mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Quiz Show and Tambourine Reworks (#505)
* Tambourine fully reworked * quiz show rework part 1 * quiz show rework part 2 * oopsie doopsie * el fix numbah two
This commit is contained in:
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242b810282
commit
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5 changed files with 508 additions and 304 deletions
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timerTransform: {fileID: 2908387998248567546}
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stopWatch: {fileID: 6447998919017828740}
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30
Assets/Scripts/Games/QuizShow/QSTimer.cs
Normal file
30
Assets/Scripts/Games/QuizShow/QSTimer.cs
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@ -0,0 +1,30 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_QuizShow
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{
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public class QSTimer : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private Transform timerTrans;
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private double startBeat = double.MaxValue;
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private float length = 0;
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public void Init(double beat, float interval)
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{
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startBeat = beat;
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length = interval;
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Update();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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float normalizedBeat = cond.GetPositionFromBeat(startBeat, length);
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if (normalizedBeat >= 0 && normalizedBeat <= 1) timerTrans.rotation = Quaternion.Euler(0, 0, normalizedBeat * -360);
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}
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}
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}
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11
Assets/Scripts/Games/QuizShow/QSTimer.cs.meta
Normal file
11
Assets/Scripts/Games/QuizShow/QSTimer.cs.meta
Normal file
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userData:
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assetBundleName:
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@ -15,9 +15,18 @@ namespace HeavenStudio.Games.Loaders
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{
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new GameAction("intervalStart", "Start Interval")
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{
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function = delegate {var e = eventCaller.currentEntity; QuizShow.instance.StartInterval(e.beat, e.length); },
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preFunction = delegate { var e = eventCaller.currentEntity; QuizShow.PreInterval(e.beat, e.length,
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e["auto"], e["sound"], e["con"], e["visual"], e["audio"]); },
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defaultLength = 8f,
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resizable = true
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Auto Pass Turn"),
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new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
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new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
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new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
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new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
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}
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},
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new GameAction("prepare", "Prepare Host Hands")
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{
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},
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new GameAction("dPad", "DPad Press")
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{
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function = delegate {var e = eventCaller.currentEntity; QuizShow.instance.HostPressButton(e.beat, true); },
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defaultLength = 0.5f
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},
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new GameAction("aButton", "A Button Press")
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{
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function = delegate {var e = eventCaller.currentEntity; QuizShow.instance.HostPressButton(e.beat, false); },
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defaultLength = 0.5f
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},
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new GameAction("randomPresses", "Random Presses")
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{
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function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.RandomPress(e.beat, e.length, e["min"], e["max"], e["random"], e["con"]); },
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parameters = new List<Param>()
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{
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new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "The minimum number of presses this block will do."),
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},
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new GameAction("passTurn", "Pass Turn")
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{
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function = delegate {var e = eventCaller.currentEntity; QuizShow.instance.PassTurn(e.beat, e.length, e["sound"], e["con"], e["visual"], e["audio"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; QuizShow.PrePassTurn(e.beat, e["sound"], e["con"], e["visual"], e["audio"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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@ -112,6 +118,9 @@ namespace HeavenStudio.Games.Loaders
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namespace HeavenStudio.Games
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{
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using Jukebox;
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using Scripts_QuizShow;
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public class QuizShow : Minigame
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{
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public enum ClockAudio
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[SerializeField] Animator hostHead;
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[SerializeField] Animator signAnim;
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[SerializeField] Transform timerTransform;
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[SerializeField] GameObject stopWatch;
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[SerializeField] QSTimer stopWatchRef;
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[SerializeField] GameObject blackOut;
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[SerializeField] SpriteRenderer firstDigitSr;
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[SerializeField] SpriteRenderer secondDigitSr;
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[SerializeField] List<Sprite> contestantNumberSprites = new List<Sprite>();
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[SerializeField] List<Sprite> hostNumberSprites = new List<Sprite>();
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[SerializeField] Sprite explodedCounter;
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bool intervalStarted;
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bool shouldResetCount;
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bool doingConsectiveIntervals;
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double intervalStartBeat;
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double playerIntervalStartBeat;
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float playerBeatInterval;
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float beatInterval = 8f;
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int currentStage;
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bool shouldPrepareArms = true;
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bool contExploded;
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bool hostExploded;
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bool signExploded;
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struct QueuedInput
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{
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public double beat;
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public bool dpad;
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}
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static List<QueuedInput> queuedInputs = new List<QueuedInput>();
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int pressCount;
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int countToMatch;
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private double playerStartBeat = -1;
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private float playerLength;
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public static QuizShow instance;
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void OnDestroy()
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private struct RandomPress
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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public List<RiqEntity> randomPresses;
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public double beat;
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}
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private List<RandomPress> randomPresses = new();
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void Awake()
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{
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instance = this;
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}
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public override void OnPlay(double beat)
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{
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var allRandomEvents = EventCaller.GetAllInGameManagerList("quizShow", new string[] { "randomPresses" });
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foreach (var randomEvent in allRandomEvents)
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{
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randomPresses.Add(new RandomPress()
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{
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beat = randomEvent.beat,
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randomPresses = GetRandomPress(randomEvent.beat, randomEvent.length,
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randomEvent["min"], randomEvent["max"], randomEvent["random"], randomEvent["con"])
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});
|
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}
|
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}
|
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void Update()
|
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{
|
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
|
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{
|
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float normalizedBeat = cond.GetPositionFromBeat(playerIntervalStartBeat, playerBeatInterval);
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if (normalizedBeat >= 0 && normalizedBeat <= 1)
|
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float normalizedBeat = cond.GetPositionFromBeat(playerStartBeat, playerLength);
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if (normalizedBeat >= 0f && normalizedBeat <= 1f)
|
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{
|
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timerTransform.rotation = Quaternion.Euler(0, 0, normalizedBeat * -360);
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if (PlayerInput.Pressed())
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{
|
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ContesteePressButton(false);
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@ -225,6 +233,37 @@ namespace HeavenStudio.Games
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}
|
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}
|
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}
|
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|
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if (passedTurns.Count > 0)
|
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{
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foreach (var pass in passedTurns)
|
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{
|
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PassTurnStandalone(pass.beat, pass.timeUpSound, pass.consecutive, pass.visualClock, pass.audioClock);
|
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}
|
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passedTurns.Clear();
|
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}
|
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}
|
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|
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private List<RiqEntity> GetInputsBetweenBeat(double beat, double endBeat)
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{
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List<RiqEntity> allEvents = new();
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List<RiqEntity> nonRandoms = EventCaller.GetAllInGameManagerList("quizShow", new string[] { "dPad", "aButton" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
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List<RiqEntity> randoms = new();
|
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foreach (var rand in randomPresses)
|
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{
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if (rand.beat >= beat && rand.beat < endBeat)
|
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{
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randoms.AddRange(rand.randomPresses);
|
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}
|
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}
|
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allEvents.AddRange(nonRandoms);
|
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allEvents.AddRange(randoms);
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return allEvents;
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}
|
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|
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private RiqEntity GetLastIntervalBeforeBeat(double beat)
|
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{
|
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return EventCaller.GetAllInGameManagerList("quizShow", new string[] { "intervalStart" }).FindLast(x => x.beat <= beat);
|
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}
|
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|
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public void CountModifier(bool shouldReset)
|
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@ -237,12 +276,12 @@ namespace HeavenStudio.Games
|
|||
currentStage = stage;
|
||||
}
|
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|
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public void RandomPress(double beat, float length, int min, int max, int whichButtons, bool consecutive)
|
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private List<RiqEntity> GetRandomPress(double beat, float length, int min, int max, int whichButtons, bool consecutive)
|
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{
|
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if (min > max) return;
|
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if (min > max) return new();
|
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int pressAmount = UnityEngine.Random.Range(min, max + 1);
|
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if (pressAmount < 1) return;
|
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List<BeatAction.Action> buttonEvents = new List<BeatAction.Action>();
|
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if (pressAmount < 1) return new();
|
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List<RiqEntity> buttonEntities = new();
|
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if (consecutive)
|
||||
{
|
||||
for (int i = 0; i < pressAmount; i++)
|
||||
|
@ -266,7 +305,11 @@ namespace HeavenStudio.Games
|
|||
break;
|
||||
}
|
||||
double spawnBeat = beat + i * length;
|
||||
buttonEvents.Add(new BeatAction.Action(spawnBeat, delegate { HostPressButton(spawnBeat, dpad); }));
|
||||
buttonEntities.Add(new RiqEntity(new RiqEntityData()
|
||||
{
|
||||
beat = spawnBeat,
|
||||
datamodel = dpad ? "dPad" : "aButton"
|
||||
}));
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -294,20 +337,19 @@ namespace HeavenStudio.Games
|
|||
break;
|
||||
}
|
||||
double spawnBeat = beat + i * length;
|
||||
buttonEvents.Add(new BeatAction.Action(spawnBeat, delegate { HostPressButton(spawnBeat, dpad); }));
|
||||
buttonEntities.Add(new RiqEntity(new RiqEntityData()
|
||||
{
|
||||
beat = spawnBeat,
|
||||
datamodel = dpad ? "dPad" : "aButton"
|
||||
}));
|
||||
pressAmount--;
|
||||
}
|
||||
}
|
||||
|
||||
BeatAction.New(instance.gameObject, buttonEvents);
|
||||
return buttonEntities;
|
||||
}
|
||||
|
||||
public void HostPressButton(double beat, bool dpad)
|
||||
{
|
||||
if (!intervalStarted)
|
||||
{
|
||||
StartInterval(beat, beatInterval);
|
||||
}
|
||||
if (currentStage == 0)
|
||||
{
|
||||
contesteeHead.Play("ContesteeHeadIdle", -1, 0);
|
||||
|
@ -317,7 +359,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
hostHead.DoScaledAnimationAsync("HostStage" + currentStage.ToString(), 0.5f);
|
||||
}
|
||||
SoundByte.PlayOneShotGame( dpad ? "quizShow/hostDPad" : "quizShow/hostA");
|
||||
SoundByte.PlayOneShotGame(dpad ? "quizShow/hostDPad" : "quizShow/hostA");
|
||||
if (dpad)
|
||||
{
|
||||
hostRightArmAnim.DoScaledAnimationAsync("HostRightHit", 0.5f);
|
||||
|
@ -326,11 +368,6 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
hostLeftArmAnim.DoScaledAnimationAsync("HostLeftHit", 0.5f);
|
||||
}
|
||||
queuedInputs.Add(new QueuedInput
|
||||
{
|
||||
beat = beat - intervalStartBeat,
|
||||
dpad = dpad,
|
||||
});
|
||||
}
|
||||
|
||||
public void HostPrepareHands()
|
||||
|
@ -339,92 +376,223 @@ namespace HeavenStudio.Games
|
|||
instance.hostRightArmAnim.DoScaledAnimationAsync("HostPrepare", 0.5f);
|
||||
}
|
||||
|
||||
public void StartInterval(double beat, float interval)
|
||||
public static void PreInterval(double beat, float interval,
|
||||
bool autoPassTurn, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
||||
{
|
||||
if (!intervalStarted)
|
||||
if (GameManager.instance.currentGame == "quizShow")
|
||||
{
|
||||
if (shouldPrepareArms)
|
||||
{
|
||||
hostLeftArmAnim.DoNormalizedAnimation("HostLeftPrepare", 1);
|
||||
hostRightArmAnim.DoNormalizedAnimation("HostPrepare", 1);
|
||||
contesteeHead.Play("ContesteeHeadIdle", 0, 0);
|
||||
}
|
||||
if (!doingConsectiveIntervals) pressCount = 0;
|
||||
firstDigitSr.sprite = contestantNumberSprites[0];
|
||||
secondDigitSr.sprite = contestantNumberSprites[0];
|
||||
hostFirstDigitSr.sprite = hostNumberSprites[10];
|
||||
hostSecondDigitSr.sprite = hostNumberSprites[10];
|
||||
}
|
||||
intervalStartBeat = beat;
|
||||
beatInterval = interval;
|
||||
intervalStarted = true;
|
||||
}
|
||||
|
||||
public void PassTurn(double beat, float length, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
||||
{
|
||||
if (queuedInputs.Count == 0) return;
|
||||
if (shouldPrepareArms)
|
||||
{
|
||||
contesteeLeftArmAnim.DoScaledAnimationAsync("LeftPrepare", 0.5f);
|
||||
contesteeRightArmAnim.DoScaledAnimationAsync("RIghtPrepare", 0.5f);
|
||||
}
|
||||
if (!consecutive)
|
||||
{
|
||||
hostLeftArmAnim.DoScaledAnimationAsync("HostLeftRest", 0.5f);
|
||||
hostRightArmAnim.DoScaledAnimationAsync("HostRightRest", 0.5f);
|
||||
}
|
||||
shouldPrepareArms = false;
|
||||
if (visualClock) stopWatch.SetActive(true);
|
||||
intervalStarted = false;
|
||||
if (doingConsectiveIntervals)
|
||||
{
|
||||
countToMatch += queuedInputs.Count;
|
||||
instance.StartInterval(beat, interval, beat, autoPassTurn, timeUpSound, consecutive, visualClock, audioClock);
|
||||
}
|
||||
else
|
||||
{
|
||||
countToMatch = queuedInputs.Count;
|
||||
queuedIntervals.Add(new QueuedInterval()
|
||||
{
|
||||
beat = beat,
|
||||
interval = interval,
|
||||
autoPassTurn = autoPassTurn,
|
||||
timeUpSound = timeUpSound,
|
||||
consecutive = consecutive,
|
||||
visualClock = visualClock,
|
||||
audioClock = audioClock
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private struct QueuedInterval
|
||||
{
|
||||
public double beat;
|
||||
public float interval;
|
||||
public bool autoPassTurn;
|
||||
public bool timeUpSound;
|
||||
public bool consecutive;
|
||||
public bool visualClock;
|
||||
public int audioClock;
|
||||
}
|
||||
|
||||
private static List<QueuedInterval> queuedIntervals = new();
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
if (queuedIntervals.Count > 0)
|
||||
{
|
||||
foreach (var interval in queuedIntervals)
|
||||
{
|
||||
StartInterval(interval.beat, interval.interval, beat, interval.autoPassTurn,
|
||||
interval.timeUpSound, interval.consecutive, interval.visualClock, interval.audioClock);
|
||||
}
|
||||
queuedIntervals.Clear();
|
||||
}
|
||||
var allRandomEvents = EventCaller.GetAllInGameManagerList("quizShow", new string[] { "randomPresses" });
|
||||
foreach (var randomEvent in allRandomEvents)
|
||||
{
|
||||
randomPresses.Add(new RandomPress()
|
||||
{
|
||||
beat = randomEvent.beat,
|
||||
randomPresses = GetRandomPress(randomEvent.beat, randomEvent.length,
|
||||
randomEvent["min"], randomEvent["max"], randomEvent["random"], randomEvent["con"])
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private void StartInterval(double beat, float interval,
|
||||
double gameSwitchBeat, bool autoPassTurn, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
||||
{
|
||||
List<BeatAction.Action> actions = new()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
if (shouldPrepareArms)
|
||||
{
|
||||
hostLeftArmAnim.DoNormalizedAnimation("HostLeftPrepare", 1);
|
||||
hostRightArmAnim.DoNormalizedAnimation("HostPrepare", 1);
|
||||
contesteeHead.Play("ContesteeHeadIdle", 0, 0);
|
||||
}
|
||||
if (!doingConsectiveIntervals) pressCount = 0;
|
||||
firstDigitSr.sprite = contestantNumberSprites[0];
|
||||
secondDigitSr.sprite = contestantNumberSprites[0];
|
||||
hostFirstDigitSr.sprite = hostNumberSprites[10];
|
||||
hostSecondDigitSr.sprite = hostNumberSprites[10];
|
||||
})
|
||||
};
|
||||
|
||||
var relevantInputs = GetInputsBetweenBeat(beat, beat + interval);
|
||||
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
for (int i = 0; i < relevantInputs.Count; i++)
|
||||
{
|
||||
var input = relevantInputs[i];
|
||||
double inputBeat = input.beat;
|
||||
if (inputBeat < gameSwitchBeat) continue;
|
||||
bool isDpad = input.datamodel == "quizShow/dPad";
|
||||
bool isRandom = input.datamodel == "quizShow/randomPresses";
|
||||
actions.Add(new BeatAction.Action(inputBeat, delegate
|
||||
{
|
||||
HostPressButton(inputBeat, isDpad);
|
||||
}));
|
||||
}
|
||||
BeatAction.New(gameObject, actions);
|
||||
|
||||
if (autoPassTurn)
|
||||
{
|
||||
PassTurn(beat + interval, beat, interval, timeUpSound, consecutive, visualClock, audioClock);
|
||||
}
|
||||
}
|
||||
|
||||
public static void PrePassTurn(double beat, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "quizShow")
|
||||
{
|
||||
instance.PassTurnStandalone(beat, timeUpSound, consecutive, visualClock, audioClock);
|
||||
}
|
||||
else
|
||||
{
|
||||
passedTurns.Add(new PassedTurn()
|
||||
{
|
||||
beat = beat,
|
||||
timeUpSound = timeUpSound,
|
||||
consecutive = consecutive,
|
||||
visualClock = visualClock,
|
||||
audioClock = audioClock
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private struct PassedTurn
|
||||
{
|
||||
public double beat;
|
||||
public bool timeUpSound;
|
||||
public bool consecutive;
|
||||
public bool visualClock;
|
||||
public int audioClock;
|
||||
}
|
||||
|
||||
private static List<PassedTurn> passedTurns = new();
|
||||
|
||||
private void PassTurnStandalone(double beat, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
||||
{
|
||||
var lastInterval = GetLastIntervalBeforeBeat(beat);
|
||||
if (lastInterval != null)
|
||||
{
|
||||
PassTurn(beat, lastInterval.beat, lastInterval.length, timeUpSound, consecutive, visualClock, audioClock);
|
||||
}
|
||||
}
|
||||
|
||||
private void PassTurn(double beat, double intervalBeat, float intervalLength, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
||||
{
|
||||
playerStartBeat = beat + 1;
|
||||
playerLength = intervalLength;
|
||||
var relevantInputs = GetInputsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
|
||||
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
|
||||
for (int i = 0; i < relevantInputs.Count; i++)
|
||||
{
|
||||
double inputBeat = relevantInputs[i].beat - intervalBeat;
|
||||
bool isDpad = relevantInputs[i].datamodel == "quizShow/dPad";
|
||||
if (isDpad)
|
||||
{
|
||||
ScheduleAutoplayInput(beat, 1 + inputBeat, InputType.DIRECTION_DOWN, AutoplayDPad, Nothing, Nothing);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduleAutoplayInput(beat, 1 + inputBeat, InputType.STANDARD_DOWN, AutoplayAButton, Nothing, Nothing);
|
||||
}
|
||||
}
|
||||
|
||||
if (doingConsectiveIntervals)
|
||||
{
|
||||
countToMatch += relevantInputs.Count;
|
||||
}
|
||||
else
|
||||
{
|
||||
countToMatch = relevantInputs.Count;
|
||||
}
|
||||
int hundredLoops = Mathf.FloorToInt(countToMatch / 100);
|
||||
countToMatch -= hundredLoops * 100;
|
||||
doingConsectiveIntervals = consecutive;
|
||||
playerBeatInterval = beatInterval;
|
||||
playerIntervalStartBeat = beat + length;
|
||||
float timeUpBeat = 0f;
|
||||
if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.Start)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("quizShow/timerStart");
|
||||
SoundByte.PlayOneShotGame("quizShow/timerStart", beat);
|
||||
timeUpBeat = 0.5f;
|
||||
}
|
||||
if (audioClock == (int)ClockAudio.End) timeUpBeat = 0.5f;
|
||||
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
QSTimer spawnedTimer = Instantiate(stopWatchRef, transform);
|
||||
if (!visualClock) Destroy(spawnedTimer.gameObject);
|
||||
List<BeatAction.Action> actions = new()
|
||||
{
|
||||
new BeatAction.Action(beat + length + beatInterval, delegate
|
||||
{
|
||||
if (!consecutive)
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
if (shouldPrepareArms)
|
||||
{
|
||||
if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.End) SoundByte.PlayOneShotGame("quizShow/timerStop");
|
||||
contesteeLeftArmAnim.DoScaledAnimationAsync("LeftPrepare", 0.5f);
|
||||
contesteeRightArmAnim.DoScaledAnimationAsync("RIghtPrepare", 0.5f);
|
||||
}
|
||||
if (!consecutive)
|
||||
{
|
||||
hostLeftArmAnim.DoScaledAnimationAsync("HostLeftRest", 0.5f);
|
||||
hostRightArmAnim.DoScaledAnimationAsync("HostRightRest", 0.5f);
|
||||
}
|
||||
shouldPrepareArms = false;
|
||||
if (visualClock)
|
||||
{
|
||||
spawnedTimer.gameObject.SetActive(true);
|
||||
spawnedTimer.Init(beat + 1, intervalLength);
|
||||
}
|
||||
}),
|
||||
new BeatAction.Action(beat + 1 + intervalLength, delegate
|
||||
{
|
||||
if (!consecutive)
|
||||
{
|
||||
if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.End) SoundByte.PlayOneShotGame("quizShow/timerStop");
|
||||
contesteeLeftArmAnim.DoScaledAnimationAsync("LeftRest", 0.5f);
|
||||
contesteeRightArmAnim.DoScaledAnimationAsync("RightRest", 0.5f);
|
||||
shouldPrepareArms = true;
|
||||
stopWatch.SetActive(false);
|
||||
}
|
||||
}
|
||||
if (visualClock) Destroy(spawnedTimer.gameObject);
|
||||
}
|
||||
),
|
||||
new BeatAction.Action(beat + length + beatInterval + timeUpBeat, delegate { if (timeUpSound && !consecutive) SoundByte.PlayOneShotGame("quizShow/timeUp"); })
|
||||
});
|
||||
foreach (var input in queuedInputs)
|
||||
{
|
||||
if (input.dpad)
|
||||
{
|
||||
ScheduleAutoplayInput(beat, length + input.beat, InputType.DIRECTION_DOWN, AutoplayDPad, Nothing, Nothing);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduleAutoplayInput(beat, length + input.beat, InputType.STANDARD_DOWN, AutoplayAButton, Nothing, Nothing);
|
||||
}
|
||||
}
|
||||
queuedInputs.Clear();
|
||||
new BeatAction.Action(beat + 1 + intervalLength + timeUpBeat, delegate { if (timeUpSound && !consecutive) SoundByte.PlayOneShotGame("quizShow/timeUp"); }),
|
||||
};
|
||||
BeatAction.New(instance.gameObject, actions);
|
||||
}
|
||||
|
||||
void ContesteePressButton(bool dpad)
|
||||
|
|
|
@ -3,6 +3,7 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
@ -15,29 +16,30 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new GameAction("beat intervals", "Start Interval")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.StartInterval(e.beat, e.length); },
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; Tambourine.PreInterval(e.beat, e.length, e["auto"]); },
|
||||
defaultLength = 8f,
|
||||
resizable = true,
|
||||
priority = 1
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("auto", true, "Auto Pass Turn")
|
||||
}
|
||||
},
|
||||
new GameAction("shake", "Shake")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); },
|
||||
defaultLength = 0.5f,
|
||||
priority = 2
|
||||
},
|
||||
new GameAction("hit", "Hit")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); },
|
||||
defaultLength = 0.5f,
|
||||
priority = 2
|
||||
},
|
||||
new GameAction("pass turn", "Pass Turn")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.PassTurn(e.beat, e.length); },
|
||||
preFunction = delegate
|
||||
{
|
||||
Tambourine.PrePassTurn(eventCaller.currentEntity.beat);
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
priority = 3
|
||||
preFunctionLength = 1f
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
|
@ -113,9 +115,6 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] Animator frogAnimator;
|
||||
|
||||
[Header("Variables")]
|
||||
bool intervalStarted;
|
||||
double intervalStartBeat;
|
||||
float beatInterval = 8f;
|
||||
float misses;
|
||||
bool frogPresent;
|
||||
bool monkeyGoBop;
|
||||
|
@ -132,13 +131,6 @@ namespace HeavenStudio.Games
|
|||
None
|
||||
}
|
||||
|
||||
static List<QueuedTambourineInput> queuedInputs = new List<QueuedTambourineInput>();
|
||||
struct QueuedTambourineInput
|
||||
{
|
||||
public bool hit;
|
||||
public double beatAwayFromStart;
|
||||
}
|
||||
|
||||
public static Tambourine instance;
|
||||
|
||||
void Awake()
|
||||
|
@ -150,18 +142,6 @@ namespace HeavenStudio.Games
|
|||
monkeyAnimator.Play("MonkeyIdle", 0, 0);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
||||
{
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
}
|
||||
foreach (var evt in scheduledInputs)
|
||||
{
|
||||
evt.Disable();
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
|
@ -175,14 +155,6 @@ namespace HeavenStudio.Games
|
|||
handsAnimator.Play("Bop", 0, 0);
|
||||
}
|
||||
}
|
||||
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
||||
{
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
}
|
||||
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
|
||||
{
|
||||
intervalStarted = false;
|
||||
}
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
handsAnimator.Play("Shake", 0, 0);
|
||||
|
@ -190,7 +162,7 @@ namespace HeavenStudio.Games
|
|||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
SummonFrog();
|
||||
ScoreMiss();
|
||||
if (!intervalStarted)
|
||||
if (!IntervalIsGoingOn())
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
|
@ -202,77 +174,171 @@ namespace HeavenStudio.Games
|
|||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
SummonFrog();
|
||||
ScoreMiss();
|
||||
if (!intervalStarted)
|
||||
if (!IntervalIsGoingOn())
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
if (passedTurns.Count > 0)
|
||||
{
|
||||
foreach (var pass in passedTurns)
|
||||
{
|
||||
PassTurnStandalone(pass);
|
||||
}
|
||||
passedTurns.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void StartInterval(double beat, float interval)
|
||||
private bool IntervalIsGoingOn()
|
||||
{
|
||||
intervalStartBeat = beat;
|
||||
beatInterval = interval;
|
||||
if (!intervalStarted)
|
||||
double beat = Conductor.instance.songPositionInBeats;
|
||||
return EventCaller.GetAllInGameManagerList("tambourine", new string[] { "beat intervals" }).Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
|
||||
}
|
||||
|
||||
private List<RiqEntity> GetAllInputsBetweenBeat(double beat, double endBeat)
|
||||
{
|
||||
return EventCaller.GetAllInGameManagerList("tambourine", new string[] { "shake", "hit" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
|
||||
}
|
||||
|
||||
public static void PreInterval(double beat, float interval, bool autoPassTurn)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "tambourine")
|
||||
{
|
||||
DesummonFrog();
|
||||
sadFace.SetActive(false);
|
||||
//queuedInputs.Clear();
|
||||
misses = 0;
|
||||
intervalStarted = true;
|
||||
instance.StartInterval(beat, interval, beat, autoPassTurn);
|
||||
}
|
||||
else
|
||||
{
|
||||
queuedIntervals.Add(new QueuedInterval()
|
||||
{
|
||||
beat = beat,
|
||||
interval = interval,
|
||||
autoPassTurn = autoPassTurn
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
if (queuedIntervals.Count > 0)
|
||||
{
|
||||
foreach (var interval in queuedIntervals)
|
||||
{
|
||||
StartInterval(interval.beat, interval.interval, beat, interval.autoPassTurn);
|
||||
}
|
||||
queuedIntervals.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private struct QueuedInterval
|
||||
{
|
||||
public double beat;
|
||||
public float interval;
|
||||
public bool autoPassTurn;
|
||||
}
|
||||
|
||||
private static List<QueuedInterval> queuedIntervals = new();
|
||||
|
||||
private void StartInterval(double beat, float interval, double gameSwitchBeat, bool autoPassTurn)
|
||||
{
|
||||
List<BeatAction.Action> actions = new()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
DesummonFrog();
|
||||
sadFace.SetActive(false);
|
||||
})
|
||||
};
|
||||
|
||||
var relevantInputs = GetAllInputsBetweenBeat(beat, beat + interval);
|
||||
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
|
||||
for (int i = 0; i < relevantInputs.Count; i++)
|
||||
{
|
||||
bool isHit = relevantInputs[i].datamodel == "tambourine/hit";
|
||||
double inputBeat = relevantInputs[i].beat;
|
||||
if (inputBeat >= gameSwitchBeat)
|
||||
{
|
||||
actions.Add(new BeatAction.Action(inputBeat, delegate
|
||||
{
|
||||
MonkeyInput(inputBeat, isHit);
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
BeatAction.New(gameObject, actions);
|
||||
|
||||
if (autoPassTurn)
|
||||
{
|
||||
PassTurn(beat + interval, beat, interval);
|
||||
}
|
||||
}
|
||||
|
||||
public void MonkeyInput(double beat, bool hit)
|
||||
{
|
||||
if (!intervalStarted)
|
||||
{
|
||||
StartInterval(beat, beatInterval);
|
||||
}
|
||||
if (hit)
|
||||
{
|
||||
monkeyAnimator.Play("MonkeySmack", 0, 0);
|
||||
monkeyAnimator.DoScaledAnimationAsync("MonkeySmack", 0.5f);
|
||||
SoundByte.PlayOneShotGame($"tambourine/monkey/hit/{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
else
|
||||
{
|
||||
monkeyAnimator.Play("MonkeyShake", 0, 0);
|
||||
monkeyAnimator.DoScaledAnimationAsync("MonkeyShake", 0.5f);
|
||||
SoundByte.PlayOneShotGame($"tambourine/monkey/shake/{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
queuedInputs.Add(new QueuedTambourineInput()
|
||||
{
|
||||
hit = hit,
|
||||
beatAwayFromStart = beat - intervalStartBeat,
|
||||
});
|
||||
}
|
||||
|
||||
public void PassTurn(double beat, float length)
|
||||
private RiqEntity GetLastIntervalBeforeBeat(double beat)
|
||||
{
|
||||
if (queuedInputs.Count == 0) return;
|
||||
monkeyAnimator.Play("MonkeyPassTurn", 0, 0);
|
||||
SoundByte.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}");
|
||||
happyFace.SetActive(true);
|
||||
intervalStarted = false;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
return EventCaller.GetAllInGameManagerList("tambourine", new string[] { "beat intervals" }).FindLast(x => x.beat <= beat);
|
||||
}
|
||||
|
||||
public static void PrePassTurn(double beat)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "tambourine")
|
||||
{
|
||||
new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); })
|
||||
});
|
||||
foreach (var input in queuedInputs)
|
||||
{
|
||||
if (input.hit)
|
||||
{
|
||||
ScheduleInput(beat, length + input.beatAwayFromStart, InputType.STANDARD_ALT_DOWN , JustHit, Miss , Nothing);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduleInput(beat, length + input.beatAwayFromStart, InputType.STANDARD_DOWN, JustShake, Miss, Nothing);
|
||||
}
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, 1, (int)WhoBops.Monkey, (int)WhoBops.None); })
|
||||
});
|
||||
instance.PassTurnStandalone(beat);
|
||||
}
|
||||
queuedInputs.Clear();
|
||||
else
|
||||
{
|
||||
passedTurns.Add(beat);
|
||||
}
|
||||
}
|
||||
|
||||
private static List<double> passedTurns = new();
|
||||
|
||||
private void PassTurnStandalone(double beat)
|
||||
{
|
||||
var lastInterval = GetLastIntervalBeforeBeat(beat);
|
||||
if (lastInterval != null) PassTurn(beat, lastInterval.beat, lastInterval.length);
|
||||
}
|
||||
|
||||
private void PassTurn(double beat, double intervalBeat, float intervalLength)
|
||||
{
|
||||
SoundByte.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}", beat);
|
||||
List<BeatAction.Action> actions = new()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
monkeyAnimator.DoScaledAnimationAsync("MonkeyPassTurn", 0.5f);
|
||||
happyFace.SetActive(true);
|
||||
}),
|
||||
new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); })
|
||||
};
|
||||
var relevantInputs = GetAllInputsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
|
||||
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
for (int i = 0; i < relevantInputs.Count; i++)
|
||||
{
|
||||
bool isHit = relevantInputs[i].datamodel == "tambourine/hit";
|
||||
double inputBeat = relevantInputs[i].beat - intervalBeat;
|
||||
actions.Add(new BeatAction.Action(inputBeat, delegate
|
||||
{
|
||||
if (isHit) ScheduleInput(beat + 1, inputBeat, InputType.STANDARD_ALT_DOWN, JustHit, Miss, Nothing);
|
||||
else ScheduleInput(beat + 1, inputBeat, InputType.STANDARD_DOWN, JustShake, Miss, Nothing);
|
||||
Bop(beat + 1 + inputBeat, 1, (int)WhoBops.Monkey, (int)WhoBops.None);
|
||||
}));
|
||||
}
|
||||
BeatAction.New(gameObject, actions);
|
||||
}
|
||||
|
||||
public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
|
||||
|
@ -288,14 +354,14 @@ namespace HeavenStudio.Games
|
|||
switch (whoBops)
|
||||
{
|
||||
case (int) WhoBops.Monkey:
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
monkeyAnimator.DoScaledAnimationAsync("MonkeyBop", 0.5f);
|
||||
break;
|
||||
case (int) WhoBops.Player:
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
handsAnimator.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
break;
|
||||
case (int) WhoBops.Both:
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
monkeyAnimator.DoScaledAnimationAsync("MonkeyBop", 0.5f);
|
||||
handsAnimator.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@ -330,12 +396,12 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
handsAnimator.Play("Smack", 0, 0);
|
||||
handsAnimator.DoScaledAnimationAsync("Smack", 0.5f);
|
||||
SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
|
||||
SoundByte.PlayOneShotGame("tambourine/miss");
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
sweatAnimator.DoScaledAnimationAsync("Sweating", 0.5f);
|
||||
misses++;
|
||||
if (!intervalStarted)
|
||||
if (!IntervalIsGoingOn())
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
|
@ -348,12 +414,12 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
handsAnimator.Play("Shake", 0, 0);
|
||||
handsAnimator.DoScaledAnimationAsync("Shake", 0.5f);
|
||||
SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
|
||||
SoundByte.PlayOneShotGame("tambourine/miss");
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
sweatAnimator.DoScaledAnimationAsync("Sweating", 0.5f);
|
||||
misses++;
|
||||
if (!intervalStarted)
|
||||
if (!IntervalIsGoingOn())
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
|
@ -367,12 +433,12 @@ namespace HeavenStudio.Games
|
|||
sadFace.SetActive(false);
|
||||
if (hit)
|
||||
{
|
||||
handsAnimator.Play("Smack", 0, 0);
|
||||
handsAnimator.DoScaledAnimationAsync("Smack", 0.5f);
|
||||
SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
else
|
||||
{
|
||||
handsAnimator.Play("Shake", 0, 0);
|
||||
handsAnimator.DoScaledAnimationAsync("Shake", 0.5f);
|
||||
SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
}
|
||||
|
@ -380,9 +446,9 @@ namespace HeavenStudio.Games
|
|||
public void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
SummonFrog();
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
sweatAnimator.DoScaledAnimationAsync("Sweating", 0.5f);
|
||||
misses++;
|
||||
if (!intervalStarted)
|
||||
if (!IntervalIsGoingOn())
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue