mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 11:33:05 +00:00
24c3d17821
* remove game meta files * most if not all sfx and sprites for the fangames * delete some more meta files, add back some fangame icons * hide all the infringing games
413 lines
17 KiB
C#
413 lines
17 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using DG.Tweening;
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using Jukebox;
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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 AgbFireworkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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RiqEntity fwBGUpdater(string datamodel, RiqEntity e)
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{
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if (datamodel == "fireworks/altBG")
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{
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e.CreateProperty("stars", (!e["toggle"]));
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e.CreateProperty("faces", (e["toggle"]));
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e.CreateProperty("startTop", new Color(0f, 8/255f, 32/255f));
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e.CreateProperty("endTop", new Color(0f, 8/255f, 32/255f));
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e.CreateProperty("startBot", new Color(0f, 51/255f, 119/255f));
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e.CreateProperty("endBot", new Color(0f, 51/255f, 119/255f));
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e.CreateProperty("startCity", new Color(0f, 8/255f, 32/255f));
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e.CreateProperty("endCity", new Color(0f, 8/255f, 32/255f));
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e.CreateProperty("ease", 0);
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e.dynamicData.Remove("toggle");
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e.datamodel = "fireworks/changeBG";
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return e;
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}
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return null;
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}
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RiqBeatmap.OnUpdateEntity += fwBGUpdater;
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return new Minigame("fireworks", "Fireworks \n<color=#adadad>(Hanabi)</color>", "000820", true, false, new List<GameAction>()
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{
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new GameAction("firework", "Firework")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, false, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"], e["offSet"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this firework should explode into."),
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the verical offset for this firework."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("sparkler", "Sparkler")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, true, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"], e["offSet"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this sparkler should spawn on."),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this sparkler should explode into."),
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the vertical offset for this sparkler."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("bomb", "Bomb")
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{
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function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.SpawnBomb(e.beat, e["toggle"], e["applause"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("countIn", "Count-In")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.CountIn(e.beat, e["count"]); },
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("count", Fireworks.CountInType.CountOne, "Type", "Set the number to be said.")
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}
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},
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new GameAction("changeBG", "Background Appearance")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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Fireworks.instance.BackgroundColor(e.beat, e.length, e["stars"], e["faces"], e["startTop"], e["endTop"], e["startBot"], e["endBot"], e["startCity"], e["endCity"], e["ease"]);
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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("stars", true, "Stars", "Toggle if the stars should appear."),
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new Param("faces", false, "Remix 5", "Toggle if the faces from Remix 5 (GBA) should appear."),
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new Param("startTop", new Color(0f, 8/255f, 32/255f), "Gradient Top Start", "Set the color at the start of the event."),
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new Param("endTop", new Color(0f, 8/255f, 32/255f), "Gradient Top End", "Set the color at the end of the event."),
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new Param("startBot", new Color(0f, 51/255f, 119/255f), "Gradient Bottom Start", "Set the color at the start of the event."),
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new Param("endBot", new Color(0f, 51/255f, 119/255f), "Gradient Bottom End", "Set the color at the end of the event."),
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new Param("startCity", new Color(0f, 8/255f, 32/255f), "City Start", "Set the color at the start of the event."),
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new Param("endCity", new Color(0f, 8/255f, 32/255f), "City End", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("altBG", "Background Appearance (OLD)")
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{
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function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.ChangeBackgroundAppearance(e["toggle"]); },
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defaultLength = 0.5f,
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hidden = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Remix 5", "Toggle fi ze bckgrond frum realix 5 (GFA) shool aper. (You should never see this.)")
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}
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}
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},
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new List<string>() {"agb", "normal"},
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"agbexplode", "en",
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new List<string>() {},
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chronologicalSortKey: 28
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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_Fireworks;
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public class Fireworks : Minigame
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{
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public enum ExplosionType
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{
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UniformBig = 0,
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UniformDonut = 1,
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UniformSwirl = 2,
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UniformSmile = 3,
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MixedCircular = 4
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}
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public struct QueuedFirework
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{
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public double beat;
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public bool isSparkler;
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public int whereToSpawn;
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public bool practice;
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public int explosionType;
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public bool applause;
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public float verticalOffset;
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}
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public enum WhereToSpawn
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{
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Left = 0,
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Right = 1,
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Middle = 2
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}
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public enum CountInType
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{
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CountOne = 0,
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CountTwo = 1,
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CountThree = 2,
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CountHey = 3
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}
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[Header("Components")]
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[SerializeField] Transform spawnLeft;
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[SerializeField] Transform spawnRight;
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[SerializeField] Transform spawnMiddle;
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[SerializeField] Transform bombSpawn;
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[SerializeField] Rocket firework;
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[SerializeField] FireworksBomb bomb;
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[SerializeField] BezierCurve3D bombCurve;
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[SerializeField] SpriteRenderer flashWhite;
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[SerializeField] SpriteRenderer gradientTop;
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[SerializeField] SpriteRenderer gradientBottom;
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[SerializeField] SpriteRenderer city;
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[SerializeField] GameObject faces;
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[SerializeField] GameObject stars;
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[Header("Properties")]
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Tween flashTween;
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public static List<QueuedFirework> queuedFireworks = new List<QueuedFirework>();
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private ColorEase topColorEase = new(new Color(0f, 8/255f, 32/255f));
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private ColorEase botColorEase = new(new Color(0f, 51/255f, 119/255f));
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private ColorEase cityColorEase = new(new Color(0f, 8/255f, 32/255f));
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public static Fireworks instance;
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void OnDestroy()
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{
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if (queuedFireworks.Count > 0) queuedFireworks.Clear();
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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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void Awake()
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{
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instance = this;
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}
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public override void OnPlay(double beat)
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{
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PersistColor(beat);
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}
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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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{
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if (queuedFireworks.Count > 0)
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{
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foreach (var firework in queuedFireworks)
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{
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SpawnFirework(firework.beat, firework.isSparkler, firework.whereToSpawn, firework.practice, firework.explosionType, firework.applause, firework.verticalOffset);
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}
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queuedFireworks.Clear();
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}
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}
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BackgroundColorUpdate();
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}
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public void ChangeBackgroundAppearance(bool doIt)
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{
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//faces.SetActive(doIt);
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//stars.SetActive(!doIt);
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}
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public static void CountIn(double beat, int count)
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{
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switch (count)
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{
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case (int)CountInType.CountOne:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count1", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountTwo:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count2", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountThree:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count3", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountHey:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/countHey", beat)
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}, forcePlay: true);
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break;
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}
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}
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public static void PreSpawnFirework(double beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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if (isSparkler)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/nuei", beat, 1, 1, false, 0.223f)
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}, forcePlay: true);
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}
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else
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/rocket_2", beat)
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}, forcePlay: true);
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}
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if (GameManager.instance.currentGame == "fireworks")
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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Fireworks.instance.SpawnFirework(beat, isSparkler, whereToSpawn, practice, explosionType, applause, verticalOffset);
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})
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});
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}
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else
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{
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queuedFireworks.Add(new QueuedFirework { beat = beat, isSparkler = isSparkler, whereToSpawn = whereToSpawn, practice = practice, explosionType = explosionType, applause = applause, verticalOffset = verticalOffset });
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}
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}
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void SpawnFirework(double beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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if (isSparkler && practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practiceHai", beat + 1),
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}, forcePlay: true);
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}
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else if (practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practice1", beat),
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new MultiSound.Sound("fireworks/practice2", beat + 1),
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new MultiSound.Sound("fireworks/practice3", beat + 2),
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new MultiSound.Sound("fireworks/practiceHai", beat + 3),
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}, forcePlay: true);
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}
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Transform spawnPoint = spawnMiddle;
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switch (whereToSpawn)
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{
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case (int)WhereToSpawn.Left:
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spawnPoint = spawnLeft;
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break;
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case (int)WhereToSpawn.Right:
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spawnPoint = spawnRight;
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break;
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default:
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spawnPoint = spawnMiddle;
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break;
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}
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Rocket spawnedRocket = Instantiate(firework, spawnPoint, false);
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spawnedRocket.isSparkler = isSparkler;
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spawnedRocket.offSet = verticalOffset;
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spawnedRocket.applause = applause;
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spawnedRocket.Init(beat, explosionType);
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}
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public void SpawnBomb(double beat, bool practice, bool applause)
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{
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SoundByte.PlayOneShotGame("fireworks/tamaya_4");
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if (practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practiceHai", beat + 2),
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}, forcePlay: true);
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}
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1, delegate
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{
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FireworksBomb spawnedBomb = Instantiate(bomb, bombSpawn, false);
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spawnedBomb.curve = bombCurve;
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spawnedBomb.applause = applause;
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spawnedBomb.Init(beat + 1);
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})
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});
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}
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public void ChangeFlashColor(Color color, float beats)
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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if (flashTween != null)
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flashTween.Kill(true);
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if (seconds == 0)
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{
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flashWhite.color = color;
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}
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else
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{
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flashTween = flashWhite.DOColor(color, seconds);
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}
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}
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public void FadeFlashColor(Color start, Color end, float beats)
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{
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ChangeFlashColor(start, 0f);
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ChangeFlashColor(end, beats);
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}
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private void BackgroundColorUpdate()
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{
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gradientTop.color = topColorEase.GetColor();
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gradientBottom.color = botColorEase.GetColor();
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city.color = cityColorEase.GetColor();
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}
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public void BackgroundColor(double beat, float length, bool dostars, bool dormx5, Color topStart, Color topEnd, Color botStart, Color botEnd, Color cityStart, Color cityEnd, int ease)
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{
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topColorEase = new ColorEase(beat, length, topStart, topEnd, ease);
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botColorEase = new ColorEase(beat, length, botStart, botEnd, ease);
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cityColorEase = new ColorEase(beat, length, cityStart, cityEnd, ease);
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faces.SetActive(dormx5);
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stars.SetActive(dostars);
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}
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("fireworks", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["stars"], lastEvent["faces"], lastEvent["startTop"], lastEvent["endTop"], lastEvent["startBot"], lastEvent["endBot"], lastEvent["startCity"], lastEvent["endCity"], lastEvent["ease"]);
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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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PersistColor(beat);
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}
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}
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}
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