HeavenStudioPlus/Assets/Scripts/Games/PowerCalligraphy/Writing.cs
フマジメ 2757fac7d5 Power Calligraphy fixed #Feature Complete (#794)
* Power Calligraphy (WIP)

* modified:   Assets/Scripts/Games/PowerCalligraphy/Writing.cs

* comma

* onore

* sweep

* sun

* kokoro

* Power Calligraphy (WIP)

* Changed object to prefab

* Force Prepare

* Changed so that the next paper is set correctly.

* updated controllers

* Red hand

* Paper shift

* Chounin (WIP)

* Power Calligraphy #Feature Complete

* Fixed Animations to 30fps
2024-03-18 02:40:24 +00:00

295 lines
No EOL
11 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_PowerCalligraphy
{
public class Writing : MonoBehaviour
{
[Serializable]
public struct PatternItem
{
public double beat;
public SoundType soundType;
public float soundVolume;
public StrokeType stroke;
public FudeType fudeAnim;
}
public enum SoundType {
None = 0,
brushTap,
brush1,
brush2,
brush3,
reShout,
comma1,
comma2,
comma3,
}
public enum StrokeType {
None = 0,
TOME = 1,
HANE,
HARAI,
}
public enum FudeType {
None = 0,
Release,
Tap,
Prepare,
}
public double startBeat;
public double ongoingBeat = Double.MinValue;
public double nextBeat;
[SerializeField] PatternItem[] AnimPattern;
private Animator paperAnim;
private SortingGroup paperSort;
public Vector3 scrollSpeed;
Vector3 scrollRate => scrollSpeed / (Conductor.instance.pitchedSecPerBeat * 2f);
public bool onGoing = false;
bool isFinish = false;
int process_num;
StrokeType stroke;
public int Stroke { get { return (int)stroke; }}
private PowerCalligraphy game;
public void Init()
{
game = PowerCalligraphy.instance;
paperAnim = GetComponent<Animator>();
paperSort = GetComponent<SortingGroup>();
nextBeat = AnimPattern[^1].beat;
}
public void Play()
{
paperSort.sortingOrder++;
var sounds = new List<MultiSound.Sound>();
var actions = new List<BeatAction.Action>();
int anim_num = 0;
foreach (var item in AnimPattern)
{
double itemBeat = startBeat + item.beat;
string sound = item.soundType switch {
SoundType.brushTap => "powerCalligraphy/brushTap",
SoundType.brush1 => "powerCalligraphy/brush1",
SoundType.brush2 => "powerCalligraphy/brush2",
SoundType.brush3 => "powerCalligraphy/brush3",
SoundType.reShout => "powerCalligraphy/reShout",
SoundType.comma1 => "powerCalligraphy/comma1",
SoundType.comma2 => "powerCalligraphy/comma2",
SoundType.comma3 => "powerCalligraphy/comma3",
_ => ""
};
if (!string.IsNullOrEmpty(sound)) sounds.Add(new MultiSound.Sound(sound, itemBeat, volume:item.soundVolume));
int current_anim_num;
switch (item.fudeAnim)
{
case FudeType.Release:
anim_num++;
current_anim_num = anim_num;
actions.Add(new BeatAction.Action(itemBeat, delegate { Anim(current_anim_num); game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);}));
break;
case FudeType.Tap:
anim_num++;
current_anim_num = anim_num;
actions.Add(new BeatAction.Action(itemBeat, delegate { Anim(current_anim_num); game.fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);}));
break;
case FudeType.Prepare:
actions.Add(new BeatAction.Action(itemBeat, delegate { game.fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}));
break;
default:
break;
}
int current_anim_num_1;
switch(item.stroke)
{
case StrokeType.TOME:
anim_num++;
current_anim_num_1 = anim_num;
actions.Add(new BeatAction.Action(itemBeat, delegate {
Halt(); stroke = StrokeType.TOME; process_num = current_anim_num_1;}));
actions.Add(new BeatAction.Action(itemBeat, delegate { onGoing = true; ongoingBeat = itemBeat;}));
game.ScheduleInput(itemBeat, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
break;
case StrokeType.HANE:
anim_num++;
current_anim_num_1 = anim_num;
actions.Add(new BeatAction.Action(itemBeat, delegate {
Sweep(); stroke = StrokeType.HANE; process_num = current_anim_num_1;}));
actions.Add(new BeatAction.Action(itemBeat+1, delegate { onGoing = true; ongoingBeat = itemBeat + 1;}));
game.ScheduleInput(itemBeat, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
break;
case StrokeType.HARAI:
anim_num++;
current_anim_num_1 = anim_num;
actions.Add(new BeatAction.Action(itemBeat, delegate {
Sweep(); stroke = StrokeType.HARAI; process_num = current_anim_num_1;}));
actions.Add(new BeatAction.Action(itemBeat+1, delegate { onGoing = true; ongoingBeat = itemBeat + 1;}));
game.ScheduleInput(itemBeat, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
break;
default:
break;
}
}
actions.Add(new BeatAction.Action(startBeat + nextBeat, delegate { Finish();}));
if (sounds.Count > 0) MultiSound.Play(sounds.ToArray());
if (actions.Count > 0) BeatAction.New(game, actions);
}
// TOME
private void Halt()
{
game.fudeAnim.Play("fude-halt");
SoundByte.PlayOneShotGame("powerCalligraphy/releaseB1");
}
// HANE HARAI
private void Sweep()
{
game.fudeAnim.Play("fude-sweep");
SoundByte.PlayOneShotGame("powerCalligraphy/releaseA1", forcePlay: true);
}
private void Finish()
{
isFinish = true;
paperSort.sortingOrder++;
transform.SetParent(game.paperHolder.transform, true);
game.fudeAnim.Play("fude-none");
paperAnim.enabled = false;
}
private void writeSuccess(PlayerActionEvent caller, float state)
{
if (state >= 1f) {
ProcessInput("late");
game.ChouninMiss();
} else if (state <= -1f) {
ProcessInput("fast");
game.ChouninMiss();
} else {
ProcessInput("just");
}
}
private void writeMiss(PlayerActionEvent caller)
{
if (onGoing) Miss();
}
private void Empty(PlayerActionEvent caller) { }
bool CanSuccess()
{
return onGoing;
}
public void ProcessInput(string input)
{
onGoing = false;
Anim(process_num, input);
switch (input)
{
case "just":
switch (stroke) {
case StrokeType.TOME:
game.fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
SoundByte.PlayOneShotGame("powerCalligraphy/releaseB2");
break;
case StrokeType.HANE:
case StrokeType.HARAI:
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
SoundByte.PlayOneShotGame("powerCalligraphy/releaseA2");
break;
}
break;
case "late":
case "fast":
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
switch (stroke) { // WIP
case StrokeType.TOME:
SoundByte.PlayOneShotGame("powerCalligraphy/8");
break;
case StrokeType.HANE:
SoundByte.PlayOneShotGame("powerCalligraphy/6");
break;
case StrokeType.HARAI:
SoundByte.PlayOneShotGame("powerCalligraphy/9");
break;
}
break;
default:
break;
}
}
public void Miss()
{
onGoing = false;
SoundByte.PlayOneShotGame("powerCalligraphy/7"); // WIP
Anim(process_num, "miss");
switch (stroke) {
case StrokeType.TOME:
game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
break;
case StrokeType.HANE:
case StrokeType.HARAI:
game.fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
break;
}
}
private void Anim(int num, string str = "")
{
string pattern = num.ToString() + str;
game.fudePosAnim.DoScaledAnimationAsync(pattern, 0.5f);
game.shiftAnim.DoScaledAnimationAsync(pattern, 0.5f);
paperAnim.DoScaledAnimationAsync(pattern, 0.5f);
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (ongoingBeat > 0)
{
float normalizedBeat = cond.GetPositionFromBeat(ongoingBeat, 1);
float redRate = (normalizedBeat <= 0.5f) ? normalizedBeat/0.5f : (1.5f-normalizedBeat);
if (game is not null) game.playerFude.redRate = redRate;
}
if (isFinish)
{
double beat = cond.songPositionInBeats;
// Paper scroll.
var paperPos = transform.localPosition;
transform.localPosition = paperPos + (scrollRate * Time.deltaTime);
if (beat >= startBeat + 24) Destroy(gameObject);
}
}
}
}
}