Mr. Upbeat Re-Re-Rework (#525)

* so much

* reworked everything (AGAIN.)
 -everything just uses recursive methods and beatactions, and only uses the update loop for inactive queuing
* count-ins
 -need hq 4 sound effect, kitties doesn't have the og :(
* mr. downbeat rere-revived (unfortunately enough.)
* huge change to how stepping works, to make it so you can't step over it the wrong way, and so that missing looks good
* added missing miss anim, which happens in the same way as the og
* added a check on game switch to use the last bg change/blip color block's attributes
 -i think i might add these to other games; it should make the process of remixing more intuitive and fun, even if it's a small change

currently all i'm missing is blip jank fix. but im not staying up another hour for that lol

* letter/blip jank fixed + force stepping

* instead of being a separate animator, the letter is instead set to have a scale of (1, 1, 1) in the update loop, so that no graphical bugs happen even when the scale is changed.
* hopefully this new system is a lot less janky, but if bugs do still come up they'll be a lot easier to fix now
This commit is contained in:
AstrlJelly 2023-08-11 23:32:33 -04:00 committed by GitHub
parent 7da767ccbe
commit f540241fb7
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57 changed files with 1962 additions and 978 deletions

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View file

@ -188,8 +188,8 @@ namespace HeavenStudio.Games
//Below is a template that can be used for handling previous entities.
//section below is if you only want to look at entities that overlap the game switch
/*
List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(Beatmap.Entity entity in prevEntities)
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(RiqEntity entity in prevEntities)
{
if(entity.beat + entity.length >= beat)
{

View file

@ -1,8 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System;
using DG.Tweening;
using HeavenStudio.Util;
@ -15,13 +12,17 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List<GameAction>()
{
new GameAction("prepare", "Prepare")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.StartStepping(e.beat, e.length);
MrUpbeat.PrePrepare(e.beat, e.length, e["forceOnbeat"]);
},
parameters = new List<Param>()
{
new Param("forceOnbeat", false, "Mr. Downbeat", "Force Mr. Upbeat to step on the beat of the block instead of on the offbeat (only use this if you know what you're doing)"),
},
preFunctionLength = 0.5f,
defaultLength = 4f,
resizable = true,
},
@ -29,15 +30,16 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"]);
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Applause", "Plays an applause sound effect."),
new Param("stopBlipping", true, "Stop Blipping?", "When the stepping stops, should the blipping stop too?"),
new Param("stopBlipping", true, "Stop Blipping", "When the stepping stops, should the blipping stop too?"),
new Param("playDing", true, "Play Ding", "Should this block play a ding?"),
},
preFunctionLength = 1f,
preFunctionLength = 0.5f,
},
new GameAction("changeBG", "Change Background Color")
{
@ -48,8 +50,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade."),
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade"),
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade or the color that will be switched to if -instant- is ticked on"),
new Param("toggle", false, "Instant", "Should the background instantly change color?")
}
},
@ -63,51 +65,53 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"),
new Param("setShadow", false, "Set Shadow Color?", "Should Mr. Upbeat's shadow be custom?"),
new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color."),
new Param("setShadow", false, "Set Shadow Color", "Should Mr. Upbeat's shadow be custom?"),
new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color"),
}
},
new GameAction("blipEvents", "Blip Events")
{
function = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["blip"]);
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"),
new Param("shouldGrow", true, "Grow Antenna?", "Should Mr. Upbeat's antenna grow every blip?"),
new Param("resetBlip", false, "Reset Antenna?", "Should Mr. Upbeat's antenna reset?"),
new Param("blip", true, "Should Blip?", "Should Mr. Upbeat blip every offbeat?"),
new Param("shouldGrow", true, "Grow Antenna", "Should Mr. Upbeat's antenna grow every blip?"),
new Param("resetBlip", false, "Reset Antenna", "Should Mr. Upbeat's antenna reset?"),
new Param("shouldBlip", true, "Should Blip", "Should Mr. Upbeat blip every offbeat?"),
}
},
// will implement these soon
new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
//MrUpbeat.CountIn(e.beat, e.length);
MrUpbeat.CountIn(e.beat, e.length, e["a"]);
},
parameters = new List<Param>()
{
new Param("a", true, "A", "A"),
},
defaultLength = 4f,
resizable = true,
hidden = true,
},
new GameAction("countOffbeat", "4 Beat Count-In")
new GameAction("countOffbeat", "Count")
{
//function = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
function = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
parameters = new List<Param>()
{
new Param("number", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
new Param("number", MrUpbeat.Counts.One, "Number", "The sound to play"),
},
hidden = true,
},
// backwards compatibility !!!!
new GameAction("start stepping", "Start Stepping")
new GameAction("forceStepping", "Force Stepping")
{
hidden = true,
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.StartStepping(e.beat, e.length); },
function = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.instance.ForceStepping(e.beat, e.length);
},
defaultLength = 4f,
resizable = true,
},
},
@ -122,10 +126,17 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
using Scripts_MrUpbeat;
using Jukebox;
public class MrUpbeat : Minigame
{
static List<double> queuedInputs = new();
public enum Counts
{
One,
Two,
Three,
Four,
A,
}
[Header("References")]
[SerializeField] Animator metronomeAnim;
@ -137,33 +148,22 @@ namespace HeavenStudio.Games
[Header("Properties")]
private Tween bgColorTween;
public int stepIterate = 0;
public static bool shouldBlip;
static bool isStepping;
static bool shouldntStop;
private static double startSteppingBeat = double.MaxValue;
private static double startBlippingBeat = double.MaxValue;
private bool stopStepping;
public bool stopBlipping;
public static MrUpbeat instance;
private void Awake()
{
instance = this;
isStepping = false;
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
}
private void Start()
{
man.Blip();
}
void OnDestroy()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
shouldBlip = false;
isStepping = false;
startSteppingBeat = double.MaxValue;
startBlippingBeat = double.MaxValue;
stepIterate = 0;
foreach (var evt in scheduledInputs)
{
@ -171,87 +171,129 @@ namespace HeavenStudio.Games
}
}
public override void OnGameSwitch(double beat)
{
if (beat >= startBlippingBeat) {
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
});
startBlippingBeat = double.MaxValue;
}
// init background color/blip color stuff by getting the last of each of those blocks
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
if (bgColorEntity != null) {
bg.color = bgColorEntity["end"];
}
if (upbeatColorEntity != null) {
blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
Color shadowColor = upbeatColorEntity["shadowColor"];
if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) {
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
}
} else {
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
}
}
public void Update()
{
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
if (queuedInputs.Count > 0) {
foreach (var input in queuedInputs) {
string dir = stepIterate % 2 == 1 ? "Right" : "Left";
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(input, delegate {
instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
ScheduleInput(input, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
if (MrUpbeat.shouldntStop) queuedInputs.Add(input + 1);
}),
});
stepIterate++;
}
queuedInputs.Clear();
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused) {
if (cond.songPositionInBeatsAsDouble >= startSteppingBeat) {
RecursiveStepping(startSteppingBeat);
startSteppingBeat = double.MaxValue;
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
man.Step();
if (cond.songPositionInBeats >= startBlippingBeat) {
man.RecursiveBlipping(startBlippingBeat);
startBlippingBeat = double.MaxValue;
}
}
}
public static void Ding(double beat, bool applause, bool stopBlipping)
public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
{
MrUpbeat.shouldntStop = false;
instance.stopStepping = true;
if (stopBlipping) instance.stopBlipping = true;
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate {
MrUpbeat.isStepping = false;
SoundByte.PlayOneShotGame("mrUpbeat/ding");
if (applause) SoundByte.PlayOneShot("applause");
if (stopBlipping) MrUpbeat.shouldBlip = false;
}),
new BeatAction.Action(beat + 0.5, delegate {
instance.stopStepping = false;
instance.stopBlipping = false;
})
});
}
public static void StartStepping(double beat, float length)
public static void PrePrepare(double beat, float length, bool forceOffbeat)
{
if (MrUpbeat.isStepping) return;
MrUpbeat.isStepping = true;
if (GameManager.instance.currentGame != "mrUpbeat") {
Blipping(beat, length);
MrUpbeat.shouldBlip = true;
bool isGame = GameManager.instance.currentGame == "mrUpbeat";
if (forceOffbeat) {
startBlippingBeat = beat;
startSteppingBeat = beat + length - 0.5f;
if (!isGame) Blipping(beat, length);
} else {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(Math.Floor(beat), delegate {
MrUpbeat.shouldBlip = true;
}),
});
startBlippingBeat = Mathf.Floor((float)beat) + 0.5;
startSteppingBeat = Mathf.Floor((float)beat) + Mathf.Round(length);
if (!isGame) Blipping(Mathf.Floor((float)beat) + 0.5f, length);
}
}
MrUpbeat.shouldntStop = true;
queuedInputs.Add(Math.Floor(beat+length));
private void RecursiveStepping(double beat)
{
if (stopStepping) {
stopStepping = false;
return;
}
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); })
});
stepIterate++;
}
public void ForceStepping(double beat, float length)
{
var actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
ScheduleInput(beat + i, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
actions.Add(new BeatAction.Action(beat + i, delegate {
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
stepIterate++;
}));
}
BeatAction.New(gameObject, actions);
}
public static void Blipping(double beat, float length)
{
List<MultiSound.Sound> blips = new List<MultiSound.Sound>();
var switchGames = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
int whichSwitch = 0;
if (switchGames.Count != 0) {
for (int i = 0; i < switchGames.Count; i++) {
if (switchGames[i].beat > beat) {
whichSwitch = i;
break;
}
}
RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat > beat && c.datamodel == "gameManager/switchGame/mrUpbeat");
if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
List<MultiSound.Sound> inactiveBlips = new List<MultiSound.Sound>();
for (int i = 0; i < gameSwitch.beat - beat; i++) {
inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
}
for (int i = 0; i < switchGames[whichSwitch].beat - Math.Floor(beat) - 0.5f; i++) {
blips.Add(new MultiSound.Sound("mrUpbeat/blip", Math.Floor(beat) + 0.5f + i));
}
MultiSound.Play(blips.ToArray(), forcePlay: true);
MultiSound.Play(inactiveBlips.ToArray(), forcePlay: true);
}
public void Success(PlayerActionEvent caller, float state)
{
man.Step();
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
}
public void Miss(PlayerActionEvent caller)
@ -259,7 +301,7 @@ namespace HeavenStudio.Games
man.Fall();
}
public void ChangeBackgroundColor(Color color, float beats)
public void ChangeBackgroundColor(Color color1, Color color2, float beats)
{
var seconds = Conductor.instance.secPerBeat * beats;
@ -267,16 +309,17 @@ namespace HeavenStudio.Games
bgColorTween.Kill(true);
if (seconds == 0) {
bg.color = color;
bg.color = color2;
} else {
bgColorTween = bg.DOColor(color, seconds);
bg.color = color1;
bgColorTween = bg.DOColor(color2, seconds);
}
}
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
{
ChangeBackgroundColor(start, 0f);
if (!instant) ChangeBackgroundColor(end, beats);
ChangeBackgroundColor(start, end, 0f);
if (!instant) ChangeBackgroundColor(start, end, beats);
}
public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor)
@ -288,32 +331,29 @@ namespace HeavenStudio.Games
}
}
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool blip)
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip)
{
if (resetBlip) man.blipSize = 0;
man.shouldGrow = shouldGrow;
if (resetBlip) {
man.blipSize = 0;
man.shouldGrow = false;
}
man.blipString = inputLetter;
shouldBlip = blip;
man.shouldBlip = shouldBlip;
}
/*
public static void Count(int number)
{
Jukebox.PlayOneShotGame("mrUpbeat/count"+(number + 1), forcePlay: true);
SoundByte.PlayOneShotGame("mrUpbeat/"+ (number < 4 ? number + 1 : "a"), forcePlay: true);
}
public static void CountIn(float beat, float length)
public static void CountIn(double beat, float length, bool a)
{
var sound = new List<MultiSound.Sound>() {
};
var sound = new List<MultiSound.Sound>();
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
for (int i = 0; i < 4; i++) {
sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length/4)), offset: (i == 3 ? 0.05 : 0)));
}
MultiSound.Play(sound.ToArray(), forcePlay: true);
}
*/
public void Nothing(PlayerActionEvent caller) {}
}

View file

@ -1,8 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using TMPro;
using HeavenStudio.Util;
@ -14,57 +11,76 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
[Header("References")]
[SerializeField] Animator anim;
[SerializeField] Animator blipAnim;
[SerializeField] Animator letterAnim;
[SerializeField] GameObject[] shadows;
[SerializeField] TMP_Text blipText;
public int stepTimes = 0;
public int blipSize = 0;
public bool shouldGrow;
public bool shouldBlip = true;
public string blipString = "M";
public void Blip()
static MrUpbeat game;
void Awake()
{
double c = Conductor.instance.songPositionInBeatsAsDouble;
game = MrUpbeat.instance;
}
void Update()
{
blipText.transform.localScale = Vector3.one;
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
Step(true);
}
}
public void RecursiveBlipping(double beat)
{
if (game.stopBlipping) {
game.stopBlipping = false;
return;
}
if (shouldBlip) {
Blipping(beat);
}
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(Math.Floor(c) + 0.5f, delegate {
if (MrUpbeat.shouldBlip) {
SoundByte.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
if (shouldGrow && blipSize < 4) blipSize++;
}
}),
new BeatAction.Action(Math.Floor(c) + 1f, delegate {
Blip();
}),
new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
});
}
public void Step()
public void Blipping(double beat)
{
stepTimes++;
SoundByte.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
if (shouldGrow && blipSize < 4) blipSize++;
}
bool x = (stepTimes % 2 == 1);
shadows[0].SetActive(!x);
shadows[1].SetActive(x);
transform.localScale = new Vector3(x ? -1 : 1, 1);
public void Step(bool isInput = false)
{
if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) {
shadows[0].SetActive(IsMirrored());
shadows[1].SetActive(!IsMirrored());
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
}
anim.DoScaledAnimationAsync("Step", 0.5f);
letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/step");
}
public void Fall()
{
blipSize = 0;
blipAnim.Play("Idle", 0, 0);
blipText.text = "";
anim.DoScaledAnimationAsync("Fall", 0.5f);
anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f);
SoundByte.PlayOneShot("miss");
shadows[0].SetActive(false);
shadows[1].SetActive(false);
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
}
bool IsMirrored()
{
return transform.localScale != Vector3.one;
}
}
}

View file

@ -199,7 +199,9 @@ namespace HeavenStudio.Editor.Track
lastPos = transform.localPosition;
}
} else {
}
else
{
if (moving) moving = false;
if (resizingLeft) SetPivot(new Vector2(1, rectTransform.pivot.y));
@ -287,14 +289,17 @@ namespace HeavenStudio.Editor.Track
{
var mgs = EventCaller.instance.minigames;
string[] datamodels = entity.datamodel.Split('/');
Debug.Log("Selected entity's datamodel : "+entity.datamodel);
bool isSwitchGame = (datamodels[1] == "switchGame");
bool isSwitchGame = datamodels[1] == "switchGame";
int gameIndex = mgs.FindIndex(c => c.name == datamodels[isSwitchGame ? 2 : 0]);
int block = isSwitchGame ? 0 : mgs[gameIndex].actions.FindIndex(c => c.actionName == datamodels[1]) + 1;
if (!isSwitchGame) {
// hardcoded stuff
// needs to happen because hidden blocks technically change the event index
if (datamodels[0] == "gameManager") block -= 2;
else if (datamodels[0] is "countIn" or "vfx") block--;
else if (datamodels[0] is "countIn" or "vfx") block -= 1;
}
GridGameSelector.instance.SelectGame(datamodels[isSwitchGame ? 2 : 0], block);