HeavenStudioPlus/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs
minenice55 8fa4d74096 Alternate Control Styles Support (#554)
* add mouse controller

* support different control styles in options

deprecate old input check methods

* fully functional input actions system

* btsds InputAction

* blue bear InputAction

* more games

fix bugs with some input related systems

* coin toss re-toss

* cheer readers touch

* dog ninja touch

* multiple games

* last of the easy games' touch

* more specialized games

* specialized games 2

* finish ktb games

* remove legacy settings disclaimer

* "only" two games left

* karate man touch

* rockers touch

still needs fixes and bad judge strum

* DSGuy flicking animation

* playstyle chart property

* improve performance of minigame preloading

* improve look of cursor

make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit

* prime conductor stream playback to stabilize seeking operations

* fix air rally swing on pad release

* use virtual mouse pointer

* add UniTask

* make BeatAction use UniTask

* implement UniTask to replace some coroutines

* add touch style UI elements and effects

games now support the ability to define two cursor colours if they need split screen touch inputs

* update plugins and buildscript

* implement thresholded pointer position clipping

* fix clamping

* instant show / hide

fix discord game SDK crashes
2023-10-29 19:44:47 +00:00

361 lines
No EOL
15 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbUpbeatLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List<GameAction>()
{
new GameAction("prepare", "Prepare")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.PrePrepare(e.beat, e.length, e["forceOnbeat"]);
},
parameters = new List<Param>()
{
new Param("forceOnbeat", false, "Mr. Downbeat", "Force Mr. Upbeat to step on the beat of the block instead of on the offbeat (only use this if you know what you're doing)"),
},
preFunctionLength = 0.5f,
defaultLength = 4f,
resizable = true,
},
new GameAction("ding", "Ding!")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Applause", "Plays an applause sound effect."),
new Param("stopBlipping", true, "Stop Blipping", "When the stepping stops, should the blipping stop too?"),
new Param("playDing", true, "Play Ding", "Should this block play a ding?"),
},
preFunctionLength = 0.5f,
},
new GameAction("changeBG", "Change Background Color")
{
function = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
},
resizable = true,
parameters = new List<Param>()
{
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade"),
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade or the color that will be switched to if -instant- is ticked on"),
new Param("toggle", false, "Instant", "Should the background instantly change color?")
}
},
new GameAction("upbeatColors", "Upbeat Colors")
{
function = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"),
new Param("setShadow", false, "Set Shadow Color", "Should Mr. Upbeat's shadow be custom?"),
new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color"),
}
},
new GameAction("blipEvents", "Blip Events")
{
function = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"),
new Param("shouldGrow", true, "Grow Antenna", "Should Mr. Upbeat's antenna grow every blip?"),
new Param("resetBlip", false, "Reset Antenna", "Should Mr. Upbeat's antenna reset?"),
new Param("shouldBlip", true, "Should Blip", "Should Mr. Upbeat blip every offbeat?"),
}
},
new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.CountIn(e.beat, e.length, e["a"]);
},
parameters = new List<Param>()
{
new Param("a", true, "A", "A"),
},
defaultLength = 4f,
resizable = true,
},
new GameAction("countOffbeat", "Count")
{
inactiveFunction = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
parameters = new List<Param>()
{
new Param("number", MrUpbeat.Counts.One, "Number", "The sound to play"),
},
},
new GameAction("forceStepping", "Force Stepping")
{
function = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.instance.ForceStepping(e.beat, e.length);
},
defaultLength = 4f,
resizable = true,
},
},
new List<string>() {"agb", "keep"},
"agboffbeat", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MrUpbeat;
using Jukebox;
public class MrUpbeat : Minigame
{
public enum Counts
{
One,
Two,
Three,
Four,
A,
}
[Header("References")]
[SerializeField] Animator metronomeAnim;
[SerializeField] UpbeatMan man;
[SerializeField] Material blipMaterial;
[SerializeField] SpriteRenderer bg;
[SerializeField] SpriteRenderer[] shadowSr;
[Header("Properties")]
private Tween bgColorTween;
public int stepIterate = 0;
private static double startSteppingBeat = double.MaxValue;
private static double startBlippingBeat = double.MaxValue;
private bool stopStepping;
public bool stopBlipping;
public static MrUpbeat instance;
private void Awake()
{
instance = this;
}
void OnDestroy()
{
startSteppingBeat = double.MaxValue;
startBlippingBeat = double.MaxValue;
stepIterate = 0;
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
public override void OnGameSwitch(double beat)
{
if (beat >= startBlippingBeat) {
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
});
startBlippingBeat = double.MaxValue;
}
// init background color/blip color stuff by getting the last of each of those blocks
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
if (bgColorEntity != null) {
bg.color = bgColorEntity["end"];
}
if (upbeatColorEntity != null) {
blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
Color shadowColor = upbeatColorEntity["shadowColor"];
if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) {
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
}
} else {
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
}
}
public void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused) {
if (cond.songPositionInBeatsAsDouble >= startSteppingBeat) {
RecursiveStepping(startSteppingBeat);
startSteppingBeat = double.MaxValue;
}
if (cond.songPositionInBeats >= startBlippingBeat) {
man.RecursiveBlipping(startBlippingBeat);
startBlippingBeat = double.MaxValue;
}
}
}
public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 0.5, delegate {
instance.stopStepping = true;
if (stopBlipping) instance.stopBlipping = true;
}),
new BeatAction.Action(beat + 0.5, delegate {
instance.stopStepping = false;
}),
});
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
}
public static void PrePrepare(double beat, float length, bool forceOffbeat)
{
bool isGame = GameManager.instance.currentGame == "mrUpbeat";
if (forceOffbeat) {
startBlippingBeat = beat;
startSteppingBeat = beat + length - 0.5f;
if (!isGame) Blipping(beat, length);
} else {
startBlippingBeat = Mathf.Floor((float)beat) + 0.5;
startSteppingBeat = Mathf.Floor((float)beat) + Mathf.Round(length);
if (!isGame) Blipping(Mathf.Floor((float)beat) + 0.5f, length);
}
}
private void RecursiveStepping(double beat)
{
if (stopStepping) {
stopStepping = false;
return;
}
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
BeatAction.New(this, new List<BeatAction.Action>() {
new(beat + 1, delegate { RecursiveStepping(beat + 1); })
});
stepIterate++;
}
public void ForceStepping(double beat, float length)
{
var actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
ScheduleInput(beat + i, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
actions.Add(new BeatAction.Action(beat + i, delegate {
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
stepIterate++;
}));
}
BeatAction.New(this, actions);
}
public static void Blipping(double beat, float length)
{
RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat > beat && c.datamodel == "gameManager/switchGame/mrUpbeat");
if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
List<MultiSound.Sound> inactiveBlips = new List<MultiSound.Sound>();
for (int i = 0; i < gameSwitch.beat - beat; i++) {
inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
}
MultiSound.Play(inactiveBlips.ToArray(), forcePlay: true);
}
public void Success(PlayerActionEvent caller, float state)
{
man.Step();
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
}
public void Miss(PlayerActionEvent caller)
{
man.Fall();
}
public void ChangeBackgroundColor(Color color1, Color color2, float beats)
{
var seconds = Conductor.instance.secPerBeat * beats;
if (bgColorTween != null)
bgColorTween.Kill(true);
if (seconds == 0) {
bg.color = color2;
} else {
bg.color = color1;
bgColorTween = bg.DOColor(color2, seconds);
}
}
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
{
ChangeBackgroundColor(start, end, 0f);
if (!instant) ChangeBackgroundColor(start, end, beats);
}
public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor)
{
blipMaterial.SetColor("_ColorBravo", blipColor);
if (setShadow) foreach (var shadow in shadowSr) {
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
}
}
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip)
{
if (resetBlip) man.blipSize = 0;
man.shouldGrow = shouldGrow;
man.blipString = inputLetter;
man.shouldBlip = shouldBlip;
}
public static void Count(int number)
{
SoundByte.PlayOneShotGame("mrUpbeat/" + (number < 4 ? number + 1 : "a"), forcePlay: true);
}
public static void CountIn(double beat, float length, bool a)
{
var sound = new List<MultiSound.Sound>();
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
for (int i = 0; i < 4; i++) {
sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
}
MultiSound.Play(sound.ToArray(), forcePlay: true);
}
public void Nothing(PlayerActionEvent caller) { }
}
}