From f280e593142f59992cabf580eb2790e566346a5f Mon Sep 17 00:00:00 2001
From: wookywok <62037083+wookywok@users.noreply.github.com>
Date: Mon, 29 Apr 2024 10:10:34 -0500
Subject: [PATCH] Rhythm Test Text Update!!! (#898)
Rhythm Test GBA now has customizable text! This can only go well!
(Also it's fuckin audible now)
---
Assets/Resources/Games/rhythmTestGBA.prefab | 361 +++++++++++-----
.../Animation/Number BG/BG.controller | 2 +-
.../Animation/Number BG/FlashBG.anim | 16 +-
.../Animation/Number BG/FlashHit.anim | 96 ++---
.../Games/RhythmTestGBA/Animation/Text.meta | 8 +
.../Animation/Text/Text (TMP).controller | 101 +++++
.../Animation/Text/Text (TMP).controller.meta | 8 +
.../Animation/Text/TextFlash.anim | 377 ++++++++++++++++
.../Animation/Text/TextFlash.anim.meta | 8 +
.../Animation/Text/TextGone.anim | 53 +++
.../Animation/Text/TextGone.anim.meta | 8 +
.../Animation/Text/TextIdle.anim | 188 ++++++++
.../Animation/Text/TextIdle.anim.meta | 8 +
.../Games/RhythmTestGBA/RhythmTestGBA.cs | 402 +++++++++++++++---
14 files changed, 1409 insertions(+), 227 deletions(-)
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text.meta
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/Text (TMP).controller
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/Text (TMP).controller.meta
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/TextFlash.anim
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/TextFlash.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/TextGone.anim
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/TextGone.anim.meta
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/TextIdle.anim
create mode 100644 Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/TextIdle.anim.meta
diff --git a/Assets/Resources/Games/rhythmTestGBA.prefab b/Assets/Resources/Games/rhythmTestGBA.prefab
index f419de14..80870add 100644
--- a/Assets/Resources/Games/rhythmTestGBA.prefab
+++ b/Assets/Resources/Games/rhythmTestGBA.prefab
@@ -1,5 +1,201 @@
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diff --git a/Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Number BG/BG.controller b/Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Number BG/BG.controller
index 5d8e5185..c8c18f77 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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diff --git a/Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/TextIdle.anim.meta b/Assets/Resources/Sprites/Games/RhythmTestGBA/Animation/Text/TextIdle.anim.meta
new file mode 100644
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diff --git a/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs b/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
index 68aa7e82..83dcdc1c 100644
--- a/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
+++ b/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
@@ -1,8 +1,10 @@
using System;
+using System.Text;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using TMPro;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
@@ -37,21 +39,31 @@ namespace HeavenStudio.Games.Loaders
return new Minigame("rhythmTestGBA", "Rhythm Test (GBA) \n(Rhythm-kan Check)", "2DD816", false, false, new List()
{
- new GameAction("countin", "Start Beeping")
+ new GameAction("countin", "Change Screen Beeping Properties")
{
- function = delegate { RhythmTestGBA.instance.KeepTheBeep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]); },
+ function = delegate { RhythmTestGBA.instance.KTBPrep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"],
+ eventCaller.currentEntity["image"],
+ eventCaller.currentEntity["textFlash"], eventCaller.currentEntity["textDisplay"], eventCaller.currentEntity["hasSound"]); },
defaultLength = 1f,
resizable = true,
parameters = new List()
{
- new Param("toggle", true, "Toggle", "Toggle the automatic beeping on or off."),
+ new Param("toggle", true, "Toggle", "Toggle the beeping on or off."),
new Param("auto", false, "Auto", "Toggle if the machine should beep automatically."),
+ new Param("image", RhythmTestGBA.PulseOption.Note, "Screen Image", "Set what appears on the machine's screen.", new List()
+ {
+ new Param.CollapseParam((x, _) => (int)x == (int)RhythmTestGBA.PulseOption.Text, new string[] { "textFlash", "textDisplay" }),
+ }),
+ new Param("textDisplay", "Get ready...", "Text to Display", "Changes the text displayed on the screen."),
+ new Param("textFlash", true, "Text Flash", "Toggle if the text on the screen pulses to the beat."),
+ new Param("hasSound", true, "Has Sound", "Toggle if the beeping plays sound or not.")
+
},
},
new GameAction("button", "Start Keep-the-Beat")
{
- function = delegate { var e = eventCaller.currentEntity; RhythmTestGBA.StartKeepbeat(e.beat); },
+ preFunction = delegate { var e = eventCaller.currentEntity; RhythmTestGBA.PreStartKeepbeat(e.beat, e.length); },
defaultLength = 1f,
resizable = false,
@@ -59,12 +71,17 @@ namespace HeavenStudio.Games.Loaders
new GameAction("stopktb", "Stop Keep-the-Beat")
{
- preFunction = delegate { RhythmTestGBA.instance.PreStopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["mutecue"]); },
+ preFunction = delegate { RhythmTestGBA.instance.PreStopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["mutecue"], eventCaller.currentEntity["finishText"], eventCaller.currentEntity["textDisplay"]); },
defaultLength = 4f,
resizable = false,
parameters = new List()
{
new Param("mutecue", false, "Mute Cue", "Mute the sound cue signifying the end of the keep-the-beat section."),
+ new Param("finishText", true, "Finish Text", "Set if text appears once the keep-the-bet section is finished.", new List()
+ {
+ new Param.CollapseParam((x, _) => (bool)x, new string[] { "textDisplay" }),
+ }),
+ new Param("textDisplay", "Test complete!", "Text to Display", "Changes the text displayed on the screen."),
}
},
@@ -105,25 +122,40 @@ namespace HeavenStudio.Games
{
/// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
+ using Scripts_RhythmTestGBA;
public class RhythmTestGBA : Minigame
{
public static RhythmTestGBA instance;
static List queuedButton = new();
bool goBeep;
- //bool stopBeep; Unused value - Marc
+ bool stopAutoBeep;
bool keepPressing;
bool shouldmute;
bool disableCount;
+ bool beatPulseTextFlash = false;
+ bool beepHasSound;
+ bool canBeep = false;
+ //bool isBeeping = false;
+
+ int screenFXType;
private double numberSelect;
private float countLength;
+ [NonSerialized] public List noBopIntervals = new(),
+ noBeepIntervals = new();
+
+ [Header("Objects")]
+ [SerializeField] GameObject noteFlash;
+ [SerializeField] TMP_Text screenText;
+
[Header("Animators")]
[SerializeField] Animator buttonAnimator;
[SerializeField] Animator flashAnimator;
[SerializeField] Animator numberBGAnimator;
[SerializeField] Animator numberAnimator;
+ [SerializeField] Animator textAnimator;
[Header("Properties")]
//private static double startBlippingBeat = double.MaxValue; Unused value - Marc
@@ -136,18 +168,36 @@ namespace HeavenStudio.Games
GameEvent button = new GameEvent();
double lastButton = double.MaxValue;
-
- // public struct QueuedButton
- // {
-// public double beat;
-// public float length;
- // }
-// static List queuedButton = new List();
+
+ public enum PulseOption
+ {
+ Note,
+ Text
+ }
+
+ public enum BeepNoise: int
+ {
+ defaultBeep = 0,
+ highBeep = 1,
+ dingBeep = 2
+ }
+
+ public int beepType = 0;
+ //public struct QueuedButton
+ //{
+ // public double beat;
+ // public float length;
+ //}
+ //static List queuedButton = new List();
private void Awake()
{
instance = this;
-
+ screenText.text = "";
+ SetupBopRegion("rhythmTestGBA", "countin", "auto");
+ var currentBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble;
+ KeepTheBeep(currentBeat, 1f, false, false, 0, true);
+ HandleBeeps();
}
void OnDestroy()
@@ -208,36 +258,202 @@ namespace HeavenStudio.Games
}
}
- public void KeepTheBeep(double beat, float length, bool shouldBeep, bool autoBeep)
+ //public override void OnGameSwitch (double beat)
+ //{
+
+ // var actions = GameManager.instance.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] == "rhythmTestGBA");
+ // var tempStops = actions.FindAll(e => e.datamodel == "rhythmTestGBA/stopktb");
+
+ // foreach (var e in tempStops.FindAll(e => e.beat < beat && e.beat + 2 > beat)) {
+ // PreStopKeepbeat(e.beat, e.length, e["mutecue"], e["textFlash"]);
+ // }
+ //}
+
+ private void HandleBeeps()
{
- //stopBeep = false; Unused value - Marc
- if (!shouldBeep) { goBeep = false; return;}
- goBeep = autoBeep;
- if (shouldBeep)
+ List events = EventCaller.GetAllInGameManagerList("rhythmTestGBA", new string[] { "countin" });
+
+ foreach (var e in events)
{
- for (int i = 0; i < length; i++)
- {
- BeatAction.New(instance, new List()
- {
- new BeatAction.Action(beat + i, delegate
- {
- PlayFlashFX();
- SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
-
- })
- });
-
- }
+ noBopIntervals.Add(new Interval(e.beat, e.beat + 1));
+ }
+
+ foreach (var v in events)
+ {
+ noBeepIntervals.Add(new Interval(v.beat, v.beat + v.length));
}
}
+ public void KTBPrep(double beat, float length, bool shouldBeep, bool autoBeep, int type, bool textFlash, string textDisplay, bool hasSound)
+ {
+ canBeep = true;
+ if (type == 1)
+ {
+ screenText.text = textDisplay;
+ }
+ beepType = 0;
+ screenFXType = type;
+ beepHasSound = hasSound;
+ KeepTheBeep(beat, length, shouldBeep, autoBeep, type, textFlash);
+ }
+
+ public void KeepTheBeep(double beat, float length, bool shouldBeep, bool autoBeep, int type, bool textFlash)
+ {
+
+ beatPulseTextFlash = textFlash;
+ if (beepHasSound)
+ {
+ switch (beepType)
+ {
+ case (int)BeepNoise.defaultBeep:
+ SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
+ break;
+ case (int)BeepNoise.highBeep:
+ SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
+ break;
+ case (int)BeepNoise.dingBeep:
+ SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding");
+ break;
+ }}
+
+ if (shouldBeep)
+ {
+ PlayFakeFlashFX(type, textFlash);
+ List beeps = new List();
+ for (int i = 0; i < length; i++)
+ {
+ beeps.Add(new BeatAction.Action(beat + i, delegate {
+ PlayFlashFX();}
+
+ ));
+ }
+ BeatAction.New(instance, beeps);
+ }
+ }
+
+
+ //goBeep = autoBeep;
+ //if (autoBeep)
+ //{
+ // PlayFlashFX(beatPulseTextFlash, type);
+ // SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
+ //}
+
+ // if (shouldBeep && !autoBeep)
+ // {
+
+ //if (!isBeeping)
+ // {
+ // PlayFlashFX(beatPulseTextFlash, type);
+ // SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
+ // isBeeping = true;
+ // }
+ // for (int i = 0; i < length; i++)
+ // {
+ // BeatAction.New(instance, new List()
+ // {
+ // new BeatAction.Action(beat + i, delegate
+ // {
+ // PlayFlashFX(beatPulseTextFlash, type);
+
+ // SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
+ // })
+ // });
+
+ // }
+ // }
+ // }
+
public void PlayFlashFX()
{
numberAnimator.Play("Idle");
numberBGAnimator.Play("Idle");
- flashAnimator.Play("KTBPulse", 0 ,0);
+ var currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
+ if (!noBopIntervals.Any(x => x.Contains(currentBeat)))
+
+ if (beepHasSound){
+ if(!noBeepIntervals.Any(x => x.Contains(currentBeat)))
+ {
+ {
+ switch (beepType)
+ {
+ case (int)BeepNoise.defaultBeep:
+ SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
+ break;
+ case (int)BeepNoise.highBeep:
+ SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
+ break;
+ case (int)BeepNoise.dingBeep:
+ SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding");
+ break;
+ }
+ }
+ }}
+ if (screenFXType == 0)
+ {
+
+ noteFlash.SetActive(true);
+ flashAnimator.DoScaledAnimationAsync("KTBPulse", 0.5f);
+ screenText.text = "";
+ }
+ else if (beatPulseTextFlash){
+
+ noteFlash.SetActive(false);
+ textAnimator.DoScaledAnimationAsync("TextFlash", 0.5f);
+ }
+ else
+ {
+
+ noteFlash.SetActive(false);
+ textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f);
+ }
+
+ BeatAction.New(instance, new List()
+ {
+ new BeatAction.Action(currentBeat+0.9f, delegate {noteFlash.SetActive(false);})
+ });
}
+ public void PlayFakeFlashFX(int fakeFXType, bool textFlash)
+ {
+ numberAnimator.Play("Idle");
+ numberBGAnimator.Play("Idle");
+
+ var currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
+ if (fakeFXType == 0)
+ {
+
+ noteFlash.SetActive(true);
+ flashAnimator.DoScaledAnimationAsync("KTBPulse", 0.5f);
+ screenText.text = "";
+
+
+ }
+ else if (textFlash){
+
+ noteFlash.SetActive(false);
+ textAnimator.DoScaledAnimationAsync("TextFlash", 0.5f);
+ }
+ else
+ {
+
+ noteFlash.SetActive(false);
+ textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f);
+ }
+
+ BeatAction.New(instance, new List()
+ {
+ //new BeatAction.Action(beat-1, delegate {KillBeeps(beat);}),
+ new BeatAction.Action(currentBeat+0.9f, delegate {noteFlash.SetActive(false);})
+ });
+ }
+
+
+ public void ChangeText(double beat, string newText, bool newTextFlash)
+ {
+ screenText.text = newText;
+ beatPulseTextFlash = newTextFlash;
+ }
public void PressButton()
@@ -248,79 +464,112 @@ namespace HeavenStudio.Games
}
- public void PreStopKeepbeat(double beat, float length, bool muted)
+ public void PreStopKeepbeat(double beat, float length, bool muted, bool hasFinish, string finishText)
{
+ noBeepIntervals.Add(new Interval(beat, beat + length));
+
+
shouldmute = muted;
+ noBeepIntervals.Add(new Interval(beat, beat + length));
+
+ noBeepIntervals.Add(new Interval(beat, beat + length));
BeatAction.New(instance, new List()
{
- new BeatAction.Action(beat-1, delegate {killBeeps(beat);}),
- new BeatAction.Action(beat, delegate {StopKeepbeat(beat, shouldmute);})
+
+ new BeatAction.Action(beat, delegate {StopKeepbeat(beat, length, shouldmute, hasFinish, finishText);
+ canBeep = false;
+ })
+
});
+
}
- public void StopKeepbeat(double beat, bool shouldmute)
+ public void StopKeepbeat(double beat, float length, bool shouldmute, bool hasFinish, string finishText)
{
-
-
keepPressing = false;
+
ScheduleInput(beat, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
ScheduleInput(beat, 2f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
ScheduleInput(beat, 3f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
+
-
-
BeatAction.New(instance, new List()
{
new BeatAction.Action(beat, delegate {PlayFlashFX();}),
- new BeatAction.Action(beat+1, delegate {PlayFlashFX();}),
+ new BeatAction.Action(beat+1, delegate {PlayFlashFX();}),
- new BeatAction.Action(beat+2, delegate {PlayFlashFX();}),
+ new BeatAction.Action(beat+2, delegate {PlayFlashFX();}),
- new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);})
+
+
+ new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);
+
+ if (hasFinish)
+ {
+ screenText.text = finishText;
+ textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f);
+ }
+
+ })
});
+
if (!shouldmute)
{
- SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
- BeatAction.New(instance, new List()
- {
- new BeatAction.Action(beat+1, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}),
- new BeatAction.Action(beat+2, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);})
- });
-
+ MultiSound.Play(new MultiSound.Sound[] {
+ new MultiSound.Sound("rhythmTestGBA/blip2", beat),
+ new MultiSound.Sound("rhythmTestGBA/blip2", beat+1),
+ new MultiSound.Sound("rhythmTestGBA/blip2", beat+2),
+
+ });
}
- }
-
-
- public void StopKeepbeatInput(double beat)
- {
- ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
- PlayFlashFX();
+
+
+
}
public override void OnBeatPulse(double beat)
{
- if (goBeep)
+ if (BeatIsInBopRegion(beat) && canBeep)
{
PlayFlashFX();
- SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
}
}
- public void killBeeps(double beat)
+ //public void KillBeeps(double beat)
+ //{
+ // goBeep = false;
+ //isBeeping = false;
+ //}
+
+ public static void PreStartKeepbeat(double beat, float length)
{
- goBeep = false;
+ if (GameManager.instance.currentGame == "rhythmTestGBA")
+ {
+ StartKeepbeat(beat, length);
+ }
+ else
+ {
+ BeatAction.New(instance, new List()
+ {
+
+ new BeatAction.Action(beat, delegate {queuedButton.Add(wantButton);}),
+ }
+ );
+ }
}
+
+
- public static void StartKeepbeat(double beat)
+ public static void StartKeepbeat(double beat, float length)
{
RhythmTestGBA.wantButton = beat-1;
@@ -328,6 +577,7 @@ namespace HeavenStudio.Games
}
+
public void PreCountDown(double startBeat, float length, int countdownNumber)
{
if (keepPressing) return;
@@ -667,3 +917,29 @@ namespace HeavenStudio.Games
}
}
+
+namespace HeavenStudio.Games.Scripts_RhythmTestGBA
+{
+ public class Interval
+ {
+ private readonly double _start;
+ private readonly double _end;
+ private readonly Func _leftComparer;
+ private readonly Func _rightComparer;
+
+ public double Start => _start;
+ public double End => _end;
+
+ public Interval(double start, double end, bool isLeftClosed = true, bool isRightClosed = false)
+ {
+ _start = start;
+ _end = end;
+
+ _leftComparer = isLeftClosed ? (value, boundary) => value >= boundary : (value, boundary) => value > boundary;
+ _rightComparer = isRightClosed ? (value, boundary) => value <= boundary : (value, boundary) => value < boundary;
+ }
+
+ public bool Contains(double value) => _leftComparer(value, _start) && _rightComparer(value, _end);
+ }
+}
+