mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +00:00
199 lines
No EOL
11 KiB
C#
199 lines
No EOL
11 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using DG.Tweening;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
using HeavenStudio.Games;
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using System.Reflection;
|
|
|
|
namespace HeavenStudio
|
|
{
|
|
public class Minigames
|
|
{
|
|
public class Minigame
|
|
{
|
|
public string name;
|
|
public string displayName;
|
|
public string color;
|
|
public GameObject holder;
|
|
public bool threeD;
|
|
public bool fxOnly;
|
|
public List<GameAction> actions = new List<GameAction>();
|
|
|
|
public Minigame(string name, string displayName, string color, bool threeD, bool fxOnly, List<GameAction> actions)
|
|
{
|
|
this.name = name;
|
|
this.displayName = displayName;
|
|
this.color = color;
|
|
this.actions = actions;
|
|
this.threeD = threeD;
|
|
this.fxOnly = fxOnly;
|
|
}
|
|
}
|
|
|
|
public class GameAction
|
|
{
|
|
public string actionName;
|
|
public EventCallback function;
|
|
public float defaultLength;
|
|
public bool resizable;
|
|
public List<Param> parameters;
|
|
public bool hidden;
|
|
public EventCallback inactiveFunction;
|
|
|
|
/// <summary>
|
|
/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
|
|
/// <para>Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter.</para>
|
|
/// </summary>
|
|
/// <param name="actionName">Name of the block</param>
|
|
/// <param name="function"><para>What the block does when read during playback</para>
|
|
/// <para>Only does this if the game that it is associated with is loaded.</para></param>
|
|
/// <param name="defaultLength">How long the block appears in the editor</param>
|
|
/// <param name="resizable">Allows the user to resize the block</param>
|
|
/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
|
|
/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
|
|
/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
|
|
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false, EventCallback inactiveFunction = null)
|
|
{
|
|
this.actionName = actionName;
|
|
this.function = function;
|
|
this.defaultLength = defaultLength;
|
|
this.resizable = resizable;
|
|
this.parameters = parameters;
|
|
this.hidden = hidden;
|
|
if(inactiveFunction == null) inactiveFunction = delegate { };
|
|
this.inactiveFunction = inactiveFunction;
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class Param
|
|
{
|
|
public string propertyName;
|
|
public object parameter;
|
|
public string propertyCaption;
|
|
public string tooltip;
|
|
|
|
/// <summary>
|
|
/// A parameter that changes the function of a GameAction.
|
|
/// </summary>
|
|
/// <param name="propertyName">The name of the variable that's being changed. Must be one of the variables in <see cref="Beatmap.Entity"/></param>
|
|
/// <param name="parameter">The value of the parameter</param>
|
|
/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
|
|
public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
|
|
{
|
|
this.propertyName = propertyName;
|
|
this.parameter = parameter;
|
|
this.propertyCaption = propertyCaption;
|
|
this.tooltip = tooltip;
|
|
}
|
|
}
|
|
|
|
public delegate void EventCallback();
|
|
|
|
// overengineered af but it's a modified version of
|
|
// https://stackoverflow.com/a/19877141
|
|
static List<Func<EventCaller, Minigame>> loadRunners;
|
|
static void BuildLoadRunnerList() {
|
|
loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
|
|
.GetTypes()
|
|
.Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null)
|
|
.Select(t => (Func<EventCaller, Minigame>) Delegate.CreateDelegate(
|
|
typeof(Func<EventCaller, Minigame>),
|
|
null,
|
|
t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static),
|
|
false
|
|
))
|
|
.ToList();
|
|
|
|
}
|
|
|
|
public static void Init(EventCaller eventCaller)
|
|
{
|
|
eventCaller.minigames = new List<Minigame>()
|
|
{
|
|
new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
|
|
{
|
|
new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
|
|
new GameAction("end", delegate { Debug.Log("end"); }),
|
|
new GameAction("skill star", delegate { }, 1f, true),
|
|
new GameAction("flash", delegate
|
|
{
|
|
|
|
/*Color colA = eventCaller.currentEntity.colorA;
|
|
Color colB = eventCaller.currentEntity.colorB;
|
|
|
|
Color startCol = new Color(colA.r, colA.g, colA.b, eventCaller.currentEntity.valA);
|
|
Color endCol = new Color(colB.r, colB.g, colB.b, eventCaller.currentEntity.valB);
|
|
|
|
GameManager.instance.fade.SetFade(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, startCol, endCol, eventCaller.currentEntity.ease);*/
|
|
|
|
}, 1f, true, new List<Param>()
|
|
{
|
|
new Param("colorA", Color.white, "Start Color"),
|
|
new Param("colorB", Color.white, "End Color"),
|
|
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
|
|
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
|
} ),
|
|
new GameAction("toggle inputs", delegate
|
|
{
|
|
GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
|
|
}, 0.5f, true, new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Enable Inputs")
|
|
}),
|
|
}),
|
|
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
|
|
{
|
|
new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
|
|
}),
|
|
new GameAction("8 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e.type); }, 8f, true, new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
|
|
}),
|
|
new GameAction("count", delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }, 1f, false, new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
|
|
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
|
}),
|
|
new GameAction("cowbell", delegate { SoundEffects.Cowbell(); }, 1f),
|
|
new GameAction("ready!", delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }, 2f, true),
|
|
new GameAction("and", delegate {SoundEffects.And(); }, 0.5f),
|
|
new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
|
}),
|
|
// These are still here for backwards-compatibility but are hidden in the editor
|
|
new GameAction("4 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
|
|
new GameAction("4 beat count-in (cowbell)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, 4f, hidden: true),
|
|
new GameAction("8 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
|
|
new GameAction("8 beat count-in (cowbell)", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, 4f, hidden: true),
|
|
new GameAction("one", delegate { SoundEffects.Count(0, false); }, 1f, hidden: true),
|
|
new GameAction("one (alt)", delegate { SoundEffects.Count(0, true); }, 1f, hidden: true),
|
|
new GameAction("two", delegate { SoundEffects.Count(1, false); }, 1f, hidden: true),
|
|
new GameAction("two (alt)", delegate { SoundEffects.Count(1, true); }, 1f, hidden: true),
|
|
new GameAction("three", delegate { SoundEffects.Count(2, false); }, 1f, hidden: true),
|
|
new GameAction("three (alt)", delegate { SoundEffects.Count(2, true); }, 1f, hidden: true),
|
|
new GameAction("four", delegate { SoundEffects.Count(3, false); }, 1f, hidden: true),
|
|
new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
|
|
new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
|
|
}),
|
|
};
|
|
|
|
BuildLoadRunnerList();
|
|
foreach(var load in loadRunners)
|
|
{
|
|
Debug.Log("Running game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name);
|
|
eventCaller.minigames.Add(load(eventCaller));
|
|
}
|
|
}
|
|
}
|
|
} |