mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
Misc. Tweaks the tweakquel (#540)
* seesaw fix + stretchable pass turn revival * lockstep fixes * PLEASE FUCKING WORK * fixed it * some * more * quiz show input improvement
This commit is contained in:
parent
a9b7113b2c
commit
be5873ed64
18 changed files with 167 additions and 57 deletions
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@ -188,7 +188,10 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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resizable = true,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("enable", true, "Enable"),
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new Param("enable", true, "Enable", "", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "main", "side", "speed", "endSpeed", "ease" })
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}),
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new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "How many trees per second?"),
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new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "How many trees per second?"),
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new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "How many trees per second?"),
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new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "How many trees per second?"),
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new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
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new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
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@ -22,7 +22,10 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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resizable = true,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not."),
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new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => !(bool)x, new string[] { "note1", "note2", "note3", "note4", "note5", "note6"})
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}),
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new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"),
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new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"),
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new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"),
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new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"),
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new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"),
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new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"),
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@ -20,7 +20,10 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
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new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "endSmile" })
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}),
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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},
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); },
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@ -32,7 +35,10 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
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new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "endSmile" })
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}),
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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},
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); },
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@ -55,7 +55,10 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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new Param("threshold", new EntityTypes.Integer(1, 80, 8), "Threshold", "For each time the threshold is met a new plant will appear in the veggie bag."),
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new Param("threshold", new EntityTypes.Integer(1, 80, 8), "Threshold", "For each time the threshold is met a new plant will appear in the veggie bag."),
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new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "What is the limit for plants collected?"),
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new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "What is the limit for plants collected?"),
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new Param("force", false, "Force Amount of Collected Plants"),
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new Param("force", false, "Force Amount of Collected Plants", "", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "forceAmount" })
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}),
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new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Force Amount")
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new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Force Amount")
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}
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}
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}
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}
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@ -39,10 +39,13 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => !(bool)x, new string[] { "type", "type2", "type3" })
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}),
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new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
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new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
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new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
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new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
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new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
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new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
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new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii")
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}
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}
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},
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},
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new GameAction("move npc drummers", "NPC Drummers Enter or Exit")
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new GameAction("move npc drummers", "NPC Drummers Enter or Exit")
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@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("dialogue", "REPLACE THIS", "Mistranslation Dialogue", "The line to use when messing up the translation"),
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new Param("dialogue", "REPLACE THIS", "Mistranslation Dialogue", "The line to use when messing up the translation"),
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new Param("auto", true, "Auto Pass Turn")
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new Param("auto", true, "Auto Pass Turn")
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},
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},
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defaultLength = 4f,
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defaultLength = 3f,
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resizable = true,
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resizable = true,
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priority = 2,
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priority = 2,
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},
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},
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@ -43,6 +43,7 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("alien turnover", "Pass Turn")
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new GameAction("alien turnover", "Pass Turn")
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{
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{
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function = delegate { FirstContact.instance.PassTurnStandalone(eventCaller.currentEntity.beat); },
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function = delegate { FirstContact.instance.PassTurnStandalone(eventCaller.currentEntity.beat); },
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resizable = true,
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},
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},
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new GameAction("alien success", "Success")
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new GameAction("alien success", "Success")
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{
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{
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@ -250,7 +251,7 @@ namespace HeavenStudio.Games
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translateFailTextbox.SetActive(false);
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translateFailTextbox.SetActive(false);
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if (autoPassTurn)
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if (autoPassTurn)
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{
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{
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AlienTurnOver(beat + interval, beat, beat + interval);
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AlienTurnOver(beat + interval, beat, beat + interval, 1);
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}
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}
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})
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})
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};
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};
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@ -387,11 +388,12 @@ namespace HeavenStudio.Games
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public void PassTurnStandalone(double beat)
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public void PassTurnStandalone(double beat)
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{
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{
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RiqEntity lastInterval = GetLastIntervalBeforeBeat(beat);
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RiqEntity lastInterval = GetLastIntervalBeforeBeat(beat);
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float length = EventCaller.GetAllInGameManagerList("firstContact", new string[] { "alien turnover" }).Find(x => x.beat == beat).length;
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if (lastInterval == null) return;
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if (lastInterval == null) return;
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AlienTurnOver(beat, lastInterval.beat, lastInterval.beat + lastInterval.length);
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AlienTurnOver(beat, lastInterval.beat, lastInterval.beat + lastInterval.length, length);
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}
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}
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private void AlienTurnOver(double beat, double intervalBeat, double endBeat)
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private void AlienTurnOver(double beat, double intervalBeat, double endBeat, float length)
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{
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{
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var inputs = GetAllSpeaksInBetweenBeat(intervalBeat, endBeat);
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var inputs = GetAllSpeaksInBetweenBeat(intervalBeat, endBeat);
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inputs.Sort((x, y) => x.beat.CompareTo(y.beat));
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inputs.Sort((x, y) => x.beat.CompareTo(y.beat));
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{
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{
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var input = inputs[i];
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var input = inputs[i];
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double relativeBeat = input.beat - intervalBeat;
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double relativeBeat = input.beat - intervalBeat;
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ScheduleInput(beat, 1 + relativeBeat, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, AlienTapping, AlienOnMiss, AlienEmpty);
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ScheduleInput(beat, length + relativeBeat, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, AlienTapping, AlienOnMiss, AlienEmpty);
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callDiagList.Add(input["dialogue"]);
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callDiagList.Add(input["dialogue"]);
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}
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}
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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alienTextbox.SetActive(false);
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alienTextbox.SetActive(false);
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alien.Play("alien_point", 0, 0);
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alien.Play("alien_point", 0, 0);
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}),
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}),
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new BeatAction.Action(beat + 0.5f, delegate
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new BeatAction.Action(beat + (length / 2), delegate
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{
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{
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alien.Play("alien_idle", 0, 0);
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alien.Play("alien_idle", 0, 0);
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})
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})
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("uh", new EntityTypes.Integer(0, 3, 0), "Uh Count", "How many Uhs should Captain Tuck say after the flippers roll?"),
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new Param("uh", new EntityTypes.Integer(0, 3, 0), "Uh Count", "How many Uhs should Captain Tuck say after the flippers roll?"),
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new Param("thatsIt", false, "That's it!", "Whether or not Captain Tuck should say -That's it!- on the final flipper roll."),
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new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Which appreciation line should Captain Tuck say?", new List<Param.CollapseParam>()
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new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Which appreciation line should Captain Tuck say?"),
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{
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new Param.CollapseParam(x => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" })
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}),
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new Param("heart", false, "Hearts", "Should Captain Tuck blush and make hearts appear when he expresses his appreciation?"),
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new Param("heart", false, "Hearts", "Should Captain Tuck blush and make hearts appear when he expresses his appreciation?"),
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new Param("thatsIt", false, "That's it!", "Whether or not Captain Tuck should say -That's it!- on the final flipper roll.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "barber" })
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}),
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new Param("barber", false, "Barbershop that's it variant", "Should captain tuck use the Barbershop remix variant of that's it?")
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new Param("barber", false, "Barbershop that's it variant", "Should captain tuck use the Barbershop remix variant of that's it?")
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},
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},
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defaultLength = 4f,
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defaultLength = 4f,
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new Param("semiTones1", new EntityTypes.Integer(-24, 24, -1), "Semitones (Next)", "The number of semitones up or down this note should be pitched"),
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new Param("semiTones1", new EntityTypes.Integer(-24, 24, -1), "Semitones (Next)", "The number of semitones up or down this note should be pitched"),
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new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 2), "Semitones (Player)", "The number of semitones up or down this note should be pitched"),
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new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 2), "Semitones (Player)", "The number of semitones up or down this note should be pitched"),
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new Param("close", GleeClub.MouthOpenClose.Both, "Close/Open Mouth", "Should the chorus kids close/open their mouth?"),
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new Param("close", GleeClub.MouthOpenClose.Both, "Close/Open Mouth", "Should the chorus kids close/open their mouth?"),
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new Param("repeat", false, "Repeating", "Should the left and middle chorus kid repeat this singing cue?"),
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new Param("repeat", false, "Repeating", "Should the left and middle chorus kid repeat this singing cue?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "semiTonesLeft2", "semiTonesLeft3", "semiTonesMiddle2" })
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}),
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new Param("semiTonesLeft2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left First)", "The number of semitones up or down this note should be pitched"),
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new Param("semiTonesLeft2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left First)", "The number of semitones up or down this note should be pitched"),
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new Param("semiTonesLeft3", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left Last)", "The number of semitones up or down this note should be pitched"),
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new Param("semiTonesLeft3", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left Last)", "The number of semitones up or down this note should be pitched"),
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new Param("semiTonesMiddle2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Middle)", "The number of semitones up or down this note should be pitched"),
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new Param("semiTonesMiddle2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Middle)", "The number of semitones up or down this note should be pitched"),
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("toggle", true, "Stars Enabled", "Starfall Or No?"),
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new Param("toggle", true, "Stars Enabled", "Starfall Or No?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "valA", "valB", "valC"})
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}),
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new Param("valA", new EntityTypes.Float(0.1f, 10f, 1f), "Star Density", "How many stars are on the screen"),
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new Param("valA", new EntityTypes.Float(0.1f, 10f, 1f), "Star Density", "How many stars are on the screen"),
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new Param("valB", new EntityTypes.Float(0.01f, 5f, 0.1f), "Front Star Fall Speed", "How fast the front stars fall to the edge of the screen"),
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new Param("valB", new EntityTypes.Float(0.01f, 5f, 0.1f), "Front Star Fall Speed", "How fast the front stars fall to the edge of the screen"),
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new Param("valC", new EntityTypes.Float(0.01f, 5f, 0.1f), "Back Star Fall Speed", "How fast the stars fall to the edge of the screen")
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new Param("valC", new EntityTypes.Float(0.01f, 5f, 0.1f), "Back Star Fall Speed", "How fast the stars fall to the edge of the screen")
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat."),
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "amount" })
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}),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
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new Param("visual", true, "Background Visual")
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new Param("visual", true, "Background Visual")
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},
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},
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new Param("visual", true, "Background Visual")
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new Param("visual", true, "Background Visual")
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}
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}
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},
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},
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new GameAction("hai", "Hai")
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{
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preFunction = delegate { Lockstep.HaiSound(eventCaller.currentEntity.beat); }
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},
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new GameAction("ho", "Ho")
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{
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preFunction = delegate { Lockstep.HoSound(eventCaller.currentEntity.beat); }
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},
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new GameAction("set colours", "Set Colours")
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new GameAction("set colours", "Set Colours")
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{
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{
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function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
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function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat."),
|
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "amount" })
|
||||||
|
}),
|
||||||
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
|
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
|
||||||
new Param("visual", true, "Background Visual")
|
new Param("visual", true, "Background Visual")
|
||||||
},
|
},
|
||||||
|
@ -231,6 +245,11 @@ namespace HeavenStudio.Games
|
||||||
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
|
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static bool ForceStepOnBeat(double beat)
|
||||||
|
{
|
||||||
|
return EventCaller.GetAllInGameManagerList("lockstep", new string[] { "marching" }).Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
|
||||||
|
}
|
||||||
|
|
||||||
private void PersistColors(double beat)
|
private void PersistColors(double beat)
|
||||||
{
|
{
|
||||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat);
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat);
|
||||||
|
@ -402,6 +421,16 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static void HaiSound(double beat)
|
||||||
|
{
|
||||||
|
SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.02314814814f);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void HoSound(double beat)
|
||||||
|
{
|
||||||
|
SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.03086419753);
|
||||||
|
}
|
||||||
|
|
||||||
public static void OnbeatSwitchSound(double beat, int hais, bool sound)
|
public static void OnbeatSwitchSound(double beat, int hais, bool sound)
|
||||||
{
|
{
|
||||||
if (sound)
|
if (sound)
|
||||||
|
@ -456,7 +485,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
if (visual) ChangeBeatBackGroundColour(true);
|
if (visual) ChangeBeatBackGroundColour(true);
|
||||||
}),
|
}),
|
||||||
new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing) MarchRecursive(beat + 2f); }),
|
new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 2f)) MarchRecursive(beat + 2f); }),
|
||||||
new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(false); }),
|
new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(false); }),
|
||||||
};
|
};
|
||||||
List<BeatAction.Action> actions = new();
|
List<BeatAction.Action> actions = new();
|
||||||
|
@ -519,7 +548,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
if (visual) ChangeBeatBackGroundColour(false);
|
if (visual) ChangeBeatBackGroundColour(false);
|
||||||
}),
|
}),
|
||||||
new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing) MarchRecursive(beat + 3.5f); }),
|
new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 3.5)) MarchRecursive(beat + 3.5f); }),
|
||||||
new BeatAction.Action(beat + 3.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
|
new BeatAction.Action(beat + 3.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
|
||||||
};
|
};
|
||||||
List<BeatAction.Action> actions = new();
|
List<BeatAction.Action> actions = new();
|
||||||
|
|
|
@ -42,7 +42,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
},
|
},
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>() {
|
parameters = new List<Param>() {
|
||||||
new Param("shouldPrep", true, "Prepare?", "Plays a prepare animation before the cue."),
|
new Param("shouldPrep", true, "Prepare?", "Plays a prepare animation before the cue.", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "prepBeats" })
|
||||||
|
}),
|
||||||
new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "How many beats before the cue does the octopus prepare?"),
|
new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "How many beats before the cue does the octopus prepare?"),
|
||||||
},
|
},
|
||||||
preFunctionLength = 4f,
|
preFunctionLength = 4f,
|
||||||
|
@ -79,7 +82,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
parameters = new List<Param>() {
|
parameters = new List<Param>() {
|
||||||
new Param("forceBop", true, "Force Bop", "Forces a bop, even if an animation is playing."),
|
new Param("forceBop", true, "Force Bop", "Forces a bop, even if an animation is playing."),
|
||||||
new Param("autoBop", true, "Hit/Miss Bop", "Plays a bop depending on if you hit or missed the cues."),
|
new Param("autoBop", true, "Hit/Miss Bop", "Plays a bop depending on if you hit or missed the cues."),
|
||||||
new Param("autoText", true, "Display Text", "Displays text depending on if you hit or missed the cues."),
|
new Param("autoText", true, "Display Text", "Displays text depending on if you hit or missed the cues.", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "hitText", "missText" })
|
||||||
|
}),
|
||||||
new Param("hitText", "Good!", "Hit Text", "The text to display if you hit the cues."),
|
new Param("hitText", "Good!", "Hit Text", "The text to display if you hit the cues."),
|
||||||
new Param("missText", "Wrong! Try again!", "Miss Text", "The text to display if you missed the cues."),
|
new Param("missText", "Wrong! Try again!", "Miss Text", "The text to display if you missed the cues."),
|
||||||
},
|
},
|
||||||
|
@ -101,7 +107,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
},
|
},
|
||||||
parameters = new List<Param>() {
|
parameters = new List<Param>() {
|
||||||
new Param("isInstant", true, "Instant", "Will the bubbles disappear appear?"),
|
new Param("isInstant", true, "Instant", "Will the bubbles disappear appear?"),
|
||||||
new Param("setActive", OctopusMachine.Actives.Activate, "Activate or Deactivate", "Will the bubbles disappear or appear?"),
|
new Param("setActive", OctopusMachine.Actives.Activate, "Activate or Deactivate", "Will the bubbles disappear or appear?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (int)x == (int)OctopusMachine.Actives.Activate, new string[] { "particleStrength" })
|
||||||
|
}),
|
||||||
new Param("particleStrength", new EntityTypes.Float(0, 25, 3), "Bubble Intensity", "The amount of bubbles"),
|
new Param("particleStrength", new EntityTypes.Float(0, 25, 3), "Bubble Intensity", "The amount of bubbles"),
|
||||||
new Param("particleSpeed", new EntityTypes.Float(0, 25, 5), "Bubble Speed", "The speed of the bubbles"),
|
new Param("particleSpeed", new EntityTypes.Float(0, 25, 5), "Bubble Speed", "The speed of the bubbles"),
|
||||||
},
|
},
|
||||||
|
@ -139,13 +148,22 @@ namespace HeavenStudio.Games.Loaders
|
||||||
OctopusMachine.instance.OctopusModifiers(e.beat, e["oct1x"], e["oct2x"], e["oct3x"], e["oct1y"], e["oct2y"], e["oct3y"], e["oct1"], e["oct2"], e["oct3"]);
|
OctopusMachine.instance.OctopusModifiers(e.beat, e["oct1x"], e["oct2x"], e["oct3x"], e["oct1y"], e["oct2y"], e["oct3y"], e["oct1"], e["oct2"], e["oct3"]);
|
||||||
},
|
},
|
||||||
parameters = new List<Param>() {
|
parameters = new List<Param>() {
|
||||||
new Param("oct1", true, "Show Octopus 1", "Should the first octopus be enabled?"),
|
new Param("oct1", true, "Show Octopus 1", "Should the first octopus be enabled?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "oct1x", "oct1y" })
|
||||||
|
}),
|
||||||
new Param("oct1x", new EntityTypes.Float(-10, 10, -4.64f), "X Octopus 1", "Change Octopus 1's X"),
|
new Param("oct1x", new EntityTypes.Float(-10, 10, -4.64f), "X Octopus 1", "Change Octopus 1's X"),
|
||||||
new Param("oct1y", new EntityTypes.Float(-10, 10, 2.5f), "Y Octopus 1", "Change Octopus 1's Y"),
|
new Param("oct1y", new EntityTypes.Float(-10, 10, 2.5f), "Y Octopus 1", "Change Octopus 1's Y"),
|
||||||
new Param("oct2", true, "Show Octopus 2", "Should the second octopus be enabled?"),
|
new Param("oct2", true, "Show Octopus 2", "Should the second octopus be enabled?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "oct2x", "oct2y" })
|
||||||
|
}),
|
||||||
new Param("oct2x", new EntityTypes.Float(-10, 10, -0.637f), "X Octopus 2", "Change Octopus 2's X"),
|
new Param("oct2x", new EntityTypes.Float(-10, 10, -0.637f), "X Octopus 2", "Change Octopus 2's X"),
|
||||||
new Param("oct2y", new EntityTypes.Float(-10, 10, 0f), "Y Octopus 2", "Change Octopus 2's Y"),
|
new Param("oct2y", new EntityTypes.Float(-10, 10, 0f), "Y Octopus 2", "Change Octopus 2's Y"),
|
||||||
new Param("oct3", true, "Show Octopus 3", "Should the third octopus be enabled?"),
|
new Param("oct3", true, "Show Octopus 3", "Should the third octopus be enabled?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "oct3x", "oct3y" })
|
||||||
|
}),
|
||||||
new Param("oct3x", new EntityTypes.Float(-10, 10, 3.363f), "X Octopus 3", "Change Octopus 3's X"),
|
new Param("oct3x", new EntityTypes.Float(-10, 10, 3.363f), "X Octopus 3", "Change Octopus 3's X"),
|
||||||
new Param("oct3y", new EntityTypes.Float(-10, 10, -2.5f), "Y Octopus 3", "Change Octopus 3's Y"),
|
new Param("oct3y", new EntityTypes.Float(-10, 10, -2.5f), "Y Octopus 3", "Change Octopus 3's Y"),
|
||||||
},
|
},
|
||||||
|
|
|
@ -17,11 +17,14 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
preFunction = delegate { var e = eventCaller.currentEntity; QuizShow.PreInterval(e.beat, e.length,
|
preFunction = delegate { var e = eventCaller.currentEntity; QuizShow.PreInterval(e.beat, e.length,
|
||||||
e["auto"], e["sound"], e["con"], e["visual"], e["audio"]); },
|
e["auto"], e["sound"], e["con"], e["visual"], e["audio"]); },
|
||||||
defaultLength = 8f,
|
defaultLength = 7f,
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("auto", true, "Auto Pass Turn"),
|
new Param("auto", true, "Auto Pass Turn", "", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "sound", "con", "visual", "audio" })
|
||||||
|
}),
|
||||||
new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
|
new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
|
||||||
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
|
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
|
||||||
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
|
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
|
||||||
|
@ -60,7 +63,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
|
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
|
||||||
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
|
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
|
||||||
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
|
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
|
||||||
}
|
},
|
||||||
|
resizable = true
|
||||||
},
|
},
|
||||||
new GameAction("revealAnswer", "Reveal Answer")
|
new GameAction("revealAnswer", "Reveal Answer")
|
||||||
{
|
{
|
||||||
|
@ -471,7 +475,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
if (autoPassTurn)
|
if (autoPassTurn)
|
||||||
{
|
{
|
||||||
PassTurn(beat + interval, beat, interval, timeUpSound, consecutive, visualClock, audioClock);
|
PassTurn(beat + interval, beat, interval, timeUpSound, consecutive, visualClock, audioClock, 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -508,16 +512,17 @@ namespace HeavenStudio.Games
|
||||||
private void PassTurnStandalone(double beat, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
private void PassTurnStandalone(double beat, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
||||||
{
|
{
|
||||||
var lastInterval = GetLastIntervalBeforeBeat(beat);
|
var lastInterval = GetLastIntervalBeforeBeat(beat);
|
||||||
|
float length = EventCaller.GetAllInGameManagerList("quizShow", new string[] { "passTurn" }).Find(x => x.beat == beat).length;
|
||||||
if (lastInterval != null)
|
if (lastInterval != null)
|
||||||
{
|
{
|
||||||
PassTurn(beat, lastInterval.beat, lastInterval.length, timeUpSound, consecutive, visualClock, audioClock);
|
PassTurn(beat, lastInterval.beat, lastInterval.length, timeUpSound, consecutive, visualClock, audioClock, length);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PassTurn(double beat, double intervalBeat, float intervalLength, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
private void PassTurn(double beat, double intervalBeat, float intervalLength, bool timeUpSound, bool consecutive, bool visualClock, int audioClock, float length)
|
||||||
{
|
{
|
||||||
playerStartBeat = beat + 1;
|
playerStartBeat = beat + length - Conductor.instance.SecsToBeats(ngEarlyTime, Conductor.instance.GetBpmAtBeat(beat + length));
|
||||||
playerLength = intervalLength;
|
playerLength = intervalLength + (float)Conductor.instance.SecsToBeats(ngEarlyTime, Conductor.instance.GetBpmAtBeat(beat + length));
|
||||||
var relevantInputs = GetInputsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
|
var relevantInputs = GetInputsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
|
||||||
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
|
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||||
|
|
||||||
|
@ -527,11 +532,11 @@ namespace HeavenStudio.Games
|
||||||
bool isDpad = relevantInputs[i].datamodel == "quizShow/dPad";
|
bool isDpad = relevantInputs[i].datamodel == "quizShow/dPad";
|
||||||
if (isDpad)
|
if (isDpad)
|
||||||
{
|
{
|
||||||
ScheduleAutoplayInput(beat, 1 + inputBeat, InputType.DIRECTION_DOWN, AutoplayDPad, Nothing, Nothing);
|
ScheduleAutoplayInput(beat, length + inputBeat, InputType.DIRECTION_DOWN, AutoplayDPad, Nothing, Nothing);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
ScheduleAutoplayInput(beat, 1 + inputBeat, InputType.STANDARD_DOWN, AutoplayAButton, Nothing, Nothing);
|
ScheduleAutoplayInput(beat, length + inputBeat, InputType.STANDARD_DOWN, AutoplayAButton, Nothing, Nothing);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -573,10 +578,10 @@ namespace HeavenStudio.Games
|
||||||
if (visualClock)
|
if (visualClock)
|
||||||
{
|
{
|
||||||
spawnedTimer.gameObject.SetActive(true);
|
spawnedTimer.gameObject.SetActive(true);
|
||||||
spawnedTimer.Init(beat + 1, intervalLength);
|
spawnedTimer.Init(beat + length, intervalLength);
|
||||||
}
|
}
|
||||||
}),
|
}),
|
||||||
new BeatAction.Action(beat + 1 + intervalLength, delegate
|
new BeatAction.Action(beat + length + intervalLength, delegate
|
||||||
{
|
{
|
||||||
if (!consecutive)
|
if (!consecutive)
|
||||||
{
|
{
|
||||||
|
@ -588,7 +593,7 @@ namespace HeavenStudio.Games
|
||||||
if (visualClock) Destroy(spawnedTimer.gameObject);
|
if (visualClock) Destroy(spawnedTimer.gameObject);
|
||||||
}
|
}
|
||||||
),
|
),
|
||||||
new BeatAction.Action(beat + 1 + intervalLength + timeUpBeat, delegate { if (timeUpSound && !consecutive) SoundByte.PlayOneShotGame("quizShow/timeUp"); }),
|
new BeatAction.Action(beat + length + intervalLength + timeUpBeat, delegate { if (timeUpSound && !consecutive) SoundByte.PlayOneShotGame("quizShow/timeUp"); }),
|
||||||
};
|
};
|
||||||
BeatAction.New(instance.gameObject, actions);
|
BeatAction.New(instance.gameObject, actions);
|
||||||
}
|
}
|
||||||
|
|
|
@ -19,7 +19,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
defaultLength = 4f,
|
defaultLength = 4f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("high", false, "High", "Will they perform high jumps?"),
|
new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "height", "camMove" })
|
||||||
|
}),
|
||||||
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
|
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
|
||||||
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
|
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
|
||||||
}
|
}
|
||||||
|
@ -30,7 +33,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
defaultLength = 3f,
|
defaultLength = 3f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("high", false, "High", "Will they perform high jumps?"),
|
new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "height", "camMove" })
|
||||||
|
}),
|
||||||
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
|
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
|
||||||
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
|
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
|
||||||
}
|
}
|
||||||
|
@ -41,7 +47,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
defaultLength = 3f,
|
defaultLength = 3f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("high", false, "High", "Will they perform high jumps?"),
|
new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "height", "camMove" })
|
||||||
|
}),
|
||||||
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
|
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
|
||||||
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
|
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
|
||||||
}
|
}
|
||||||
|
@ -52,7 +61,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
defaultLength = 2f,
|
defaultLength = 2f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("high", false, "High", "Will they perform high jumps?"),
|
new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "height", "camMove" })
|
||||||
|
}),
|
||||||
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
|
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
|
||||||
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
|
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
|
||||||
}
|
}
|
||||||
|
|
|
@ -142,6 +142,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
|
||||||
transform.position = GetPathPositionFromBeat(currentPath, Math.Max(startBeat, currentBeat), startBeat);
|
transform.position = GetPathPositionFromBeat(currentPath, Math.Max(startBeat, currentBeat), startBeat);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
float newCamY = 0f;
|
||||||
if (!see && game.cameraMove)
|
if (!see && game.cameraMove)
|
||||||
{
|
{
|
||||||
switch (currentState)
|
switch (currentState)
|
||||||
|
@ -152,11 +153,11 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
|
||||||
case JumpState.HighOutIn:
|
case JumpState.HighOutIn:
|
||||||
case JumpState.HighInOut:
|
case JumpState.HighInOut:
|
||||||
case JumpState.HighInIn:
|
case JumpState.HighInIn:
|
||||||
float newCamY = Math.Max(GetPathPositionFromBeat(cameraPath, Math.Max(startBeat, currentBeat), startBeat).y, 0);
|
newCamY = Math.Max(GetPathPositionFromBeat(cameraPath, Math.Max(startBeat, currentBeat), startBeat).y, 0);
|
||||||
gameTrans.localPosition = new Vector3(0, -newCamY, 0);
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
gameTrans.localPosition = new Vector3(0, -newCamY, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new GameAction("beat intervals", "Start Interval")
|
new GameAction("beat intervals", "Start Interval")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; Tambourine.PreInterval(e.beat, e.length, e["auto"]); },
|
preFunction = delegate {var e = eventCaller.currentEntity; Tambourine.PreInterval(e.beat, e.length, e["auto"]); },
|
||||||
defaultLength = 8f,
|
defaultLength = 7f,
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
|
@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
Tambourine.PrePassTurn(eventCaller.currentEntity.beat);
|
Tambourine.PrePassTurn(eventCaller.currentEntity.beat);
|
||||||
},
|
},
|
||||||
defaultLength = 1f,
|
resizable = true,
|
||||||
preFunctionLength = 1f
|
preFunctionLength = 1f
|
||||||
},
|
},
|
||||||
new GameAction("bop", "Bop")
|
new GameAction("bop", "Bop")
|
||||||
|
@ -260,7 +260,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
if (autoPassTurn)
|
if (autoPassTurn)
|
||||||
{
|
{
|
||||||
PassTurn(beat + interval, beat, interval);
|
PassTurn(beat + interval, beat, interval, 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -300,10 +300,11 @@ namespace HeavenStudio.Games
|
||||||
private void PassTurnStandalone(double beat)
|
private void PassTurnStandalone(double beat)
|
||||||
{
|
{
|
||||||
var lastInterval = GetLastIntervalBeforeBeat(beat);
|
var lastInterval = GetLastIntervalBeforeBeat(beat);
|
||||||
if (lastInterval != null) PassTurn(beat, lastInterval.beat, lastInterval.length);
|
float length = EventCaller.GetAllInGameManagerList("tambourine", new string[] { "pass turn" }).Find(x => x.beat == beat).length;
|
||||||
|
if (lastInterval != null) PassTurn(beat, lastInterval.beat, lastInterval.length, length);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PassTurn(double beat, double intervalBeat, float intervalLength)
|
private void PassTurn(double beat, double intervalBeat, float intervalLength, float length)
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}", beat);
|
SoundByte.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}", beat);
|
||||||
List<BeatAction.Action> actions = new()
|
List<BeatAction.Action> actions = new()
|
||||||
|
@ -323,9 +324,9 @@ namespace HeavenStudio.Games
|
||||||
double inputBeat = relevantInputs[i].beat - intervalBeat;
|
double inputBeat = relevantInputs[i].beat - intervalBeat;
|
||||||
actions.Add(new BeatAction.Action(inputBeat, delegate
|
actions.Add(new BeatAction.Action(inputBeat, delegate
|
||||||
{
|
{
|
||||||
if (isHit) ScheduleInput(beat + 1, inputBeat, InputType.STANDARD_ALT_DOWN, JustHit, Miss, Nothing);
|
if (isHit) ScheduleInput(beat + length, inputBeat, InputType.STANDARD_ALT_DOWN, JustHit, Miss, Nothing);
|
||||||
else ScheduleInput(beat + 1, inputBeat, InputType.STANDARD_DOWN, JustShake, Miss, Nothing);
|
else ScheduleInput(beat + length, inputBeat, InputType.STANDARD_DOWN, JustShake, Miss, Nothing);
|
||||||
Bop(beat + 1 + inputBeat, 1, (int)WhoBops.Monkey, (int)WhoBops.None);
|
Bop(beat + length + inputBeat, 1, (int)WhoBops.Monkey, (int)WhoBops.None);
|
||||||
}));
|
}));
|
||||||
}
|
}
|
||||||
BeatAction.New(gameObject, actions);
|
BeatAction.New(gameObject, actions);
|
||||||
|
|
|
@ -56,7 +56,10 @@ namespace HeavenStudio.Games.Loaders
|
||||||
defaultLength = 1f,
|
defaultLength = 1f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("toggle", true, "Scroll FX", "Will scroll"),
|
new Param("toggle", true, "Scroll FX", "Will scroll", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "flash", "m"})
|
||||||
|
}),
|
||||||
new Param("flash", true, "Flash FX", "Will flash to white"),
|
new Param("flash", true, "Flash FX", "Will flash to white"),
|
||||||
new Param("m", new EntityTypes.Float(0, 10, 1), "Speed Multiplier")
|
new Param("m", new EntityTypes.Float(0, 10, 1), "Speed Multiplier")
|
||||||
}
|
}
|
||||||
|
|
|
@ -31,9 +31,15 @@ namespace HeavenStudio.Games.Loaders
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("okay", true, "Okay Voice Line", "Whether or not the tappers should say -Okay!- after successfully tapping."),
|
new Param("okay", true, "Okay Voice Line", "Whether or not the tappers should say -Okay!- after successfully tapping.", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (bool)x, new string[] { "okayType" })
|
||||||
|
}),
|
||||||
new Param("okayType", TapTroupe.OkayType.OkayA, "Okay Type", "Which version of the okay voice line should the tappers say?"),
|
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("animType", TapTroupe.OkayAnimType.Normal, "Okay Animation", "Which animations should be played when the tapper say OK?", new List<Param.CollapseParam>()
|
||||||
|
{
|
||||||
|
new Param.CollapseParam(x => (int)x == (int)TapTroupe.OkayAnimType.Popper, new string[]{ "popperBeats"})
|
||||||
|
}),
|
||||||
new Param("popperBeats", new EntityTypes.Float(0f, 80f, 2f), "Popper Beats", "How many beats until the popper will pop?"),
|
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 Param("noReady", false, "Mute Ready")
|
||||||
|
|
|
@ -105,9 +105,12 @@ namespace HeavenStudio.Editor
|
||||||
ePrefabs.Add(propertyName, AddParam(propertyName, param, caption, tooltip));
|
ePrefabs.Add(propertyName, AddParam(propertyName, param, caption, tooltip));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Debug.Log(action.parameters);
|
||||||
|
|
||||||
foreach (var p in action.parameters)
|
foreach (var p in action.parameters)
|
||||||
{
|
{
|
||||||
if (p.collapseParams == null) return;
|
Debug.Log(p.collapseParams);
|
||||||
|
if (p.collapseParams == null || p.collapseParams.Count == 0) continue;
|
||||||
EventPropertyPrefab input = ePrefabs[p.propertyName].GetComponent<EventPropertyPrefab>();
|
EventPropertyPrefab input = ePrefabs[p.propertyName].GetComponent<EventPropertyPrefab>();
|
||||||
foreach (var c in p.collapseParams)
|
foreach (var c in p.collapseParams)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue