mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Added inactive functions
I'm going to flesh it out more in the next commit
This commit is contained in:
parent
273608ea6e
commit
d2bc7d9871
7 changed files with 101 additions and 39 deletions
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@ -60,7 +60,7 @@ namespace RhythmHeavenMania
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}
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}
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public void CallEvent(Beatmap.Entity entity)
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public void CallEvent(Beatmap.Entity entity, bool gameActive)
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{
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{
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string[] details = entity.datamodel.Split('/');
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string[] details = entity.datamodel.Split('/');
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Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
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Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
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@ -71,8 +71,14 @@ namespace RhythmHeavenMania
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if (details.Length > 2) currentSwitchGame = details[2];
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if (details.Length > 2) currentSwitchGame = details[2];
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Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
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Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
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action.function.Invoke();
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if (gameActive)
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{
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action.function.Invoke();
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}
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else
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{
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action.inactiveFunction.Invoke();
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}
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}
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}
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catch (Exception ex)
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catch (Exception ex)
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{
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{
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@ -26,7 +26,7 @@ namespace RhythmHeavenMania
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public Games.Global.Flash fade;
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public Games.Global.Flash fade;
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[Header("Games")]
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[Header("Games")]
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public string currentGame;
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public Minigame currentGame;
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Coroutine currentGameSwitchIE;
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Coroutine currentGameSwitchIE;
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[Header("Properties")]
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[Header("Properties")]
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@ -157,25 +157,29 @@ namespace RhythmHeavenMania
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if (Conductor.instance.songPositionInBeats >= entities[currentEvent] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
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if (Conductor.instance.songPositionInBeats >= entities[currentEvent] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
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{
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{
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// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
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// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
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var entitesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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// FX entities should ALWAYS execute before gameplay entities
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// FX entities should ALWAYS execute before gameplay entities
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for (int i = 0; i < fxEntities.Count; i++)
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for (int i = 0; i < fxEntities.Count; i++)
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{
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{
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eventCaller.CallEvent(fxEntities[i]);
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eventCaller.CallEvent(fxEntities[i], true);
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currentEvent++;
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currentEvent++;
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}
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}
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for (int i = 0; i < entitesAtSameBeat.Count; i++)
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for (int i = 0; i < entitiesAtSameBeat.Count; i++)
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{
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{
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var entity = entitesAtSameBeat[i];
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var entity = entitiesAtSameBeat[i];
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// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
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// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
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if (entitesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitesAtSameBeat[i].datamodel.Split('/')[0])))
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if (entitiesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitiesAtSameBeat[i].datamodel.Split('/')[0])))
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{
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{
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PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
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//PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
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eventCaller.CallEvent(entitiesAtSameBeat[i], false);
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}
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else
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{
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eventCaller.CallEvent(entitiesAtSameBeat[i], true);
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}
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}
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eventCaller.CallEvent(entitesAtSameBeat[i]);
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// Thank you to @shshwdr for bring this to my attention
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// Thank you to @shshwdr for bring this to my attention
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currentEvent++;
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currentEvent++;
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@ -362,7 +366,6 @@ namespace RhythmHeavenMania
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
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currentGameO.name = game;
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currentGameO.name = game;
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}
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}
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/*if (onGameSwitch)
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/*if (onGameSwitch)
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{
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{
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if (GetGame(currentGame).GetComponent<Minigame>() != null)
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if (GetGame(currentGame).GetComponent<Minigame>() != null)
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@ -370,6 +373,9 @@ namespace RhythmHeavenMania
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}*/
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}*/
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SetCurrentGame(game);
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SetCurrentGame(game);
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Minigame miniGame = currentGameO.GetComponent<Minigame>();
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if (miniGame != null)
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miniGame.OnGameSwitch();
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ResetCamera();
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ResetCamera();
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}
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}
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@ -411,13 +417,23 @@ namespace RhythmHeavenMania
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return EventCaller.instance.minigames.Find(c => c.name == name);
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return EventCaller.instance.minigames.Find(c => c.name == name);
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}
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}
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// never gonna use this
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public Minigames.Minigame GetGameInfo(Minigame game)
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public Minigames.Minigame GetCurrentGame()
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{
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{
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return eventCaller.minigames.Find(c => c.name == transform.GetComponentsInChildren<Transform>()[1].name);
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if (game == null)
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return null;
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return GetGameInfo(game.name);
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}
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}
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public void SetCurrentGame(string game)
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public string GetCurrentGameName()
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{
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if(currentGame == null)
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{
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return "noGame";
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}
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return currentGame.name;
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}
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public void SetCurrentGame(Minigame game)
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{
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{
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currentGame = game;
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currentGame = game;
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if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
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if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
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@ -39,6 +39,7 @@ namespace RhythmHeavenMania.Games.ForkLifter
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public override void OnGameSwitch()
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public override void OnGameSwitch()
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{
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{
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base.OnGameSwitch();
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ForkLifterHand.CheckNextFlick();
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ForkLifterHand.CheckNextFlick();
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}
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}
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@ -44,8 +44,23 @@ namespace RhythmHeavenMania.Games
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public int firstEnable = 0;
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public int firstEnable = 0;
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public string name = "";
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public virtual void OnGameSwitch()
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public virtual void OnGameSwitch()
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{
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{
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//Below is a template that can be used for handling previous entities. There are multiple sections that have different functions, you don't need to use all of them
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float beat = Conductor.instance.songPositionInBeats;
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List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == name);
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//section below is if you only want to look at entities that overlap the game switch
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foreach(Beatmap.Entity entity in prevEntities)
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{
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if(entity.beat + entity.length >= beat)
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{
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}
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}
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}
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}
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@ -44,21 +44,6 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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startBeat = dispensedBeat;
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startBeat = dispensedBeat;
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nextAnimBeat = startBeat + GetAnimLength(State.Dispensing);
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nextAnimBeat = startBeat + GetAnimLength(State.Dispensing);
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kicker.kickTimes = 0;
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kicker.kickTimes = 0;
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if (kicker.player)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("spaceSoccer/dispenseNoise", dispensedBeat),
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new MultiSound.Sound("spaceSoccer/dispenseTumble1", dispensedBeat + 0.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2", dispensedBeat + 0.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2B",dispensedBeat + 0.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble3", dispensedBeat + 0.75f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble4", dispensedBeat + 1f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble5", dispensedBeat + 1.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6", dispensedBeat + 1.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6B",dispensedBeat + 1.75f),
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});
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}
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return;
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return;
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}
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}
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@ -45,22 +45,43 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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}
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}
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public void Dispense(float beat)
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public void Dispense(float beat)
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{
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{
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ballDispensed = true;
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for (int i = 0; i < kickers.Count; i++)
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for (int i = 0; i < kickers.Count; i++)
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{
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{
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Kicker kicker = kickers[i];
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Kicker kicker = kickers[i];
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if (i == 0) kicker.player = true;
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if (i == 0) kicker.player = true;
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if (kicker.ball != null) return;
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if (kicker.ball != null) return;
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ballDispensed = true;
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GameObject ball = Instantiate(ballRef, transform);
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GameObject ball = Instantiate(ballRef, transform);
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ball.SetActive(true);
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ball.SetActive(true);
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Ball ball_ = ball.GetComponent<Ball>();
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Ball ball_ = ball.GetComponent<Ball>();
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ball_.Init(kicker, beat);
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ball_.Init(kicker, beat);
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if (kicker.player)
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{
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DispenseSound(beat);
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}
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}
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}
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}
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}
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public static void DispenseSound(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("games/spaceSoccer/dispenseNoise", beat),
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new MultiSound.Sound("games/spaceSoccer/dispenseTumble1", beat + 0.25f),
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new MultiSound.Sound("games/spaceSoccer/dispenseTumble2", beat + 0.5f),
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new MultiSound.Sound("games/spaceSoccer/dispenseTumble2B",beat + 0.5f),
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new MultiSound.Sound("games/spaceSoccer/dispenseTumble3", beat + 0.75f),
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new MultiSound.Sound("games/spaceSoccer/dispenseTumble4", beat + 1f),
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new MultiSound.Sound("games/spaceSoccer/dispenseTumble5", beat + 1.25f),
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new MultiSound.Sound("games/spaceSoccer/dispenseTumble6", beat + 1.5f),
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new MultiSound.Sound("games/spaceSoccer/dispenseTumble6B",beat + 1.75f),
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}, false);
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}
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}
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}
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}
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}
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@ -50,12 +50,21 @@ namespace RhythmHeavenMania
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public bool resizable;
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public bool resizable;
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public List<Param> parameters;
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public List<Param> parameters;
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public bool hidden;
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public bool hidden;
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public EventCallback inactiveFunction;
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/* If you want to add additional arguments to GameAction, leave `bool hidden = false` as the last parameter
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/// <summary>
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* You can specify an action as hidden by adding `hidden: value` as the final parameter in your call
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/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
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* (Even if you haven't used all prior arguments)
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/// <para>Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter.</para>
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*/
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/// </summary>
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public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false)
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/// <param name="actionName">Name of the block</param>
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/// <param name="function"><para>What the block does when read during playback</para>
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/// <para>Only does this if the game that it is associated with is loaded.</para></param>
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/// <param name="defaultLength">How long the block appears in the editor</param>
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/// <param name="resizable">Allows the user to resize the block</param>
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/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
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/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
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/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
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public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false, EventCallback inactiveFunction = null)
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{
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{
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this.actionName = actionName;
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this.actionName = actionName;
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this.function = function;
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this.function = function;
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this.resizable = resizable;
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this.resizable = resizable;
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this.parameters = parameters;
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this.parameters = parameters;
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this.hidden = hidden;
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this.hidden = hidden;
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if(inactiveFunction == null) inactiveFunction = delegate { };
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this.inactiveFunction = inactiveFunction;
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}
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}
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}
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}
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@ -74,6 +85,12 @@ namespace RhythmHeavenMania
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public string propertyCaption;
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public string propertyCaption;
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public string tooltip;
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public string tooltip;
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/// <summary>
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/// A parameter that changes the function of a GameAction.
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/// </summary>
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/// <param name="propertyName">The name of the variable that's being changed. Must be one of the variables in <see cref="Beatmap.Entity"/></param>
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/// <param name="parameter">The value of the parameter</param>
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/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
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public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
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public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
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{
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{
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this.propertyName = propertyName;
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this.propertyName = propertyName;
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@ -91,7 +108,7 @@ namespace RhythmHeavenMania
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{
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{
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new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
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new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
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{
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{
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new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame); }, 0.5f),
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new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame); }),
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new GameAction("end", delegate { Debug.Log("end"); }),
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new GameAction("end", delegate { Debug.Log("end"); }),
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new GameAction("skill star", delegate { }, 1f, true),
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new GameAction("skill star", delegate { }, 1f, true),
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new GameAction("flash", delegate
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new GameAction("flash", delegate
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@ -271,7 +288,8 @@ namespace RhythmHeavenMania
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}),
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}),
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new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
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new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
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{
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{
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new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat); }, 2f),
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new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat); }, 2f,
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inactiveFunction: delegate { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat); }),
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new GameAction("keep-up", delegate { }, 4f, true),
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new GameAction("keep-up", delegate { }, 4f, true),
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new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
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new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
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{
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{
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