mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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65a243fa68
* ready to pr i think Fixed Alphabetical Sorting. Fixed Chronological Sorting by adding a sorting value to every minigame. Added Sort By Usage. * i accidentally removed a bunch of work from yall oops this should fix that i think
520 lines
No EOL
21 KiB
C#
520 lines
No EOL
21 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using Jukebox;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 PcoNailLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("nailCarpenter", "Nail Carpenter", "fab96e", false, false, new List<GameAction>()
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{
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new GameAction("puddingNail", "Pudding Nail")
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{
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defaultLength = 8f,
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resizable = true
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},
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new GameAction("cherryNail", "Cherry Nail")
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{
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("cakeNail", "Cake Nail")
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{
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("cakeLongNail", "Cake Long Nail")
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{
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("slideFusuma", "Slide Shoji")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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NailCarpenter.instance.SlideShoji(e.beat, e.length, e["fillRatio"], e["ease"], e["mute"]);
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},
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("fillRatio", new EntityTypes.Float(0f, 1f, 0.3f), "Ratio", "Set how much of the screen the shoji covers."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("mute", false, "Mute", "Toggle if the cue should be muted.")
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}
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},
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},
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new List<string>() { "pco", "normal" },
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"pconail", "en",
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new List<string>() { },
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chronologicalSortKey: 20121009
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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_NailCarpenter;
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public class NailCarpenter : Minigame
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{
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const double PATTERN_SEEK_TIME = 8.0;
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[Serializable]
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public struct ObjectPatternItem
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{
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public double beat;
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public ObjectType type;
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}
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public enum ObjectType
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{
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Nail,
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LongNail,
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Sweet,
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ForceCherry,
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ForcePudding,
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ForceCherryPudding,
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ForceShortCake,
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ForceLayerCake,
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None,
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LongCharge
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}
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struct ScheduledPattern
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{
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public double beat;
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public double length;
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public PatternType type;
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}
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enum PatternType
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{
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Pudding,
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Cherry,
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Cake,
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CakeLong,
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None
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}
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[SerializeField] ObjectPatternItem[] puddingPattern;
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[SerializeField] ObjectPatternItem[] cherryPattern;
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[SerializeField] ObjectPatternItem[] cakePattern;
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[SerializeField] ObjectPatternItem[] cakeLongPattern;
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[SerializeField] float scrollMetresPerBeat = 4f;
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[SerializeField] float boardWidth = 19.2f;
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public GameObject baseNail;
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public GameObject baseLongNail;
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public GameObject baseSweet;
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public Animator Carpenter;
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public Animator EffectExclamRed;
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public Animator EffectExclamBlue;
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public Transform scrollingHolder;
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public Transform nailHolder;
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public Transform boardTrans;
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public Transform shojiTrans;
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private bool missed;
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private bool hasSlurped;
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const int IAAltDownCat = IAMAXCAT;
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const int IASweetsCat = IAMAXCAT + 1;
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchRegularPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& !instance.IsExpectingInputNow(InputAction_AltPress);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& instance.IsExpectingInputNow(InputAction_AltPress)
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&& !instance.IsExpectingInputNow(InputAction_RegPress);
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}
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protected static bool IA_PadSweetsCheck(out double dt)
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{
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return (PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt))
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&& !(instance.IsExpectingInputNow(InputAction_RegPress) || instance.IsExpectingInputNow(InputAction_AltPress));
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}
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protected static bool IA_BatonSweetsCheck(out double dt)
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{
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return (PlayerInput.GetBatonDown(InputController.ActionsBaton.Face, out dt)
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|| PlayerInput.GetSqueezeDown(out dt))
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&& !(instance.IsExpectingInputNow(InputAction_RegPress) || instance.IsExpectingInputNow(InputAction_AltPress));
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}
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protected static bool IA_TouchSweetsCheck(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& !(instance.IsExpectingInputNow(InputAction_RegPress) || instance.IsExpectingInputNow(InputAction_AltPress));
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}
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public static PlayerInput.InputAction InputAction_RegPress =
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new("PcoNailRegStart", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadBasicPress, IA_TouchRegularPress, IA_BatonBasicPress);
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public static PlayerInput.InputAction InputAction_AltPress =
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new("PcoNailAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_SweetsHit =
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new("PcoNailSweetsHit", new int[] { IASweetsCat, IASweetsCat, IASweetsCat },
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IA_PadSweetsCheck, IA_TouchSweetsCheck, IA_BatonSweetsCheck);
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public static NailCarpenter instance;
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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}
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List<ScheduledPattern> scheduledPatterns = new List<ScheduledPattern>();
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double patternStartBeat, gameStartBeat;
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PatternType patternType, lastPatternType;
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int patternIndex, lastPatternIndex = -1;
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double slideBeat = double.MaxValue;
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double slideLength;
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double cachedPatternLengthPudding, cachedPatternLengthCherry, cachedPatternLengthCake, cachedPatternLengthCakeLong;
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Util.EasingFunction.Ease slideEase;
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float slideRatioLast = 0, slideRatioNext = 0;
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void Start()
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{
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if (!conductor.isPlaying) return;
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UpdatePatterns();
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}
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public override void OnBeatPulse(double beat)
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{
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if (!IsExpectingInputNow(InputAction_AltPress) && UnityEngine.Random.value < 0.1f)
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{
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Carpenter.Play("eyeBlinkFast", 1, 0);
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}
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}
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void Update()
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{
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var currentBeat = conductor.songPositionInBeatsAsDouble;
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if (!conductor.isPlaying) return;
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if (PlayerInput.GetIsAction(InputAction_RegPress) && !IsExpectingInputNow(InputAction_RegPress))
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{
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ScoreMiss();
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SoundByte.PlayOneShot("miss");
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Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
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hasSlurped = false;
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}
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if (PlayerInput.GetIsAction(InputAction_AltPress) && !IsExpectingInputNow(InputAction_AltPress))
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{
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ScoreMiss();
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SoundByte.PlayOneShot("miss");
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Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
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hasSlurped = false;
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}
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// Board scroll.
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var boardPos = boardTrans.localPosition;
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var newBoardX = currentBeat * scrollMetresPerBeat;
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newBoardX %= boardWidth;
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boardTrans.localPosition = new Vector3((float)newBoardX, boardPos.y, boardPos.z);
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UpdatePatterns();
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UpdateShoji(currentBeat);
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}
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public override void OnGameSwitch(double beat)
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{
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cachedPatternLengthPudding = puddingPattern[^1].beat;
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cachedPatternLengthCherry = cherryPattern[^1].beat;
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cachedPatternLengthCake = cakePattern[^1].beat;
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cachedPatternLengthCakeLong = cakeLongPattern[^1].beat;
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double endBeat = double.MaxValue;
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var entities = gameManager.Beatmap.Entities;
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gameStartBeat = beat;
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patternStartBeat = gameStartBeat;
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// find out when the next game switch (or remix end) happens
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RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > gameStartBeat);
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endBeat = firstEnd?.beat ?? endBeat;
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List<RiqEntity> events = entities.FindAll(v => (v.datamodel is "nailCarpenter/puddingNail" or "nailCarpenter/cherryNail" or "nailCarpenter/cakeNail" or "nailCarpenter/cakeLongNail") && v.beat >= gameStartBeat && v.beat < endBeat);
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scheduledPatterns.Clear();
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patternIndex = 0;
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foreach (var evt in events)
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{
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if (evt.length == 0) continue;
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int patternDivisions = (int)Math.Ceiling(evt.length / PATTERN_SEEK_TIME);
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PatternType patternType = evt.datamodel switch
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{
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"nailCarpenter/puddingNail" => PatternType.Pudding,
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"nailCarpenter/cherryNail" => PatternType.Cherry,
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"nailCarpenter/cakeNail" => PatternType.Cake,
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"nailCarpenter/cakeLongNail" => PatternType.CakeLong,
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_ => throw new NotImplementedException()
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};
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for (int i = 0; i < patternDivisions; i++)
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{
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var pattern = new ScheduledPattern
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{
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beat = evt.beat + (PATTERN_SEEK_TIME * i),
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length = Math.Min(evt.length - (PATTERN_SEEK_TIME * i), PATTERN_SEEK_TIME),
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type = patternType
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};
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scheduledPatterns.Add(pattern);
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}
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}
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}
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public override void OnPlay(double beat)
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{
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OnGameSwitch(beat);
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}
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void UpdatePatterns()
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{
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double beat = conductor.songPositionInBeatsAsDouble;
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while (patternStartBeat < beat + PATTERN_SEEK_TIME)
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{
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if (patternIndex < scheduledPatterns.Count)
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{
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var pattern = scheduledPatterns[patternIndex];
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if (pattern.type == PatternType.None)
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{
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patternIndex++;
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continue;
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}
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if (pattern.beat + pattern.length < patternStartBeat)
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{
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patternIndex++;
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continue;
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}
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SpawnPattern(pattern.beat, pattern.length, pattern.type);
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patternStartBeat = pattern.beat + pattern.length;
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lastPatternIndex = patternIndex;
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patternIndex++;
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}
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else
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{
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break;
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}
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}
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}
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public void SlideShoji(double beat, double length, float fillRatio, int ease, bool mute)
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{
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if (!mute) SoundByte.PlayOneShotGame("nailCarpenter/open", beat, forcePlay: true);
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slideBeat = beat;
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slideLength = length;
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slideEase = (Util.EasingFunction.Ease)ease;
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slideRatioLast = slideRatioNext;
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slideRatioNext = fillRatio;
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}
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void UpdateShoji(double beat)
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{
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if (beat >= slideBeat)
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{
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float slideLast = 17.8f * (1 - slideRatioLast);
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float slideNext = 17.8f * (1 - slideRatioNext);
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(slideEase);
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float slideProg = Conductor.instance.GetPositionFromBeat(slideBeat, slideLength, true);
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slideProg = Mathf.Clamp01(slideProg);
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float slide = func(slideLast, slideNext, slideProg);
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shojiTrans.localPosition = new Vector3(slide, 0, 0);
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}
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}
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private void SpawnPattern(double beat, double length, PatternType pattern)
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{
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if (pattern == PatternType.None) return;
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double patternLength = pattern switch
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{
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PatternType.Pudding => cachedPatternLengthPudding,
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PatternType.Cherry => cachedPatternLengthCherry,
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PatternType.Cake => cachedPatternLengthCake,
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PatternType.CakeLong => cachedPatternLengthCakeLong,
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_ => throw new NotImplementedException()
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};
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patternType = pattern;
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int patternIterations = (int)Math.Ceiling(length / patternLength);
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for (int i = 0; i < patternIterations; i++)
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{
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SpawnPatternSegment(beat + (patternLength * i), gameStartBeat, pattern switch
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{
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PatternType.Pudding => puddingPattern,
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PatternType.Cherry => cherryPattern,
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PatternType.Cake => cakePattern,
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PatternType.CakeLong => cakeLongPattern,
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_ => throw new NotImplementedException()
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});
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lastPatternType = patternType;
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}
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}
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private void SpawnPatternSegment(double beat, double startbeat, ObjectPatternItem[] pattern)
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{
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foreach (var item in pattern)
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{
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double itemBeat = beat + item.beat;
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switch (item.type)
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{
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case ObjectType.LongCharge:
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SoundByte.PlayOneShotGame("nailCarpenter/signal2", itemBeat, forcePlay: true);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(itemBeat, delegate
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{
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Carpenter.DoScaledAnimationAsync("carpenterArmUp", 0.25f);
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}),
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});
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break;
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case ObjectType.Nail:
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SpawnNail(itemBeat, startbeat);
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break;
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case ObjectType.LongNail:
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SpawnLongNail(itemBeat, startbeat);
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break;
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case ObjectType.Sweet:
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// dynamically determine sweet based on pattern and last pattern
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Sweet.sweetsType sweetType = Sweet.sweetsType.None;
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switch (patternType)
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{
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case PatternType.Pudding:
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SoundByte.PlayOneShotGame("nailCarpenter/one", itemBeat, forcePlay: true);
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sweetType = Sweet.sweetsType.Pudding;
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break;
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case PatternType.Cherry:
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SoundByte.PlayOneShotGame("nailCarpenter/three", itemBeat, forcePlay: true);
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sweetType = Sweet.sweetsType.CherryPudding;
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break;
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case PatternType.Cake:
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SoundByte.PlayOneShotGame("nailCarpenter/alarm", itemBeat, forcePlay: true);
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sweetType = Sweet.sweetsType.ShortCake;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(itemBeat, delegate
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{
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EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.25f);
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})
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});
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break;
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case PatternType.CakeLong:
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SoundByte.PlayOneShotGame("nailCarpenter/signal1", itemBeat, forcePlay: true);
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sweetType = Sweet.sweetsType.LayerCake;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(itemBeat, delegate
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{
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EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.25f);
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}),
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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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if (lastPatternType == PatternType.Cake)
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{
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SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.Cherry);
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}
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else if (sweetType != Sweet.sweetsType.None)
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{
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SpawnSweet(itemBeat, startbeat, sweetType);
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}
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break;
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case ObjectType.ForceCherry:
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SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.Cherry);
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break;
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case ObjectType.ForcePudding:
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SoundByte.PlayOneShotGame("nailCarpenter/one", itemBeat);
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SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.Pudding);
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break;
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case ObjectType.ForceCherryPudding:
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SoundByte.PlayOneShotGame("nailCarpenter/three", itemBeat, forcePlay: true);
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SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.CherryPudding);
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break;
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case ObjectType.ForceShortCake:
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SoundByte.PlayOneShotGame("nailCarpenter/alarm", itemBeat, forcePlay: true);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(itemBeat, delegate
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{
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EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.25f);
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})
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});
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SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.ShortCake);
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break;
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case ObjectType.ForceLayerCake:
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SoundByte.PlayOneShotGame("nailCarpenter/signal1", itemBeat, forcePlay: true);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(itemBeat, delegate
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{
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EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.25f);
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}),
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});
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SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.LayerCake);
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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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}
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private void SpawnNail(double beat, double startBeat)
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{
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var newNail = Instantiate(baseNail, nailHolder).GetComponent<Nail>();
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newNail.targetBeat = beat;
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newNail.targetX = nailHolder.position.x;
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newNail.metresPerSecond = scrollMetresPerBeat;
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newNail.Init();
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newNail.gameObject.SetActive(true);
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}
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private void SpawnLongNail(double beat, double startBeat)
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{
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var newNail = Instantiate(baseLongNail, nailHolder).GetComponent<LongNail>();
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newNail.targetBeat = beat;
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newNail.targetX = nailHolder.position.x;
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newNail.metresPerSecond = scrollMetresPerBeat;
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newNail.Init();
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newNail.gameObject.SetActive(true);
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}
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private void SpawnSweet(double beat, double startBeat, Sweet.sweetsType sweetType)
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{
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var newSweet = Instantiate(baseSweet, nailHolder).GetComponent<Sweet>();
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newSweet.targetBeat = beat;
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newSweet.sweetType = sweetType;
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newSweet.targetX = nailHolder.position.x;
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newSweet.metresPerSecond = scrollMetresPerBeat;
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newSweet.gameObject.SetActive(true);
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newSweet.Init();
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}
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}
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} |