mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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8fa4d74096
* 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
361 lines
No EOL
15 KiB
C#
361 lines
No EOL
15 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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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 AgbUpbeatLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List<GameAction>()
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{
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new GameAction("prepare", "Prepare")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.PrePrepare(e.beat, e.length, e["forceOnbeat"]);
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},
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parameters = new List<Param>()
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{
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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)"),
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},
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preFunctionLength = 0.5f,
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defaultLength = 4f,
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resizable = true,
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},
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new GameAction("ding", "Ding!")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Applause", "Plays an applause sound effect."),
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new Param("stopBlipping", true, "Stop Blipping", "When the stepping stops, should the blipping stop too?"),
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new Param("playDing", true, "Play Ding", "Should this block play a ding?"),
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},
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preFunctionLength = 0.5f,
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},
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new GameAction("changeBG", "Change Background Color")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
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},
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade"),
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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"),
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new Param("toggle", false, "Instant", "Should the background instantly change color?")
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}
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},
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new GameAction("upbeatColors", "Upbeat Colors")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"),
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new Param("setShadow", false, "Set Shadow Color", "Should Mr. Upbeat's shadow be custom?"),
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new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color"),
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}
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},
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new GameAction("blipEvents", "Blip Events")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"),
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new Param("shouldGrow", true, "Grow Antenna", "Should Mr. Upbeat's antenna grow every blip?"),
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new Param("resetBlip", false, "Reset Antenna", "Should Mr. Upbeat's antenna reset?"),
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new Param("shouldBlip", true, "Should Blip", "Should Mr. Upbeat blip every offbeat?"),
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}
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},
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new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.CountIn(e.beat, e.length, e["a"]);
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},
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parameters = new List<Param>()
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{
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new Param("a", true, "A", "A"),
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},
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defaultLength = 4f,
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resizable = true,
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},
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new GameAction("countOffbeat", "Count")
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{
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inactiveFunction = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
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parameters = new List<Param>()
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{
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new Param("number", MrUpbeat.Counts.One, "Number", "The sound to play"),
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},
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},
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new GameAction("forceStepping", "Force Stepping")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.ForceStepping(e.beat, e.length);
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},
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defaultLength = 4f,
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resizable = true,
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},
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},
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new List<string>() {"agb", "keep"},
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"agboffbeat", "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_MrUpbeat;
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using Jukebox;
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public class MrUpbeat : Minigame
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{
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public enum Counts
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{
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One,
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Two,
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Three,
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Four,
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A,
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}
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[Header("References")]
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[SerializeField] Animator metronomeAnim;
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[SerializeField] UpbeatMan man;
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[SerializeField] Material blipMaterial;
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[SerializeField] SpriteRenderer bg;
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[SerializeField] SpriteRenderer[] shadowSr;
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[Header("Properties")]
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private Tween bgColorTween;
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public int stepIterate = 0;
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private static double startSteppingBeat = double.MaxValue;
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private static double startBlippingBeat = double.MaxValue;
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private bool stopStepping;
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public bool stopBlipping;
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public static MrUpbeat instance;
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private void Awake()
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{
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instance = this;
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}
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void OnDestroy()
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{
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startSteppingBeat = double.MaxValue;
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startBlippingBeat = double.MaxValue;
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stepIterate = 0;
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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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public override void OnGameSwitch(double beat)
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{
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if (beat >= startBlippingBeat) {
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double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
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});
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startBlippingBeat = double.MaxValue;
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}
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// init background color/blip color stuff by getting the last of each of those blocks
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List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
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var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
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var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
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if (bgColorEntity != null) {
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bg.color = bgColorEntity["end"];
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}
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if (upbeatColorEntity != null) {
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blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
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Color shadowColor = upbeatColorEntity["shadowColor"];
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if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) {
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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} else {
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blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
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}
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}
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public 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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if (cond.songPositionInBeatsAsDouble >= startSteppingBeat) {
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RecursiveStepping(startSteppingBeat);
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startSteppingBeat = double.MaxValue;
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}
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if (cond.songPositionInBeats >= startBlippingBeat) {
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man.RecursiveBlipping(startBlippingBeat);
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startBlippingBeat = double.MaxValue;
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}
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}
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}
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public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
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{
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(beat - 0.5, delegate {
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instance.stopStepping = true;
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if (stopBlipping) instance.stopBlipping = true;
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}),
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new BeatAction.Action(beat + 0.5, delegate {
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instance.stopStepping = false;
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}),
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});
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if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
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if (applause) SoundByte.PlayOneShot("applause", beat: beat);
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}
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public static void PrePrepare(double beat, float length, bool forceOffbeat)
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{
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bool isGame = GameManager.instance.currentGame == "mrUpbeat";
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if (forceOffbeat) {
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startBlippingBeat = beat;
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startSteppingBeat = beat + length - 0.5f;
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if (!isGame) Blipping(beat, length);
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} else {
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startBlippingBeat = Mathf.Floor((float)beat) + 0.5;
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startSteppingBeat = Mathf.Floor((float)beat) + Mathf.Round(length);
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if (!isGame) Blipping(Mathf.Floor((float)beat) + 0.5f, length);
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}
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}
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private void RecursiveStepping(double beat)
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{
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if (stopStepping) {
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stopStepping = false;
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return;
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}
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string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
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metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
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BeatAction.New(this, new List<BeatAction.Action>() {
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new(beat + 1, delegate { RecursiveStepping(beat + 1); })
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});
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stepIterate++;
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}
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public void ForceStepping(double beat, float length)
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{
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var actions = new List<BeatAction.Action>();
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for (int i = 0; i < length; i++)
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{
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ScheduleInput(beat + i, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
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actions.Add(new BeatAction.Action(beat + i, delegate {
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string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
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metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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stepIterate++;
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}));
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}
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BeatAction.New(this, actions);
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}
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public static void Blipping(double beat, float length)
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{
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RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat > beat && c.datamodel == "gameManager/switchGame/mrUpbeat");
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if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
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List<MultiSound.Sound> inactiveBlips = new List<MultiSound.Sound>();
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for (int i = 0; i < gameSwitch.beat - beat; i++) {
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inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
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}
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MultiSound.Play(inactiveBlips.ToArray(), forcePlay: true);
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}
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public void Success(PlayerActionEvent caller, float state)
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{
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man.Step();
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if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
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}
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public void Miss(PlayerActionEvent caller)
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{
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man.Fall();
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}
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public void ChangeBackgroundColor(Color color1, Color color2, float beats)
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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if (bgColorTween != null)
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bgColorTween.Kill(true);
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if (seconds == 0) {
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bg.color = color2;
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} else {
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bg.color = color1;
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bgColorTween = bg.DOColor(color2, seconds);
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}
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}
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public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
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{
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ChangeBackgroundColor(start, end, 0f);
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if (!instant) ChangeBackgroundColor(start, end, beats);
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}
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public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor)
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{
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blipMaterial.SetColor("_ColorBravo", blipColor);
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if (setShadow) foreach (var shadow in shadowSr) {
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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}
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public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip)
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{
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if (resetBlip) man.blipSize = 0;
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man.shouldGrow = shouldGrow;
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man.blipString = inputLetter;
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man.shouldBlip = shouldBlip;
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}
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public static void Count(int number)
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{
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SoundByte.PlayOneShotGame("mrUpbeat/" + (number < 4 ? number + 1 : "a"), forcePlay: true);
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}
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public static void CountIn(double beat, float length, bool a)
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{
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var sound = new List<MultiSound.Sound>();
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if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
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for (int i = 0; i < 4; i++) {
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sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
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}
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MultiSound.Play(sound.ToArray(), forcePlay: true);
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}
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public void Nothing(PlayerActionEvent caller) { }
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}
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} |