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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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* Power Calligraphy (WIP) * modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs * comma * onore * sweep * sun * kokoro * Power Calligraphy (WIP) * Changed object to prefab * Force Prepare * Changed so that the next paper is set correctly. * updated controllers * Red hand * Paper shift * Chounin (WIP) * Power Calligraphy #Feature Complete * Fixed Animations to 30fps
295 lines
No EOL
11 KiB
C#
295 lines
No EOL
11 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_PowerCalligraphy
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{
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public class Writing : MonoBehaviour
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{
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[Serializable]
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public struct PatternItem
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{
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public double beat;
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public SoundType soundType;
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public float soundVolume;
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public StrokeType stroke;
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public FudeType fudeAnim;
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}
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public enum SoundType {
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None = 0,
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brushTap,
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brush1,
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brush2,
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brush3,
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reShout,
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comma1,
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comma2,
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comma3,
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}
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public enum StrokeType {
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None = 0,
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TOME = 1,
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HANE,
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HARAI,
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}
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public enum FudeType {
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None = 0,
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Release,
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Tap,
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Prepare,
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}
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public double startBeat;
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public double ongoingBeat = Double.MinValue;
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public double nextBeat;
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[SerializeField] PatternItem[] AnimPattern;
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private Animator paperAnim;
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private SortingGroup paperSort;
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public Vector3 scrollSpeed;
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Vector3 scrollRate => scrollSpeed / (Conductor.instance.pitchedSecPerBeat * 2f);
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public bool onGoing = false;
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bool isFinish = false;
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int process_num;
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StrokeType stroke;
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public int Stroke { get { return (int)stroke; }}
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private PowerCalligraphy game;
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public void Init()
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{
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game = PowerCalligraphy.instance;
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paperAnim = GetComponent<Animator>();
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paperSort = GetComponent<SortingGroup>();
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nextBeat = AnimPattern[^1].beat;
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}
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public void Play()
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{
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paperSort.sortingOrder++;
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var sounds = new List<MultiSound.Sound>();
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var actions = new List<BeatAction.Action>();
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int anim_num = 0;
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foreach (var item in AnimPattern)
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{
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double itemBeat = startBeat + item.beat;
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string sound = item.soundType switch {
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SoundType.brushTap => "powerCalligraphy/brushTap",
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SoundType.brush1 => "powerCalligraphy/brush1",
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SoundType.brush2 => "powerCalligraphy/brush2",
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SoundType.brush3 => "powerCalligraphy/brush3",
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SoundType.reShout => "powerCalligraphy/reShout",
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SoundType.comma1 => "powerCalligraphy/comma1",
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SoundType.comma2 => "powerCalligraphy/comma2",
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SoundType.comma3 => "powerCalligraphy/comma3",
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_ => ""
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};
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if (!string.IsNullOrEmpty(sound)) sounds.Add(new MultiSound.Sound(sound, itemBeat, volume:item.soundVolume));
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int current_anim_num;
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switch (item.fudeAnim)
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{
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case FudeType.Release:
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anim_num++;
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current_anim_num = anim_num;
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actions.Add(new BeatAction.Action(itemBeat, delegate { Anim(current_anim_num); game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);}));
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break;
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case FudeType.Tap:
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anim_num++;
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current_anim_num = anim_num;
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actions.Add(new BeatAction.Action(itemBeat, delegate { Anim(current_anim_num); game.fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);}));
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break;
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case FudeType.Prepare:
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actions.Add(new BeatAction.Action(itemBeat, delegate { game.fudeAnim.DoScaledAnimationAsync("fude-prepare", 0.5f);}));
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break;
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default:
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break;
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}
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int current_anim_num_1;
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switch(item.stroke)
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{
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case StrokeType.TOME:
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anim_num++;
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current_anim_num_1 = anim_num;
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actions.Add(new BeatAction.Action(itemBeat, delegate {
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Halt(); stroke = StrokeType.TOME; process_num = current_anim_num_1;}));
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actions.Add(new BeatAction.Action(itemBeat, delegate { onGoing = true; ongoingBeat = itemBeat;}));
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game.ScheduleInput(itemBeat, 1f, PowerCalligraphy.InputAction_BasicPress, writeSuccess, writeMiss, Empty, CanSuccess);
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break;
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case StrokeType.HANE:
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anim_num++;
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current_anim_num_1 = anim_num;
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actions.Add(new BeatAction.Action(itemBeat, delegate {
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Sweep(); stroke = StrokeType.HANE; process_num = current_anim_num_1;}));
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actions.Add(new BeatAction.Action(itemBeat+1, delegate { onGoing = true; ongoingBeat = itemBeat + 1;}));
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game.ScheduleInput(itemBeat, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
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break;
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case StrokeType.HARAI:
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anim_num++;
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current_anim_num_1 = anim_num;
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actions.Add(new BeatAction.Action(itemBeat, delegate {
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Sweep(); stroke = StrokeType.HARAI; process_num = current_anim_num_1;}));
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actions.Add(new BeatAction.Action(itemBeat+1, delegate { onGoing = true; ongoingBeat = itemBeat + 1;}));
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game.ScheduleInput(itemBeat, 2f, PowerCalligraphy.InputAction_FlickPress, writeSuccess, writeMiss, Empty, CanSuccess);
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break;
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default:
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break;
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}
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}
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actions.Add(new BeatAction.Action(startBeat + nextBeat, delegate { Finish();}));
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if (sounds.Count > 0) MultiSound.Play(sounds.ToArray());
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if (actions.Count > 0) BeatAction.New(game, actions);
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}
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// TOME
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private void Halt()
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{
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game.fudeAnim.Play("fude-halt");
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SoundByte.PlayOneShotGame("powerCalligraphy/releaseB1");
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}
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// HANE HARAI
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private void Sweep()
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{
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game.fudeAnim.Play("fude-sweep");
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SoundByte.PlayOneShotGame("powerCalligraphy/releaseA1", forcePlay: true);
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}
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private void Finish()
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{
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isFinish = true;
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paperSort.sortingOrder++;
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transform.SetParent(game.paperHolder.transform, true);
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game.fudeAnim.Play("fude-none");
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paperAnim.enabled = false;
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}
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private void writeSuccess(PlayerActionEvent caller, float state)
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{
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if (state >= 1f) {
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ProcessInput("late");
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game.ChouninMiss();
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} else if (state <= -1f) {
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ProcessInput("fast");
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game.ChouninMiss();
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} else {
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ProcessInput("just");
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}
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}
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private void writeMiss(PlayerActionEvent caller)
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{
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if (onGoing) Miss();
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}
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private void Empty(PlayerActionEvent caller) { }
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bool CanSuccess()
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{
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return onGoing;
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}
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public void ProcessInput(string input)
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{
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onGoing = false;
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Anim(process_num, input);
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switch (input)
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{
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case "just":
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switch (stroke) {
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case StrokeType.TOME:
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game.fudeAnim.DoScaledAnimationAsync("fude-tap", 0.5f);
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SoundByte.PlayOneShotGame("powerCalligraphy/releaseB2");
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break;
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case StrokeType.HANE:
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case StrokeType.HARAI:
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game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
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SoundByte.PlayOneShotGame("powerCalligraphy/releaseA2");
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break;
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}
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break;
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case "late":
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case "fast":
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game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
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switch (stroke) { // WIP
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case StrokeType.TOME:
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SoundByte.PlayOneShotGame("powerCalligraphy/8");
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break;
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case StrokeType.HANE:
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SoundByte.PlayOneShotGame("powerCalligraphy/6");
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break;
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case StrokeType.HARAI:
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SoundByte.PlayOneShotGame("powerCalligraphy/9");
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break;
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}
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break;
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default:
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break;
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}
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}
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public void Miss()
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{
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onGoing = false;
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SoundByte.PlayOneShotGame("powerCalligraphy/7"); // WIP
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Anim(process_num, "miss");
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switch (stroke) {
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case StrokeType.TOME:
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game.fudeAnim.DoScaledAnimationAsync("fude-none", 0.5f);
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break;
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case StrokeType.HANE:
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case StrokeType.HARAI:
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game.fudeAnim.DoScaledAnimationAsync("fude-sweep-end", 0.5f);
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break;
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}
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}
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private void Anim(int num, string str = "")
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{
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string pattern = num.ToString() + str;
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game.fudePosAnim.DoScaledAnimationAsync(pattern, 0.5f);
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game.shiftAnim.DoScaledAnimationAsync(pattern, 0.5f);
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paperAnim.DoScaledAnimationAsync(pattern, 0.5f);
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}
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private 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 (ongoingBeat > 0)
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{
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float normalizedBeat = cond.GetPositionFromBeat(ongoingBeat, 1);
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float redRate = (normalizedBeat <= 0.5f) ? normalizedBeat/0.5f : (1.5f-normalizedBeat);
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if (game is not null) game.playerFude.redRate = redRate;
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}
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if (isFinish)
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{
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double beat = cond.songPositionInBeats;
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// Paper scroll.
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var paperPos = transform.localPosition;
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transform.localPosition = paperPos + (scrollRate * Time.deltaTime);
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if (beat >= startBeat + 24) Destroy(gameObject);
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}
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}
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}
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}
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} |