using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; using DG.Tweening; using System; using HeavenStudio.Util; using Jukebox; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class NtrFlickLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("builtToScaleDS", "Built To Scale (DS)", "1ad21a", false, false, new List() { new GameAction("spawn blocks", "Widget") { function = delegate {var e = eventCaller.currentEntity; BuiltToScaleDS.instance.MultiplePiano(e.beat, e.length, e["silent"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"]); }, resizable = true, parameters = new List() { new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not."), new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"), new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"), new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"), new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "The number of semitones up or down this note should be pitched"), new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "The number of semitones up or down this note should be pitched"), new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th note", "The number of semitones up or down this note should be pitched (This plays together with the 5th note)"), } }, new GameAction("play piano", "Play Note") { function = delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["type"]); }, resizable = true, parameters = new List() { new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched") }, }, new GameAction("color", "Color Palette") { function = delegate { var e = eventCaller.currentEntity; BuiltToScaleDS.instance.UpdateMappingColors(e["object"], e["shooter"], e["bg"]); }, defaultLength = 0.5f, parameters = new List() { new Param("object", Color.white, "Object Color"), new Param("shooter", Color.white, "Shooter Color"), new Param("bg", new Color(0, 1, 0, 1), "Environment Color") } }, new GameAction("lights", "Lights") { function = delegate { var e = eventCaller.currentEntity; BuiltToScaleDS.instance.Lights(e.beat, e.length, e["auto"], e["light"] && !e["auto"]); }, defaultLength = 4f, resizable = true, parameters = new List() { new Param("auto", true, "Lights (Auto)", "Should the lights auto light?"), new Param("light", false, "Lights", "Should the lights light?") } } }, new List() { "ntr", "normal" }, "ntrassembly", "en", new List() { }); } } } namespace HeavenStudio.Games { using Scripts_BuiltToScaleDS; public class BuiltToScaleDS : Minigame { public enum BTSObject { HitPieces, MissPieces, FlyingRod } [Header("Camera")] [SerializeField] Transform camPos; [SerializeField] float cameraFoV; [Header("References")] [SerializeField] SkinnedMeshRenderer environmentRenderer; [SerializeField] SkinnedMeshRenderer elevatorRenderer; public GameObject flyingRodBase; public GameObject movingBlocksBase; public GameObject hitPartsBase; public GameObject missPartsBase; public Transform partsHolder; public Transform blocksHolder; public Animator shooterAnim; public Animator elevatorAnim; [SerializeField] private Material shooterMaterial; [SerializeField] private Material objectMaterial; [SerializeField] private Material gridPlaneMaterial; private Material elevatorMaterial; private Material[] gridMaterials; private Material[] firstPatternLights; private Material[] secondPatternLights; private Material[] elevatorObjectMats; [Header("Properties")] [SerializeField] float beltSpeed = 1f; private Material beltMaterial; private Material[] environmentMaterials; private Material[] elevatorMaterials; private float currentBeltOffset; private bool lighting = false; private bool autoLight = false; private bool firstLight = true; [NonSerialized] public bool shootingThisFrame; [NonSerialized] public bool lastShotOut = false; private static Color currentObjectColor = Color.white; private static Color currentShooterColor = Color.white; private static Color currentEnvironmentColor = new Color(0, 1, 0, 1); public static BuiltToScaleDS instance; private GameEvent lightBeat = new GameEvent(); private void Awake() { instance = this; environmentMaterials = environmentRenderer.materials; elevatorMaterials = elevatorRenderer.materials; beltMaterial = Instantiate(environmentMaterials[8]); environmentMaterials[8] = beltMaterial; elevatorObjectMats = new Material[] { Instantiate(elevatorMaterials[0]), Instantiate(elevatorMaterials[1]), Instantiate(elevatorMaterials[2]), }; elevatorMaterials[0] = elevatorObjectMats[0]; elevatorMaterials[1] = elevatorObjectMats[1]; elevatorMaterials[2] = elevatorObjectMats[2]; elevatorMaterial = Instantiate(elevatorMaterials[3]); elevatorMaterials[3] = elevatorMaterial; gridMaterials = new Material[] { Instantiate(environmentMaterials[9]), Instantiate(environmentMaterials[11]), Instantiate(environmentMaterials[12]), Instantiate(environmentMaterials[13]), Instantiate(environmentMaterials[14]), }; environmentMaterials[9] = gridMaterials[0]; environmentMaterials[11] = gridMaterials[1]; environmentMaterials[12] = gridMaterials[2]; environmentMaterials[13] = gridMaterials[3]; environmentMaterials[14] = gridMaterials[4]; firstPatternLights = new Material[] { Instantiate(environmentMaterials[1]), Instantiate(environmentMaterials[2]), Instantiate(environmentMaterials[4]), }; environmentMaterials[1] = firstPatternLights[0]; environmentMaterials[2] = firstPatternLights[1]; environmentMaterials[4] = firstPatternLights[2]; secondPatternLights = new Material[] { Instantiate(environmentMaterials[0]), Instantiate(environmentMaterials[3]) }; environmentMaterials[0] = secondPatternLights[0]; environmentMaterials[3] = secondPatternLights[1]; elevatorAnim.Play("MakeRod", 0, 1f); UpdateColors(); } private void OnDestroy() { currentObjectColor = Color.white; currentShooterColor = Color.white; currentEnvironmentColor = new Color(0, 1, 0, 1); UpdateColors(); foreach (var evt in scheduledInputs) { evt.Disable(); } } private void Start() { GameCamera.additionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f); GameCamera.additionalRotEluer = camPos.eulerAngles; GameCamera.additionalFoV = cameraFoV; } public void UpdateMappingColors(Color objectColor, Color shooterColor, Color environmentColor) { currentObjectColor = objectColor; currentShooterColor = shooterColor; currentEnvironmentColor = environmentColor; UpdateColors(); } private void UpdateColors() { objectMaterial.SetColor("_Color", currentObjectColor); shooterMaterial.SetColor("_Color", currentShooterColor); beltMaterial.SetColor("_Color", currentEnvironmentColor); gridPlaneMaterial.SetColor("_Color", currentEnvironmentColor); elevatorMaterial.SetColor("_Color", currentEnvironmentColor); foreach (var mat in gridMaterials) { mat.SetColor("_Color", currentEnvironmentColor); } foreach (var mat in elevatorObjectMats) { mat.SetColor("_Color", currentObjectColor); } if (!lighting) { foreach (var mat in firstPatternLights) { mat.SetColor("_Color", currentEnvironmentColor); } foreach (var mat in secondPatternLights) { mat.SetColor("_Color", currentEnvironmentColor); } } } List spawnedBlockEvents = new List(); void Update() { if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused) return; var currentBeat = Conductor.instance.songPositionInBeatsAsDouble; var blockEvents = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel == "builtToScaleDS/spawn blocks"); for (int i = 0; i < blockEvents.Count; i++) { var ev = blockEvents[i]; if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times. var spawnBeat = ev.beat - ev.length; if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length) { SpawnBlocks(spawnBeat, ev.length); spawnedBlockEvents.Add(ev); break; } } if (Conductor.instance.ReportBeat(ref lightBeat.lastReportedBeat, lightBeat.startBeat % 1) && autoLight) { HandleLights(); } currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f; beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset); environmentRenderer.materials = environmentMaterials; elevatorRenderer.materials = elevatorMaterials; } void LateUpdate() { var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0); bool canShoot = (!shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying()) && !shootingThisFrame; if (canShoot && lastShotOut) lastShotOut = false; if (canShoot && !lastShotOut && PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) { lastShotOut = true; shootingThisFrame = true; Shoot(); SpawnObject(BTSObject.FlyingRod); SoundByte.PlayOneShotGame("builtToScaleDS/Boing"); } if (!shootingThisFrame) { if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying()) { shooterAnim.Play("WindDown", 0, 0); } } shootingThisFrame = false; } public void Lights(double beat, float length, bool autoLights, bool shouldLights) { autoLight = autoLights; lighting = autoLights || shouldLights; if (shouldLights) { List actions = new List(); for (int i = 0; i < length; i++) { actions.Add(new BeatAction.Action(beat + i, delegate { HandleLights(); })); } if (!autoLights) { lighting = false; actions.Add(new BeatAction.Action(beat + length, delegate { foreach (var lightMat in firstPatternLights) { lightMat.DOColor(currentEnvironmentColor, 0.2f); } foreach (var lightMat in secondPatternLights) { lightMat.DOColor(currentEnvironmentColor, 0.2f); } })); } BeatAction.New(instance.gameObject, actions); } if (!autoLights && !shouldLights) { lighting = false; foreach (var lightMat in firstPatternLights) { lightMat.DOColor(currentEnvironmentColor, 0.2f); } foreach (var lightMat in secondPatternLights) { lightMat.DOColor(currentEnvironmentColor, 0.2f); } } } private void HandleLights() { if (firstLight) { foreach (var lightMat in firstPatternLights) { lightMat.DOColor(Color.white, 0.2f); } foreach (var lightMat in secondPatternLights) { lightMat.DOColor(currentEnvironmentColor, 0.2f); } } else { foreach (var lightMat in firstPatternLights) { lightMat.DOColor(currentEnvironmentColor, 0.2f); } foreach (var lightMat in secondPatternLights) { lightMat.DOColor(Color.white, 0.2f); } } firstLight = !firstLight; } public void SpawnBlocks(double beat, float length) { var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent(); newBlocks.createBeat = beat; newBlocks.createLength = length; newBlocks.gameObject.SetActive(true); SetBlockTime(newBlocks, beat, length); } const int blockFramesPerSecond = 24; const int blockHitFrame = 39; const int blockTotalFrames = 80; const int spawnFrameOffset = -3; List criticalFrames = new List { 7, 15, 23, 31, 39, 47 }; public void SetBlockTime(Blocks blocks, double spawnBeat, float length) { float spawnTimeOffset = (float)spawnFrameOffset / (float)blockFramesPerSecond; float secondsPerFrame = 1f / blockFramesPerSecond; float secondsToHitFrame = secondsPerFrame * blockHitFrame; float secondsPerBeat = Conductor.instance.secPerBeat; float secondsToHitBeat = secondsPerBeat * 5f * length + spawnTimeOffset; float speedMult = secondsToHitFrame / secondsToHitBeat; float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - (float)spawnBeat) + spawnTimeOffset; float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime; // The only way I could deal with Unity's interpolation shenanigans without having a stroke. if (criticalFrames.Contains(Mathf.FloorToInt(framesPastSpawnTime))) framesPastSpawnTime = Mathf.CeilToInt(framesPastSpawnTime); blocks.anim.Play("Move", 0, framesPastSpawnTime / blockTotalFrames); blocks.anim.speed = speedMult; } public void SpawnObject(BTSObject btsObject) { GameObject prefabToUse = null; string animNameToUse = ""; switch (btsObject) { case BTSObject.HitPieces: prefabToUse = hitPartsBase; animNameToUse = "PartsHit"; break; case BTSObject.MissPieces: prefabToUse = missPartsBase; animNameToUse = "PartsMiss"; break; case BTSObject.FlyingRod: prefabToUse = flyingRodBase; animNameToUse = "Fly"; break; } if (prefabToUse != null) { var newPiece = GameObject.Instantiate(prefabToUse, partsHolder).GetComponent(); newPiece.gameObject.SetActive(true); newPiece.anim.Play(animNameToUse, 0, 0); } } public void Shoot() { shooterAnim.Play("Shoot", 0, 0); elevatorAnim.Play("MakeRod", 0, 0); } public void PlayPiano(double beat, float length, int semiTones) { var pianoPitch = SoundByte.GetPitchFromSemiTones(semiTones, true); var pianoSource = SoundByte.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true); pianoSource.SetLoopParams(beat + length, 0.1f); } public void MultiplePiano(double beat, float length, bool silent, int note1, int note2, int note3, int note4, int note5, int note6) { if (silent) return; BeatAction.New(instance.gameObject, new List() { new BeatAction.Action(beat, delegate { PlayPiano(beat, length, note1); }), new BeatAction.Action(beat + length, delegate { PlayPiano(beat + length, length, note2); }), new BeatAction.Action(beat + length * 2, delegate { PlayPiano(beat + length * 2, length, note3); }), new BeatAction.Action(beat + length * 3, delegate { PlayPiano(beat + length * 3, length, note4); }), new BeatAction.Action(beat + length * 4, delegate { PlayPiano(beat + length * 4, 1f, note5); }), new BeatAction.Action(beat + length * 4, delegate { PlayPiano(beat + length * 4, 1f, note6); }), }); } } }