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assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/AirRally/AirRally.cs b/Assets/Scripts/Games/AirRally/AirRally.cs index 2d76e74b..18c968c8 100644 --- a/Assets/Scripts/Games/AirRally/AirRally.cs +++ b/Assets/Scripts/Games/AirRally/AirRally.cs @@ -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().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().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().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().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().DoThrough(); + ActiveShuttle.DoThrough(); hasMissed = true; shuttleActive = false; ActiveShuttle = null; diff --git a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs index 388650bb..31d3564a 100644 --- a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs +++ b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs @@ -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); diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs index ab36c384..01d939f1 100644 --- a/Assets/Scripts/Games/CoinToss/CoinToss.cs +++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs @@ -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() - { - 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() { - 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 - - { - 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() { - 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() {"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); } } } diff --git a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs index 1ff795e8..c23e748e 100644 --- a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs +++ b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs @@ -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() { - 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) diff --git a/Assets/Scripts/Games/ForkLifter/ForkLifter.cs b/Assets/Scripts/Games/ForkLifter/ForkLifter.cs index b2867640..b5a928a7 100644 --- a/Assets/Scripts/Games/ForkLifter/ForkLifter.cs +++ b/Assets/Scripts/Games/ForkLifter/ForkLifter.cs @@ -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() { 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() { 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); } } - } \ No newline at end of file diff --git a/Assets/Scripts/Games/Kitties/Kitties.cs b/Assets/Scripts/Games/Kitties/Kitties.cs index 319d7334..bff03b9c 100644 --- a/Assets/Scripts/Games/Kitties/Kitties.cs +++ b/Assets/Scripts/Games/Kitties/Kitties.cs @@ -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() { - 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); } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/Lockstep/Lockstep.cs b/Assets/Scripts/Games/Lockstep/Lockstep.cs index fedac00e..df92798f 100644 --- a/Assets/Scripts/Games/Lockstep/Lockstep.cs +++ b/Assets/Scripts/Games/Lockstep/Lockstep.cs @@ -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) diff --git a/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs b/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs index b6153f52..4dfa1c87 100644 --- a/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs +++ b/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs @@ -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() { 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); diff --git a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs index 4b936e75..90a6c882 100644 --- a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs +++ b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs @@ -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() { 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() - { - new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to") - }, - hidden = true - }, }, new List() {"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() diff --git a/Assets/Scripts/Games/Rockers/Rockers.cs b/Assets/Scripts/Games/Rockers/Rockers.cs index 52105318..0f7dd441 100644 --- a/Assets/Scripts/Games/Rockers/Rockers.cs +++ b/Assets/Scripts/Games/Rockers/Rockers.cs @@ -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) diff --git a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs index c1d8bd29..386af987 100644 --- a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs +++ b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs @@ -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) diff --git a/Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs b/Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs index 9a107916..04fe3349 100644 --- a/Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs +++ b/Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs @@ -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) diff --git a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs index f5a92d49..9e6221da 100644 --- a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs +++ b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs @@ -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() { 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) diff --git a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs index bf1520e9..9617cf94 100644 --- a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs +++ b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs @@ -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() @@ -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); } } - } \ No newline at end of file diff --git a/Assets/Scripts/Games/Splashdown.meta b/Assets/Scripts/Games/Splashdown.meta new file mode 100644 index 00000000..bb1ca2ae --- /dev/null +++ b/Assets/Scripts/Games/Splashdown.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 561a5f2a65005a942b392d4d26409b9a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/Splashdown/NtrSplash.cs b/Assets/Scripts/Games/Splashdown/NtrSplash.cs new file mode 100644 index 00000000..26f403bf --- /dev/null +++ b/Assets/Scripts/Games/Splashdown/NtrSplash.cs @@ -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(); + 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); + } + } +} + diff --git a/Assets/Scripts/Games/Splashdown/NtrSplash.cs.meta b/Assets/Scripts/Games/Splashdown/NtrSplash.cs.meta new file mode 100644 index 00000000..ec3ba8f8 --- /dev/null +++ b/Assets/Scripts/Games/Splashdown/NtrSplash.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fe3c5087e8633cf49926d2e7a9945038 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs b/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs new file mode 100644 index 00000000..c3d92206 --- /dev/null +++ b/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs @@ -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() + { + 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() + { + 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(); + } + } +} + diff --git a/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs.meta b/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs.meta new file mode 100644 index 00000000..744498cf --- /dev/null +++ b/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5df2457857cbea1468f76b2867bc6e86 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/Splashdown/Splashdown.cs b/Assets/Scripts/Games/Splashdown/Splashdown.cs new file mode 100644 index 00000000..16923541 --- /dev/null +++ b/Assets/Scripts/Games/Splashdown/Splashdown.cs @@ -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() + { + 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() + { + 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() + { + 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() + { + 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() + { + 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() + { + 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 currentSynchrettes = new List(); + 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 actions = new List(); + 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 actions = new List(); + 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 actions = new List(); + 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 actions = new List(); + 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() + { + 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() + { + 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() + { + 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() + { + 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() + { + 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) { } + } +} + diff --git a/Assets/Scripts/Games/Splashdown/Splashdown.cs.meta b/Assets/Scripts/Games/Splashdown/Splashdown.cs.meta new file mode 100644 index 00000000..1f6ceba3 --- /dev/null +++ b/Assets/Scripts/Games/Splashdown/Splashdown.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b013474c37d4d74b9b5b4e7bbc0fee9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/Tambourine/Tambourine.cs b/Assets/Scripts/Games/Tambourine/Tambourine.cs index 635b8b31..073d25c1 100644 --- a/Assets/Scripts/Games/Tambourine/Tambourine.cs +++ b/Assets/Scripts/Games/Tambourine/Tambourine.cs @@ -2,7 +2,6 @@ using HeavenStudio.Util; using System; using System.Collections.Generic; using UnityEngine; -using DG.Tweening; using Jukebox; namespace HeavenStudio.Games.Loaders @@ -60,27 +59,16 @@ namespace HeavenStudio.Games.Loaders }, new GameAction("fade background", "Background Color") { - function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length, e["instant"]); }, + function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); }, defaultLength = 4f, resizable = true, parameters = new List() { - new Param("colorA", Color.white, "Start Color", "The starting color of the fade."), - new Param("colorB", Tambourine.defaultBGColor, "End Color", "The ending color of the fade."), - new Param("instant", false, "Instant", "Instantly set the color of the background to the start color?") + new Param("colorStart", Color.white, "Start Color", "The starting color of the fade."), + new Param("colorEnd", Tambourine.defaultBGColor, "End Color", "The ending color of the fade."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") } }, - //backwards-compatibility - new GameAction("set background color", "Background Color") - { - function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.ChangeBackgroundColor(e["colorA"], 0f); }, - defaultLength = 0.5f, - parameters = new List() - { - new Param("colorA", Tambourine.defaultBGColor, "Background Color", "The background color to change to.") - }, - hidden = true - }, }, new List() {"rvl", "repeat"}, "rvldrum", "en", @@ -119,8 +107,6 @@ namespace HeavenStudio.Games bool frogPresent; bool monkeyGoBop; bool handsGoBop; - - Tween bgColorTween; public GameEvent bop = new GameEvent(); public enum WhoBops @@ -140,10 +126,13 @@ namespace HeavenStudio.Games frogAnimator.Play("FrogExited", 0, 0); handsAnimator.Play("Idle", 0, 0); monkeyAnimator.Play("MonkeyIdle", 0, 0); + colorStart = defaultBGColor; + colorEnd = defaultBGColor; } void Update() { + BackgroundColorUpdate(); if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) { if (monkeyGoBop) @@ -228,6 +217,7 @@ namespace HeavenStudio.Games } queuedIntervals.Clear(); } + PersistColor(beat); } private struct QueuedInterval @@ -454,27 +444,50 @@ namespace HeavenStudio.Games } } - 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) + 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("tambourine", new string[] { "fade background" }).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["colorStart"], lastEvent["colorEnd"], 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 void SummonFrog() diff --git a/Assets/Scripts/Games/TapTroupe/TapTroupe.cs b/Assets/Scripts/Games/TapTroupe/TapTroupe.cs index dad87880..81bfd784 100644 --- a/Assets/Scripts/Games/TapTroupe/TapTroupe.cs +++ b/Assets/Scripts/Games/TapTroupe/TapTroupe.cs @@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Loaders }, new GameAction("tapping", "Tapping") { - preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreTapping(e.beat, e.length, e["okay"], e["okayType"], e["animType"], e["popperBeats"], e["randomVoiceLine"]); }, + preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreTapping(e.beat, e.length, e["okay"], e["okayType"], e["animType"], e["popperBeats"], e["randomVoiceLine"], e["noReady"]); }, defaultLength = 3f, resizable = true, parameters = new List() @@ -35,7 +35,8 @@ namespace HeavenStudio.Games.Loaders new Param("okayType", TapTroupe.OkayType.OkayA, "Okay Type", "Which version of the okay voice line should the tappers say?"), new Param("animType", TapTroupe.OkayAnimType.Normal, "Okay Animation", "Which animations should be played when the tapper say OK?"), new Param("popperBeats", new EntityTypes.Float(0f, 80f, 2f), "Popper Beats", "How many beats until the popper will pop?"), - new Param("randomVoiceLine", true, "Extra Random Voice Line", "Whether there should be randomly said woos or laughs after the tappers say OK!") + new Param("randomVoiceLine", true, "Extra Random Voice Line", "Whether there should be randomly said woos or laughs after the tappers say OK!"), + new Param("noReady", false, "Mute Ready") } }, new GameAction("bop", "Bop") @@ -368,13 +369,16 @@ namespace HeavenStudio.Games }); } - public static void PreTapping(double beat, float length, bool okay, int okayType, int animType, float popperBeats, bool randomVoiceLine) + public static void PreTapping(double beat, float length, bool okay, int okayType, int animType, float popperBeats, bool randomVoiceLine, bool noReady) { - MultiSound.Play(new MultiSound.Sound[] + if (!noReady) { - new MultiSound.Sound("tapTroupe/tapReady1", beat - 2f), - new MultiSound.Sound("tapTroupe/tapReady2", beat - 1f), - }, forcePlay: true); + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("tapTroupe/tapReady1", beat - 2f), + new MultiSound.Sound("tapTroupe/tapReady2", beat - 1f), + }, forcePlay: true); + } if (GameManager.instance.currentGame == "tapTroupe") { TapTroupe.instance.Tapping(beat, length, okay, okayType, animType, popperBeats, randomVoiceLine); diff --git a/Assets/Scripts/Games/TheDazzles/TheDazzles.cs b/Assets/Scripts/Games/TheDazzles/TheDazzles.cs index bb6ce7ea..a08f43f4 100644 --- a/Assets/Scripts/Games/TheDazzles/TheDazzles.cs +++ b/Assets/Scripts/Games/TheDazzles/TheDazzles.cs @@ -35,52 +35,57 @@ namespace HeavenStudio.Games.Loaders }, new GameAction("poseThree", "Pose Horizontal") { - preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"]); }, + preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"], e["toggle2"]); }, defaultLength = 3f, parameters = new List() { - new Param("toggle", false, "Stars", "Should stars appear when successfully posing?") + new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"), + new Param("toggle2", true, "Cheer Sounds") } }, new GameAction("poseTwo", "Pose Vertical") { - preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"]); }, + preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"], e["toggle2"]); }, defaultLength = 4f, parameters = new List() { - new Param("toggle", true, "Stars", "Should stars appear when successfully posing?") + new Param("toggle", true, "Stars", "Should stars appear when successfully posing?"), + new Param("toggle2", true, "Cheer Sounds") } }, new GameAction("poseSixDiagonal", "Pose Diagonal") { - preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"]); }, + preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"], e["toggle2"]); }, defaultLength = 4.5f, parameters = new List() { - new Param("toggle", false, "Stars", "Should stars appear when successfully posing?") + new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"), + new Param("toggle2", true, "Cheer Sounds") } }, new GameAction("poseSixColumns", "Pose Rows") { - preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"]); }, + preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"], e["toggle2"]); }, defaultLength = 4f, parameters = new List() { - new Param("toggle", false, "Stars", "Should stars appear when successfully posing?") + new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"), + new Param("toggle2", true, "Cheer Sounds") } }, new GameAction("poseSix", "Pose Six") { - preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"]); }, + preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"], e["toggle2"]); }, defaultLength = 4.5f, parameters = new List() { - new Param("toggle", true, "Stars", "Should stars appear when successfully posing?") + new Param("toggle", true, "Stars", "Should stars appear when successfully posing?"), + new Param("toggle2", true, "Cheer Sounds") } }, new GameAction("customPose", "Custom Pose") { - preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, e["upLeft"], e["upMiddle"], e["upRight"], e["downLeft"], e["downMiddle"], e["player"], e["toggle"]); }, + preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, e["upLeft"], e["upMiddle"], e["upRight"], e["downLeft"], e["downMiddle"], e["player"], e["toggle"], e["toggle2"]); }, defaultLength = 3f, resizable = true, parameters = new List() @@ -91,7 +96,8 @@ namespace HeavenStudio.Games.Loaders new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "How many beats after the event has started will this girl pose?"), new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "How many beats after the event has started will this girl pose?"), new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "How many beats after the event has started should the player pose?"), - new Param("toggle", false, "Stars", "Should stars appear when successfully posing?") + new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"), + new Param("toggle2", true, "Cheer Sounds") } }, new GameAction("forceHold", "Force Hold") @@ -200,6 +206,7 @@ namespace HeavenStudio.Games public float downMiddleBeat; public float playerBeat; public bool stars; + public bool cheer; } public struct QueuedCrouch { @@ -266,7 +273,7 @@ namespace HeavenStudio.Games { foreach (var pose in queuedPoses) { - Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars); + Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars, pose.cheer); } queuedPoses.Clear(); } @@ -429,28 +436,28 @@ namespace HeavenStudio.Games }); } - public static void PrePose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars) + public static void PrePose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer) { if (GameManager.instance.currentGame == "theDazzles") { - instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars); + instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars, cheer); } else { queuedPoses.Add(new QueuedPose { beat = beat, upLeftBeat = upLeftBeat, stars = stars, length = length, - downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat}); + downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat, cheer = cheer}); } } - public void Pose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars) + public void Pose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer) { if (stars) { - ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, JustPoseStars, MissPose, Nothing); + ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, cheer ? JustPoseStars : JustPoseStarsNoCheer, MissPose, Nothing); } else { - ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, JustPose, MissPose, Nothing); + ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, cheer ? JustPose : JustPoseNoCheer, MissPose, Nothing); } double crouchBeat = beat - 1f; if (crouchBeat < crouchEndBeat) @@ -577,7 +584,7 @@ namespace HeavenStudio.Games player.Pose(); return; } - SuccessPose(false); + SuccessPose(false, true); } void JustPoseStars(PlayerActionEvent caller, float state) @@ -590,13 +597,39 @@ namespace HeavenStudio.Games player.Pose(); return; } - SuccessPose(true); + SuccessPose(true, true); } - void SuccessPose(bool stars) + void JustPoseNoCheer(PlayerActionEvent caller, float state) + { + shouldHold = false; + SoundByte.PlayOneShotGame("theDazzles/pose"); + SoundByte.PlayOneShotGame("theDazzles/posePlayer"); + if (state >= 1f || state <= -1f) + { + player.Pose(); + return; + } + SuccessPose(false, false); + } + + void JustPoseStarsNoCheer(PlayerActionEvent caller, float state) + { + shouldHold = false; + SoundByte.PlayOneShotGame("theDazzles/pose"); + SoundByte.PlayOneShotGame("theDazzles/posePlayer"); + if (state >= 1f || state <= -1f) + { + player.Pose(); + return; + } + SuccessPose(true, false); + } + + void SuccessPose(bool stars, bool cheer) { player.Pose(); - SoundByte.PlayOneShotGame("theDazzles/applause"); + if (cheer) SoundByte.PlayOneShotGame("theDazzles/applause"); foreach (var girl in npcGirls) { girl.currentEmotion = TheDazzlesGirl.Emotion.Happy; diff --git a/Assets/Scripts/Games/TossBoys/TossBoys.cs b/Assets/Scripts/Games/TossBoys/TossBoys.cs index f26e18d7..d0802e24 100644 --- a/Assets/Scripts/Games/TossBoys/TossBoys.cs +++ b/Assets/Scripts/Games/TossBoys/TossBoys.cs @@ -2,7 +2,6 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; -using DG.Tweening; using Jukebox; namespace HeavenStudio.Games.Loaders @@ -81,14 +80,14 @@ namespace HeavenStudio.Games.Loaders }, new GameAction("changeBG", "Change Background Color") { - function = delegate {var e = eventCaller.currentEntity; TossBoys.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); }, + function = delegate {var e = eventCaller.currentEntity; TossBoys.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); }, defaultLength = 1f, resizable = true, parameters = new List() { new Param("start", TossBoys.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", TossBoys.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") } }, }, @@ -140,7 +139,6 @@ namespace HeavenStudio.Games [SerializeField] SpriteRenderer bg; [Header("Properties")] - Tween bgColorTween; [SerializeField] SuperCurveObject.Path[] ballPaths; WhichTossKid lastReceiver = WhichTossKid.None; WhichTossKid currentReceiver = WhichTossKid.None; @@ -155,6 +153,8 @@ namespace HeavenStudio.Games private void Awake() { instance = this; + colorStart = defaultBGColor; + colorEnd = defaultBGColor; } new void OnDrawGizmos() @@ -184,6 +184,7 @@ namespace HeavenStudio.Games private void Update() { var cond = Conductor.instance; + BackgroundColorUpdate(); if (cond.isPlaying && !cond.isPaused) { if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) @@ -208,27 +209,55 @@ namespace HeavenStudio.Games } } - 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) + 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("tossBoys", 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); } #region Bop