mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
2272416fa7
* al l anims done yay * make balls follow paths added FollowPath objects * added 2 grass and changed sky * make balls rotate todo: shadows * complete SuperCurve add dropshadows add weasel hit * make football stop dropshadow when hit * finish animation add scrolling clouds * tint shader * oops * slow down clouds --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
278 lines
9.4 KiB
C#
278 lines
9.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Common;
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namespace HeavenStudio.Games
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{
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public class Minigame : MonoBehaviour
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{
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public static double earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f;
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public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
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[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
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public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
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[System.Serializable]
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public class Eligible
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{
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public GameObject gameObject;
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public bool early;
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public bool perfect;
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public bool late;
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public bool notPerfect() { return early || late; }
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public bool eligible() { return early || perfect || late; }
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public float createBeat;
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}
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public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
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/// <summary>
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/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
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/// </summary>
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/// <param name="startBeat">When the scheduling started (in beats)</param>
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/// <param name="timer">How many beats later should the input be expected</param>
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/// <param name="inputType">The type of the input that's expected (Press, Release, A, B, Directions>)</param>
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/// <param name="OnHit">Method to run if the Input has been Hit</param>
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/// <param name="OnMiss">Method to run if the Input has been Missed</param>
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/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
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/// <returns></returns>
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public PlayerActionEvent ScheduleInput(
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float startBeat,
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float timer,
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InputType inputType,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank)
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{
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GameObject evtObj = new GameObject("ActionEvent" + (startBeat+timer));
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evtObj.AddComponent<PlayerActionEvent>();
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PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
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evt.startBeat = startBeat;
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evt.timer = timer;
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evt.inputType = inputType;
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evt.OnHit = OnHit;
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evt.OnMiss = OnMiss;
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evt.OnBlank = OnBlank;
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evt.OnDestroy = RemoveScheduledInput;
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evt.canHit = true;
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evt.enabled = true;
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evt.transform.parent = this.transform.parent;
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evtObj.SetActive(true);
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scheduledInputs.Add(evt);
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return evt;
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}
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public PlayerActionEvent ScheduleAutoplayInput(float startBeat,
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float timer,
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InputType inputType,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank)
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{
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PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
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evt.autoplayOnly = true;
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return evt;
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}
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public PlayerActionEvent ScheduleUserInput(float startBeat,
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float timer,
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InputType inputType,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank)
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{
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PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
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evt.noAutoplay = true;
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return evt;
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}
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//Clean up method used whenever a PlayerActionEvent has finished
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public void RemoveScheduledInput(PlayerActionEvent evt)
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{
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scheduledInputs.Remove(evt);
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}
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//Get the scheduled input that should happen the **Soonest**
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//Can return null if there's no scheduled inputs
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// remark: need a check for specific button(s)
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public PlayerActionEvent GetClosestScheduledInput(InputType input = InputType.ANY)
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{
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PlayerActionEvent closest = null;
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foreach(PlayerActionEvent toCompare in scheduledInputs)
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{
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// ignore inputs that are for sequencing in autoplay
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if (toCompare.autoplayOnly) continue;
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if(closest == null)
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{
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if (input == InputType.ANY || toCompare.inputType.HasFlag(input))
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closest = toCompare;
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} else
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{
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float t1 = closest.startBeat + closest.timer;
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float t2 = toCompare.startBeat + toCompare.timer;
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// Debug.Log("t1=" + t1 + " -- t2=" + t2);
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if (t2 < t1)
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{
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if (input == InputType.ANY || toCompare.inputType.HasFlag(input))
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closest = toCompare;
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}
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}
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}
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return closest;
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}
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//Hasn't been tested yet. *Should* work.
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//Can be used to detect if the user is expected to input something now or not
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//Useful for strict call and responses games like Tambourine
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public bool IsExpectingInputNow(InputType wantInput = InputType.ANY)
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{
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PlayerActionEvent input = GetClosestScheduledInput(wantInput);
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if (input == null) return false;
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return input.IsExpectingInputNow();
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}
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// now should fix the fast bpm problem
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public static double EarlyTime()
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{
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return 1f - earlyTime;
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}
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public static double PerfectTime()
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{
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return 1f - perfectTime;
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}
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public static double LateTime()
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{
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return 1f + lateTime;
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}
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public static double EndTime()
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{
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return 1f + endTime;
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}
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public static double AceStartTime()
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{
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return 1f - aceEarlyTime;
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}
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public static double AceEndTime()
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{
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return 1f + aceLateTime;
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}
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// DEPRECATED: scales timing windows to the BPM in an ""intelligent"" manner
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// only left for historical reasons
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static float ScaleTimingMargin(float f)
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{
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float bpm = Conductor.instance.songBpm * Conductor.instance.musicSource.pitch;
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float a = bpm / 120f;
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float b = (Mathf.Log(a) + 2f) * 0.5f;
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float r = Mathf.Lerp(a, b, 0.25f);
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return r * f;
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}
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public int firstEnable = 0;
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public virtual void OnGameSwitch(float beat)
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{
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//Below is a template that can be used for handling previous entities.
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//section below is if you only want to look at entities that overlap the game switch
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/*
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List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
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foreach(Beatmap.Entity entity in prevEntities)
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{
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if(entity.beat + entity.length >= beat)
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{
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EventCaller.instance.CallEvent(entity, true);
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}
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}
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*/
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}
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public virtual void OnTimeChange()
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{
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}
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public virtual void OnPlay(float beat)
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{
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}
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public int MultipleEventsAtOnce()
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{
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int sameTime = 0;
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for (int i = 0; i < EligibleHits.Count; i++)
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{
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float createBeat = EligibleHits[i].createBeat;
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if (EligibleHits.FindAll(c => c.createBeat == createBeat).Count > 0)
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{
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sameTime += 1;
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}
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}
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if (sameTime == 0 && EligibleHits.Count > 0)
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sameTime = 1;
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return sameTime;
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}
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public static MultiSound PlaySoundSequence(string game, string name, float startBeat, params SoundSequence.SequenceParams[] args)
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{
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Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);
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foreach (SoundSequence.SequenceKeyValue pair in gameInfo.LoadedSoundSequences)
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{
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if (pair.name == name)
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{
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Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
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return pair.sequence.Play(startBeat);
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}
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}
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Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
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return null;
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}
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public void ScoreMiss(double weight = 1f)
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{
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GameManager.instance.ScoreInputAccuracy(0, true, EndTime(), weight, false);
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if (weight > 0)
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{
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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}
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}
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private void OnDestroy() {
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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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protected void OnDrawGizmos() {
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Gizmos.color = Color.magenta;
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Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
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}
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}
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}
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