, newG, newB);
|
||||
|
||||
float normalizedBeatGrad = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeatGrad, colorLengthGrad));
|
||||
|
||||
var funcGrad = Util.EasingFunction.GetEasingFunction(colorEaseGrad);
|
||||
|
||||
float newRGrad = func(colorStartGrad.r, colorEndGrad.r, normalizedBeatGrad);
|
||||
float newGGrad = func(colorStartGrad.g, colorEndGrad.g, normalizedBeatGrad);
|
||||
float newBGrad = func(colorStartGrad.b, colorEndGrad.b, normalizedBeatGrad);
|
||||
|
||||
bgGradient.color = new Color(newRGrad, newGGrad, newBGrad);
|
||||
playerShadow.color = new Color(newRGrad, newGGrad, newBGrad);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
public void BackgroundColorGrad(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeatGrad = beat;
|
||||
colorLengthGrad = length;
|
||||
colorStartGrad = colorStartSet;
|
||||
colorEndGrad = colorEndSet;
|
||||
colorEaseGrad = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "color" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
bg.color = color;
|
||||
viewerCircle.color = color;
|
||||
handShadow.color = color;
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
|
||||
}
|
||||
else
|
||||
|
||||
var allEventsBeforeBeatGrad = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "colorGrad" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeatGrad.Count > 0)
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
handShadowColorTween = handShadow.DOColor(color, seconds);
|
||||
viewerCircleColorTween = viewerCircle.DOColor(color, seconds);
|
||||
allEventsBeforeBeatGrad.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEventGrad = allEventsBeforeBeatGrad[^1];
|
||||
BackgroundColorGrad(lastEventGrad.beat, lastEventGrad.length, lastEventGrad["start"], lastEventGrad["end"], lastEventGrad["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, beats);
|
||||
}
|
||||
|
||||
public void ChangeGradientColor(Color color, float beats)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
|
||||
if (bgGradientColorTween != null)
|
||||
bgGradientColorTween.Kill(true);
|
||||
if (playerShadowColorTween != null) playerShadowColorTween.Kill(true);
|
||||
|
||||
if (seconds == 0)
|
||||
{
|
||||
bgGradient.color = color;
|
||||
playerShadow.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgGradientColorTween = bgGradient.DOColor(color, seconds);
|
||||
playerShadowColorTween = playerShadow.DOColor(color, seconds);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeGradientColor(Color start, Color end, float beats, bool instant)
|
||||
{
|
||||
ChangeGradientColor(start, 0f);
|
||||
if (!instant) ChangeGradientColor(end, beats);
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -62,12 +62,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
new GameAction("bgcolor", "Background Color")
|
||||
{
|
||||
function = delegate {Kitties.instance.BackgroundColor(eventCaller.currentEntity["color"]); },
|
||||
defaultLength = .5f,
|
||||
|
||||
function = delegate
|
||||
{
|
||||
var e = eventCaller.currentEntity;
|
||||
Kitties.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]);
|
||||
},
|
||||
defaultLength = 4,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("color", Kitties.defaultBGColor, "Change BG Color", "Changes background color"),
|
||||
new Param("colorStart", Color.white, "Start Color"),
|
||||
new Param("colorEnd", Color.white, "End Color"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -94,18 +100,6 @@ namespace HeavenStudio.Games
|
|||
public Vector3[] positions;
|
||||
public float[] rotationAngles;
|
||||
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FFFFFF", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
|
||||
public Color currentBGColor;
|
||||
|
||||
public enum SpawnType
|
||||
{
|
||||
Straight,
|
||||
|
@ -124,7 +118,7 @@ namespace HeavenStudio.Games
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public void Clap(bool isMice, bool isInverse, bool keepSpawned, double beat, int type)
|
||||
|
@ -449,10 +443,55 @@ namespace HeavenStudio.Games
|
|||
player.canClap = true;
|
||||
}
|
||||
|
||||
public void BackgroundColor(Color color)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
background.color = color;
|
||||
currentBGColor = background.color;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
background.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("kitties", new string[] { "bgcolor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -231,6 +231,17 @@ namespace HeavenStudio.Games
|
|||
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
|
||||
}
|
||||
|
||||
private void PersistColors(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
SetBackgroundColours(lastEvent["colorA"], lastEvent["colorB"], lastEvent["objColA"], lastEvent["objColB"], lastEvent["objColC"]);
|
||||
}
|
||||
}
|
||||
|
||||
private bool BachOnBeat(double beat)
|
||||
{
|
||||
return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
|
||||
|
@ -238,11 +249,13 @@ namespace HeavenStudio.Games
|
|||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
QueueSwitchBGs(beat);
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
QueueSwitchBGs(beat);
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
private void QueueSwitchBGs(double beat)
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
// using GhostlyGuy's Balls;
|
||||
|
@ -122,12 +121,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
OctopusMachine.instance.ChangeColor(e["color1"], e["color2"], e["octoColor"], e["squeezedColor"], e.length, e["bgInstant"]);
|
||||
OctopusMachine.instance.BackgroundColor(e.beat, e.length, e["color1"], e["color2"], e["octoColor"], e["squeezedColor"], e["ease"]);
|
||||
},
|
||||
parameters = new List<Param>() {
|
||||
new Param("color1", new Color(1f, 0.87f, 0.24f), "Background Start Color", "Set the beginning background color"),
|
||||
new Param("color2", new Color(1f, 0.87f, 0.24f), "Background End Color", "Set the end background color"),
|
||||
new Param("bgInstant", false, "Instant Background?", "Set the end background color instantly"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
|
||||
new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octopodes Color", "Set the octopodes' colors"),
|
||||
new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed"),
|
||||
},
|
||||
|
@ -184,7 +183,6 @@ namespace HeavenStudio.Games
|
|||
[Header("Variables")]
|
||||
public bool hasMissed;
|
||||
public int bopStatus = 0;
|
||||
Tween bgColorTween;
|
||||
int bopIterate = 0;
|
||||
bool intervalStarted;
|
||||
bool autoAction;
|
||||
|
@ -218,7 +216,6 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Start()
|
||||
{
|
||||
bg.color = backgroundColor;
|
||||
foreach (var octo in octopodes) octo.AnimationColor(0);
|
||||
bopStatus = 0;
|
||||
}
|
||||
|
@ -239,6 +236,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Update()
|
||||
{
|
||||
BackgroundColorUpdate();
|
||||
if (queuePrepare) {
|
||||
foreach (var octo in octopodes) octo.queuePrepare = true;
|
||||
if (Text.text is "Wrong! Try Again!" or "Good!") Text.text = "";
|
||||
|
@ -328,27 +326,60 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = new Color(1, 0.87f, 0.24f); //obviously put to the default color of the game
|
||||
private Color colorEnd = new Color(1, 0.87f, 0.24f);
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0) bg.color = color;
|
||||
else bgColorTween = bg.DOColor(color, seconds);
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void ChangeColor(Color bgStart, Color bgEnd, Color octoColor, Color octoSqueezedColor, float beats, bool bgInstant)
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color octoColor, Color octoSqueezeColor, int ease)
|
||||
{
|
||||
FadeBackgroundColor(bgStart, 0f);
|
||||
if (!bgInstant) FadeBackgroundColor(bgEnd, beats);
|
||||
backgroundColor = bgEnd;
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
octopodesColor = octoColor;
|
||||
octopodesSqueezedColor = octoSqueezedColor;
|
||||
octopodesSqueezedColor = octoSqueezeColor;
|
||||
foreach (var octo in octopodes) octo.AnimationColor(octo.isSqueezed ? 1 : 0);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("octopusMachine", new string[] { "changeColor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["color1"], lastEvent["color2"], lastEvent["octoColor"], lastEvent["squeezedColor"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public void OctopusModifiers(double beat, float oct1x, float oct2x, float oct3x, float oct1y, float oct2y, float oct3y, bool oct1, bool oct2, bool oct3)
|
||||
{
|
||||
octopodes[0].OctopusModifiers(oct1x, oct1y, oct1);
|
||||
|
|
|
@ -4,7 +4,6 @@ using UnityEngine;
|
|||
using System;
|
||||
using Starpelly;
|
||||
using DG.Tweening;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -65,26 +64,19 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("type", RhythmTweezers.NoPeekSignType.Full, "Sign Type", "Which sign will be used?")
|
||||
}
|
||||
},
|
||||
new GameAction("fade background color", "Background Fade")
|
||||
new GameAction("fade background color", "Background Color")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
var e = eventCaller.currentEntity;
|
||||
if (e["instant"])
|
||||
{
|
||||
RhythmTweezers.instance.ChangeBackgroundColor(e["colorA"], 0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
RhythmTweezers.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length);
|
||||
}
|
||||
var e = eventCaller.currentEntity;
|
||||
RhythmTweezers.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorB"], e["ease"]);
|
||||
},
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade"),
|
||||
new Param("instant", false, "Instant", "Instantly change color to start color?")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
new GameAction("altSmile", "Use Alt Smile")
|
||||
|
@ -108,16 +100,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
hidden = true,
|
||||
},
|
||||
new GameAction("set background color", "Background Colour")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e["colorA"], 0f); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to")
|
||||
},
|
||||
hidden = true
|
||||
},
|
||||
},
|
||||
new List<string>() {"agb", "repeat"},
|
||||
"agbhair", "en",
|
||||
|
@ -179,9 +161,7 @@ namespace HeavenStudio.Games
|
|||
public Sprite onionSprite;
|
||||
public Sprite potatoSprite;
|
||||
|
||||
Tween transitionTween;
|
||||
bool transitioning = false;
|
||||
Tween bgColorTween;
|
||||
|
||||
private static Color _defaultOnionColor;
|
||||
public static Color defaultOnionColor
|
||||
|
@ -231,6 +211,8 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBgColor;
|
||||
colorEnd = defaultBgColor;
|
||||
if (crHandlerInstance != null && crHandlerInstance.queuedEvents.Count > 0)
|
||||
{
|
||||
foreach (var crEvent in crHandlerInstance.queuedEvents)
|
||||
|
@ -262,6 +244,7 @@ namespace HeavenStudio.Games
|
|||
public override void OnPlay(double beat)
|
||||
{
|
||||
crHandlerInstance = null;
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
|
@ -474,6 +457,8 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
Tween transitionTween;
|
||||
|
||||
const float vegDupeOffset = 16.7f;
|
||||
public void NextVegetable(double beat, int type, Color onionColor, Color potatoColor)
|
||||
{
|
||||
|
@ -517,27 +502,45 @@ namespace HeavenStudio.Games
|
|||
VegetableDupe.color = newColor;
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
{
|
||||
bg.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
}
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats)
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
ChangeBackgroundColor(end, beats);
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("rhythmTweezers", new string[] { "fade background color" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorA"], lastEvent["colorB"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public static void PreNoPeeking(double beat, float length, int type)
|
||||
|
@ -585,6 +588,8 @@ namespace HeavenStudio.Games
|
|||
queuedPeeks.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
|
@ -600,6 +605,7 @@ namespace HeavenStudio.Games
|
|||
queuedIntervals.Clear();
|
||||
}
|
||||
}
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
private void ResetVegetable()
|
||||
|
|
|
@ -818,15 +818,18 @@ namespace HeavenStudio.Games
|
|||
if (moveCamera) instance.MoveCamera(beat - 1);
|
||||
instance.StartInterval(beat, length, beat, autoPassTurn, movePass);
|
||||
}
|
||||
if (moveCamera) queuedCameraEvents.Add(beat - 1);
|
||||
queuedIntervals.Add(new QueuedInterval()
|
||||
else
|
||||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
autoPassTurn = autoPassTurn,
|
||||
moveCamera = moveCamera,
|
||||
moveCameraPass = movePass
|
||||
});
|
||||
queuedIntervals.Add(new QueuedInterval()
|
||||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
autoPassTurn = autoPassTurn,
|
||||
moveCamera = moveCamera,
|
||||
moveCameraPass = movePass
|
||||
});
|
||||
}
|
||||
if (moveCamera) queuedCameraEvents.Add(beat - 1);
|
||||
}
|
||||
|
||||
private void MoveCamera(double beat)
|
||||
|
@ -899,7 +902,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}),
|
||||
});
|
||||
if (autoPassTurn) PassTurn(beat + length, moveCamera, beat, length);
|
||||
if (autoPassTurn && beat + (length * 2) > gameSwitchBeat) PassTurn(beat + length, moveCamera, beat, length);
|
||||
}
|
||||
|
||||
public void Riff(double beat, float length, int[] pitches, bool gleeClubJJ, int sampleJJ, int sampleTonesJJ, bool noRespond)
|
||||
|
|
|
@ -171,8 +171,8 @@ namespace HeavenStudio.Games
|
|||
[NonSerialized] public bool sawShouldBop;
|
||||
[NonSerialized] public bool seeShouldBop;
|
||||
GameEvent bop = new GameEvent();
|
||||
double bgColorStartBeat;
|
||||
float bgColorLength;
|
||||
double bgColorStartBeat = -1;
|
||||
float bgColorLength = 0;
|
||||
Util.EasingFunction.Ease lastEase;
|
||||
Color colorFrom;
|
||||
Color colorTo;
|
||||
|
@ -195,13 +195,39 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
if (allJumpEvents.Count > 0) return;
|
||||
GrabJumpEvents(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
colorFrom = defaultBGColor;
|
||||
colorTo = defaultBGColor;
|
||||
colorFrom2 = defaultBGColorBottom;
|
||||
colorTo2 = defaultBGColorBottom;
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
GrabJumpEvents(beat);
|
||||
PersistColor(beat);
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
GrabJumpEvents(beat);
|
||||
PersistColor(beat);
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
private void PersistColors(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "recolor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
var e = allEventsBeforeBeat[^1];
|
||||
ChangeMappingColor(e["fill"], e["outline"]);
|
||||
}
|
||||
else
|
||||
{
|
||||
ChangeMappingColor(Color.white, defaultOtherColor);
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
|
@ -250,7 +276,7 @@ namespace HeavenStudio.Games
|
|||
double goodBeat = tempEvents[0].beat + tempEvents[0].length;
|
||||
for (int i = 1; i < tempEvents.Count; i++)
|
||||
{
|
||||
if (tempEvents[i].beat != goodBeat)
|
||||
if (tempEvents[i].beat < goodBeat)
|
||||
{
|
||||
tempEvents2.Add(tempEvents[i]);
|
||||
}
|
||||
|
@ -271,25 +297,38 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "changeBgColor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
ChangeColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
private void BackgroundColorUpdate(Conductor cond)
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
|
||||
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
|
||||
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
|
||||
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
|
||||
bgHigh.color = new Color(newColorR, newColorG, newColorB);
|
||||
gradient.color = new Color(newColorR, newColorG, newColorB);
|
||||
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
|
||||
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
|
||||
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
|
||||
bgLow.color = new Color(newColorR, newColorG, newColorB);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
float normalizedBeat = cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength);
|
||||
if (normalizedBeat > 0 && normalizedBeat <= 1)
|
||||
{
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
|
||||
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
|
||||
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
|
||||
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
|
||||
bgHigh.color = new Color(newColorR, newColorG, newColorB);
|
||||
gradient.color = new Color(newColorR, newColorG, newColorB);
|
||||
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
|
||||
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
|
||||
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
|
||||
bgLow.color = new Color(newColorR, newColorG, newColorB);
|
||||
}
|
||||
BackgroundColorUpdate(cond);
|
||||
if (allJumpEvents.Count > 0 && !(see.dead || saw.dead))
|
||||
{
|
||||
if (currentJumpIndex < allJumpEvents.Count && currentJumpIndex >= 0)
|
||||
|
|
|
@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
|
|||
[SerializeField] bool see;
|
||||
[NonSerialized] public bool dead = false;
|
||||
public bool strum;
|
||||
public Animator anim;
|
||||
[NonSerialized] public Animator anim;
|
||||
JumpState lastState;
|
||||
JumpState currentState;
|
||||
Path currentPath;
|
||||
|
@ -48,6 +48,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
|
|||
[SerializeField] Transform landOutTrans;
|
||||
public Transform landInTrans;
|
||||
[SerializeField] Transform groundTrans;
|
||||
[SerializeField] Transform gameTrans;
|
||||
bool hasChangedAnimMidAir;
|
||||
[SerializeField] ParticleSystem deathParticle;
|
||||
double wantChoke = -1;
|
||||
|
@ -141,31 +142,22 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
|
|||
transform.position = GetPathPositionFromBeat(currentPath, Math.Max(startBeat, currentBeat), startBeat);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
|
||||
double currentBeat = cond.songPositionInBeatsAsDouble;
|
||||
|
||||
if (!see && game.cameraMove && cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
switch (currentState)
|
||||
if (!see && game.cameraMove)
|
||||
{
|
||||
default:
|
||||
return;
|
||||
case JumpState.HighOutOut:
|
||||
case JumpState.HighOutIn:
|
||||
case JumpState.HighInOut:
|
||||
case JumpState.HighInIn:
|
||||
float newCamY = Math.Max(GetPathPositionFromBeat(cameraPath, Math.Max(startBeat, currentBeat), startBeat).y, 0);
|
||||
GameCamera.additionalPosition = new Vector3(0, newCamY, 0);
|
||||
break;
|
||||
switch (currentState)
|
||||
{
|
||||
default:
|
||||
return;
|
||||
case JumpState.HighOutOut:
|
||||
case JumpState.HighOutIn:
|
||||
case JumpState.HighInOut:
|
||||
case JumpState.HighInIn:
|
||||
float newCamY = Math.Max(GetPathPositionFromBeat(cameraPath, Math.Max(startBeat, currentBeat), startBeat).y, 0);
|
||||
gameTrans.localPosition = new Vector3(0, -newCamY, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Choke(double beat, float length)
|
||||
|
|
|
@ -2,7 +2,6 @@ using HeavenStudio.Util;
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using HeavenStudio.Common;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -58,14 +57,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("changeBG", "Change Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", SpaceDance.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||
new Param("end", SpaceDance.defaultBGColor, "End Color", "The end color for the fade."),
|
||||
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
|
@ -135,7 +134,6 @@ namespace HeavenStudio.Games
|
|||
Talk = 1,
|
||||
Sniff = 2
|
||||
}
|
||||
Tween bgColorTween;
|
||||
[SerializeField] SpriteRenderer bg;
|
||||
[SerializeField] Animator shootingStarAnim;
|
||||
public Animator DancerP;
|
||||
|
@ -170,12 +168,15 @@ namespace HeavenStudio.Games
|
|||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
scroll.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
|
@ -633,27 +634,55 @@ namespace HeavenStudio.Games
|
|||
Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("spaceDance", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
bg.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, beats);
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public void JustRight(PlayerActionEvent caller, float state)
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -81,7 +80,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("changeBG", "Change Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.FadeBackgroundColor(e["start"], e["end"], e["startDots"], e["endDots"], e.length, e["toggle"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["startDots"], e["endDots"], e["ease"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
|
@ -90,7 +89,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("end", SpaceSoccer.defaultBGColor, "End Color", "The end color for the fade."),
|
||||
new Param("startDots", Color.white, "Start Color (Dots)", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||
new Param("endDots", Color.white, "End Color (Dots)", "The end color for the fade."),
|
||||
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
new GameAction("scroll", "Scrolling Background")
|
||||
|
@ -206,8 +205,6 @@ namespace HeavenStudio.Games
|
|||
float yScrollMultiplier = 0.3f;
|
||||
[SerializeField] private float xBaseSpeed = 1;
|
||||
[SerializeField] private float yBaseSpeed = 1;
|
||||
Tween bgColorTween;
|
||||
Tween dotColorTween;
|
||||
#region Space Kicker Position Easing
|
||||
float easeBeat;
|
||||
float easeLength;
|
||||
|
@ -226,6 +223,8 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
}
|
||||
|
||||
new void OnDrawGizmos()
|
||||
|
@ -243,6 +242,7 @@ namespace HeavenStudio.Games
|
|||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
|
||||
|
||||
|
@ -324,6 +324,8 @@ namespace HeavenStudio.Games
|
|||
Dispense(entity.beat, isOnGameSwitchBeat && !entity["toggle"], false, isOnGameSwitchBeat && entity["down"]);
|
||||
break;
|
||||
}
|
||||
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public SuperCurveObject.Path GetPath(string name)
|
||||
|
@ -485,32 +487,60 @@ namespace HeavenStudio.Games
|
|||
}, forcePlay:true);
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, Color dotColor, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Color colorStartDot = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEndDot = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
if (dotColorTween != null)
|
||||
dotColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
|
||||
float newRDot = func(colorStartDot.r, colorEndDot.r, normalizedBeat);
|
||||
float newGDot = func(colorStartDot.g, colorEndDot.g, normalizedBeat);
|
||||
float newBDot = func(colorStartDot.b, colorEndDot.b, normalizedBeat);
|
||||
|
||||
bgImage.color = new Color(newRDot, newGDot, newBDot);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartDotSet, Color colorEndDotSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorStartDot = colorEndDotSet;
|
||||
colorEndDot = colorEndDotSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("kitties", new string[] { "bgcolor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
bg.color = color;
|
||||
bgImage.color = dotColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
dotColorTween = bgImage.DOColor(dotColor, seconds);
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["startDots"], lastEvent["endDots"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, Color startDot, Color endDot, float beats, bool instant)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, startDot, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, endDot, beats);
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
8
Assets/Scripts/Games/Splashdown.meta
Normal file
8
Assets/Scripts/Games/Splashdown.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 561a5f2a65005a942b392d4d26409b9a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
43
Assets/Scripts/Games/Splashdown/NtrSplash.cs
Normal file
43
Assets/Scripts/Games/Splashdown/NtrSplash.cs
Normal file
|
@ -0,0 +1,43 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_Splashdown
|
||||
{
|
||||
public class NtrSplash : MonoBehaviour
|
||||
{
|
||||
private Animator anim;
|
||||
[SerializeField] private ParticleSystem smallSplashParticles;
|
||||
[SerializeField] private ParticleSystem bigSplashParticles;
|
||||
|
||||
public void Init(string animName)
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
anim.DoScaledAnimationAsync(animName, 0.5f);
|
||||
switch (animName)
|
||||
{
|
||||
case "GodownSplash":
|
||||
smallSplashParticles.PlayScaledAsync(0.5f);
|
||||
break;
|
||||
case "BigSplash":
|
||||
case "Appearsplash":
|
||||
bigSplashParticles.PlayScaledAsync(0.5f);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
StartCoroutine(deletionCo());
|
||||
}
|
||||
|
||||
private IEnumerator deletionCo()
|
||||
{
|
||||
while (!anim.IsAnimationNotPlaying() || smallSplashParticles.isPlaying || bigSplashParticles.isPlaying)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/Splashdown/NtrSplash.cs.meta
Normal file
11
Assets/Scripts/Games/Splashdown/NtrSplash.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fe3c5087e8633cf49926d2e7a9945038
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
194
Assets/Scripts/Games/Splashdown/NtrSynchrette.cs
Normal file
194
Assets/Scripts/Games/Splashdown/NtrSynchrette.cs
Normal file
|
@ -0,0 +1,194 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
using System;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_Splashdown
|
||||
{
|
||||
public class NtrSynchrette : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private NtrSplash splashPrefab;
|
||||
[SerializeField] private Animator anim;
|
||||
[SerializeField] private Transform synchretteTransform;
|
||||
[SerializeField] private Transform splashHolder;
|
||||
[SerializeField] private Animator throwAnim;
|
||||
|
||||
private Splashdown game;
|
||||
|
||||
private double startBeat;
|
||||
|
||||
private bool missedJump;
|
||||
|
||||
[SerializeField] private float jumpHeight = 5f;
|
||||
[SerializeField] private float jumpStart = -3f;
|
||||
|
||||
private enum MovementState
|
||||
{
|
||||
None,
|
||||
Dive,
|
||||
Jumping,
|
||||
Raise,
|
||||
Stand,
|
||||
JumpIntoWater
|
||||
}
|
||||
|
||||
private MovementState currentMovementState;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
game = Splashdown.instance;
|
||||
Update();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
switch (currentMovementState)
|
||||
{
|
||||
case MovementState.None:
|
||||
float normalizedFloatDownBeat = cond.GetPositionFromBeat(0, 1) % 2;
|
||||
float normalizedFloatUpBeat = cond.GetPositionFromBeat(1, 1) % 2;
|
||||
if (normalizedFloatUpBeat <= 1f)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
|
||||
float newPosYUp = func(0, -0.5f, normalizedFloatUpBeat);
|
||||
synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
|
||||
float newPosYDown = func(-0.5f, 0, normalizedFloatDownBeat);
|
||||
synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
|
||||
}
|
||||
break;
|
||||
case MovementState.Dive:
|
||||
synchretteTransform.localPosition = new Vector3(0f, -6f, 0f);
|
||||
break;
|
||||
case MovementState.Jumping:
|
||||
float normalizedUpBeat = cond.GetPositionFromBeat(startBeat, 1);
|
||||
float normalizedDownBeat = cond.GetPositionFromBeat(startBeat + 1, 1);
|
||||
if (normalizedUpBeat <= 1f)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutCubic);
|
||||
float newPosYUp = func(jumpStart, jumpHeight, normalizedUpBeat);
|
||||
synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInCubic);
|
||||
float newPosYDown = func(jumpHeight, jumpStart, normalizedDownBeat);
|
||||
synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
|
||||
}
|
||||
if (missedJump) return;
|
||||
float normalizedRotBeat = cond.GetPositionFromBeat(startBeat + 1, 0.25);
|
||||
float newAngle = Mathf.Lerp(0, 360, normalizedRotBeat);
|
||||
synchretteTransform.localEulerAngles = new Vector3(0, 0, newAngle);
|
||||
break;
|
||||
case MovementState.Raise:
|
||||
float normalizedBeat = cond.GetPositionFromBeat(startBeat, 1);
|
||||
float newPosY = Mathf.Lerp(-6f, 0, normalizedBeat);
|
||||
synchretteTransform.localPosition = new Vector3(0, newPosY, 0);
|
||||
if (normalizedBeat >= 1)
|
||||
{
|
||||
SetState(MovementState.None, 0);
|
||||
}
|
||||
break;
|
||||
case MovementState.Stand:
|
||||
synchretteTransform.localPosition = new Vector3(0, 2.73f, 0);
|
||||
break;
|
||||
case MovementState.JumpIntoWater:
|
||||
float normalizedUp = cond.GetPositionFromBeat(startBeat, 0.5);
|
||||
float normalizedDown = cond.GetPositionFromBeat(startBeat + 0.5, 0.5);
|
||||
if (normalizedUp <= 1f)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
|
||||
float newPosYUp = func(2.73f, 4f, normalizedUp);
|
||||
synchretteTransform.localPosition = new Vector3(0f, newPosYUp, 0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
|
||||
float newPosYDown = func(4f, -3, normalizedDown);
|
||||
synchretteTransform.localPosition = new Vector3(0f, newPosYDown, 0f);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void Appear(bool miss = false, int appearType = 1)
|
||||
{
|
||||
SetState(MovementState.None, startBeat);
|
||||
if (!miss) anim.DoScaledAnimationAsync("Appear" + appearType, 0.4f);
|
||||
else anim.DoScaledAnimationAsync("MissAppear", 0.4f);
|
||||
Instantiate(splashPrefab, splashHolder).Init("Appearsplash");
|
||||
}
|
||||
|
||||
public void GoDown()
|
||||
{
|
||||
SetState(MovementState.Dive, startBeat);
|
||||
Instantiate(splashPrefab, splashHolder).Init("GodownSplash");
|
||||
}
|
||||
|
||||
public void Bop()
|
||||
{
|
||||
anim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
if (currentMovementState != MovementState.Stand)
|
||||
{
|
||||
SetState(MovementState.Stand, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void JumpIntoWater(double beat)
|
||||
{
|
||||
anim.Play("Idle", 0, 0);
|
||||
SetState(MovementState.JumpIntoWater, beat);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.75, delegate
|
||||
{
|
||||
Instantiate(splashPrefab, splashHolder).Init("GodownSplash");
|
||||
}),
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
{
|
||||
SetState(MovementState.Raise, beat + 1);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
public void Jump(double beat, bool missed = false, bool noDolphin = false)
|
||||
{
|
||||
missedJump = missed;
|
||||
SetState(MovementState.Jumping, beat);
|
||||
Instantiate(splashPrefab, splashHolder).Init("Appearsplash");
|
||||
if (noDolphin)
|
||||
{
|
||||
anim.DoScaledAnimationAsync(missed ? "JumpMiss" : "JumpOut", 0.5f);
|
||||
throwAnim.gameObject.SetActive(true);
|
||||
throwAnim.DoScaledAnimationAsync("Throw", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync(missed ? "DolphinMiss" : "Dolphin", 0.5f);
|
||||
}
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1.75, delegate { Instantiate(splashPrefab, splashHolder).Init("BigSplash"); }),
|
||||
new BeatAction.Action(beat + 2, delegate
|
||||
{
|
||||
anim.Play("Idle", 0, 0);
|
||||
SetState(MovementState.Raise, beat + 2);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
private void SetState(MovementState state, double beat)
|
||||
{
|
||||
currentMovementState = state;
|
||||
startBeat = beat;
|
||||
synchretteTransform.localEulerAngles = Vector3.zero;
|
||||
Update();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/Splashdown/NtrSynchrette.cs.meta
Normal file
11
Assets/Scripts/Games/Splashdown/NtrSynchrette.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5df2457857cbea1468f76b2867bc6e86
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
436
Assets/Scripts/Games/Splashdown/Splashdown.cs
Normal file
436
Assets/Scripts/Games/Splashdown/Splashdown.cs
Normal file
|
@ -0,0 +1,436 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
using System;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
|
||||
public static class NtrSplashdownLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("splashdown", "Splashdown", "327BF5", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("dive", "Dive")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.GoDown(e.beat, e.length); },
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("appear", "Appear")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.GoUp(e.beat, e.length, e["type"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", new EntityTypes.Integer(1, 3, 1), "Type")
|
||||
}
|
||||
},
|
||||
new GameAction("jump", "Jump")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.Jump(e.beat, e.length, e["dolphin"]); },
|
||||
defaultLength = 2f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("dolphin", true, "Dolphin")
|
||||
}
|
||||
},
|
||||
new GameAction("together", "Together Jump")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.TogetherJump(e.beat, e["al"]); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("al", false, "Alley-Oop!")
|
||||
}
|
||||
},
|
||||
new GameAction("togetherR9", "Together Jump (Remix 9)")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.TogetherJumpRemix9(e.beat, e["al"]); },
|
||||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("al", false, "Alley-Oop!")
|
||||
}
|
||||
},
|
||||
new GameAction("intro", "Intro")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.Intro(e.beat, e.length); },
|
||||
resizable = true,
|
||||
defaultLength = 8
|
||||
},
|
||||
new GameAction("amount", "Synchrette Amount")
|
||||
{
|
||||
function = delegate { Splashdown.instance.SpawnSynchrettes(eventCaller.currentEntity["amount"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("amount", new EntityTypes.Integer(3, 5, 3), "Amount")
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_Splashdown;
|
||||
|
||||
public class Splashdown : Minigame
|
||||
{
|
||||
public static Splashdown instance;
|
||||
[Header("References")]
|
||||
[SerializeField] private Transform synchretteHolder;
|
||||
[SerializeField] private NtrSynchrette synchrettePrefab;
|
||||
[SerializeField] private Animator crowdAnim;
|
||||
[Header("Properties")]
|
||||
[SerializeField] private float synchretteDistance;
|
||||
|
||||
private List<NtrSynchrette> currentSynchrettes = new List<NtrSynchrette>();
|
||||
private NtrSynchrette player;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
SpawnSynchrettes(3);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
|
||||
if (cond.isPlaying && !cond.isPaused && !IsIntroing())
|
||||
{
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
SoundByte.PlayOneShotGame("splashdown/downPlayer");
|
||||
player.GoDown();
|
||||
ScoreMiss();
|
||||
}
|
||||
if (PlayerInput.PressedUp() && !IsExpectingInputNow(InputType.STANDARD_UP))
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
player.Appear(true);
|
||||
SoundByte.PlayOneShotGame("splashdown/upPlayer");
|
||||
ScoreMiss();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnSynchrettes(int amount)
|
||||
{
|
||||
if (currentSynchrettes.Count > 0)
|
||||
{
|
||||
foreach (var synchrette in currentSynchrettes)
|
||||
{
|
||||
Destroy(synchrette.gameObject);
|
||||
}
|
||||
currentSynchrettes.Clear();
|
||||
}
|
||||
if (player != null) Destroy(player.gameObject);
|
||||
float startPos = -((amount / 2) * synchretteDistance) + ((amount % 2 == 0) ? synchretteDistance / 2 : 0);
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
NtrSynchrette spawnedSynchrette = Instantiate(synchrettePrefab, synchretteHolder);
|
||||
spawnedSynchrette.transform.localPosition = new Vector3(startPos + (synchretteDistance * i), spawnedSynchrette.transform.localPosition.y, 0);
|
||||
if (i < amount - 1) currentSynchrettes.Add(spawnedSynchrette);
|
||||
else player = spawnedSynchrette;
|
||||
}
|
||||
}
|
||||
|
||||
private double introBeat = -1;
|
||||
private float introLength = 0;
|
||||
|
||||
private bool IsIntroing()
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(introBeat, introLength);
|
||||
return normalized >= 0f && normalized <= 1f;
|
||||
}
|
||||
|
||||
public void Intro(double beat, float length)
|
||||
{
|
||||
introBeat = beat;
|
||||
introLength = length;
|
||||
List<BeatAction.Action> actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < length - 1; i++)
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat + i, delegate
|
||||
{
|
||||
foreach (var synchrette in currentSynchrettes)
|
||||
{
|
||||
synchrette.Bop();
|
||||
}
|
||||
player.Bop();
|
||||
}));
|
||||
}
|
||||
actions.Add(new BeatAction.Action(beat + length - 1, delegate
|
||||
{
|
||||
foreach (var synchrette in currentSynchrettes)
|
||||
{
|
||||
synchrette.JumpIntoWater(beat + length - 1);
|
||||
}
|
||||
player.JumpIntoWater(beat + length - 1);
|
||||
}));
|
||||
SoundByte.PlayOneShotGame("splashdown/start", beat + length - 0.25);
|
||||
BeatAction.New(instance.gameObject, actions);
|
||||
}
|
||||
|
||||
public void GoDown(double beat, float length)
|
||||
{
|
||||
if (IsIntroing()) return;
|
||||
List<BeatAction.Action> actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < currentSynchrettes.Count; i++)
|
||||
{
|
||||
NtrSynchrette synchretteToDive = currentSynchrettes[i];
|
||||
double diveBeat = beat + (i * length);
|
||||
actions.Add(new BeatAction.Action(diveBeat, delegate
|
||||
{
|
||||
synchretteToDive.GoDown();
|
||||
}));
|
||||
SoundByte.PlayOneShotGame("splashdown/whistle", diveBeat);
|
||||
SoundByte.PlayOneShotGame("splashdown/downOthers", diveBeat);
|
||||
}
|
||||
BeatAction.New(instance.gameObject, actions);
|
||||
SoundByte.PlayOneShotGame("splashdown/whistle", beat + (currentSynchrettes.Count * length));
|
||||
ScheduleInput(beat, currentSynchrettes.Count * length, InputType.STANDARD_DOWN, JustDown, Out, Out);
|
||||
}
|
||||
|
||||
public void GoUp(double beat, float length, int appearType)
|
||||
{
|
||||
if (IsIntroing()) return;
|
||||
List<BeatAction.Action> actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < currentSynchrettes.Count; i++)
|
||||
{
|
||||
NtrSynchrette synchretteToDive = currentSynchrettes[i];
|
||||
double diveBeat = beat + (i * length);
|
||||
actions.Add(new BeatAction.Action(diveBeat, delegate
|
||||
{
|
||||
synchretteToDive.Appear(false, appearType);
|
||||
}));
|
||||
SoundByte.PlayOneShotGame("splashdown/whistle", diveBeat);
|
||||
SoundByte.PlayOneShotGame("splashdown/upOthers", diveBeat);
|
||||
}
|
||||
BeatAction.New(instance.gameObject, actions);
|
||||
SoundByte.PlayOneShotGame("splashdown/whistle", beat + (currentSynchrettes.Count * length));
|
||||
switch (appearType)
|
||||
{
|
||||
case 1:
|
||||
ScheduleInput(beat, currentSynchrettes.Count * length, InputType.STANDARD_UP, JustUp1, Out, Out);
|
||||
break;
|
||||
case 2:
|
||||
ScheduleInput(beat, currentSynchrettes.Count * length, InputType.STANDARD_UP, JustUp2, Out, Out);
|
||||
break;
|
||||
case 3:
|
||||
ScheduleInput(beat, currentSynchrettes.Count * length, InputType.STANDARD_UP, JustUp3, Out, Out);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void Jump(double beat, float length, bool dolphin)
|
||||
{
|
||||
if (IsIntroing()) return;
|
||||
List<BeatAction.Action> actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < currentSynchrettes.Count; i++)
|
||||
{
|
||||
NtrSynchrette synchretteToDive = currentSynchrettes[i];
|
||||
double diveBeat = beat + (i * length);
|
||||
actions.Add(new BeatAction.Action(diveBeat, delegate
|
||||
{
|
||||
synchretteToDive.Jump(diveBeat, false, !dolphin);
|
||||
}));
|
||||
SoundByte.PlayOneShotGame("splashdown/yeah", diveBeat);
|
||||
SoundByte.PlayOneShotGame("splashdown/jumpOthers", diveBeat);
|
||||
SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1);
|
||||
SoundByte.PlayOneShotGame("splashdown/splashOthers", diveBeat + 1.75);
|
||||
}
|
||||
BeatAction.New(instance.gameObject, actions);
|
||||
SoundByte.PlayOneShotGame("splashdown/yeah", beat + (currentSynchrettes.Count * length));
|
||||
ScheduleInput(beat, currentSynchrettes.Count * length, InputType.STANDARD_UP, dolphin ? JustJump : JustJumpNoDolphin, Out, Out);
|
||||
}
|
||||
|
||||
public void TogetherJump(double beat, bool alleyoop)
|
||||
{
|
||||
if (IsIntroing()) return;
|
||||
SoundByte.PlayOneShotGame("splashdown/together");
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 2, delegate
|
||||
{
|
||||
foreach (var synchrette in currentSynchrettes)
|
||||
{
|
||||
synchrette.Jump(beat + 2, false, alleyoop);
|
||||
}
|
||||
})
|
||||
});
|
||||
if (alleyoop)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("splashdown/jumpOthers", beat + 2),
|
||||
new MultiSound.Sound("splashdown/alleyOop1", beat + 2.5, 1, 1, false, 0.014),
|
||||
new MultiSound.Sound("splashdown/alleyOop2", beat + 2.75),
|
||||
new MultiSound.Sound("splashdown/alleyOop3", beat + 3, 1, 1, false, 0.014),
|
||||
new MultiSound.Sound("splashdown/splashOthers", beat + 3.75),
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("splashdown/jumpOthers", beat + 2),
|
||||
new MultiSound.Sound("splashdown/rollOthers", beat + 3),
|
||||
new MultiSound.Sound("splashdown/splashOthers", beat + 3.75),
|
||||
});
|
||||
}
|
||||
ScheduleInput(beat, 2, InputType.STANDARD_UP, alleyoop ? JustJumpNoRollSound : JustJump, Out, Out);
|
||||
}
|
||||
|
||||
public void TogetherJumpRemix9(double beat, bool alleyoop)
|
||||
{
|
||||
if (IsIntroing()) return;
|
||||
SoundByte.PlayOneShotGame("splashdown/togetherRemix9");
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
{
|
||||
foreach (var synchrette in currentSynchrettes)
|
||||
{
|
||||
synchrette.Jump(beat + 1, false, alleyoop);
|
||||
}
|
||||
})
|
||||
});
|
||||
if (alleyoop)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("splashdown/jumpOthers", beat + 1),
|
||||
new MultiSound.Sound("splashdown/alleyOop1", beat + 1.5, 1, 1, false, 0.014),
|
||||
new MultiSound.Sound("splashdown/alleyOop2", beat + 1.75),
|
||||
new MultiSound.Sound("splashdown/alleyOop3", beat + 2, 1, 1, false, 0.014),
|
||||
new MultiSound.Sound("splashdown/splashOthers", beat + 2.75),
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("splashdown/jumpOthers", beat + 1),
|
||||
new MultiSound.Sound("splashdown/rollOthers", beat + 2),
|
||||
new MultiSound.Sound("splashdown/splashOthers", beat + 2.75),
|
||||
});
|
||||
}
|
||||
ScheduleInput(beat, 1, InputType.STANDARD_UP, alleyoop ? JustJumpNoRollSound : JustJump, Out, Out);
|
||||
}
|
||||
|
||||
private void JustDown(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("splashdown/downPlayer");
|
||||
player.GoDown();
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
}
|
||||
}
|
||||
|
||||
private void JustUp1(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("splashdown/upPlayer");
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
player.Appear(true);
|
||||
return;
|
||||
}
|
||||
player.Appear(false, 1);
|
||||
}
|
||||
|
||||
private void JustUp2(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("splashdown/upPlayer");
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
player.Appear(true);
|
||||
return;
|
||||
}
|
||||
player.Appear(false, 2);
|
||||
}
|
||||
|
||||
private void JustUp3(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("splashdown/upPlayer");
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
player.Appear(true);
|
||||
return;
|
||||
}
|
||||
player.Appear(false, 3);
|
||||
}
|
||||
|
||||
private void JustJump(PlayerActionEvent caller, float state)
|
||||
{
|
||||
double diveBeat = caller.timer + caller.startBeat;
|
||||
SoundByte.PlayOneShotGame("splashdown/jumpPlayer");
|
||||
SoundByte.PlayOneShotGame("splashdown/splashPlayer", diveBeat + 1.75);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
player.Jump(diveBeat, true);
|
||||
return;
|
||||
}
|
||||
SoundByte.PlayOneShotGame("splashdown/rollPlayer", diveBeat + 1);
|
||||
player.Jump(diveBeat);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }),
|
||||
new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); })
|
||||
});
|
||||
}
|
||||
|
||||
private void JustJumpNoDolphin(PlayerActionEvent caller, float state)
|
||||
{
|
||||
double diveBeat = caller.timer + caller.startBeat;
|
||||
SoundByte.PlayOneShotGame("splashdown/jumpPlayer");
|
||||
SoundByte.PlayOneShotGame("splashdown/splashPlayer", diveBeat + 1.75);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
player.Jump(diveBeat, true, true);
|
||||
return;
|
||||
}
|
||||
SoundByte.PlayOneShotGame("splashdown/rollPlayer", diveBeat + 1);
|
||||
player.Jump(diveBeat, false, true);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }),
|
||||
new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); })
|
||||
});
|
||||
}
|
||||
|
||||
private void JustJumpNoRollSound(PlayerActionEvent caller, float state)
|
||||
{
|
||||
double diveBeat = caller.timer + caller.startBeat;
|
||||
SoundByte.PlayOneShotGame("splashdown/jumpPlayer");
|
||||
SoundByte.PlayOneShotGame("splashdown/splashPlayer", diveBeat + 1.75);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
player.Jump(diveBeat, true, true);
|
||||
return;
|
||||
}
|
||||
player.Jump(diveBeat, false, true);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }),
|
||||
new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); })
|
||||
});
|
||||
}
|
||||
|
||||
private void Out(PlayerActionEvent caller) { }
|
||||
}
|
||||
}
|
||||
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue