mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
992 lines
44 KiB
C#
992 lines
44 KiB
C#
using HeavenStudio.Util;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Jukebox;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
|
|
public static class RvlSeeSawLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller)
|
|
{
|
|
return new Minigame("seeSaw", "See-Saw", "ffb4f7", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("bop", "Bop")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Bop(e.beat, e.length, e["bopSee"], e["bopSaw"], e["autoSee"], e["autoSaw"], e["strumSee"], e["strumSaw"]); },
|
|
defaultLength = 1f,
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("bopSee", true, "See Bop", "Should see bop?"),
|
|
new Param("bopSaw", true, "Saw Bop", "Should saw bop?"),
|
|
new Param("autoSee", false, "See Bop (Auto)", "Should see auto bop?"),
|
|
new Param("autoSaw", false, "Saw Bop (Auto)", "Should saw auto bop?"),
|
|
new Param("strumSee", false, "See Strum", "Should see do the strum bop?"),
|
|
new Param("strumSaw", false, "Saw Strum", "Should saw do the strum bop?"),
|
|
}
|
|
},
|
|
new GameAction("longLong", "Long Long")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); },
|
|
defaultLength = 4f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
|
|
{
|
|
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
|
|
}),
|
|
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
|
|
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
|
|
}
|
|
},
|
|
new GameAction("longShort", "Long Short")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); },
|
|
defaultLength = 3f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
|
|
{
|
|
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
|
|
}),
|
|
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
|
|
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
|
|
}
|
|
},
|
|
new GameAction("shortLong", "Short Long")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); },
|
|
defaultLength = 3f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
|
|
{
|
|
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
|
|
}),
|
|
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
|
|
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
|
|
}
|
|
},
|
|
new GameAction("shortShort", "Short Short")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); },
|
|
defaultLength = 2f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
|
|
{
|
|
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
|
|
}),
|
|
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
|
|
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
|
|
}
|
|
},
|
|
new GameAction("choke", "Strum")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Choke(e.beat, e.length, e["see"], e["saw"]); },
|
|
defaultLength = 4f,
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("see", true, "See", "Toggle if See will strum and explode."),
|
|
new Param("saw", true, "Saw", "Toggle if Saw will strum and explode.")
|
|
}
|
|
},
|
|
new GameAction("changeBgColor", "Background Appearance")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
|
|
defaultLength = 4f,
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("colorFrom", SeeSaw.defaultBGColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
|
|
new Param("colorTo", SeeSaw.defaultBGColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
|
|
new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
|
|
new Param("colorTo2", SeeSaw.defaultBGColorBottom, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
|
}
|
|
},
|
|
new GameAction("recolor", "Color Palette")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; SeeSaw.ChangeMappingColor(e["fill"], e["outline"]); },
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "Set the color used for the outlines."),
|
|
new Param("fill", Color.white, "Fill Color", "Set the color used for the fill.")
|
|
}
|
|
}
|
|
},
|
|
new List<string>() {"rvl", "normal", "keep"},
|
|
"rvlseesaw", "en",
|
|
new List<string>() {"en"},
|
|
chronologicalSortKey: 3
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_SeeSaw;
|
|
using System;
|
|
using System.Linq;
|
|
|
|
public class SeeSaw : Minigame
|
|
{
|
|
private static Color _defaultBGColor;
|
|
public static Color defaultBGColor
|
|
{
|
|
get
|
|
{
|
|
ColorUtility.TryParseHtmlString("#FF00E4", out _defaultBGColor);
|
|
return _defaultBGColor;
|
|
}
|
|
}
|
|
private static Color _defaultBGColorBottom;
|
|
public static Color defaultBGColorBottom
|
|
{
|
|
get
|
|
{
|
|
ColorUtility.TryParseHtmlString("#FFB4F7", out _defaultBGColorBottom);
|
|
return _defaultBGColorBottom;
|
|
}
|
|
}
|
|
|
|
private static Color _defaultOtherColor;
|
|
public static Color defaultOtherColor
|
|
{
|
|
get
|
|
{
|
|
ColorUtility.TryParseHtmlString("#0A103C", out _defaultOtherColor);
|
|
return _defaultOtherColor;
|
|
}
|
|
}
|
|
|
|
[Header("Components")]
|
|
[SerializeField] Animator seeSawAnim;
|
|
[SerializeField] SeeSawGuy see;
|
|
[SerializeField] SeeSawGuy saw;
|
|
[SerializeField] ParticleSystem leftWhiteOrbs;
|
|
[SerializeField] ParticleSystem rightBlackOrbs;
|
|
|
|
//bg stuffs
|
|
[SerializeField] SpriteRenderer gradient;
|
|
[SerializeField] SpriteRenderer bgLow;
|
|
[SerializeField] SpriteRenderer bgHigh;
|
|
|
|
[SerializeField] SpriteRenderer[] recolors;
|
|
|
|
[Header("Properties")]
|
|
[NonSerialized] public bool sawShouldBop;
|
|
[NonSerialized] public bool seeShouldBop;
|
|
GameEvent bop = new GameEvent();
|
|
double bgColorStartBeat = -1;
|
|
float bgColorLength = 0;
|
|
Util.EasingFunction.Ease lastEase;
|
|
Color colorFrom;
|
|
Color colorTo;
|
|
Color colorFrom2;
|
|
Color colorTo2;
|
|
bool canPrepare = true;
|
|
public bool cameraMove = true;
|
|
[SerializeField] SuperCurveObject.Path[] jumpPaths;
|
|
[Header("Color Mapping")]
|
|
public Material MappingMaterial;
|
|
public static Color FillColor = Color.white;
|
|
public static Color OutlineColor = new Color(0.03921569f, 0.0627451f, 0.2352941f, 1);
|
|
|
|
private int currentJumpIndex;
|
|
|
|
private List<RiqEntity> allJumpEvents = new List<RiqEntity>();
|
|
|
|
public static SeeSaw instance;
|
|
|
|
private Sound _landSoundEnd;
|
|
private double _gameSwitchBeat;
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
colorFrom = defaultBGColor;
|
|
colorTo = defaultBGColor;
|
|
colorFrom2 = defaultBGColorBottom;
|
|
colorTo2 = defaultBGColorBottom;
|
|
}
|
|
|
|
public override void OnPlay(double beat)
|
|
{
|
|
GrabJumpEvents(beat);
|
|
PersistColor(beat);
|
|
PersistColors(beat);
|
|
_gameSwitchBeat = beat;
|
|
}
|
|
|
|
public override void OnGameSwitch(double beat)
|
|
{
|
|
GrabJumpEvents(beat);
|
|
PersistColor(beat);
|
|
PersistColors(beat);
|
|
_gameSwitchBeat = beat;
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
foreach (var evt in scheduledInputs)
|
|
{
|
|
evt.Disable();
|
|
}
|
|
if (_landSoundEnd != null) _landSoundEnd.KillLoop();
|
|
}
|
|
|
|
private void PersistColors(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "recolor" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count > 0)
|
|
{
|
|
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
var e = allEventsBeforeBeat[^1];
|
|
ChangeMappingColor(e["fill"], e["outline"]);
|
|
}
|
|
else
|
|
{
|
|
ChangeMappingColor(Color.white, defaultOtherColor);
|
|
}
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
if (allJumpEvents.Count > 0 && allJumpEvents[0].datamodel is "seeSaw/shortLong" or "seeSaw/shortShort")
|
|
{
|
|
saw.anim.Play("GetUp_In", 0, 1);
|
|
saw.transform.position = saw.landInTrans.position;
|
|
}
|
|
MappingMaterial.SetColor("_ColorBravo", FillColor);
|
|
MappingMaterial.SetColor("_ColorDelta", OutlineColor);
|
|
foreach (var recolor in recolors)
|
|
{
|
|
recolor.color = OutlineColor;
|
|
}
|
|
}
|
|
|
|
new void OnDrawGizmos()
|
|
{
|
|
base.OnDrawGizmos();
|
|
foreach (SuperCurveObject.Path path in jumpPaths)
|
|
{
|
|
if (path.preview)
|
|
{
|
|
see.DrawEditorGizmo(path);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void GrabJumpEvents(double beat)
|
|
{
|
|
var jumpEvents = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "longLong", "longShort", "shortLong", "shortShort" });
|
|
List<RiqEntity> tempEvents = new List<RiqEntity>();
|
|
for (int i = 0; i < jumpEvents.Count; i++)
|
|
{
|
|
if (jumpEvents[i].beat >= beat)
|
|
{
|
|
tempEvents.Add(jumpEvents[i]);
|
|
}
|
|
}
|
|
tempEvents.Sort((s1, s2) => s1.beat.CompareTo(s2.beat));
|
|
List<RiqEntity> tempEvents2 = new List<RiqEntity>();
|
|
if (tempEvents.Count > 1)
|
|
{
|
|
double goodBeat = tempEvents[0].beat + tempEvents[0].length;
|
|
for (int i = 1; i < tempEvents.Count; i++)
|
|
{
|
|
if (tempEvents[i].beat < goodBeat)
|
|
{
|
|
tempEvents2.Add(tempEvents[i]);
|
|
}
|
|
else
|
|
{
|
|
goodBeat = tempEvents[i].beat + tempEvents[i].length;
|
|
}
|
|
}
|
|
}
|
|
foreach (var jump in tempEvents2)
|
|
{
|
|
tempEvents.Remove(jump);
|
|
}
|
|
allJumpEvents = tempEvents;
|
|
}
|
|
|
|
private void PersistColor(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "changeBgColor" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count > 0)
|
|
{
|
|
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
|
var lastEvent = allEventsBeforeBeat[^1];
|
|
ChangeColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
|
|
}
|
|
}
|
|
|
|
private void BackgroundColorUpdate(Conductor cond)
|
|
{
|
|
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
|
|
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
|
|
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
|
|
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
|
|
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
|
|
bgHigh.color = new Color(newColorR, newColorG, newColorB);
|
|
gradient.color = new Color(newColorR, newColorG, newColorB);
|
|
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
|
|
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
|
|
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
|
|
bgLow.color = new Color(newColorR, newColorG, newColorB);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
if (cond.isPlaying && !cond.isPaused)
|
|
{
|
|
BackgroundColorUpdate(cond);
|
|
if (allJumpEvents.Count > 0 && !(see.dead || saw.dead))
|
|
{
|
|
if (currentJumpIndex < allJumpEvents.Count && currentJumpIndex >= 0)
|
|
{
|
|
if (currentJumpIndex == 0
|
|
|| allJumpEvents[currentJumpIndex].beat > allJumpEvents[currentJumpIndex - 1].length + ((allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort") ? 1 : 2))
|
|
{
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (cond.songPositionInBeatsAsDouble >= allJumpEvents[currentJumpIndex].beat - (inJump ? 1 : 2))
|
|
{
|
|
if (canPrepare && cond.songPositionInBeatsAsDouble < allJumpEvents[currentJumpIndex].beat)
|
|
{
|
|
float beatToJump = (float)allJumpEvents[currentJumpIndex].beat - (inJump ? 1 : 2);
|
|
if (beatToJump >= _gameSwitchBeat) SoundByte.PlayOneShotGame("seeSaw/prepareHigh", beatToJump);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beatToJump, delegate { see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beatToJump); see.canBop = false; })
|
|
});
|
|
canPrepare = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
|
{
|
|
if (seeShouldBop)
|
|
{
|
|
see.Bop();
|
|
}
|
|
if (sawShouldBop)
|
|
{
|
|
saw.Bop();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void ChangeMappingColor(Color colorFill, Color colorOutline)
|
|
{
|
|
OutlineColor = colorOutline;
|
|
FillColor = colorFill;
|
|
if (GameManager.instance.currentGame == "seeSaw")
|
|
{
|
|
instance.UpdateColors();
|
|
}
|
|
}
|
|
|
|
private void UpdateColors()
|
|
{
|
|
MappingMaterial.SetColor("_ColorBravo", FillColor);
|
|
MappingMaterial.SetColor("_ColorDelta", OutlineColor);
|
|
foreach (var recolor in recolors)
|
|
{
|
|
recolor.color = OutlineColor;
|
|
}
|
|
}
|
|
|
|
public void Choke(double beat, float length, bool seeChoke, bool sawChoke)
|
|
{
|
|
if (seeChoke) see.Choke(beat, length);
|
|
if (sawChoke) saw.Choke(beat, length);
|
|
}
|
|
|
|
public void Bop(double beat, float length, bool bopSee, bool bopSaw, bool autoSee, bool autoSaw, bool strumSee, bool strumSaw)
|
|
{
|
|
seeShouldBop = autoSee;
|
|
sawShouldBop = autoSaw;
|
|
see.strum = strumSee;
|
|
saw.strum = strumSaw;
|
|
if (bopSee || bopSaw)
|
|
{
|
|
List<BeatAction.Action> bops = new List<BeatAction.Action>();
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
bops.Add(new BeatAction.Action(beat + i, delegate
|
|
{
|
|
if (bopSaw)
|
|
{
|
|
saw.Bop();
|
|
}
|
|
if (bopSee)
|
|
{
|
|
see.Bop();
|
|
}
|
|
}));
|
|
}
|
|
BeatAction.New(instance, bops);
|
|
}
|
|
}
|
|
|
|
public void ChangeColor(double beat, float length, Color color1, Color color2, Color color3, Color color4, int ease)
|
|
{
|
|
bgColorStartBeat = beat;
|
|
bgColorLength = length;
|
|
colorFrom = color1;
|
|
colorTo = color2;
|
|
colorFrom2 = color3;
|
|
colorTo2 = color4;
|
|
lastEase = (Util.EasingFunction.Ease)ease;
|
|
}
|
|
|
|
public void LongLong(double beat, bool high, float height)
|
|
{
|
|
if (see.dead || saw.dead) return;
|
|
if (currentJumpIndex != 0)
|
|
{
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
saw.canBop = false;
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
|
|
canPrepare = false;
|
|
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
if (high)
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Big, true);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherHighJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
|
|
new MultiSound.Sound("seeSaw/midAirShine", beat + 1),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Normal, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherLongJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
|
|
});
|
|
}
|
|
|
|
ScheduleInput(beat, 2f, InputAction_BasicPress, high ? JustLongHigh : JustLong, MissLong, Empty);
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
currentJumpIndex++;
|
|
}
|
|
DetermineSawJump(beat, high, height);
|
|
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 4)
|
|
{
|
|
saw.canBop = true;
|
|
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 4);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 3.75f, delegate { see.canBop = true; }),
|
|
new BeatAction.Action(beat + 4, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void LongShort(double beat, bool high, float height)
|
|
{
|
|
if (see.dead || saw.dead) return;
|
|
if (currentJumpIndex != 0)
|
|
{
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
saw.canBop = false;
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
|
|
canPrepare = false;
|
|
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
if (high)
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Big, true);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherHighJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
|
|
new MultiSound.Sound("seeSaw/midAirShine", beat + 1),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Normal, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherLongJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
|
|
});
|
|
}
|
|
ScheduleInput(beat, 2f, InputAction_BasicPress, high ? JustShortHigh : JustShort, MissShort, Empty);
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
currentJumpIndex++;
|
|
}
|
|
DetermineSawJump(beat, high, height);
|
|
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 3)
|
|
{
|
|
saw.canBop = true;
|
|
float beatLength = see.ShouldEndJumpOut() ? 4 : 3;
|
|
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + beatLength - 0.25f, delegate { see.canBop = true; }),
|
|
new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ShortLong(double beat, bool high, float height)
|
|
{
|
|
if (see.dead || saw.dead) return;
|
|
if (currentJumpIndex != 0)
|
|
{
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
saw.canBop = false;
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
|
|
canPrepare = false;
|
|
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
if (high)
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Big, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherHighJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
|
|
new MultiSound.Sound("seeSaw/midAirShine", beat + 0.5f),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Normal, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherShortJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
|
|
});
|
|
}
|
|
ScheduleInput(beat, 1f, InputAction_BasicPress, high ? JustLongHigh : JustLong, MissLong, Empty);
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
currentJumpIndex++;
|
|
}
|
|
DetermineSawJump(beat, high, height);
|
|
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 3)
|
|
{
|
|
saw.canBop = true;
|
|
float beatLength = see.ShouldEndJumpOut() ? 3 : 2;
|
|
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + beatLength - 0.25f, delegate { see.canBop = true; }),
|
|
new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true; })
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ShortShort(double beat, bool high, float height)
|
|
{
|
|
if (see.dead || saw.dead) return;
|
|
if (currentJumpIndex != 0)
|
|
{
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
saw.canBop = false;
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
|
|
canPrepare = false;
|
|
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
if (high)
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Big, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherHighJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
|
|
new MultiSound.Sound("seeSaw/midAirShine", beat + 0.5f),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Normal, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherShortJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
|
|
});
|
|
}
|
|
ScheduleInput(beat, 1f, InputAction_BasicPress, high ? JustShortHigh : JustShort, MissShort, Empty);
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
currentJumpIndex++;
|
|
}
|
|
DetermineSawJump(beat, high, height);
|
|
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 2)
|
|
{
|
|
saw.canBop = true;
|
|
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 2);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 1.75f, delegate { see.canBop = true; }),
|
|
new BeatAction.Action(beat + 2, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true;})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool DetermineStartLandInOrOut()
|
|
{
|
|
bool inJump = allJumpEvents[currentJumpIndex].datamodel is "seeSaw/shortLong" or "seeSaw/shortShort";
|
|
if (!(currentJumpIndex + 1 >= allJumpEvents.Count))
|
|
{
|
|
if (allJumpEvents[currentJumpIndex + 1].beat == allJumpEvents[currentJumpIndex].beat + allJumpEvents[currentJumpIndex].length)
|
|
{
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/shortLong")
|
|
{
|
|
inJump = false;
|
|
}
|
|
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort")
|
|
{
|
|
inJump = true;
|
|
}
|
|
}
|
|
}
|
|
return inJump;
|
|
}
|
|
|
|
public SuperCurveObject.Path GetPath(string name)
|
|
{
|
|
foreach (SuperCurveObject.Path path in jumpPaths)
|
|
{
|
|
if (path.name == name)
|
|
{
|
|
return path;
|
|
}
|
|
}
|
|
return default(SuperCurveObject.Path);
|
|
}
|
|
|
|
void DetermineSeeJump(double beat, bool miss = false, bool high = false, float height = 0)
|
|
{
|
|
if (currentJumpIndex < 0) return;
|
|
if (allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/longLong" || allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/shortLong")
|
|
{
|
|
if (NextJumpEventIsOnBeat())
|
|
{
|
|
bool shouldHighJump = allJumpEvents[currentJumpIndex]["high"] || high;
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longLong" or "seeSaw/shortLong")
|
|
{
|
|
see.SetState(shouldHighJump ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, miss, height);
|
|
}
|
|
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort")
|
|
{
|
|
see.SetState(shouldHighJump ? SeeSawGuy.JumpState.HighOutIn : SeeSawGuy.JumpState.OutIn, beat, miss, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (see.ShouldEndJumpOut())
|
|
{
|
|
see.SetState(SeeSawGuy.JumpState.EndJumpOut, beat, miss);
|
|
}
|
|
else
|
|
{
|
|
see.SetState(SeeSawGuy.JumpState.EndJumpIn, beat, miss);
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/longShort" || allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/shortShort")
|
|
{
|
|
if (NextJumpEventIsOnBeat())
|
|
{
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longLong" or "seeSaw/shortLong")
|
|
{
|
|
see.SetState(high ? SeeSawGuy.JumpState.HighInOut : SeeSawGuy.JumpState.InOut, beat, miss, height);
|
|
}
|
|
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort")
|
|
{
|
|
see.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, miss, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (see.ShouldEndJumpOut())
|
|
{
|
|
see.SetState(SeeSawGuy.JumpState.EndJumpOut, beat, miss);
|
|
}
|
|
else
|
|
{
|
|
see.SetState(SeeSawGuy.JumpState.EndJumpIn, beat, miss);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DetermineSawJump(double beat, bool high, float height)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
if (allJumpEvents[currentJumpIndex - 1].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
|
|
{
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, false, height);
|
|
}
|
|
else
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighOutIn : SeeSawGuy.JumpState.OutIn, beat, false, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, false, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighInOut : SeeSawGuy.JumpState.InOut, beat, false, height);
|
|
}
|
|
else
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, false, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, false, height);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool NextJumpEventIsOnBeat()
|
|
{
|
|
return currentJumpIndex < allJumpEvents.Count && allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length;
|
|
}
|
|
|
|
public void SpawnOrbs(bool white, double beat)
|
|
{
|
|
ParticleSystem ps = null;
|
|
if (white)
|
|
{
|
|
ps = Instantiate(leftWhiteOrbs, leftWhiteOrbs.transform.parent);
|
|
}
|
|
else
|
|
{
|
|
ps = Instantiate(rightBlackOrbs, rightBlackOrbs.transform.parent);
|
|
}
|
|
ParticleSystem psChild = ps.transform.GetChild(1).GetComponent<ParticleSystem>();
|
|
psChild.SetAsyncScaling(0.65f);
|
|
ps.transform.GetChild(2).GetComponent<ParticleSystem>().SetAsyncScaling(0.5f);
|
|
psChild.transform.GetChild(1).GetComponent<ParticleSystem>().SetAsyncScaling(0.5f);
|
|
ps.PlayScaledAsync(0.65f);
|
|
}
|
|
|
|
public void JustLong(PlayerActionEvent caller, float state)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/ow");
|
|
saw.Land(SeeSawGuy.LandType.Barely, true);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true);
|
|
return;
|
|
}
|
|
DetermineSeeJump(caller.timer + caller.startBeat);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
saw.Land(SeeSawGuy.LandType.Normal, false);
|
|
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
|
|
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
|
|
&& allJumpEvents[currentJumpIndex]["high"])
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerLongJump");
|
|
}
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong1");
|
|
SoundByte.PlayOneShotGame("seeSaw/just");
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong2", caller.timer + caller.startBeat + 1f, 1, 1, false, false, 0.0104166666f);
|
|
}
|
|
|
|
public void JustLongHigh(PlayerActionEvent caller, float state)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/ow");
|
|
saw.Land(SeeSawGuy.LandType.Barely, true);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true, true, allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
return;
|
|
}
|
|
DetermineSeeJump(caller.timer + caller.startBeat, false, true, allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
seeSawAnim.DoScaledAnimationAsync("Lightning", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/explosionBlack");
|
|
|
|
saw.Land(SeeSawGuy.LandType.Big, true);
|
|
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
|
|
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
|
|
&& allJumpEvents[currentJumpIndex]["high"])
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerLongJump");
|
|
}
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong1");
|
|
SoundByte.PlayOneShotGame("seeSaw/just");
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong2", caller.timer + caller.startBeat + 1f, 1, 1, false, false, 0.0104166666f);
|
|
}
|
|
|
|
public void MissLong(PlayerActionEvent caller)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/miss");
|
|
saw.Land(SeeSawGuy.LandType.Miss, true);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true, allJumpEvents[currentJumpIndex - 1]["high"], allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
}
|
|
|
|
public void JustShort(PlayerActionEvent caller, float state)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/ow");
|
|
saw.Land(SeeSawGuy.LandType.Barely, false);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true);
|
|
return;
|
|
}
|
|
DetermineSeeJump(caller.timer + caller.startBeat);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
saw.Land(SeeSawGuy.LandType.Normal, false);
|
|
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
|
|
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
|
|
&& allJumpEvents[currentJumpIndex]["high"])
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerShortJump");
|
|
}
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort1");
|
|
SoundByte.PlayOneShotGame("seeSaw/just");
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort2", caller.timer + caller.startBeat + 0.5f);
|
|
}
|
|
|
|
public void JustShortHigh(PlayerActionEvent caller, float state)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/ow");
|
|
saw.Land(SeeSawGuy.LandType.Barely, false);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true, true, allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
return;
|
|
}
|
|
DetermineSeeJump(caller.timer + caller.startBeat, false, true, allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
seeSawAnim.DoScaledAnimationAsync("Lightning", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/explosionWhite");
|
|
|
|
saw.Land(SeeSawGuy.LandType.Big, false);
|
|
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
|
|
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
|
|
&& allJumpEvents[currentJumpIndex]["high"])
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerShortJump");
|
|
}
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort1");
|
|
SoundByte.PlayOneShotGame("seeSaw/just");
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort2", caller.timer + caller.startBeat + 0.5f);
|
|
}
|
|
|
|
public void MissShort(PlayerActionEvent caller)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/miss");
|
|
saw.Land(SeeSawGuy.LandType.Miss, false);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true, allJumpEvents[currentJumpIndex - 1]["high"], allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
}
|
|
|
|
public void Empty(PlayerActionEvent caller) { }
|
|
}
|
|
|
|
}
|