HeavenStudioPlus/Assets/Scripts/Games/SeeSaw/SeeSaw.cs
minenice55 50a1b7bcdb Integration of Jukebox Library (#451)
* 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 15:13:29 -04:00

932 lines
41 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("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", "Will they perform high jumps?"),
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
}
},
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", "Will they perform high jumps?"),
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
}
},
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", "Will they perform high jumps?"),
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
}
},
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", "Will they perform high jumps?"),
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
}
},
new GameAction("changeBgColor", "Change Background Color")
{
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, "Start Color (Top)", "The color the background will start at."),
new Param("colorTo", SeeSaw.defaultBGColor, "End Color (Top)", "The color the background will end at."),
new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Start Color (Bottom)", "The color the background will start at."),
new Param("colorTo2", SeeSaw.defaultBGColorBottom, "End Color (Bottom)", "The color the background will end at."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease of the fade.")
}
},
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("choke", "Choke")
{
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", "Will See Choke?"),
new Param("saw", true, "Saw", "Will Saw Choke?")
}
},
new GameAction("recolor", "Color Pallete")
{
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", "The color of the outlines on see and saw."),
new Param("fill", Color.white, "Fill Color", "The color of the fills on see and saw")
}
}
},
new List<string>() {"rvl", "normal", "keep"},
"rvlseesaw", "en",
new List<string>() {"en"}
);
}
}
}
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;
float bgColorLength;
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 void Awake()
{
instance = this;
if (allJumpEvents.Count > 0) return;
GrabJumpEvents(Conductor.instance.songPositionInBeatsAsDouble);
}
public override void OnGameSwitch(double beat)
{
GrabJumpEvents(beat);
}
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)
{
Debug.Log("Beat: " + 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;
foreach (var jump in allJumpEvents)
{
Debug.Log(jump.beat);
}
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
float normalizedBeat = cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength);
if (normalizedBeat > 0 && normalizedBeat <= 1)
{
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);
}
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);
SoundByte.PlayOneShotGame("seeSaw/prepareHigh", beatToJump);
BeatAction.New(instance.gameObject, 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.gameObject, 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, InputType.STANDARD_DOWN, 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;
SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 4);
BeatAction.New(instance.gameObject, 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, InputType.STANDARD_DOWN, 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;
SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
BeatAction.New(instance.gameObject, 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, InputType.STANDARD_DOWN, 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;
SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
BeatAction.New(instance.gameObject, 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, InputType.STANDARD_DOWN, 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;
SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 2);
BeatAction.New(instance.gameObject, 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
&& (allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/longLong" || allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/shortLong"))
{
if (NextJumpEventIsOnBeat())
{
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longLong" or "seeSaw/shortLong")
{
see.SetState(high ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, miss, height);
}
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort")
{
see.SetState(high ? 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 (currentJumpIndex >= 0
&& (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) { }
}
}