mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
369 lines
16 KiB
C#
369 lines
16 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class AgbGhostLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("sneakySpirits", "Sneaky Spirits", "5a5a9c", false, false, new List<GameAction>()
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{
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new GameAction("spawnGhost", "Ghost")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; SneakySpirits.PreSpawnGhost(e.beat, e.length, e["slowDown"], e["volume1"], e["volume2"], e["volume3"], e["volume4"], e["volume5"], e["volume6"],
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e["volume7"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("slowDown", true, "Slowdown Effect", "Should there be a slowdown effect when the ghost is hit?"),
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new Param("volume1", new EntityTypes.Integer(0, 100, 100), "Move Volume 1", "What height and what volume should this move be at?"),
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new Param("volume2", new EntityTypes.Integer(0, 100, 100), "Move Volume 2", "What height and what volume should this move be at?"),
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new Param("volume3", new EntityTypes.Integer(0, 100, 100), "Move Volume 3", "What height and what volume should this move be at?"),
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new Param("volume4", new EntityTypes.Integer(0, 100, 100), "Move Volume 4", "What height and what volume should this move be at?"),
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new Param("volume5", new EntityTypes.Integer(0, 100, 100), "Move Volume 5", "What height and what volume should this move be at?"),
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new Param("volume6", new EntityTypes.Integer(0, 100, 100), "Move Volume 6", "What height and what volume should this move be at?"),
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new Param("volume7", new EntityTypes.Integer(0, 100, 100), "Move Volume 7", "What height and what volume should this move be at?"),
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}
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},
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new GameAction("forceReload", "Bow Force Reload")
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{
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function = delegate { SneakySpirits.instance.ForceReload(); },
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defaultLength = 1f,
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},
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new GameAction("movebow", "Bow Enter or Exit")
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{
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function = delegate {var e = eventCaller.currentEntity; SneakySpirits.instance.MoveBow(e.beat, e.length, e["exit"], e["ease"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("exit", true, "Enter?", "Should the bow exit or enter?"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
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}
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},
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},
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new List<string>() {"agb", "aim"},
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"agbghost", "en",
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new List<string>() {}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_SneakySpirits;
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public class SneakySpirits : Minigame
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{
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public struct QueuedGhost
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{
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public double beat;
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public float length;
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public bool slowDown;
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public List<int> volumes;
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}
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[Header("Components")]
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[SerializeField] Animator bowAnim;
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[SerializeField] Animator bowHolderAnim;
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[SerializeField] Animator doorAnim;
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[SerializeField] SneakySpiritsGhost movingGhostPrefab;
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[SerializeField] SneakySpiritsGhostDeath deathGhostPrefab;
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[SerializeField] GameObject arrowMissPrefab;
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[SerializeField] GameObject ghostMissPrefab;
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[SerializeField] List<Transform> ghostPositions = new List<Transform>();
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[SerializeField] GameObject normalRain;
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[SerializeField] GameObject slowRain;
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[SerializeField] GameObject normalTree;
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[SerializeField] GameObject slowTree;
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[Header("Variables")]
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private static List<QueuedGhost> queuedGhosts = new List<QueuedGhost>();
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private bool hasArrowLoaded;
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float movingLength;
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double movingStartBeat;
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bool isMoving;
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string moveAnim;
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EasingFunction.Ease lastEase;
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public static SneakySpirits instance;
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void OnDestroy()
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{
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if (queuedGhosts.Count > 0) queuedGhosts.Clear();
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Conductor.instance.SetMinigamePitch(1f);
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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void Awake()
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{
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instance = this;
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Conductor.instance.SetMinigamePitch(1f);
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (queuedGhosts.Count > 0)
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{
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foreach(var ghost in queuedGhosts)
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{
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SpawnGhost(ghost.beat, ghost.length, ghost.slowDown, ghost.volumes);
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}
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queuedGhosts.Clear();
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN) && hasArrowLoaded)
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{
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WhiffArrow(cond.songPositionInBeatsAsDouble);
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}
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if (isMoving)
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{
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float normalizedBeat = cond.GetPositionFromBeat(movingStartBeat, movingLength);
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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float newPos = func(0f, 1f, normalizedBeat);
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bowHolderAnim.DoNormalizedAnimation(moveAnim, newPos);
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if (normalizedBeat >= 1f)
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{
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isMoving = false;
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}
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}
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}
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else if (!cond.isPlaying)
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{
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queuedGhosts.Clear();
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Conductor.instance.SetMinigamePitch(1f);
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}
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}
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public void ForceReload()
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{
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if (hasArrowLoaded) return;
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bowAnim.DoScaledAnimationAsync("BowDraw", 0.25f);
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hasArrowLoaded = true;
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}
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public void MoveBow(double beat, float length, bool enter, int ease)
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{
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movingStartBeat = beat;
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movingLength = length;
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moveAnim = enter ? "Enter" : "Exit";
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isMoving = true;
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lastEase = (EasingFunction.Ease)ease;
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}
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public static void PreSpawnGhost(double beat, float length, bool slowDown, int volume1, int volume2, int volume3, int volume4, int volume5, int volume6, int volume7)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("sneakySpirits/moving", beat, 1f, volume1 * 0.01f),
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new MultiSound.Sound("sneakySpirits/moving", beat + length, 1f, volume2 * 0.01f),
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new MultiSound.Sound("sneakySpirits/moving", beat + length * 2, 1f, volume3 * 0.01f),
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new MultiSound.Sound("sneakySpirits/moving", beat + length * 3, 1f, volume4 * 0.01f),
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new MultiSound.Sound("sneakySpirits/moving", beat + length * 4, 1f, volume5 * 0.01f),
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new MultiSound.Sound("sneakySpirits/moving", beat + length * 5, 1f, volume6 * 0.01f),
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new MultiSound.Sound("sneakySpirits/moving", beat + length * 6, 1f, volume7 * 0.01f),
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}, forcePlay: true);
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if (GameManager.instance.currentGame == "sneakySpirits")
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{
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SneakySpirits.instance.SpawnGhost(beat, length, slowDown, new List<int>()
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{
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volume1, volume2, volume3, volume4, volume5, volume6, volume7
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});
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}
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else
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{
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queuedGhosts.Add(new QueuedGhost
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{
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beat = beat,
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length = length,
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volumes = new List<int>()
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{
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volume1, volume2, volume3, volume4, volume5, volume6, volume7
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},
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slowDown = slowDown,
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});
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}
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}
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public void SpawnGhost(double beat, float length, bool slowDown, List<int> volumes)
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{
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if (slowDown)
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{
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ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, Just, Miss, Out);
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}
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else
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{
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ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, JustNoSlowDown, Miss, Out);
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}
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length * 3, delegate { ForceReload(); })
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});
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List<BeatAction.Action> ghostSpawns = new List<BeatAction.Action>();
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for(int i = 0; i < 7; i++)
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{
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double spawnBeat = beat + length * i;
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if (spawnBeat >= Conductor.instance.songPositionInBeatsAsDouble)
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{
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SneakySpiritsGhost spawnedGhost = Instantiate(movingGhostPrefab, ghostPositions[i], false);
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spawnedGhost.transform.position = new Vector3(spawnedGhost.transform.position.x, spawnedGhost.transform.position.y - (1 - volumes[i] * 0.01f) * 2.5f, spawnedGhost.transform.position.z);
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spawnedGhost.Init(spawnBeat, length);
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}
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}
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}
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void WhiffArrow(double beat)
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{
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GameObject spawnedArrow = Instantiate(arrowMissPrefab, transform);
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spawnedArrow.SetActive(true);
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spawnedArrow.GetComponent<Animator>().DoScaledAnimationAsync("ArrowRecoil", 0.5f);
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bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
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hasArrowLoaded = false;
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SoundByte.PlayOneShotGame("sneakySpirits/arrowMiss", -1, 2);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 3f, delegate {
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if (GameManager.instance.currentGame == "sneakySpirits")
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{
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Destroy(spawnedArrow);
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}
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})
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});
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}
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void Just(PlayerActionEvent caller, float state)
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{
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if (!hasArrowLoaded) return;
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame("sneakySpirits/ghostScared");
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WhiffArrow(caller.startBeat + caller.timer);
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GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
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spawnedGhost.SetActive(true);
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spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostBarely", 0.5f);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate {
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if (GameManager.instance.currentGame == "sneakySpirits")
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{
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Destroy(spawnedGhost);
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}
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})
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});
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return;
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}
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Success(caller, true);
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}
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void JustNoSlowDown(PlayerActionEvent caller, float state)
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{
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if (!hasArrowLoaded) return;
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame("sneakySpirits/ghostScared");
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WhiffArrow(caller.startBeat + caller.timer);
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GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
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spawnedGhost.SetActive(true);
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spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostBarely", 0.5f);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate {
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if (GameManager.instance.currentGame == "sneakySpirits")
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{
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Destroy(spawnedGhost);
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}
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})
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});
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return;
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}
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Success(caller, false);
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}
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void Success(PlayerActionEvent caller, bool slowDown)
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{
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SneakySpiritsGhostDeath spawnedDeath = Instantiate(deathGhostPrefab, transform, false);
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int randomNumber = UnityEngine.Random.Range(0, 4);
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switch (randomNumber)
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{
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case 0:
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spawnedDeath.animToPlay = "GhostDieNose";
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break;
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case 1:
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spawnedDeath.animToPlay = "GhostDieMouth";
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break;
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case 2:
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spawnedDeath.animToPlay = "GhostDieBody";
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break;
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case 3:
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spawnedDeath.animToPlay = "GhostDieCheek";
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break;
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}
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hasArrowLoaded = false;
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spawnedDeath.startBeat = caller.startBeat + caller.timer;
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spawnedDeath.length = 1f;
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spawnedDeath.gameObject.SetActive(true);
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SoundByte.PlayOneShotGame("sneakySpirits/hit");
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bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
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if (slowDown)
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{
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slowRain.SetActive(true);
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normalRain.SetActive(false);
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slowTree.SetActive(true);
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normalTree.SetActive(false);
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Conductor.instance.SetMinigamePitch(0.25f);
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}
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doorAnim.DoScaledAnimationAsync("DoorOpen", 0.5f);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate
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{
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if (slowDown) Conductor.instance.SetMinigamePitch(1f);
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doorAnim.DoScaledAnimationAsync("DoorClose", 0.5f);
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slowRain.SetActive(false);
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normalRain.SetActive(true);
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slowTree.SetActive(false);
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normalTree.SetActive(true);
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})
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});
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}
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void Miss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame("sneakySpirits/ghostEscape");
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GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
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spawnedGhost.SetActive(true);
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spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostMiss", 0.5f);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate {
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if (GameManager.instance.currentGame == "sneakySpirits")
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{
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SoundByte.PlayOneShotGame("sneakySpirits/laugh", -1, 1.2f);
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spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostLaugh", 0.25f);
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}
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}),
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new BeatAction.Action(caller.startBeat + caller.timer + 2.5f, delegate {
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if (GameManager.instance.currentGame == "sneakySpirits")
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{
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Destroy(spawnedGhost);
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}
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})
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});
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}
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void Out(PlayerActionEvent caller)
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{
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}
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}
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}
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