HeavenStudioPlus/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 19:17:06 +00:00

146 lines
No EOL
5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbWaltzLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("wizardsWaltz", "Wizard's Waltz \n<color=#adadad>(Mahou Tsukai)</color>", "ffef9c", false, false, new List<GameAction>()
{
new GameAction("start interval", "Start Interval")
{
function = delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 6f,
resizable = true,
priority = 1
},
new GameAction("plant", "Plant")
{
function = delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
},
},
new List<string>() {"agb", "repeat"},
"agbwizard", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_WizardsWaltz;
public class WizardsWaltz : Minigame
{
[Header("References")]
public Wizard wizard;
public Girl girl;
public GameObject plantHolder;
public GameObject plantBase;
public GameObject fxHolder;
public GameObject fxBase;
private int timer = 0;
public float beatInterval = 6f;
double intervalStartBeat;
bool intervalStarted;
public double wizardBeatOffset = 0f;
[NonSerialized] public int plantsLeft = 0; //this variable is unused
public static WizardsWaltz instance;
private void Awake()
{
instance = this;
wizard.Init();
var nextStart = GameManager.instance.Beatmap.Entities.Find(c => c.datamodel == "wizardsWaltz/start interval" && c.beat + c.length >= Conductor.instance.songPositionInBeatsAsDouble);
if (nextStart != null)
{
EventCaller.instance.CallEvent(nextStart, true);
}
}
private void Update()
{
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
{
intervalStarted = false;
}
}
private void FixedUpdate()
{
if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0)
{
var songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - wizardBeatOffset);
var am = beatInterval / 2f;
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
var y = Mathf.Cos(Mathf.PI * songPos / am) * 0.5f + UnityEngine.Random.Range(-0.5f, 0.5f);
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f);
MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
magic.transform.position = new Vector3(x, 2f + y, 0);
magic.transform.localScale = wizard.gameObject.transform.localScale;
magic.gameObject.SetActive(true);
}
timer++;
}
public void SetIntervalStart(double beat, float interval = 4f)
{
// Don't do these things if the interval was already started.
if (!intervalStarted)
{
plantsLeft = 0;
intervalStarted = true;
}
wizardBeatOffset = beat;
intervalStartBeat = beat;
beatInterval = interval;
}
public void SpawnFlower(double beat)
{
// If interval hasn't started, assume this is the first hair of the interval.
if (!intervalStarted)
SetIntervalStart(beat, beatInterval);
SoundByte.PlayOneShotGame("wizardsWaltz/plant", beat);
Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
var songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - wizardBeatOffset);
var am = (beatInterval / 2f);
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
var y = -3f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
var xscale = scale;
if (y > -3.5f) xscale *= -1;
plant.transform.localPosition = new Vector3(x, y, 0);
plant.transform.localScale = new Vector3(xscale, scale, 1);
plant.order = (int)Math.Round((scale - 1) * 1000);
plant.gameObject.SetActive(true);
plant.createBeat = beat;
plantsLeft++;
}
}
}