mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 21:55:09 +00:00
Games fixes/reworks patch (#501)
* ghosts are scaled now * Lockstep fully reworked * mr. bach has been implemented * Space dance fixes * oops * Tap trial rework part 1 * tap trial rework part 2 * oopsie * Gramps Talk Update * Space Dance Voice Offsets * Giraffe done! (Except miss anim) * bg is not showing up for some reason * bg not rendering fixed + giraffe fixed * scrolling done * fixed space dance and space soccer bg scrolls * fixed rockers bugs * adjustment * fixed el inaccuracies * particle fix * changed pitch and volume of monkey tap * miss anim * megamix face for girl * Proper miss anim implementation * Added force stepping event * miss anim fix --------- Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
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--- !u!1102 &1779178251371668107
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4122
Assets/Resources/Sprites/Games/TapTrial/Animations/Giraffe/Miss.anim
Normal file
4122
Assets/Resources/Sprites/Games/TapTrial/Animations/Giraffe/Miss.anim
Normal file
File diff suppressed because it is too large
Load diff
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|
||||
internalID: -1431682805
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
- serializedVersion: 2
|
||||
name: taptrial_main_4
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 773
|
||||
y: 990
|
||||
width: 205
|
||||
height: 170
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: 0
|
||||
bones: []
|
||||
spriteID: 46356e4670d54ac44b526c65fe68d90f
|
||||
internalID: -1412322936
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
- serializedVersion: 2
|
||||
name: taptrial_main_5
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 1105
|
||||
y: 1070
|
||||
width: 151
|
||||
height: 160
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: 0
|
||||
bones: []
|
||||
spriteID: c213ebc8d3849d04899c172ca30d0adc
|
||||
internalID: -1981152341
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
|
@ -1677,6 +1803,12 @@ TextureImporter:
|
|||
monkey_mouth_1: 5275794459429879604
|
||||
tap_effect: -465010420825850716
|
||||
tap_effect_star: 7599070281986493235
|
||||
taptrial_main_0: -796690921
|
||||
taptrial_main_1: 1850945584
|
||||
taptrial_main_2: -1887236934
|
||||
taptrial_main_3: -1431682805
|
||||
taptrial_main_4: -1412322936
|
||||
taptrial_main_5: -1981152341
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
|
|
|
@ -21,7 +21,7 @@ namespace HeavenStudio.Common
|
|||
{
|
||||
foreach (var img in _imgs)
|
||||
{
|
||||
img.uvRect = new Rect(new Vector2(NormalizedX, NormalizedY) * Tile, img.uvRect.size);
|
||||
img.uvRect = new Rect(Normalized * Tile, img.uvRect.size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,8 +4,10 @@ borrowed from other games */
|
|||
//Don't worry Raffy everyone starts somewhere - Rasmus
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using Jukebox;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -15,7 +17,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("lockstep", "Lockstep \n<color=#eb5454>[WIP]</color>", "f0338d", false, false, new List<GameAction>()
|
||||
return new Minigame("lockstep", "Lockstep", "f0338d", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
|
@ -27,33 +29,38 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"),
|
||||
},
|
||||
},
|
||||
new GameAction("marching", "Stepping")
|
||||
new GameAction("stepping", "Stepping")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat."),
|
||||
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
|
||||
new Param("visual", true, "Background Visual")
|
||||
},
|
||||
preFunctionLength = 1
|
||||
},
|
||||
new GameAction("offbeatSwitch", "Switch to Offbeat")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitch(e.beat); },
|
||||
defaultLength = 3.5f
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitchSound(e.beat, e["ho"], e["sound"]); },
|
||||
defaultLength = 4.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", true, "Sound Cue"),
|
||||
new Param("ho", true, "Ho Sounds", "Will the <ho, ho, ho, ho> sound be present?"),
|
||||
new Param("visual", true, "Background Visual")
|
||||
}
|
||||
},
|
||||
new GameAction("onbeatSwitch", "Switch to Onbeat")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); },
|
||||
defaultLength = 2f
|
||||
},
|
||||
new GameAction("hai", "Hai!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
|
||||
defaultLength = 1f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
|
||||
},
|
||||
new GameAction("ho", "Ho!")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat); },
|
||||
defaultLength = 1f,
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat);}
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitchSound(e.beat, e["hai"], e["sound"]); },
|
||||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", true, "Sound Cue"),
|
||||
new Param("hai", new EntityTypes.Integer(0, 100, 1), "Hai Amount"),
|
||||
new Param("visual", true, "Background Visual")
|
||||
}
|
||||
},
|
||||
new GameAction("set colours", "Set Colours")
|
||||
{
|
||||
|
@ -67,6 +74,32 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."),
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
},
|
||||
new GameAction("zoom", "Preset Zooms")
|
||||
{
|
||||
function = delegate { Lockstep.instance.SetZoom(eventCaller.currentEntity["zoom"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level")
|
||||
}
|
||||
},
|
||||
new GameAction("bach", "Show Bach")
|
||||
{
|
||||
defaultLength = 4,
|
||||
resizable = true,
|
||||
},
|
||||
new GameAction("marching", "Force Stepping")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat."),
|
||||
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
|
||||
new Param("visual", true, "Background Visual")
|
||||
},
|
||||
preFunctionLength = 1,
|
||||
resizable = true,
|
||||
defaultLength = 4
|
||||
}
|
||||
},
|
||||
new List<string>() {"ntr", "keep"},
|
||||
|
@ -140,7 +173,8 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] Animator stepswitcherPlayer;
|
||||
[SerializeField] Animator stepswitcherLeft;
|
||||
[SerializeField] Animator stepswitcherRight;
|
||||
|
||||
[SerializeField] Animator bach;
|
||||
|
||||
// master stepper dictates what sprite the slave steppers use
|
||||
[SerializeField] Animator masterStepperAnim;
|
||||
[SerializeField] SpriteRenderer masterStepperSprite;
|
||||
|
@ -155,7 +189,7 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] Material stepperMaterial;
|
||||
|
||||
[Header("Properties")]
|
||||
static List<double> queuedInputs = new();
|
||||
static List<QueuedMarch> queuedInputs = new();
|
||||
Sprite masterSprite;
|
||||
HowMissed currentMissStage;
|
||||
bool lessSteppers = false;
|
||||
|
@ -168,14 +202,71 @@ namespace HeavenStudio.Games
|
|||
bool offColorActive;
|
||||
bool goBop;
|
||||
public GameEvent bop = new GameEvent();
|
||||
List<double> switches = new();
|
||||
private List<RiqEntity> bachEvents = new();
|
||||
|
||||
public static Lockstep instance;
|
||||
|
||||
public enum ZoomPresets
|
||||
{
|
||||
Regular,
|
||||
NotThatFar,
|
||||
Far,
|
||||
VeryFar,
|
||||
ExtremelyFar
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
currentBGOnColor = defaultBGColorOn;
|
||||
currentBGOffColor = defaultBGColorOff;
|
||||
var switchEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch", "offbeatSwitch" });
|
||||
|
||||
foreach (var switchEvent in switchEvents)
|
||||
{
|
||||
switches.Add(switchEvent.beat + switchEvent.length - 1);
|
||||
}
|
||||
|
||||
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
|
||||
}
|
||||
|
||||
private bool BachOnBeat(double beat)
|
||||
{
|
||||
return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
|
||||
}
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
QueueSwitchBGs(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
QueueSwitchBGs(beat);
|
||||
}
|
||||
|
||||
private void QueueSwitchBGs(double beat)
|
||||
{
|
||||
double nextGameSwitchBeat = double.MaxValue;
|
||||
List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).FindAll(x => x.beat > beat);
|
||||
if (allEnds.Count > 0)
|
||||
{
|
||||
nextGameSwitchBeat = allEnds[0].beat;
|
||||
}
|
||||
|
||||
var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch" });
|
||||
foreach (var on in switchEventsOn)
|
||||
{
|
||||
if (on.beat >= nextGameSwitchBeat || !on["visual"]) return;
|
||||
OnbeatSwitch(on.beat, beat);
|
||||
}
|
||||
|
||||
var switchEventsOff = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "offbeatSwitch" });
|
||||
foreach (var off in switchEventsOff)
|
||||
{
|
||||
if (off.beat >= nextGameSwitchBeat || !off["visual"]) return;
|
||||
OffbeatSwitch(off.beat, beat);
|
||||
}
|
||||
}
|
||||
|
||||
void Start() {
|
||||
|
@ -191,15 +282,6 @@ namespace HeavenStudio.Games
|
|||
UpdateAndRenderSlaves();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
foreach (var evt in scheduledInputs)
|
||||
{
|
||||
evt.Disable();
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateAndRenderSlaves()
|
||||
{
|
||||
foreach (var stepper in slaveSteppers)
|
||||
|
@ -222,7 +304,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
|
@ -238,11 +320,14 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
foreach (var input in queuedInputs)
|
||||
{
|
||||
ScheduleInput(cond.songPositionInBeatsAsDouble, input - cond.songPositionInBeats, InputType.STANDARD_DOWN, Just, Miss, Nothing);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
if (input.force)
|
||||
{
|
||||
new BeatAction.Action(input, delegate { EvaluateMarch(); }),
|
||||
});
|
||||
ForceMarching(input.beat, input.length, input.sound, input.amount, input.visual);
|
||||
}
|
||||
else
|
||||
{
|
||||
StartMarching(input.beat, input.sound, input.amount, input.visual);
|
||||
}
|
||||
}
|
||||
queuedInputs.Clear();
|
||||
}
|
||||
|
@ -258,10 +343,14 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
}
|
||||
SoundByte.PlayOneShotGame("lockstep/miss");
|
||||
SoundByte.PlayOneShot("miss");
|
||||
ScoreMiss();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (masterSprite != masterStepperSprite.sprite)
|
||||
{
|
||||
masterSprite = masterStepperSprite.sprite;
|
||||
|
@ -269,6 +358,19 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void SetZoom(int zoom)
|
||||
{
|
||||
GameCamera.additionalPosition = new Vector3(0, 0, (ZoomPresets)zoom switch
|
||||
{
|
||||
ZoomPresets.Regular => 0,
|
||||
ZoomPresets.NotThatFar => -4.5f,
|
||||
ZoomPresets.Far => -11,
|
||||
ZoomPresets.VeryFar => -26,
|
||||
ZoomPresets.ExtremelyFar => -63,
|
||||
_ => throw new System.NotImplementedException()
|
||||
});
|
||||
}
|
||||
|
||||
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
|
||||
{
|
||||
goBop = autoBop;
|
||||
|
@ -287,83 +389,255 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void Hai(double beat)
|
||||
public static void OnbeatSwitchSound(double beat, int hais, bool sound)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("lockstep/switch1", beat);
|
||||
if (sound)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("lockstep/nha1", beat, 1, 1, false, 0.03086419753),
|
||||
new MultiSound.Sound("lockstep/nha2", beat + 0.5f, 1, 1, false, 0.04629629629),
|
||||
new MultiSound.Sound("lockstep/nha1", beat + 1f, 1, 1, false, 0.03086419753),
|
||||
new MultiSound.Sound("lockstep/nha2", beat + 1.5f, 1, 1, false, 0.04629629629)
|
||||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
if (hais > 0)
|
||||
{
|
||||
List<MultiSound.Sound> haisList = new();
|
||||
|
||||
for (int i = 0; i < hais; i++)
|
||||
{
|
||||
haisList.Add(new MultiSound.Sound("lockstep/hai", beat + 2 + i, 1, 1, false, 0.02314814814));
|
||||
}
|
||||
|
||||
double nextOffBeat = double.MaxValue;
|
||||
var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "offbeatSwitch" });
|
||||
switchEventsOn.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
for (int i = 0; i < switchEventsOn.Count; i++)
|
||||
{
|
||||
if (switchEventsOn[i].beat > beat)
|
||||
{
|
||||
nextOffBeat = switchEventsOn[i].beat;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var haisActual = haisList.FindAll(x => x.beat < nextOffBeat);
|
||||
|
||||
MultiSound.Play(haisActual.ToArray(), true, true);
|
||||
}
|
||||
}
|
||||
|
||||
public void Ho(double beat)
|
||||
private void OnbeatSwitch(double beat, double gameswitchBeat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("lockstep/switch4", beat);
|
||||
List<BeatAction.Action> allActions = new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { ChangeBeatBackGroundColour(false); }),
|
||||
new BeatAction.Action(beat + 0.5f, delegate { ChangeBeatBackGroundColour(true); }),
|
||||
new BeatAction.Action(beat + 1f, delegate
|
||||
{
|
||||
ChangeBeatBackGroundColour(false);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1.5f, delegate
|
||||
{
|
||||
ChangeBeatBackGroundColour(true);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing) MarchRecursive(beat + 2f); }),
|
||||
new BeatAction.Action(beat + 2f, delegate { ChangeBeatBackGroundColour(false); }),
|
||||
};
|
||||
List<BeatAction.Action> actions = new();
|
||||
foreach (var action in allActions)
|
||||
{
|
||||
if (action.beat >= gameswitchBeat) actions.Add(action);
|
||||
}
|
||||
if (actions.Count > 0) BeatAction.New(instance.gameObject, actions);
|
||||
}
|
||||
|
||||
public static void OnbeatSwitch(double beat)
|
||||
public static void OffbeatSwitchSound(double beat, bool hoSound, bool sound)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
if (sound)
|
||||
{
|
||||
new MultiSound.Sound("lockstep/switch5", beat),
|
||||
new MultiSound.Sound("lockstep/switch6", beat + 0.5f),
|
||||
new MultiSound.Sound("lockstep/switch5", beat + 1f),
|
||||
new MultiSound.Sound("lockstep/switch6", beat + 1.5f)
|
||||
}, forcePlay: true);
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("lockstep/hai", beat, 1, 1, false, 0.02314814814),
|
||||
new MultiSound.Sound("lockstep/hai", beat + 1f, 1, 1, false, 0.02314814814),
|
||||
new MultiSound.Sound("lockstep/hai", beat + 2f, 1, 1, false, 0.02314814814),
|
||||
new MultiSound.Sound("lockstep/hahai1", beat + 3f, 1, 1, false, 0.03086419753),
|
||||
new MultiSound.Sound("lockstep/hahai2", beat + 3.5f, 1, 1, false, 0.03086419753),
|
||||
}, forcePlay: true);
|
||||
}
|
||||
if (hoSound)
|
||||
{
|
||||
List<MultiSound.Sound> hos = new List<MultiSound.Sound>
|
||||
{
|
||||
new MultiSound.Sound("lockstep/ho", beat + 4.5f, 1, 1, false, 0.03086419753),
|
||||
new MultiSound.Sound("lockstep/ho", beat + 5.5f, 1, 0.6835514f, false, 0.03086419753),
|
||||
new MultiSound.Sound("lockstep/ho", beat + 6.5f, 1, 0.3395127f, false, 0.03086419753),
|
||||
new MultiSound.Sound("lockstep/ho", beat + 7.5f, 1, 0.1200322f, false, 0.03086419753),
|
||||
};
|
||||
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
||||
new BeatAction.Action(beat + 0.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
||||
new BeatAction.Action(beat + 1.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
||||
new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
||||
});
|
||||
double nextOnBeat = double.MaxValue;
|
||||
var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch" });
|
||||
switchEventsOn.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
for (int i = 0; i < switchEventsOn.Count; i++)
|
||||
{
|
||||
if (switchEventsOn[i].beat > beat)
|
||||
{
|
||||
nextOnBeat = switchEventsOn[i].beat;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var hosActual = hos.FindAll(x => x.beat < nextOnBeat);
|
||||
|
||||
MultiSound.Play(hosActual.ToArray(), true, true);
|
||||
}
|
||||
}
|
||||
|
||||
public static void OffbeatSwitch(double beat)
|
||||
private void OffbeatSwitch(double beat, double gameswitchBeat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
List<BeatAction.Action> allActions = new List<BeatAction.Action>()
|
||||
{
|
||||
new MultiSound.Sound("lockstep/switch1", beat),
|
||||
new MultiSound.Sound("lockstep/switch1", beat + 1f),
|
||||
new MultiSound.Sound("lockstep/switch1", beat + 2f),
|
||||
new MultiSound.Sound("lockstep/switch2", beat + 3f),
|
||||
new MultiSound.Sound("lockstep/switch3", beat + 3.5f),
|
||||
}, forcePlay: true);
|
||||
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
new BeatAction.Action(beat, delegate { ChangeBeatBackGroundColour(true); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { ChangeBeatBackGroundColour(false); }),
|
||||
new BeatAction.Action(beat + 2f, delegate { ChangeBeatBackGroundColour(true); }),
|
||||
new BeatAction.Action(beat + 3f, delegate
|
||||
{
|
||||
ChangeBeatBackGroundColour(false);
|
||||
}),
|
||||
new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing) MarchRecursive(beat + 3.5f); }),
|
||||
new BeatAction.Action(beat + 3.5f, delegate { ChangeBeatBackGroundColour(true); }),
|
||||
};
|
||||
List<BeatAction.Action> actions = new();
|
||||
foreach (var action in allActions)
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
||||
new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
||||
new BeatAction.Action(beat + 3f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
||||
new BeatAction.Action(beat + 3.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
||||
});
|
||||
if (action.beat >= gameswitchBeat) actions.Add(action);
|
||||
}
|
||||
if (actions.Count > 0) BeatAction.New(instance.gameObject, actions);
|
||||
}
|
||||
|
||||
public static void Marching(double beat, float length)
|
||||
private struct QueuedMarch
|
||||
{
|
||||
public double beat;
|
||||
public float length;
|
||||
public bool sound;
|
||||
public int amount;
|
||||
public bool visual;
|
||||
public bool force;
|
||||
}
|
||||
public static void Marching(double beat, bool sound, int amount, bool visual, bool force = false, float length = 0)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "lockstep")
|
||||
{
|
||||
List<BeatAction.Action> actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < length; i++)
|
||||
if (force)
|
||||
{
|
||||
Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing);
|
||||
actions.Add(new BeatAction.Action(beat + i, delegate { Lockstep.instance.EvaluateMarch(); }));
|
||||
instance.ForceMarching(beat, length, sound, amount, visual);
|
||||
}
|
||||
else
|
||||
{
|
||||
instance.StartMarching(beat, sound, amount, visual);
|
||||
}
|
||||
BeatAction.New(instance.gameObject, actions);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
queuedInputs.Add(new QueuedMarch
|
||||
{
|
||||
queuedInputs.Add(beat + i);
|
||||
}
|
||||
amount = amount,
|
||||
beat = beat,
|
||||
sound = sound,
|
||||
visual = visual,
|
||||
length = length,
|
||||
force = force
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void EvaluateMarch()
|
||||
private void ForceMarching(double beat, float length, bool sound, int amount, bool visual)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
var beatAnimCheck = Math.Round(cond.songPositionInBeatsAsDouble * 2);
|
||||
if (beatAnimCheck % 2 != 0)
|
||||
bool offBeat = beat % 1 != 0;
|
||||
if (sound)
|
||||
{
|
||||
MultiSound.Sound[] sounds = new MultiSound.Sound[amount];
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814);
|
||||
}
|
||||
MultiSound.Play(sounds, true, true);
|
||||
}
|
||||
List<BeatAction.Action> steps = new()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
if (visual) ChangeBeatBackGroundColour(offBeat);
|
||||
if (BachOnBeat(beat)) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
|
||||
EvaluateMarch(offBeat);
|
||||
})
|
||||
};
|
||||
ScheduleInput(beat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
|
||||
for (int i = 1; i < length; i++)
|
||||
{
|
||||
double stepBeat = beat + i;
|
||||
steps.Add(new BeatAction.Action(stepBeat, delegate
|
||||
{
|
||||
if (BachOnBeat(stepBeat)) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
|
||||
EvaluateMarch(offBeat);
|
||||
}));
|
||||
ScheduleInput(stepBeat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
|
||||
}
|
||||
BeatAction.New(gameObject, steps);
|
||||
}
|
||||
|
||||
private void StartMarching(double beat, bool sound, int amount, bool visual)
|
||||
{
|
||||
if (marchRecursing) return;
|
||||
bool offBeat = beat % 1 != 0;
|
||||
if (visual)
|
||||
{
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { ChangeBeatBackGroundColour(offBeat); })
|
||||
});
|
||||
}
|
||||
if (sound)
|
||||
{
|
||||
MultiSound.Sound[] sounds = new MultiSound.Sound[amount];
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814);
|
||||
}
|
||||
MultiSound.Play(sounds, true, true);
|
||||
}
|
||||
MarchRecursive(beat);
|
||||
}
|
||||
|
||||
private bool marchRecursing;
|
||||
private void MarchRecursive(double beat)
|
||||
{
|
||||
marchRecursing = true;
|
||||
if (NextStepIsSwitch(beat)) beat -= 0.5;
|
||||
bool offBeat = beat % 1 != 0;
|
||||
bool bachOnBeat = BachOnBeat(beat);
|
||||
ScheduleInput(beat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
EvaluateMarch(offBeat);
|
||||
MarchRecursive(beat + 1);
|
||||
if (bachOnBeat) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
private bool NextStepIsSwitch(double beat)
|
||||
{
|
||||
return switches.Contains(beat - 0.5);
|
||||
}
|
||||
|
||||
public void EvaluateMarch(bool offBeat)
|
||||
{
|
||||
if (offBeat)
|
||||
{
|
||||
PlayStepperAnim("OffbeatMarch", false, 0.5f);
|
||||
}
|
||||
|
@ -373,59 +647,46 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void Just(PlayerActionEvent caller, float state)
|
||||
private void JustOn(PlayerActionEvent caller, float state)
|
||||
{
|
||||
currentMissStage = HowMissed.NotMissed;
|
||||
var cond = Conductor.instance;
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
double beatAnimCheck = cond.songPositionInBeatsAsDouble - 0.25;
|
||||
if (beatAnimCheck % 1.0 >= 0.5)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("lockstep/tink");
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("lockstep/tink");
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
}
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
Success(cond.songPositionInBeatsAsDouble);
|
||||
SoundByte.PlayOneShotGame($"lockstep/foot{UnityEngine.Random.Range(1, 3)}");
|
||||
SoundByte.PlayOneShotGame("lockstep/drumOn");
|
||||
}
|
||||
|
||||
public void Success(double beat)
|
||||
private void JustOff(PlayerActionEvent caller, float state)
|
||||
{
|
||||
double beatAnimCheck = beat - 0.25;
|
||||
if (beatAnimCheck % 1.0 >= 0.5)
|
||||
currentMissStage = HowMissed.NotMissed;
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
SoundByte.PlayOneShotGame($"lockstep/foot{UnityEngine.Random.Range(1, 3)}");
|
||||
SoundByte.PlayOneShotGame("lockstep/drumOff");
|
||||
}
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
private void MissOn(PlayerActionEvent caller)
|
||||
{
|
||||
var beatAnimCheck = Math.Round(caller.startBeat * 2);
|
||||
|
||||
if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
|
||||
{
|
||||
stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
|
||||
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
||||
currentMissStage = HowMissed.MissedOff;
|
||||
}
|
||||
else if (beatAnimCheck % 2 == 0 && currentMissStage != HowMissed.MissedOn)
|
||||
{
|
||||
stepswitcherPlayer.Play("OnbeatMiss", 0, 0);
|
||||
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
||||
currentMissStage = HowMissed.MissedOn;
|
||||
}
|
||||
if (currentMissStage == HowMissed.MissedOn) return;
|
||||
stepswitcherPlayer.Play("OnbeatMiss", 0, 0);
|
||||
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
||||
currentMissStage = HowMissed.MissedOn;
|
||||
}
|
||||
|
||||
private void MissOff(PlayerActionEvent caller)
|
||||
{
|
||||
if (currentMissStage == HowMissed.MissedOff) return;
|
||||
stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
|
||||
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
||||
currentMissStage = HowMissed.MissedOff;
|
||||
}
|
||||
|
||||
public void ChangeBeatBackGroundColour(bool off)
|
||||
|
|
|
@ -18,10 +18,11 @@ namespace HeavenStudio.Games.Scripts_SneakySpirits
|
|||
|
||||
public void Init(double spawnBeat, float length)
|
||||
{
|
||||
if (length == 0) length = 1;
|
||||
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(spawnBeat + 0.001f, delegate { anim.DoScaledAnimationAsync("Move", 1f); }),
|
||||
new BeatAction.Action(spawnBeat + length - 0.5f, delegate { anim.DoScaledAnimationAsync("MoveDown", 1f); }),
|
||||
new BeatAction.Action(spawnBeat, delegate { anim.DoScaledAnimationAsync("Move", (1 / length) * Conductor.instance.SongPitch); }),
|
||||
new BeatAction.Action(spawnBeat + (length * 0.5f), delegate { anim.DoScaledAnimationAsync("MoveDown", (1 / length) * Conductor.instance.SongPitch); }),
|
||||
new BeatAction.Action(spawnBeat + length, delegate { Destroy(gameObject); }),
|
||||
});
|
||||
}
|
||||
|
|
|
@ -3,7 +3,6 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using static HeavenStudio.Games.SpaceDance;
|
||||
using HeavenStudio.Common;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -16,7 +15,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new GameAction("turn right", "Turn Right")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["whoSpeaks"], e["gramps"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["gramps"]); },
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.TurnRightSfx(e.beat, e["whoSpeaks"]); },
|
||||
defaultLength = 2.0f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
@ -26,7 +26,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("sit down", "Sit Down")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoSitDown(e.beat, e["whoSpeaks"], e["gramps"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoSitDown(e.beat, e["gramps"]); },
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.SitDownSfx(e.beat, e["whoSpeaks"]); },
|
||||
defaultLength = 2.0f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
@ -36,7 +37,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("punch", "Punch")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoPunch(e.beat, e["whoSpeaks"], e["gramps"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoPunch(e.beat, e["gramps"]); },
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.PunchSfx(e.beat, e["whoSpeaks"]); },
|
||||
defaultLength = 2.0f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
@ -46,7 +48,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("shootingStar", "Shooting Star")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateShootingStar(e.beat, e.length, e["ease"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateShootingStar(e.beat, e.length, (EasingFunction.Ease)e["ease"]); },
|
||||
defaultLength = 2f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
|
@ -94,8 +96,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateScrollSpeed(e["x"], e["y"]); },
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>() {
|
||||
new Param("x", new EntityTypes.Float(-5f, 5f, 0), "Horizontal", "How fast does the background move horizontally?"),
|
||||
new Param("y", new EntityTypes.Float(-5f, 5f, 0), "Vertical", "How fast does the background move vertically?"),
|
||||
new Param("x", new EntityTypes.Float(-10f, 10f, 0), "Horizontal", "How fast does the background move horizontally?"),
|
||||
new Param("y", new EntityTypes.Float(-10f, 10f, 0), "Vertical", "How fast does the background move vertically?"),
|
||||
}
|
||||
},
|
||||
},
|
||||
|
@ -155,11 +157,10 @@ namespace HeavenStudio.Games
|
|||
bool grampsSniffing;
|
||||
|
||||
[SerializeField] CanvasScroll scroll;
|
||||
float scrollBeat;
|
||||
float scrollOffsetX;
|
||||
float scrollOffsetY;
|
||||
float currentScrollLengthX;
|
||||
float currentScrollLengthY;
|
||||
float xScrollMultiplier = 0;
|
||||
float yScrollMultiplier = 0;
|
||||
[SerializeField] private float xBaseSpeed = 1;
|
||||
[SerializeField] private float yBaseSpeed = 1;
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
|
@ -177,10 +178,8 @@ namespace HeavenStudio.Games
|
|||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
float normalizedX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX;
|
||||
float normalizedY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY;
|
||||
scroll.NormalizedX = -scrollOffsetX - normalizedX;
|
||||
scroll.NormalizedY = -scrollOffsetY - normalizedY;
|
||||
scroll.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
scroll.NormalizedY -= yBaseSpeed * yScrollMultiplier * Time.deltaTime;
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
if (shouldBop)
|
||||
|
@ -216,7 +215,6 @@ namespace HeavenStudio.Games
|
|||
SoundByte.PlayOneShotGame("spaceDance/inputBad");
|
||||
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
|
||||
Gramps.Play("GrampsOhFuck", 0, 0);
|
||||
// Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh
|
||||
}
|
||||
if (PlayerInput.GetSpecificDirectionDown(1) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
|
||||
{
|
||||
|
@ -236,11 +234,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
|
||||
{
|
||||
scrollOffsetX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX;
|
||||
scrollOffsetY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY;
|
||||
currentScrollLengthX = scrollSpeedX;
|
||||
currentScrollLengthY = scrollSpeedY;
|
||||
scrollBeat = Time.realtimeSinceStartup;
|
||||
xScrollMultiplier = scrollSpeedX;
|
||||
yScrollMultiplier = scrollSpeedY;
|
||||
}
|
||||
|
||||
public void GrampsAnimations(double beat, int type, bool looping)
|
||||
|
@ -373,12 +368,8 @@ namespace HeavenStudio.Games
|
|||
isShootingStar = true;
|
||||
}
|
||||
|
||||
public void DoTurnRight(double beat, int whoSpeaks, bool grampsTurns)
|
||||
public static void TurnRightSfx(double beat, int whoSpeaks)
|
||||
{
|
||||
canBop = false;
|
||||
if (grampsTurns) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, JustRight, RightMiss, Empty);
|
||||
|
||||
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/voicelessTurn", beat),
|
||||
|
@ -390,43 +381,50 @@ namespace HeavenStudio.Games
|
|||
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/dancerTurn", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f),
|
||||
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.012f),
|
||||
});
|
||||
break;
|
||||
case (int)WhoSpeaks.Gramps:
|
||||
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/otherTurn", beat),
|
||||
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f),
|
||||
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.005f),
|
||||
});
|
||||
break;
|
||||
case (int)WhoSpeaks.Both:
|
||||
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/dancerTurn", beat),
|
||||
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.007f),
|
||||
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.012f),
|
||||
new MultiSound.Sound("spaceDance/otherTurn", beat),
|
||||
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.007f),
|
||||
new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.005f),
|
||||
});
|
||||
break;
|
||||
}
|
||||
|
||||
MultiSound.Play(soundsToPlay.ToArray());
|
||||
}
|
||||
|
||||
public void DoTurnRight(double beat, bool grampsTurns)
|
||||
{
|
||||
canBop = false;
|
||||
if (grampsTurns) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, JustRight, RightMiss, Empty);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("TurnRightStart", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
{
|
||||
DancerP.DoScaledAnimationAsync("TurnRightStart", 0.5f);
|
||||
Dancer1.DoScaledAnimationAsync("TurnRightStart", 0.5f);
|
||||
Dancer2.DoScaledAnimationAsync("TurnRightStart", 0.5f);
|
||||
Dancer3.DoScaledAnimationAsync("TurnRightStart", 0.5f);
|
||||
if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightStart", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("TurnRightDo", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("TurnRightDo", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate
|
||||
{
|
||||
Dancer1.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
||||
Dancer2.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
||||
Dancer3.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
||||
if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightDo", 0.5f);
|
||||
}),
|
||||
|
@ -435,11 +433,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public void DoSitDown(double beat, int whoSpeaks, bool grampsSits)
|
||||
public static void SitDownSfx(double beat, int whoSpeaks)
|
||||
{
|
||||
canBop = false;
|
||||
if (grampsSits) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, JustSit, SitMiss, Empty);
|
||||
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/voicelessSit", beat),
|
||||
|
@ -450,48 +445,55 @@ namespace HeavenStudio.Games
|
|||
case (int)WhoSpeaks.Dancers:
|
||||
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f),
|
||||
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f),
|
||||
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f),
|
||||
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.055f),
|
||||
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.05f),
|
||||
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.004f),
|
||||
});
|
||||
break;
|
||||
case (int)WhoSpeaks.Gramps:
|
||||
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f),
|
||||
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f),
|
||||
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.02f),
|
||||
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.064f),
|
||||
new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
|
||||
});
|
||||
break;
|
||||
case (int)WhoSpeaks.Both:
|
||||
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.07f),
|
||||
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.02f),
|
||||
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.006f),
|
||||
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.024f),
|
||||
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.04f),
|
||||
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.055f),
|
||||
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.05f),
|
||||
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.004f),
|
||||
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.02f),
|
||||
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.064f),
|
||||
new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
|
||||
});
|
||||
break;
|
||||
}
|
||||
|
||||
MultiSound.Play(soundsToPlay.ToArray());
|
||||
}
|
||||
|
||||
public void DoSitDown(double beat, bool grampsSits)
|
||||
{
|
||||
canBop = false;
|
||||
if (grampsSits) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, JustSit, SitMiss, Empty);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("SitDownStart", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
{
|
||||
DancerP.DoScaledAnimationAsync("SitDownStart", 0.5f);
|
||||
Dancer1.DoScaledAnimationAsync("SitDownStart", 0.5f);
|
||||
Dancer2.DoScaledAnimationAsync("SitDownStart", 0.5f);
|
||||
Dancer3.DoScaledAnimationAsync("SitDownStart", 0.5f);
|
||||
if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownStart", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("SitDownDo", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("SitDownDo", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate
|
||||
{
|
||||
{
|
||||
Dancer1.DoScaledAnimationAsync("SitDownDo", 0.5f);
|
||||
Dancer2.DoScaledAnimationAsync("SitDownDo", 0.5f);
|
||||
Dancer3.DoScaledAnimationAsync("SitDownDo", 0.5f);
|
||||
if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownDo", 0.5f);
|
||||
}),
|
||||
|
@ -500,11 +502,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public void DoPunch(double beat, int whoSpeaks, bool grampsPunches)
|
||||
public static void PunchSfx(double beat, int whoSpeaks)
|
||||
{
|
||||
canBop = false;
|
||||
if (grampsPunches) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, JustPunch, PunchMiss, Empty);
|
||||
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("spaceDance/voicelessPunch", beat),
|
||||
|
@ -548,40 +547,51 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
MultiSound.Play(soundsToPlay.ToArray());
|
||||
}
|
||||
|
||||
public void DoPunch(double beat, bool grampsPunches)
|
||||
{
|
||||
canBop = false;
|
||||
if (grampsPunches) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, JustPunch, PunchMiss, Empty);
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate { Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate { Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
||||
Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
||||
Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
||||
Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
||||
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 0.5f, delegate { DancerP.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
|
||||
new BeatAction.Action(beat + 0.5f, delegate { Dancer1.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
|
||||
new BeatAction.Action(beat + 0.5f, delegate { Dancer2.DoScaledAnimationAsync("PunchStartOuter", 0.5f);}),
|
||||
new BeatAction.Action(beat + 0.5f, delegate
|
||||
{
|
||||
new BeatAction.Action(beat + 0.5f, delegate
|
||||
{
|
||||
DancerP.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
|
||||
Dancer1.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
|
||||
Dancer2.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
|
||||
Dancer3.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
|
||||
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartEven", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1f, delegate { DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate
|
||||
{
|
||||
new BeatAction.Action(beat + 1f, delegate
|
||||
{
|
||||
DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
||||
Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
||||
Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
||||
Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
||||
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1.5f, delegate { Dancer1.DoScaledAnimationAsync("PunchDo", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1.5f, delegate { Dancer2.DoScaledAnimationAsync("PunchDo", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1.5f, delegate
|
||||
{
|
||||
new BeatAction.Action(beat + 1.5f, delegate
|
||||
{
|
||||
Dancer1.DoScaledAnimationAsync("PunchDo", 0.5f);
|
||||
Dancer2.DoScaledAnimationAsync("PunchDo", 0.5f);
|
||||
Dancer3.DoScaledAnimationAsync("PunchDo", 0.5f);
|
||||
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchDo", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 2.5, delegate
|
||||
{
|
||||
canBop = true; grampsCanBop = true;
|
||||
})
|
||||
});
|
||||
|
||||
}
|
||||
|
|
|
@ -98,8 +98,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e["x"], e["y"]); },
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>() {
|
||||
new Param("x", new EntityTypes.Float(-5f, 5f, 0.09f), "Horizontal", "How fast does the background move horizontally?"),
|
||||
new Param("y", new EntityTypes.Float(-5f, 5f, 0.32f), "Vertical", "How fast does the background move vertically?"),
|
||||
new Param("x", new EntityTypes.Float(-10f, 10, 0.1f), "Horizontal", "How fast does the background move horizontally?"),
|
||||
new Param("y", new EntityTypes.Float(-10, 10f, 0.3f), "Vertical", "How fast does the background move vertically?"),
|
||||
}
|
||||
},
|
||||
new GameAction("stopBall", "Stop Ball")
|
||||
|
@ -202,11 +202,10 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] SuperCurveObject.Path[] ballPaths;
|
||||
public bool ballDispensed;
|
||||
double lastDispensedBeat;
|
||||
float scrollBeat;
|
||||
float scrollOffsetX;
|
||||
float scrollOffsetY;
|
||||
float currentScrollLengthX = 0.09f;
|
||||
float currentScrollLengthY = 0.32f;
|
||||
float xScrollMultiplier = 0.1f;
|
||||
float yScrollMultiplier = 0.3f;
|
||||
[SerializeField] private float xBaseSpeed = 1;
|
||||
[SerializeField] private float yBaseSpeed = 1;
|
||||
Tween bgColorTween;
|
||||
Tween dotColorTween;
|
||||
#region Space Kicker Position Easing
|
||||
|
@ -244,10 +243,8 @@ namespace HeavenStudio.Games
|
|||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
float normalizedX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX;
|
||||
float normalizedY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY;
|
||||
backgroundSprite.NormalizedX = -scrollOffsetX - normalizedX;
|
||||
backgroundSprite.NormalizedY = scrollOffsetY + normalizedY;
|
||||
backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
|
||||
|
||||
float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength);
|
||||
if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
|
||||
|
@ -341,11 +338,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
|
||||
{
|
||||
scrollOffsetX = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthX;
|
||||
scrollOffsetY = (Time.realtimeSinceStartup - scrollBeat) * currentScrollLengthY;
|
||||
currentScrollLengthX = scrollSpeedX;
|
||||
currentScrollLengthY = scrollSpeedY;
|
||||
scrollBeat = Time.realtimeSinceStartup;
|
||||
xScrollMultiplier = scrollSpeedX;
|
||||
yScrollMultiplier = scrollSpeedY;
|
||||
}
|
||||
|
||||
public void EaseSpaceKickersPositions(double beat, float length, int ease, float xDistance, float yDistance, float zDistance)
|
||||
|
|
|
@ -1,31 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScrollForTap : MonoBehaviour
|
||||
{
|
||||
public float scrollSpeedX;
|
||||
public float scrollSpeedY;
|
||||
Vector3 startPos;
|
||||
|
||||
public float lengthX;
|
||||
public float lengthY = 43.20976f;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
startPos = transform.localPosition;
|
||||
UpdatePos();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
UpdatePos();
|
||||
}
|
||||
|
||||
private void UpdatePos()
|
||||
{
|
||||
float newPosX = Mathf.Repeat(Time.time * scrollSpeedX, lengthX);
|
||||
float newPosY = Mathf.Repeat(Time.time * scrollSpeedY, lengthY);
|
||||
transform.localPosition = startPos + new Vector3(1 * newPosX, 1 * newPosY);
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d04c124402523b64abce470b1c6ced10
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -2,8 +2,6 @@ using System;
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -26,61 +24,60 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("tap", "Tap")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 2.0f
|
||||
},
|
||||
new GameAction("double tap", "Double Tap")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 2.0f
|
||||
},
|
||||
new GameAction("triple tap", "Triple Tap")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 4.0f
|
||||
},
|
||||
new GameAction("jump tap prep", "Prepare Stance")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.JumpTapPrep(eventCaller.currentEntity.beat); },
|
||||
function = delegate { TapTrial.instance.JumpPrepare(); },
|
||||
},
|
||||
new GameAction("jump tap", "Jump Tap")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 2.0f
|
||||
},
|
||||
new GameAction("final jump tap", "Final Jump Tap")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 2.0f
|
||||
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.JumpTap(e.beat, e["final"]); },
|
||||
defaultLength = 2.0f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("final", false, "Final")
|
||||
}
|
||||
},
|
||||
new GameAction("scroll event", "Scroll Background")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.scrollEvent(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["flash"]); },
|
||||
defaultLength = .5f,
|
||||
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.Scroll(e["toggle"], e["flash"], e["m"]); },
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Scroll FX", "Will scroll"),
|
||||
new Param("flash", false, "Flash FX", "Will flash to white"),
|
||||
new Param("flash", true, "Flash FX", "Will flash to white"),
|
||||
new Param("m", new EntityTypes.Float(0, 10, 1), "Speed Multiplier")
|
||||
}
|
||||
},
|
||||
new GameAction("giraffe events", "Giraffe Animations")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.giraffeEvent(eventCaller.currentEntity["instant"]); },
|
||||
defaultLength = .5f,
|
||||
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.GiraffeAnims(e.beat, e.length, e["toggle"], e["instant"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Enter?", "Giraffe will enter the scene"),
|
||||
new Param("instant", false, "Instant", "Will the giraffe enter/exit instantly?")
|
||||
new Param("toggle", TapTrial.GiraffeAnimation.Enter, "Animation", "Which animation?"),
|
||||
new Param("instant", EasingFunction.Ease.Linear, "Ease", "Which ease will be used?")
|
||||
}
|
||||
}
|
||||
},
|
||||
// backwards-compatibility
|
||||
new GameAction("final jump tap", "Final Jump Tap")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.JumpTap(e.beat, true); },
|
||||
defaultLength = 2.0f,
|
||||
hidden = true
|
||||
},
|
||||
},
|
||||
new List<string>() {"agb", "normal"},
|
||||
"agbtap", "en",
|
||||
|
@ -92,35 +89,30 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_TapTrial;
|
||||
using HeavenStudio.Common;
|
||||
using Scripts_TapTrial;
|
||||
|
||||
public class TapTrial : Minigame
|
||||
{
|
||||
[Header("References")]
|
||||
public TapTrialPlayer player;
|
||||
//public GameObject tap;
|
||||
[SerializeField] List<Animator> monkeys;
|
||||
[SerializeField] List<GameObject> monkey_roots;
|
||||
[SerializeField] GameObject player_root;
|
||||
//temporary
|
||||
[SerializeField] List<GameObject> monkey_effects;
|
||||
[SerializeField] List<GameObject> player_effects;
|
||||
[SerializeField] Scroll scrollBG;
|
||||
[SerializeField] SpriteRenderer flash;
|
||||
[SerializeField] ScrollForTap scroll;
|
||||
[SerializeField] GameObject giraffe;
|
||||
bool goBop = true, isPrep;
|
||||
bool hasJumped, isFinalJump;
|
||||
public double jumpStartTime = double.MinValue;
|
||||
float jumpPos;
|
||||
public bool crIsRunning;
|
||||
[SerializeField] GameObject bg;
|
||||
bool giraffeIsIn;
|
||||
[Header("Components")]
|
||||
[SerializeField] private TapTrialPlayer player;
|
||||
[SerializeField] private Animator monkeyL, monkeyR, giraffe;
|
||||
[SerializeField] private ParticleSystem monkeyTapLL, monkeyTapLR, monkeyTapRL, monkeyTapRR;
|
||||
[SerializeField] private Transform rootPlayer, rootMonkeyL, rootMonkeyR;
|
||||
[SerializeField] private CanvasScroll bgScroll;
|
||||
[SerializeField] private SpriteRenderer flash;
|
||||
[Header("Values")]
|
||||
[SerializeField] private float jumpHeight = 4f;
|
||||
[SerializeField] private float monkeyJumpHeight = 3f;
|
||||
[SerializeField] private float maxFlashOpacity = 0.8f;
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
private GameEvent bop = new();
|
||||
private bool canBop = true;
|
||||
private bool shouldBop = true;
|
||||
|
||||
public static TapTrial instance { get; set; }
|
||||
private double jumpStartBeat = double.MinValue;
|
||||
|
||||
public static TapTrial instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
@ -129,387 +121,365 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Update()
|
||||
{
|
||||
if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
if (goBop) SingleBop();
|
||||
}
|
||||
|
||||
jumpPos = Conductor.instance.GetPositionFromBeat(jumpStartTime, 1f);
|
||||
if (Conductor.instance.songPositionInBeatsAsDouble >= jumpStartTime && Conductor.instance.songPositionInBeatsAsDouble < jumpStartTime + 1f)
|
||||
{
|
||||
float yMul = jumpPos * 2f - 1f;
|
||||
float yWeight = -(yMul * yMul) + 1f;
|
||||
monkey_roots[0].transform.localPosition = new Vector3(0, 1.5f * yWeight);
|
||||
monkey_roots[1].transform.localPosition = new Vector3(0, 1.5f * yWeight);
|
||||
if (!isFinalJump)
|
||||
if (shouldBop && cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
player_root.transform.localPosition = new Vector3(0f, 2.5f * yWeight);
|
||||
SingleBop();
|
||||
}
|
||||
GiraffeUpdate(cond);
|
||||
JumpUpdate(cond);
|
||||
ScrollUpdate(cond);
|
||||
}
|
||||
}
|
||||
|
||||
public void Scroll(bool scroll, bool flash, float multiplier)
|
||||
{
|
||||
scrolling = scroll;
|
||||
flashing = flash;
|
||||
scrollMultiplier = multiplier;
|
||||
ResetScroll();
|
||||
}
|
||||
|
||||
public void ResetScroll()
|
||||
{
|
||||
currentScrollSpeed = 0;
|
||||
currentNormalizedY = 0;
|
||||
flash.color = new Color(1, 1, 1, 0);
|
||||
}
|
||||
|
||||
private bool scrolling;
|
||||
private bool flashing;
|
||||
[SerializeField] private float maxScrollSpeed = 0.25f;
|
||||
[SerializeField] private float accelerationSpeed = 0.01f;
|
||||
private float currentScrollSpeed = 0;
|
||||
private float currentNormalizedY = 0;
|
||||
private float scrollMultiplier = 1;
|
||||
private void ScrollUpdate(Conductor cond)
|
||||
{
|
||||
if (!scrolling)
|
||||
{
|
||||
bgScroll.Normalized = Vector2.zero;
|
||||
ResetScroll();
|
||||
return;
|
||||
}
|
||||
currentNormalizedY += currentScrollSpeed * Time.deltaTime;
|
||||
bgScroll.NormalizedY = currentNormalizedY * scrollMultiplier;
|
||||
if (flashing) flash.color = new Color(1, 1, 1, Mathf.Lerp(0, maxFlashOpacity, currentNormalizedY));
|
||||
currentScrollSpeed += accelerationSpeed * Time.deltaTime;
|
||||
currentScrollSpeed = Mathf.Min(maxScrollSpeed, currentScrollSpeed);
|
||||
}
|
||||
|
||||
private void GiraffeUpdate(Conductor cond)
|
||||
{
|
||||
float normalizedGiraffeBeat = cond.GetPositionFromBeat(animStartBeat, animLength);
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(currentEase);
|
||||
|
||||
if (normalizedGiraffeBeat <= 1f && normalizedGiraffeBeat >= 0f)
|
||||
{
|
||||
switch (currentAnim)
|
||||
{
|
||||
case GiraffeAnimation.Enter:
|
||||
giraffe.DoNormalizedAnimation("Enter", func(0, 1, normalizedGiraffeBeat));
|
||||
break;
|
||||
case GiraffeAnimation.Exit:
|
||||
giraffe.DoNormalizedAnimation("Exit", func(0, 1, normalizedGiraffeBeat));
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void JumpUpdate(Conductor cond)
|
||||
{
|
||||
float normalizedJumpBeat = cond.GetPositionFromBeat(jumpStartBeat, 1);
|
||||
|
||||
if (normalizedJumpBeat >= 0 && normalizedJumpBeat <= 1)
|
||||
{
|
||||
if (normalizedJumpBeat >= 0.5f)
|
||||
{
|
||||
float normalizedUp = cond.GetPositionFromBeat(jumpStartBeat, 0.5);
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
|
||||
float newPlayerY = func(0, jumpHeight, normalizedUp);
|
||||
float newMonkeyY = func(0, monkeyJumpHeight, normalizedUp);
|
||||
rootPlayer.localPosition = new Vector3(0, newPlayerY);
|
||||
rootMonkeyL.localPosition = new Vector3(0, newMonkeyY);
|
||||
rootMonkeyR.localPosition = new Vector3(0, newMonkeyY);
|
||||
}
|
||||
else
|
||||
{
|
||||
player_root.transform.localPosition = new Vector3(0f, 3.5f * yWeight);
|
||||
float normalizedDown = cond.GetPositionFromBeat(jumpStartBeat + 0.5, 0.5);
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
|
||||
float newPlayerY = func(jumpHeight, 0, normalizedDown);
|
||||
float newMonkeyY = func(monkeyJumpHeight, 0, normalizedDown);
|
||||
rootPlayer.localPosition = new Vector3(0, newPlayerY);
|
||||
rootMonkeyL.localPosition = new Vector3(0, newMonkeyY);
|
||||
rootMonkeyR.localPosition = new Vector3(0, newMonkeyY);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
monkey_roots[0].transform.localPosition = new Vector3(0, 0);
|
||||
monkey_roots[1].transform.localPosition = new Vector3(0, 0);
|
||||
player_root.transform.localPosition = new Vector3(0, 0);
|
||||
if (hasJumped)
|
||||
{
|
||||
//Jukebox.PlayOneShotGame("fanClub/landing_impact", pitch: UnityEngine.Random.Range(0.95f, 1f), volume: 1f / 4);
|
||||
}
|
||||
hasJumped = false;
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||
{
|
||||
player.anim.Play("Tap", 0, 0);
|
||||
SoundByte.PlayOneShotGame("tapTrial/tonk");
|
||||
}
|
||||
rootPlayer.localPosition = Vector3.zero;
|
||||
rootMonkeyL.localPosition = Vector3.zero;
|
||||
rootMonkeyR.localPosition = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
void SingleBop()
|
||||
public enum GiraffeAnimation
|
||||
{
|
||||
if (!isPrep)
|
||||
Enter,
|
||||
Exit,
|
||||
Blink
|
||||
}
|
||||
private GiraffeAnimation currentAnim = GiraffeAnimation.Enter;
|
||||
private double animStartBeat = -1;
|
||||
private float animLength = 0;
|
||||
private EasingFunction.Ease currentEase = EasingFunction.Ease.Linear;
|
||||
|
||||
public void GiraffeAnims(double beat, float length, int type, int ease)
|
||||
{
|
||||
animStartBeat = beat;
|
||||
animLength = length;
|
||||
currentAnim = (GiraffeAnimation)type;
|
||||
currentEase = (EasingFunction.Ease)ease;
|
||||
if (currentAnim == GiraffeAnimation.Blink) giraffe.DoScaledAnimationAsync("Blink", 0.5f);
|
||||
}
|
||||
|
||||
public void Bop(double beat, float length, bool bop, bool autoBop)
|
||||
{
|
||||
shouldBop = autoBop;
|
||||
if (bop)
|
||||
{
|
||||
if (monkeys[0].GetCurrentAnimatorStateInfo(0).IsName("Idle")) monkeys[0].DoScaledAnimationAsync("Bop", 0.5f);
|
||||
if (monkeys[1].GetCurrentAnimatorStateInfo(0).IsName("Idle")) monkeys[1].DoScaledAnimationAsync("Bop", 0.5f);
|
||||
if (player.anim.GetCurrentAnimatorStateInfo(0).IsName("Idle")) player.anim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
List<BeatAction.Action> actions = new();
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat + i, delegate { SingleBop(); }));
|
||||
}
|
||||
BeatAction.New(gameObject, actions);
|
||||
}
|
||||
}
|
||||
|
||||
public void Bop(double beat, float length, bool isBopping, bool autoBop)
|
||||
private void SingleBop()
|
||||
{
|
||||
goBop = autoBop;
|
||||
if (isBopping)
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + i, delegate { SingleBop(); })
|
||||
});
|
||||
}
|
||||
}
|
||||
if (!canBop) return;
|
||||
PlayMonkeyAnimationScaledAsync("Bop", 0.5f);
|
||||
player.Bop();
|
||||
}
|
||||
|
||||
public void Tap(double beat)
|
||||
{
|
||||
isPrep = true;
|
||||
SoundByte.PlayOneShotGame("tapTrial/ook");
|
||||
player.anim.DoScaledAnimationAsync("TapPrepare", 0.5f);
|
||||
|
||||
//Monkey Tap Prepare Anim
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
canBop = false;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { monkeys[0].DoScaledAnimationAsync("TapPrepare", 0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { monkeys[1].DoScaledAnimationAsync("TapPrepare", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { monkeys[0].DoScaledAnimationAsync("Tap", 0.6f); particleEffectMonkeys(); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { monkeys[1].DoScaledAnimationAsync("Tap", 0.6f); }),
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("TapPrepare", 0.5f);
|
||||
player.PrepareTap();
|
||||
}),
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("Tap", 0.5f);
|
||||
MonkeyParticles(true);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1.5, delegate
|
||||
{
|
||||
canBop = true;
|
||||
})
|
||||
});
|
||||
//CreateTap(beat);
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnTap, OnTapMiss, OnEmpty);
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
|
||||
new MultiSound.Sound("tapTrial/ook", beat),
|
||||
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustTap, Miss, Empty);
|
||||
}
|
||||
|
||||
public void DoubleTap(double beat)
|
||||
{
|
||||
isPrep = true;
|
||||
canBop = false;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("DoubleTapPrepare", 0.5f);
|
||||
player.PrepareTap(true);
|
||||
}),
|
||||
new BeatAction.Action(beat + 0.5, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("DoubleTapPrepare_2", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("DoubleTap", 0.5f);
|
||||
MonkeyParticles(false);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1.5, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("DoubleTap", 0.5f);
|
||||
MonkeyParticles(false);
|
||||
canBop = true;
|
||||
}),
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("tapTrial/ookook", beat),
|
||||
new MultiSound.Sound("tapTrial/ookook", beat + 0.5f)
|
||||
new MultiSound.Sound("tapTrial/ookook", beat),
|
||||
new MultiSound.Sound("tapTrial/ookook", beat + 0.5),
|
||||
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
|
||||
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1.5, 1.4f, 0.5f),
|
||||
});
|
||||
|
||||
player.anim.DoScaledAnimationAsync("DoubleTapPrepare", 0.5f);
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTapPrepare", 0.5f); }),
|
||||
new BeatAction.Action(beat + .5f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTapPrepare_2", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTap", 0.6f); particleEffectMonkeys(); }),
|
||||
new BeatAction.Action(beat + 1.5f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTap", 0.6f); particleEffectMonkeys(); }),
|
||||
new BeatAction.Action(beat + 1.99f, delegate {monkeys[0].Play("Idle", 0, 0); }),
|
||||
});
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTapPrepare", 0.5f); }),
|
||||
new BeatAction.Action(beat + .5f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTapPrepare_2", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTap", 0.6f); }),
|
||||
new BeatAction.Action(beat + 1.5f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTap", 0.6f); }),
|
||||
new BeatAction.Action(beat + 1.99f, delegate {monkeys[1].Play("Idle", 0, 0); }),
|
||||
});
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
|
||||
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
|
||||
ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustDoubleTap, Miss, Empty);
|
||||
ScheduleInput(beat, 1.5, InputType.STANDARD_DOWN, JustDoubleTap, Miss, Empty);
|
||||
}
|
||||
|
||||
public void TripleTap(double beat)
|
||||
{
|
||||
isPrep = true;
|
||||
canBop = false;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
player.PrepareTripleTap(beat);
|
||||
PlayMonkeyAnimationScaledAsync("PostPrepare_1", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 0.5, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("PostPrepare_2", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 2, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("PostTap", 0.5f);
|
||||
MonkeyParticles(true);
|
||||
}),
|
||||
new BeatAction.Action(beat + 2.5, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("PostTap_2", 0.5f);
|
||||
MonkeyParticles(false);
|
||||
}),
|
||||
new BeatAction.Action(beat + 3, delegate
|
||||
{
|
||||
PlayMonkeyAnimationScaledAsync("PostTap", 0.5f);
|
||||
MonkeyParticles(true);
|
||||
}),
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("tapTrial/ooki1", beat),
|
||||
new MultiSound.Sound("tapTrial/ooki2", beat + 0.5f)
|
||||
new MultiSound.Sound("tapTrial/ooki1", beat),
|
||||
new MultiSound.Sound("tapTrial/ooki2", beat + 0.5),
|
||||
new MultiSound.Sound("tapTrial/tapMonkey", beat + 2, 1.4f, 0.5f),
|
||||
new MultiSound.Sound("tapTrial/tapMonkey", beat + 2.5, 1.4f, 0.5f),
|
||||
new MultiSound.Sound("tapTrial/tapMonkey", beat + 3, 1.4f, 0.5f),
|
||||
});
|
||||
|
||||
player.tripleOffset = 0;
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { player.anim.Play("PosePrepare_1", 0, 0);}),
|
||||
new BeatAction.Action(beat + .5f, delegate { player.anim.Play("PosePrepare_2", 0, 0);}),
|
||||
});
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { monkeys[0].Play("PostPrepare_1", 0, 0); }),
|
||||
new BeatAction.Action(beat + .5f, delegate { monkeys[0].Play("PostPrepare_2", 0, 0); }),
|
||||
new BeatAction.Action(beat + 2f, delegate { monkeys[0].Play("PostTap", 0, 0); }),
|
||||
new BeatAction.Action(beat + 2.5f, delegate { monkeys[0].Play("PostTap_2", 0, 0); }),
|
||||
new BeatAction.Action(beat + 3f, delegate { monkeys[0].Play("PostTap", 0, 0);}),
|
||||
});
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { monkeys[1].Play("PostPrepare_1", 0, 0); }),
|
||||
new BeatAction.Action(beat + .5f, delegate { monkeys[1].Play("PostPrepare_2", 0, 0); }),
|
||||
new BeatAction.Action(beat + 2f, delegate { monkeys[1].Play("PostTap", 0, 0); }),
|
||||
new BeatAction.Action(beat + 2.5f, delegate { monkeys[1].Play("PostTap_2", 0, 0);}),
|
||||
new BeatAction.Action(beat + 3f, delegate { monkeys[1].Play("PostTap", 0, 0);}),
|
||||
});
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 2f, delegate { particleEffectMonkeys(); }),
|
||||
new BeatAction.Action(beat + 2.5f, delegate { particleEffectMonkeys(); }),
|
||||
new BeatAction.Action(beat + 3f, delegate { particleEffectMonkeys(); }),
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
|
||||
ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
|
||||
ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 4f, delegate { isPrep = false; })
|
||||
});
|
||||
ScheduleInput(beat, 2, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
|
||||
ScheduleInput(beat, 2.5, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
|
||||
ScheduleInput(beat, 3, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
|
||||
}
|
||||
|
||||
public void JumpTap(double beat)
|
||||
public void JumpPrepare()
|
||||
{
|
||||
isPrep = true;
|
||||
hasJumped = true;
|
||||
SoundByte.PlayOneShotGame("tapTrial/jumptap1");
|
||||
|
||||
player.anim.Play("JumpTap", 0, 0);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate {jumpStartTime = Conductor.instance.songPositionInBeatsAsDouble;}),
|
||||
new BeatAction.Action(beat, delegate {monkeys[0].Play("JumpTap", 0, 0); }),
|
||||
new BeatAction.Action(beat, delegate {monkeys[1].Play("JumpTap", 0, 0); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys(); monkeys[0].Play("Jumpactualtap", 0, 0); monkeys[1].Play("Jumpactualtap", 0, 0); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys_2(); }),
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpTap, OnJumpTapMiss, OnEmpty); //why would it be .95f? no idea, sounds fine w/ 1f
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
|
||||
});
|
||||
canBop = false;
|
||||
player.PrepareJump();
|
||||
PlayMonkeyAnimationScaledAsync("JumpPrepare", 0.5f);
|
||||
}
|
||||
|
||||
public void JumpTapPrep(double beat)
|
||||
public void JumpTap(double beat, bool final)
|
||||
{
|
||||
isPrep = true;
|
||||
monkeys[0].Play("JumpPrepare", 0, 0);
|
||||
monkeys[1].Play("JumpPrepare", 0, 0);
|
||||
player.anim.Play("JumpPrepare", 0, 0);
|
||||
}
|
||||
|
||||
public void FinalJumpTap(double beat)
|
||||
{
|
||||
isPrep = true;
|
||||
hasJumped = true;
|
||||
isFinalJump = true;
|
||||
SoundByte.PlayOneShotGame("tapTrial/jumptap2");
|
||||
|
||||
player.anim.Play("FinalJump");
|
||||
canBop = false;
|
||||
jumpStartBeat = beat;
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate {jumpStartTime = Conductor.instance.songPositionInBeatsAsDouble;}),
|
||||
new BeatAction.Action(beat, delegate {monkeys[0].Play("Jump", 0, 0); }),
|
||||
new BeatAction.Action(beat, delegate {monkeys[1].Play("Jump", 0, 0); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { monkeys[0].Play("FinalJumpTap", 0, 0); particleEffectMonkeys(); particleEffectMonkeys_2(); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { monkeys[1].Play("FinalJumpTap", 0, 0); }),
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpFinalTap, OnFinalJumpTapMiss, OnEmpty);
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
|
||||
});
|
||||
}
|
||||
|
||||
public void giraffeEvent(bool instant)
|
||||
{
|
||||
float animTime = 0;
|
||||
if (instant) animTime = 1;
|
||||
if (!giraffeIsIn)
|
||||
{
|
||||
giraffe.SetActive(true);
|
||||
giraffe.GetComponent<Animator>().Play("Enter", 0, animTime);
|
||||
giraffeIsIn = true;
|
||||
}
|
||||
else if (giraffeIsIn)
|
||||
{
|
||||
giraffe.GetComponent<Animator>().Play("Exit", 0, animTime);
|
||||
giraffeIsIn = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void scrollEvent(bool isScrolling, bool flashToWhite)
|
||||
{
|
||||
if (isScrolling)
|
||||
{
|
||||
if (!crIsRunning) // if coroutine is not running, play the following once
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
if (flashToWhite)
|
||||
{
|
||||
Sequence sequence = DOTween.Sequence();
|
||||
sequence.Append(flash.DOColor(new Color(flash.color.r, flash.color.g, flash.color.b, .8f), 2f));
|
||||
//sequence.Kill();
|
||||
}
|
||||
StartCoroutine(timer());
|
||||
}
|
||||
}
|
||||
else //should be the reverse of the code above
|
||||
{
|
||||
scrollBG.enabled = false;
|
||||
scrollBG.scrollSpeedY = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#region Player Action Scripts
|
||||
public void OnTap(PlayerActionEvent caller, float beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
player.anim.DoScaledAnimationAsync("Tap", 0.6f);
|
||||
player_effects[0].GetComponent<ParticleSystem>().Play();
|
||||
}
|
||||
public void OnDoubleTap(PlayerActionEvent caller, float beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
player.anim.DoScaledAnimationAsync("DoubleTap", 0.6f);
|
||||
player_effects[1].GetComponent<ParticleSystem>().Play();
|
||||
}
|
||||
|
||||
public void OnTapMiss(PlayerActionEvent caller)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
|
||||
}
|
||||
|
||||
public void OnJumpTapMiss(PlayerActionEvent caller)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
|
||||
player.anim.Play("JumpTap_Miss", 0, 0);
|
||||
}
|
||||
|
||||
public void OnFinalJumpTapMiss(PlayerActionEvent caller)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
|
||||
player.anim.Play("FinalJump_Miss", 0, 0);
|
||||
}
|
||||
|
||||
public void OnEmpty(PlayerActionEvent caller)
|
||||
{
|
||||
//empty
|
||||
}
|
||||
public void OnTripleTap(PlayerActionEvent caller, float beat)
|
||||
{
|
||||
if (player.tripleOffset % 2 == 0)
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
player.Jump(final);
|
||||
PlayMonkeyAnimationScaledAsync(final ? "Jump" : "JumpTap", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { player.anim.Play("PoseTap_L", 0, 0); })
|
||||
});
|
||||
player.tripleOffset += 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
PlayMonkeyAnimationScaledAsync(final ? "FinalJumpTap" : "Jumpactualtap", 0.5f);
|
||||
MonkeyParticles(true);
|
||||
MonkeyParticles(false);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1.5, delegate
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { player.anim.Play("PoseTap_R", 0, 0); })
|
||||
});
|
||||
player.tripleOffset += 1;
|
||||
}
|
||||
player_effects[0].GetComponent<ParticleSystem>().Play();
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
}
|
||||
public void OnJumpTap(PlayerActionEvent caller, float beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
player.anim.Play("JumpTap_Success", 0, 0);
|
||||
player_effects[0].GetComponent<ParticleSystem>().Play();
|
||||
player_effects[1].GetComponent<ParticleSystem>().Play();
|
||||
}
|
||||
public void OnJumpFinalTap(PlayerActionEvent caller, float beat)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
player.anim.Play("FinalJump_Tap");
|
||||
player_effects[0].GetComponent<ParticleSystem>().Play();
|
||||
player_effects[1].GetComponent<ParticleSystem>().Play();
|
||||
isFinalJump = false;
|
||||
}
|
||||
#endregion
|
||||
canBop = final;
|
||||
})
|
||||
});
|
||||
|
||||
#region Misc. Functions
|
||||
public void particleEffectMonkeys()
|
||||
{
|
||||
monkey_effects[0].GetComponent<ParticleSystem>().Play();
|
||||
monkey_effects[1].GetComponent<ParticleSystem>().Play();
|
||||
}
|
||||
|
||||
public void particleEffectMonkeys_2()
|
||||
{
|
||||
monkey_effects[2].GetComponent<ParticleSystem>().Play();
|
||||
monkey_effects[3].GetComponent<ParticleSystem>().Play();
|
||||
}
|
||||
|
||||
IEnumerator timer()
|
||||
{
|
||||
crIsRunning = true;
|
||||
while (scroll.scrollSpeedY < 20)
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
scroll.scrollSpeedY += 5f;
|
||||
yield return new WaitForSecondsRealtime(.5f);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
new MultiSound.Sound(final ? "tapTrial/jumptap2" : "tapTrial/jumptap1", beat),
|
||||
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
|
||||
});
|
||||
|
||||
//this is the orig way for input handling
|
||||
//public void CreateTap(float beat, int type = 0)
|
||||
//{
|
||||
// GameObject _tap = Instantiate(tap);
|
||||
// _tap.transform.parent = tap.transform.parent;
|
||||
// _tap.SetActive(true);
|
||||
// Tap t = _tap.GetComponent<Tap>();
|
||||
// t.startBeat = beat;
|
||||
// t.type = type;
|
||||
//}
|
||||
ScheduleInput(beat, 1, InputType.STANDARD_DOWN, final ? JustJumpTapFinal : JustJumpTap, final ? MissJumpFinal : MissJump, Empty);
|
||||
}
|
||||
|
||||
private void JustJumpTap(PlayerActionEvent caller, float state)
|
||||
{
|
||||
player.JumpTap(state < 1f && state > -1f, false);
|
||||
}
|
||||
|
||||
private void JustJumpTapFinal(PlayerActionEvent caller, float state)
|
||||
{
|
||||
player.JumpTap(state < 1f && state > -1f, true);
|
||||
}
|
||||
|
||||
private void MissJump(PlayerActionEvent caller)
|
||||
{
|
||||
player.JumpTapMiss(false);
|
||||
if (giraffe.IsAnimationNotPlaying()) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
ResetScroll();
|
||||
}
|
||||
|
||||
private void MissJumpFinal(PlayerActionEvent caller)
|
||||
{
|
||||
player.JumpTapMiss(true);
|
||||
if (giraffe.IsAnimationNotPlaying()) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
ResetScroll();
|
||||
}
|
||||
|
||||
private void JustTap(PlayerActionEvent caller, float state)
|
||||
{
|
||||
player.Tap(state < 1f && state > -1f);
|
||||
}
|
||||
|
||||
private void JustDoubleTap(PlayerActionEvent caller, float state)
|
||||
{
|
||||
player.Tap(state < 1f && state > -1f, true);
|
||||
}
|
||||
|
||||
private void JustTripleTap(PlayerActionEvent caller, float state)
|
||||
{
|
||||
player.TripleTap(state < 1f && state > -1f);
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
if (giraffe.IsAnimationNotPlaying() && currentAnim != GiraffeAnimation.Exit) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
ResetScroll();
|
||||
}
|
||||
|
||||
private void Empty(PlayerActionEvent caller) { }
|
||||
|
||||
private void PlayMonkeyAnimationScaledAsync(string name, float timeScale)
|
||||
{
|
||||
monkeyL.DoScaledAnimationAsync(name, timeScale);
|
||||
monkeyR.DoScaledAnimationAsync(name, timeScale);
|
||||
}
|
||||
|
||||
private void MonkeyParticles(bool left)
|
||||
{
|
||||
ParticleSystem spawnedEffectL = Instantiate(left ? monkeyTapLL : monkeyTapLR, transform);
|
||||
spawnedEffectL.Play();
|
||||
|
||||
ParticleSystem spawnedEffectR = Instantiate(left ? monkeyTapRL : monkeyTapRR, transform);
|
||||
spawnedEffectR.Play();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,53 +1,163 @@
|
|||
using UnityEngine;
|
||||
|
||||
using System;
|
||||
using HeavenStudio.Util;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TapTrial
|
||||
{
|
||||
public class TapTrialPlayer : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[System.NonSerialized] public Animator anim;
|
||||
private enum TapState
|
||||
{
|
||||
Tap,
|
||||
DoubleTap,
|
||||
TripleTap,
|
||||
Jumping
|
||||
}
|
||||
private TapState state = TapState.Tap;
|
||||
private int tripleTaps = 0;
|
||||
private Animator anim;
|
||||
[SerializeField] private ParticleSystem tapEffectLeft;
|
||||
[SerializeField] private ParticleSystem tapEffectRight;
|
||||
|
||||
public int tripleOffset = 0;
|
||||
private TapTrial game;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
game = TapTrial.instance;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (PlayerInput.Pressed())
|
||||
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
Tap(false, 0);
|
||||
WhiffTap();
|
||||
}
|
||||
}
|
||||
|
||||
public void Tap(bool hit, int type)
|
||||
public void Bop()
|
||||
{
|
||||
if (hit)
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
else
|
||||
SoundByte.PlayOneShotGame("tapTrial/tonk");
|
||||
anim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
|
||||
|
||||
switch (type)
|
||||
private void WhiffTap()
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case 0:
|
||||
anim.Play("Tap", 0, 0);
|
||||
case TapState.Tap:
|
||||
game.ScoreMiss();
|
||||
game.ResetScroll();
|
||||
Tap(false, false);
|
||||
break;
|
||||
case 1:
|
||||
anim.Play("DoubleTap", 0, 0);
|
||||
case TapState.DoubleTap:
|
||||
game.ScoreMiss();
|
||||
game.ResetScroll();
|
||||
Tap(false, true);
|
||||
break;
|
||||
case 2:
|
||||
if(tripleOffset % 2 == 0)
|
||||
anim.Play("DoubleTap", 0, 0);
|
||||
else
|
||||
anim.Play("Tap", 0, 0);
|
||||
tripleOffset++;
|
||||
case TapState.TripleTap:
|
||||
game.ScoreMiss();
|
||||
game.ResetScroll();
|
||||
break;
|
||||
case TapState.Jumping:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void PrepareJump()
|
||||
{
|
||||
anim.DoScaledAnimationAsync("JumpPrepare", 0.5f);
|
||||
state = TapState.Jumping;
|
||||
}
|
||||
|
||||
public void Jump(bool final)
|
||||
{
|
||||
anim.DoScaledAnimationAsync(final ? "FinalJump" : "JumpTap", 0.5f);
|
||||
state = TapState.Jumping;
|
||||
}
|
||||
|
||||
public void JumpTap(bool ace, bool final)
|
||||
{
|
||||
if (ace)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
SpawnTapEffect(true);
|
||||
SpawnTapEffect(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
game.ResetScroll();
|
||||
}
|
||||
anim.DoScaledAnimationAsync(final ? "FinalJump_Tap" : "JumpTap_Success", 0.5f);
|
||||
}
|
||||
|
||||
public void JumpTapMiss(bool final)
|
||||
{
|
||||
anim.DoScaledAnimationAsync(final ? "FinalJump_Miss" : "JumpTap_Miss", 0.5f);
|
||||
}
|
||||
|
||||
public void PrepareTap(bool doubleTap = false)
|
||||
{
|
||||
anim.DoScaledAnimationAsync(doubleTap ? "DoubleTapPrepare" : "TapPrepare", 0.5f);
|
||||
state = doubleTap ? TapState.DoubleTap : TapState.Tap;
|
||||
}
|
||||
|
||||
public void Tap(bool ace, bool doubleTap = false)
|
||||
{
|
||||
if (ace)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
SpawnTapEffect(!doubleTap);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
game.ResetScroll();
|
||||
}
|
||||
anim.DoScaledAnimationAsync(doubleTap ? "DoubleTap" : "Tap", 0.5f);
|
||||
}
|
||||
|
||||
public void PrepareTripleTap(double beat)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("PosePrepare_1", 0.5f);
|
||||
state = TapState.TripleTap;
|
||||
tripleTaps = 0;
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.5, delegate
|
||||
{
|
||||
anim.DoScaledAnimationAsync("PosePrepare_2", 0.5f);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
public void TripleTap(bool ace)
|
||||
{
|
||||
bool tapLeft = tripleTaps % 2 == 0;
|
||||
tripleTaps++;
|
||||
|
||||
if (ace)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("tapTrial/tap");
|
||||
SpawnTapEffect(tapLeft);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
game.ResetScroll();
|
||||
}
|
||||
|
||||
anim.DoScaledAnimationAsync(tapLeft ? "PoseTap_L" : "PoseTap_R", 0.5f);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void SpawnTapEffect(bool left)
|
||||
{
|
||||
ParticleSystem spawnedTap = Instantiate(left ? tapEffectLeft : tapEffectRight, game.transform);
|
||||
spawnedTap.Play();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue