No way, fireworks is now feature-complete???! he did da impossible PART 2 (#298)

* Started

* Added bomb

* Just need more explosion types ig

* Count ins :D

* Remix 5 background

* This was painful

* Shity particles

* particle adjustments

* stuff

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
Rapandrasmus 2023-02-20 20:22:50 +01:00 committed by GitHub
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27 changed files with 10028 additions and 4993 deletions

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@ -2,6 +2,8 @@ using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
namespace HeavenStudio.Games.Loaders
{
@ -9,8 +11,57 @@ namespace HeavenStudio.Games.Loaders
public static class AgbFireworkLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("fireworks", "Fireworks \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>()
return new Minigame("fireworks", "Fireworks", "0058CE", false, false, new List<GameAction>()
{
new GameAction("firework", "Firework")
{
preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, false, e["whereToSpawn"], e["toggle"], e["explosionType"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
}
},
new GameAction("sparkler", "Sparkler")
{
preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, true, e["whereToSpawn"], e["toggle"], e["explosionType"]); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
}
},
new GameAction("bomb", "Bomb")
{
function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.SpawnBomb(e.beat, e["toggle"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
}
},
new GameAction("countIn", "Count-In")
{
preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.CountIn(e.beat, e["count"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("count", Fireworks.CountInType.CountOne, "Count", "Which count should be said?")
}
},
new GameAction("altBG", "Background Appearance")
{
function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.ChangeBackgroundAppearance(e["toggle"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Remix 5", "Should the background from Remix 5 tengoku appear?")
}
}
});
}
}
@ -21,16 +72,229 @@ namespace HeavenStudio.Games
using Scripts_Fireworks;
public class Fireworks : Minigame
{
// Start is called before the first frame update
public enum ExplosionType
{
UniformBig = 0,
UniformDonut = 1,
UniformSwirl = 2,
UniformSmile = 3,
MixedCircular = 4
}
public struct QueuedFirework
{
public float beat;
public bool isSparkler;
public int whereToSpawn;
public bool practice;
public int explosionType;
}
public enum WhereToSpawn
{
Left = 0,
Right = 1,
Middle = 2
}
public enum CountInType
{
CountOne = 0,
CountTwo = 1,
CountThree = 2,
CountHey = 3
}
[Header("Components")]
[SerializeField] Transform spawnLeft;
[SerializeField] Transform spawnRight;
[SerializeField] Transform spawnMiddle;
[SerializeField] Transform bombSpawn;
[SerializeField] Rocket firework;
[SerializeField] FireworksBomb bomb;
[SerializeField] BezierCurve3D bombCurve;
[SerializeField] SpriteRenderer flashWhite;
[SerializeField] GameObject faces;
[SerializeField] GameObject stars;
[Header("Properties")]
Tween flashTween;
public static List<QueuedFirework> queuedFireworks = new List<QueuedFirework>();
public static Fireworks instance;
void OnDestroy()
{
if (queuedFireworks.Count > 0) queuedFireworks.Clear();
}
void Awake()
{
instance = this;
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (queuedFireworks.Count > 0)
{
foreach (var firework in queuedFireworks)
{
SpawnFirework(firework.beat, firework.isSparkler, firework.whereToSpawn, firework.practice, firework.explosionType);
}
queuedFireworks.Clear();
}
}
}
public void ChangeBackgroundAppearance(bool doIt)
{
faces.SetActive(doIt);
stars.SetActive(!doIt);
}
public static void CountIn(float beat, int count)
{
switch (count)
{
case (int)CountInType.CountOne:
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/count1", beat)
}, forcePlay: true);
break;
case (int)CountInType.CountTwo:
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/count2", beat)
}, forcePlay: true);
break;
case (int)CountInType.CountThree:
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/count3", beat)
}, forcePlay: true);
break;
case (int)CountInType.CountHey:
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/countHey", beat)
}, forcePlay: true);
break;
}
}
public static void PreSpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType)
{
if (isSparkler)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/sparkler", beat, 1, 1, false, 0.223f)
}, forcePlay: true);
}
else
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/rocket", beat)
}, forcePlay: true);
}
if (GameManager.instance.currentGame == "fireworks")
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
Fireworks.instance.SpawnFirework(beat, isSparkler, whereToSpawn, practice, explosionType);
})
});
}
else
{
queuedFireworks.Add(new QueuedFirework { beat = beat, isSparkler = isSparkler, whereToSpawn = whereToSpawn, practice = practice, explosionType = explosionType });
}
}
// Update is called once per frame
void Update()
void SpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType)
{
if (isSparkler && practice)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/practiceHai", beat + 1),
}, forcePlay: true);
}
else if (practice)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/practice1", beat),
new MultiSound.Sound("fireworks/practice2", beat + 1),
new MultiSound.Sound("fireworks/practice3", beat + 2),
new MultiSound.Sound("fireworks/practiceHai", beat + 3),
}, forcePlay: true);
}
Transform spawnPoint = spawnMiddle;
switch (whereToSpawn)
{
case (int)WhereToSpawn.Left:
spawnPoint = spawnLeft;
break;
case (int)WhereToSpawn.Right:
spawnPoint = spawnRight;
break;
default:
spawnPoint = spawnMiddle;
break;
}
Rocket spawnedRocket = Instantiate(firework, spawnPoint, false);
spawnedRocket.isSparkler = isSparkler;
spawnedRocket.Init(beat, explosionType);
}
public void SpawnBomb(float beat, bool practice)
{
Jukebox.PlayOneShotGame("fireworks/bomb");
if (practice)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fireworks/practiceHai", beat + 2),
}, forcePlay: true);
}
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1, delegate
{
FireworksBomb spawnedBomb = Instantiate(bomb, bombSpawn, false);
spawnedBomb.curve = bombCurve;
spawnedBomb.Init(beat + 1);
})
});
}
public void ChangeFlashColor(Color color, float beats)
{
var seconds = Conductor.instance.secPerBeat * beats;
if (flashTween != null)
flashTween.Kill(true);
if (seconds == 0)
{
flashWhite.color = color;
}
else
{
flashTween = flashWhite.DOColor(color, seconds);
}
}
public void FadeFlashColor(Color start, Color end, float beats)
{
ChangeFlashColor(start, 0f);
ChangeFlashColor(end, beats);
}
}
}

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@ -0,0 +1,65 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_Fireworks
{
public class FireworksBomb : PlayerActionObject
{
public BezierCurve3D curve;
private bool exploded;
private Fireworks game;
private float startBeat;
private Animator anim;
void Awake()
{
game = Fireworks.instance;
anim = GetComponent<Animator>();
}
public void Init(float beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Out, Out);
startBeat = beat;
}
void Update()
{
var cond = Conductor.instance;
if (exploded) return;
float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
transform.position = curve.GetPoint(flyPos);
if (flyPos > 2) Destroy(gameObject);
}
void Just(PlayerActionEvent caller, float state)
{
anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
exploded = true;
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); })
});
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("fireworks/miss");
return;
}
Success();
}
void Success()
{
Jukebox.PlayOneShotGame("fireworks/explodeBomb");
game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
}
void Out(PlayerActionEvent caller) { }
}
}

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View File

@ -8,18 +8,62 @@ namespace HeavenStudio.Games.Scripts_Fireworks
{
public class Rocket : PlayerActionObject
{
[SerializeField] ParticleSystem particleBarelyEffect;
[SerializeField] private List<ParticleSystem> particleEffects = new List<ParticleSystem>();
[SerializeField] ParticleSystem selectedParticleEffect;
[SerializeField] Animator anim;
public bool isSparkler;
private Fireworks game;
public float startBeat;
private bool exploded;
private float startY;
// Start is called before the first frame update
void Awake()
{
game = Fireworks.instance;
startY = transform.position.y;
}
public void Init(float beat, int explosionToChoose)
{
startBeat = beat;
game.ScheduleInput(beat, isSparkler ? 1f : 3f, InputType.STANDARD_DOWN, Just, Out, Out);
anim.DoScaledAnimationAsync(isSparkler ? "Sparkler" : "Rocket", isSparkler ? 1f : 0.5f);
selectedParticleEffect = particleEffects[explosionToChoose];
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
float normalizedBeat = cond.GetPositionFromBeat(startBeat, isSparkler ? 1f : 3f);
if (!exploded && cond.isPlaying && !cond.isPaused)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
float newPosY = func(startY, 7f, normalizedBeat * (isSparkler ? 0.5f : 0.4f));
transform.position = new Vector3(transform.position.x, newPosY, transform.position.z);
}
if (normalizedBeat > 3f && !selectedParticleEffect.isPlaying) Destroy(gameObject);
}
void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("fireworks/miss");
particleBarelyEffect.Play();
anim.gameObject.SetActive(false);
return;
}
Success();
}
void Success()
{
Jukebox.PlayOneShotGame("fireworks/explodeRocket");
selectedParticleEffect.Play();
anim.gameObject.SetActive(false);
}
void Out(PlayerActionEvent caller) { }
}
}

View File

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