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serializedVersion: 2 + name: mrupbeat_main_11 + rect: + serializedVersion: 2 + x: 3226 + y: 1063 + width: 115 + height: 115 + alignment: 9 + pivot: {x: 1, y: 0.5} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: a5782e747f873104da5bdacd7042f711 + internalID: 899455387 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: mrupbeat_main_12 + rect: + serializedVersion: 2 + x: 3495 + y: 1754 + width: 381 + height: 255 + alignment: 0 + pivot: {x: 0.5, y: 0.5} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: b998ae3e6493bdd45bf0ce951024ce70 + internalID: -2014763855 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: mrupbeat_main_13 + rect: + serializedVersion: 2 + x: 3495 + y: 1376 + width: 381 + height: 255 + alignment: 0 + pivot: {x: 0.5, y: 0.5} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: 67b6d15c47a148d4f825a61a7ef411a3 + internalID: -1248414130 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: mrupbeat_main_14 + rect: + serializedVersion: 2 + x: 3495 + y: 1115 + width: 381 + height: 255 + alignment: 0 + pivot: {x: 0.5, y: 0.5} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: df282a88c9990804bbe1be6b69352b8b + internalID: 1471741028 vertices: [] indices: edges: [] @@ -654,6 +969,21 @@ TextureImporter: mrupbeat_head_blink: -8183512427754159168 mrupbeat_head_normal: -1641719250182597347 mrupbeat_head_shocked: 442070513753258848 + mrupbeat_main_0: -2109729356 + mrupbeat_main_1: 1104172675 + mrupbeat_main_10: -1221532570 + mrupbeat_main_11: 899455387 + mrupbeat_main_12: -2014763855 + mrupbeat_main_13: -1248414130 + mrupbeat_main_14: 1471741028 + mrupbeat_main_2: 1848041093 + mrupbeat_main_3: -1123406618 + mrupbeat_main_4: 1559131365 + mrupbeat_main_5: 1603879706 + mrupbeat_main_6: -1839324359 + mrupbeat_main_7: 1875985905 + mrupbeat_main_8: 219566257 + mrupbeat_main_9: -1921142482 mrupbeat_metronome: 2029327923406227844 mrupbeat_miss_fx: 5270992882044302245 mrupbeat_shadow_fall: -5599596391108488658 diff --git a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs index 3e96687c..ccac3513 100644 --- a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs +++ b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs @@ -3,7 +3,7 @@ using System.Collections.Generic; using System.Linq; using UnityEngine; using System; -using Starpelly; +using DG.Tweening; using HeavenStudio.Util; @@ -15,26 +15,69 @@ namespace HeavenStudio.Games.Loaders public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("mrUpbeat", "Mr. Upbeat", "ffffff", false, false, new List() { - new GameAction("stepping", "Start Stepping") + new GameAction("start stepping", "Start Stepping") { - preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); }, + preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.StartStepping(e.beat, e.length, e["force"]); }, defaultLength = 4f, resizable = true, + parameters = new List() + { + new Param("force", false, "Force Mr. Downbeat", "Forces inputs to not be only on the offbeats"), + } }, - new GameAction("blipping", "Beeping") + new GameAction("ding", "Ding!") { - function = delegate {var e = eventCaller.currentEntity; MrUpbeat.Blipping(e.beat, e.length); }, - defaultLength = 4f, - resizable = true, - inactiveFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Blipping(e.beat, e.length); }, - }, - new GameAction("ding!", "Ding!") - { - function = delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"]); }, + function = delegate { + var e = eventCaller.currentEntity; + MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"], e["stopBlipping"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("toggle", false, "Applause") + new Param("toggle", false, "Applause", "Plays an applause sound effect."), + new Param("stopBlipping", true, "Stop Blipping?", "When the stepping stops, should the blipping stop too?"), + } + }, + new GameAction("changeBG", "Change Background Color") + { + function = delegate { + var e = eventCaller.currentEntity; + MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); }, + defaultLength = 1f, + resizable = true, + parameters = new List() + { + new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."), + new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade."), + new Param("toggle", false, "Instant", "Should the background instantly change color?") + } + }, + new GameAction("upbeatColors", "Upbeat Colors") + { + function = delegate { + var e = eventCaller.currentEntity; + MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]); + }, + defaultLength = 0.5f, + parameters = new List() + { + new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"), + new Param("setShadow", false, "Set Shadow Color?", "Should Mr. Upbeat's shadow be custom?"), + new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color."), + } + }, + new GameAction("blipEvents", "Blip Events") + { + function = delegate { + var e = eventCaller.currentEntity; + MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["blip"]); + }, + defaultLength = 0.5f, + parameters = new List() + { + new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"), + new Param("shouldGrow", true, "Grow Antenna?", "Should Mr. Upbeat's antenna grow?"), + new Param("resetBlip", false, "Reset Antenna?", "Should Mr. Upbeat's antenna reset?"), + new Param("blip", true, "Should Blip?", "Should Mr. Upbeat blip every offbeat?"), } }, }); @@ -48,160 +91,135 @@ namespace HeavenStudio.Games public class MrUpbeat : Minigame { - static List queuedBeeps = new List(); - static List queuedInputs = new List(); - public struct queuedUpbeatInputs - { - public float beat; - public bool goRight; - } + static List queuedInputs = new List(); [Header("References")] - public Animator metronomeAnim; - public UpbeatMan man; + [SerializeField] Animator metronomeAnim; + [SerializeField] UpbeatMan man; + [SerializeField] Material blipMaterial; + [SerializeField] SpriteRenderer bg; + [SerializeField] SpriteRenderer[] shadowSr; [Header("Properties")] - bool startLeft; + private Tween bgColorTween; + public int stepIterate = 0; + public static float downbeatMod = 0.5f; + public static bool shouldBlip; + static bool noDing; public static MrUpbeat instance; private void Awake() { instance = this; + + blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0)); + } + + private void Start() + { + man.Blip(); } void OnDestroy() { - if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) - { + if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) { if (queuedInputs.Count > 0) queuedInputs.Clear(); - if (queuedBeeps.Count > 0) queuedBeeps.Clear(); } + + // these variables wouldn't get reset, even when you go in and out of unity play mode??? + shouldBlip = false; + stepIterate = 0; } public void Update() { var cond = Conductor.instance; - if (cond.isPlaying && !cond.isPaused) - { - if (queuedInputs.Count > 0) - { - foreach (var input in queuedInputs) - { - ScheduleInput(cond.songPositionInBeats, input.beat - cond.songPositionInBeats, InputType.STANDARD_DOWN, Success, Miss, Nothing); - if (input.goRight) - { - BeatAction.New(instance.gameObject, new List() - { - new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }), - new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }), - }); - } - else - { - BeatAction.New(instance.gameObject, new List() - { - new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }), - new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }), - }); - } - } - if (queuedInputs.Count % 2 != 0) - { - startLeft = true; - } - else - { - startLeft = false; + if (cond.isPlaying && !cond.isPaused) { + if (queuedInputs.Count > 0) { + foreach (var input in queuedInputs) { + string dir = stepIterate % 2 == 1 ? "Right" : "Left"; + BeatAction.New(instance.gameObject, new List() { + new BeatAction.Action(input, delegate { + instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f); + Jukebox.PlayOneShotGame("mrUpbeat/metronome" + dir); + ScheduleInput(input, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing); + if (MrUpbeat.noDing) queuedInputs.Add(input + 1); + }), + }); + stepIterate++; } queuedInputs.Clear(); } - if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) - { + + if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) { man.Step(); } } - - if (queuedBeeps.Count > 0) { - var beepAnims = new List(); - foreach (var item in queuedBeeps) - { - beepAnims.Add(new BeatAction.Action(item, delegate { man.blipAnimator.Play("Blip", 0, 0); })); - } - BeatAction.New(instance.gameObject, beepAnims); - queuedBeeps.Clear(); - } } - public void Ding(bool applause) + public void Ding(bool applause, bool stopBlipping) { Jukebox.PlayOneShotGame("mrUpbeat/ding"); if (applause) Jukebox.PlayOneShot("applause"); + if (stopBlipping) shouldBlip = false; + } + + public static void StartStepping(float beat, float length, bool force) + { + // mr. downbeat stuff. god i hate mr. downbeat + // force != true means that mr. upbeat will always blip/step on the offbeats + beat = force ? beat - 0.5f : MathF.Floor(beat); + downbeatMod = force ? (beat % 1) : 0.5f; + + if (GameManager.instance.currentGame != "mrUpbeat") { + Blipping(beat, length); + MrUpbeat.shouldBlip = true; + } else { + BeatAction.New(instance.gameObject, new List() { + new BeatAction.Action(beat, delegate { + MrUpbeat.shouldBlip = true; + }), + }); + } + var dings = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "ding" }); + if (dings.Count == 0) { + MrUpbeat.noDing = true; + queuedInputs.Add(beat + (force ? length : MathF.Floor(length))); + return; + } + MrUpbeat.noDing = false; + int whichDing = 0; + for (int i = 0; i < dings.Count; i++) { + if (dings[i].beat > beat) { + whichDing = i; + break; + } + } + for (int i = (int)length; i < dings[whichDing].beat - beat; i++) { + queuedInputs.Add(beat + i - (force ? downbeatMod : 0)); + } } public static void Blipping(float beat, float length) { - List beeps = new List(); - - for (int i = 0; i < length + 1; i++) - { - beeps.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i)); - queuedBeeps.Add(beat + i); - } - - MultiSound.Play(beeps.ToArray(), forcePlay: true); - } - - public static void Stepping(float beat, float length) - { - if (GameManager.instance.currentGame == "mrUpbeat") - { - float offSet = 0; - if (MrUpbeat.instance.startLeft) - { - offSet = 1; - } - for (int i = 0; i < length + 1; i++) - { - MrUpbeat.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, MrUpbeat.instance.Success, MrUpbeat.instance.Miss, MrUpbeat.instance.Nothing); - if ((i + offSet) % 2 == 0) - { - BeatAction.New(instance.gameObject, new List() - { - new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }), - new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }), - }); - } - else - { - BeatAction.New(instance.gameObject, new List() - { - new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }), - new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }), - }); + List blips = new List(); + var switchGames = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }); + int whichSwitch = 0; + if (switchGames.Count != 0) { + for (int i = 0; i < switchGames.Count; i++) { + if (switchGames[i].beat > beat) { + whichSwitch = i; + break; } + } + } - } - if ((length + 1) % 2 != 0) - { - MrUpbeat.instance.startLeft = true; - } - else - { - MrUpbeat.instance.startLeft = false; - } - } - else - { - for (int i = 0; i < length + 1; i++) - { - queuedInputs.Add(new queuedUpbeatInputs - { - beat = beat + i, - goRight = i % 2 == 0 - }); - } + for (int i = 0; i < switchGames[whichSwitch].beat - beat - 0.5f; i++) { + blips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i)); } + + MultiSound.Play(blips.ToArray(), forcePlay: true); } public void Success(PlayerActionEvent caller, float state) @@ -214,13 +232,41 @@ namespace HeavenStudio.Games man.Fall(); } - bool isPlaying(Animator anim, string stateName) + public void ChangeBackgroundColor(Color color, float beats) { - if (anim.GetCurrentAnimatorStateInfo(0).IsName(stateName) && - anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f) - return true; - else - return false; + var seconds = Conductor.instance.secPerBeat * beats; + + if (bgColorTween != null) + bgColorTween.Kill(true); + + if (seconds == 0) { + bg.color = color; + } else { + bgColorTween = bg.DOColor(color, seconds); + } + } + + public void FadeBackgroundColor(Color start, Color end, float beats, bool instant) + { + ChangeBackgroundColor(start, 0f); + if (!instant) ChangeBackgroundColor(end, beats); + } + + public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor) + { + blipMaterial.SetColor("_ColorBravo", blipColor); + + if (setShadow) foreach (var shadow in shadowSr) { + shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1); + } + } + + public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool blip) + { + if (shouldGrow && man.blipSize < 4) man.blipSize++; + if (resetBlip) man.blipSize = 0; + man.blipString = inputLetter; + shouldBlip = blip; } public void Nothing(PlayerActionEvent caller) {} diff --git a/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs b/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs index 1c3dd181..0787f083 100644 --- a/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs +++ b/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using UnityEngine; using System; using Starpelly; +using TMPro; using HeavenStudio.Util; @@ -11,60 +12,61 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat public class UpbeatMan : MonoBehaviour { [Header("References")] - public MrUpbeat game; - public Animator animator; - public Animator blipAnimator; - public GameObject[] shadows; + [SerializeField] Animator anim; + [SerializeField] Animator blipAnim; + [SerializeField] Animator letterAnim; + [SerializeField] GameObject[] shadows; + [SerializeField] TMP_Text blipText; - public float targetBeat = 0.25f; public int stepTimes = 0; - private bool stepped = false; - private bool onGround = false; + public int blipSize = 0; + public string blipString = "M"; - public GameEvent blip = new GameEvent(); - - public void Idle() + public void Blip() { - stepTimes = 0; - transform.localScale = new Vector3(1, 1); - animator.Play("Idle", 0, 0); + float c = Conductor.instance.songPositionInBeats; + // checks if the position is on an offbeat; accurate until you get down to 20 fps or so (i.e unplayable) + float pos = ((MathF.Floor(c * 10)/10 % 1) == 0.5f) ? MathF.Floor(c) : MathF.Round(c); + + // recursive, should happen on the offbeat (unless downbeatMod is different) + BeatAction.New(gameObject, new List() { + new BeatAction.Action(pos + MrUpbeat.downbeatMod, delegate { + if (MrUpbeat.shouldBlip) { + Jukebox.PlayOneShotGame("mrUpbeat/blip"); + blipAnim.Play("Blip"+(blipSize+1), 0, 0); + blipText.text = (blipSize == 4 && blipString != "") ? blipString : ""; + } + }), + new BeatAction.Action(pos + MrUpbeat.downbeatMod + 0.999f, delegate { + Blip(); + }), + }); } public void Step() { stepTimes++; + + bool x = (stepTimes % 2 == 1); + shadows[0].SetActive(!x); + shadows[1].SetActive(x); + transform.localScale = new Vector3(x ? -1 : 1, 1); - animator.Play("Step", 0, 0); + anim.DoScaledAnimationAsync("Step", 0.5f); + letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f); Jukebox.PlayOneShotGame("mrUpbeat/step"); - - onGround = false; - CheckShadows(); } public void Fall() { - animator.Play("Fall", 0, 0); + blipSize = 0; + blipAnim.Play("Idle", 0, 0); + blipText.text = ""; + + anim.DoScaledAnimationAsync("Fall", 0.5f); Jukebox.PlayOneShot("miss"); shadows[0].SetActive(false); shadows[1].SetActive(false); - onGround = true; - } - - private void CheckShadows() - { - if (onGround) return; - - if (stepTimes % 2 == 1) - { - shadows[0].SetActive(false); - shadows[1].SetActive(true); - transform.localScale = new Vector3(-1, 1); - } else - { - shadows[0].SetActive(true); - shadows[1].SetActive(false); - transform.localScale = new Vector3(1, 1); - } } } } \ No newline at end of file