HeavenStudioPlus/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

362 lines
17 KiB
C#

using HeavenStudio.Util;
using JetBrains.Annotations;
using Starpelly.Transformer;
using System;
using System.Linq;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.Rendering;
using static HeavenStudio.EntityTypes;
namespace HeavenStudio.Games.Scripts_LaunchParty
{
public class LaunchPartyRocket : MonoBehaviour
{
public List<float> pitches = new List<float>();
[SerializeField] Animator anim;
[SerializeField] GameObject number;
Animator numberAnim;
private LaunchParty game;
private bool noInput = true;
void Awake()
{
anim = GetComponent<Animator>();
numberAnim = number.GetComponent<Animator>();
number.SetActive(false);
game = LaunchParty.instance;
anim.Play("RocketHidden", 0, 0);
}
void Update()
{
if (GameManager.instance.currentGame != "launchParty") Destroy(gameObject);
if (PlayerInput.GetIsAction(LaunchParty.InputAction_BasicPress) && !game.IsExpectingInputNow(LaunchParty.InputAction_BasicPress) && !noInput)
{
SoundByte.PlayOneShotGame("launchParty/miss");
SoundByte.PlayOneShotGame("launchParty/rocket_endBad");
string leftOrRight = (UnityEngine.Random.Range(1, 3) == 1) ? "Left" : "Right";
if (!anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight")) anim.Play("RocketBarely" + leftOrRight, 0, 0);
game.ScoreMiss(0.5f);
}
}
public void Rise()
{
anim.DoScaledAnimationAsync("RocketRise", 0.5f);
noInput = false;
}
public void InitFamilyRocket(double beat)
{
game.ScheduleInput(beat, 3f, LaunchParty.InputAction_BasicPress, JustFamilyRocket, Miss, Nothing);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("launchParty/rocket_prepare", beat),
new MultiSound.Sound("launchParty/rocket_note", beat, pitches[0]),
new MultiSound.Sound("launchParty/rocket_note", beat + 1, pitches[1]),
new MultiSound.Sound("launchParty/rocket_note", beat + 2, pitches[2]),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
number.SetActive(true);
numberAnim.Play("CountThree", 0, 0);
}),
new BeatAction.Action(beat + 1, delegate { numberAnim.Play("CountTwo", 0, 0); }),
new BeatAction.Action(beat + 2, delegate { numberAnim.Play("CountOne", 0, 0); }),
});
}
public void InitPartyCracker(double beat)
{
game.ScheduleInput(beat, 2f, LaunchParty.InputAction_BasicPress, JustPartyCracker, Miss, Nothing);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("launchParty/rocket_prepare", beat),
new MultiSound.Sound("launchParty/popper_note", beat, pitches[0]),
new MultiSound.Sound("launchParty/popper_note", beat + 0.66f, pitches[1]),
new MultiSound.Sound("launchParty/popper_note", beat + 1, pitches[2]),
new MultiSound.Sound("launchParty/popper_note", beat + 1.33f, pitches[3]),
new MultiSound.Sound("launchParty/popper_note", beat + 1.66f, pitches[4]),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
number.SetActive(true);
numberAnim.Play("CountFive", 0, 0);
}),
new BeatAction.Action(beat + 0.66f, delegate { numberAnim.Play("CountFour", 0, 0); }),
new BeatAction.Action(beat + 1, delegate { numberAnim.Play("CountThree", 0, 0); }),
new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountTwo", 0, 0); }),
new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountOne", 0, 0); }),
});
}
public void InitBell(double beat)
{
game.ScheduleInput(beat, 2f, LaunchParty.InputAction_BasicPress, JustBell, Miss, Nothing);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("launchParty/rocket_prepare", beat),
new MultiSound.Sound("launchParty/bell_note", beat, pitches[0]),
new MultiSound.Sound("launchParty/bell_short", beat + 1f, pitches[1]),
new MultiSound.Sound("launchParty/bell_short", beat + 1.16f, pitches[2]),
new MultiSound.Sound("launchParty/bell_short", beat + 1.33f, pitches[3]),
new MultiSound.Sound("launchParty/bell_short", beat + 1.5f, pitches[4]),
new MultiSound.Sound("launchParty/bell_short", beat + 1.66f, pitches[5]),
new MultiSound.Sound("launchParty/bell_short", beat + 1.83f, pitches[6]),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
number.SetActive(true);
numberAnim.Play("CountSeven", 0, 0);
}),
new BeatAction.Action(beat + 1f, delegate { numberAnim.Play("CountSix", 0, 0); }),
new BeatAction.Action(beat + 1.16f, delegate { numberAnim.Play("CountFive", 0, 0); }),
new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountFour", 0, 0); }),
new BeatAction.Action(beat + 1.5f, delegate { numberAnim.Play("CountThree", 0, 0); }),
new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountTwo", 0, 0); }),
new BeatAction.Action(beat + 1.83f, delegate { numberAnim.Play("CountOne", 0, 0); }),
});
}
public void InitBowlingPin(double beat)
{
game.ScheduleInput(beat, 2f, LaunchParty.InputAction_BasicPress, JustBowlingPin, Miss, Nothing);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("launchParty/rocket_pin_prepare", beat),
new MultiSound.Sound("launchParty/pin", beat, pitches[0]),
new MultiSound.Sound("launchParty/flute", beat, pitches[1], 0.02f),
new MultiSound.Sound("launchParty/flute", beat + 0.16f, pitches[2], 0.02f),
new MultiSound.Sound("launchParty/flute", beat + 0.33f, pitches[3], 0.06f),
new MultiSound.Sound("launchParty/flute", beat + 0.5f, pitches[4], 0.1f),
new MultiSound.Sound("launchParty/flute", beat + 0.66f, pitches[5], 0.16f),
new MultiSound.Sound("launchParty/flute", beat + 0.83f, pitches[6], 0.22f),
new MultiSound.Sound("launchParty/flute", beat + 1f, pitches[7], 0.3f),
new MultiSound.Sound("launchParty/flute", beat + 1.16f, pitches[8], 0.4f),
new MultiSound.Sound("launchParty/flute", beat + 1.33f, pitches[9], 0.6f),
new MultiSound.Sound("launchParty/flute", beat + 1.5f, pitches[10], 0.75f),
new MultiSound.Sound("launchParty/flute", beat + 1.66f, pitches[11], 0.89f),
new MultiSound.Sound("launchParty/flute", beat + 1.83f, pitches[12]),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
number.SetActive(true);
numberAnim.Play("CountOne", 0, 0);
}),
});
}
void JustFamilyRocket(PlayerActionEvent caller, float state)
{
noInput = true;
if (anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight"))
{
number.SetActive(false);
anim.SetBool("CanRise", false);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
return;
}
if (state >= 1f || state <= -1f)
{
number.SetActive(false);
SoundByte.PlayOneShotGame("launchParty/miss");
SoundByte.PlayOneShotGame("launchParty/rocket_endBad");
string leftOrRight = (UnityEngine.Random.Range(1, 3) == 1) ? "Left" : "Right";
anim.Play("RocketBarely" + leftOrRight, 0, 0);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
return;
}
SuccessFamilyRocket(caller);
}
void SuccessFamilyRocket(PlayerActionEvent caller)
{
game.launchPadSpriteAnim.DoScaledAnimationAsync("SizeUp", 1f);
anim.Play("RocketLaunch", 0, 0);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("launchParty/rocket_note", caller.startBeat + caller.timer, pitches[3]),
new MultiSound.Sound("launchParty/rocket_family", caller.startBeat + caller.timer),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer, delegate { numberAnim.DoScaledAnimationAsync("CountImpact", 0.5f); }),
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
}
void JustPartyCracker(PlayerActionEvent caller, float state)
{
noInput = true;
if (anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight"))
{
number.SetActive(false);
anim.SetBool("CanRise", false);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
return;
}
if (state >= 1f || state <= -1f)
{
string leftOrRight = (UnityEngine.Random.Range(1, 3) == 1) ? "Left" : "Right";
anim.Play("RocketBarely" + leftOrRight, 0, 0);
SoundByte.PlayOneShotGame("launchParty/miss");
SoundByte.PlayOneShotGame("launchParty/rocket_endBad");
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
return;
}
SuccessPartyCracker(caller);
}
void SuccessPartyCracker(PlayerActionEvent caller)
{
game.launchPadSpriteAnim.DoScaledAnimationAsync("SizeUp", 1f);
anim.Play("RocketLaunch", 0, 0);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("launchParty/popper_note", caller.startBeat + caller.timer, pitches[5]),
new MultiSound.Sound("launchParty/rocket_crackerblast", caller.startBeat + caller.timer),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer, delegate { numberAnim.DoScaledAnimationAsync("CountImpact", 0.5f); }),
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
}
void JustBell(PlayerActionEvent caller, float state)
{
noInput = true;
if (anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight"))
{
number.SetActive(false);
anim.SetBool("CanRise", false);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
return;
}
if (state >= 1f || state <= -1f)
{
string leftOrRight = (UnityEngine.Random.Range(1, 3) == 1) ? "Left" : "Right";
anim.Play("RocketBarely" + leftOrRight, 0, 0);
SoundByte.PlayOneShotGame("launchParty/miss");
SoundByte.PlayOneShotGame("launchParty/rocket_endBad");
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
return;
}
SuccessBell(caller);
}
void SuccessBell(PlayerActionEvent caller)
{
game.launchPadSpriteAnim.DoScaledAnimationAsync("SizeUp", 1f);
anim.Play("RocketLaunch", 0, 0);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("launchParty/bell_note", caller.startBeat + caller.timer, pitches[7]),
new MultiSound.Sound("launchParty/bell_blast", caller.startBeat + caller.timer, pitches[8]),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer, delegate { numberAnim.DoScaledAnimationAsync("CountImpact", 0.5f); }),
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
}
void JustBowlingPin(PlayerActionEvent caller, float state)
{
noInput = true;
if (anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight"))
{
number.SetActive(false);
anim.SetBool("CanRise", false);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
return;
}
if (state >= 1f || state <= -1f)
{
string leftOrRight = (UnityEngine.Random.Range(1, 3) == 1) ? "Left" : "Right";
anim.Play("RocketBarely" + leftOrRight, 0, 0);
SoundByte.PlayOneShotGame("launchParty/miss");
SoundByte.PlayOneShotGame("launchParty/rocket_endBad");
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
return;
}
SuccessBowlingPin(caller);
}
void SuccessBowlingPin(PlayerActionEvent caller)
{
game.launchPadSpriteAnim.DoScaledAnimationAsync("SizeUp", 1f);
anim.Play("RocketLaunch", 0, 0);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("launchParty/flute", caller.startBeat + caller.timer, pitches[13], 0.89f),
new MultiSound.Sound("launchParty/pin", caller.startBeat + caller.timer, pitches[14]),
new MultiSound.Sound("launchParty/rocket_bowling", caller.startBeat + caller.timer),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer, delegate { numberAnim.DoScaledAnimationAsync("CountImpact", 0.5f); }),
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
}
void Miss(PlayerActionEvent caller)
{
noInput = true;
SoundByte.PlayOneShotGame("launchParty/miss");
number.SetActive(false);
anim.Play("RocketMiss", 0, 0);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }),
});
}
void Nothing(PlayerActionEvent caller) {}
}
}