using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; using DG.Tweening; using System; using HeavenStudio.Util; 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)", "00BB00", true, false, new List<GameAction>() { new GameAction("spawn blocks", delegate { }, 1f, true), new GameAction("play piano", delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.type); }, 1f, true, new List<Param>() { new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched") } ), }); } } } namespace HeavenStudio.Games { using Scripts_BuiltToScaleDS; public class BuiltToScaleDS : Minigame { public enum BTSObject { HitPieces, MissPieces, FlyingRod } [Header("Camera")] public Transform renderQuadTrans; public Transform camPivot; public Camera camComp; [Header("References")] public SkinnedMeshRenderer environmentRenderer; public GameObject flyingRodBase; public GameObject movingBlocksBase; public GameObject hitPartsBase; public GameObject missPartsBase; public Transform partsHolder; public Transform blocksHolder; public Animator shooterAnim; public Animator elevatorAnim; [Header("Properties")] public float beltSpeed = 1f; private Material beltMaterial; private Material[] environmentMaterials; private float currentBeltOffset; [NonSerialized] public bool shootingThisFrame; public static BuiltToScaleDS instance; private void Awake() { instance = this; environmentMaterials = environmentRenderer.materials; beltMaterial = Instantiate(environmentMaterials[8]); environmentMaterials[8] = beltMaterial; renderQuadTrans.gameObject.SetActive(true); var cam = GameCamera.instance.camera; var camHeight = 2f * cam.orthographicSize; var camWidth = camHeight * cam.aspect; renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f); camComp.depthTextureMode = camComp.depthTextureMode | DepthTextureMode.Depth; elevatorAnim.Play("MakeRod", 0, 1f); } List<Beatmap.Entity> spawnedBlockEvents = new List<Beatmap.Entity>(); void Update() { if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused) return; var currentBeat = Conductor.instance.songPositionInBeats; 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; } } currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f; beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset); environmentRenderer.materials = environmentMaterials; } void LateUpdate() { var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0); bool canShoot = !shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying(); if (canShoot && PlayerInput.Pressed() && !shootingThisFrame) { shootingThisFrame = true; Shoot(); SpawnObject(BTSObject.FlyingRod); Jukebox.PlayOneShotGame("builtToScaleDS/Boing"); } if (!shootingThisFrame) { if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying()) { shooterAnim.Play("WindDown", 0, 0); } } shootingThisFrame = false; } public void SpawnBlocks(float beat, float length) { var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent<Blocks>(); 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<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 }; public void SetBlockTime(Blocks blocks, float 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 - 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<BTSPiece>(); 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(float beat, float length, int semiTones) { var pianoPitch = Mathf.Pow(2f, (1f / 12f) * semiTones) *Conductor.instance.musicSource.pitch; var pianoSource = Jukebox.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true); pianoSource.SetLoopParams(beat + length, 0.1f); } } }