mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
8fa4d74096
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
356 lines
13 KiB
C#
356 lines
13 KiB
C#
using HeavenStudio.Util;
|
|
using HeavenStudio.InputSystem;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class AgbTramLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller)
|
|
{
|
|
return new Minigame("tramAndPauline", "Tram & Pauline", "adb5e7", "ca8b17", "c14fae", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("prepare", "Prepare")
|
|
{
|
|
function = delegate { TramAndPauline.instance.Prepare(eventCaller.currentEntity.beat, (TramAndPauline.TramOrPauline)eventCaller.currentEntity["who"]); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("who", TramAndPauline.TramOrPauline.Pauline, "Who Prepares?")
|
|
}
|
|
},
|
|
new GameAction("pauline", "Pauline")
|
|
{
|
|
function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Pauline, eventCaller.currentEntity["toggle"]); },
|
|
defaultLength = 2f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Audience Reaction")
|
|
}
|
|
},
|
|
new GameAction("tram", "Tram")
|
|
{
|
|
function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Tram, eventCaller.currentEntity["toggle"]); },
|
|
defaultLength = 2f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Audience Reaction")
|
|
}
|
|
},
|
|
new GameAction("shape", "Change Transformation")
|
|
{
|
|
function = delegate
|
|
{
|
|
var e = eventCaller.currentEntity;
|
|
TramAndPauline.instance.SetTransformation(e["tram"], e["pauline"]);
|
|
},
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("pauline", true, "Pauline is a Fox?"),
|
|
new Param("tram", true, "Tram is a Fox?")
|
|
}
|
|
},
|
|
new GameAction("curtains", "Curtains")
|
|
{
|
|
function = delegate
|
|
{
|
|
var e = eventCaller.currentEntity;
|
|
TramAndPauline.instance.SetCurtain(e.beat, e.length, e["ease"], e["toggle"]);
|
|
},
|
|
defaultLength = 4f,
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Going Up?"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
|
}
|
|
}
|
|
}
|
|
);
|
|
}
|
|
}
|
|
}
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_TramAndPauline;
|
|
public class TramAndPauline : Minigame
|
|
{
|
|
public enum TramOrPauline
|
|
{
|
|
Pauline = 0,
|
|
Tram = 1,
|
|
Both = 2
|
|
}
|
|
|
|
public static TramAndPauline instance;
|
|
|
|
[Header("Components")]
|
|
[SerializeField] private AgbAnimalKid tram;
|
|
[SerializeField] private AgbAnimalKid pauline;
|
|
[SerializeField] private Animator curtainAnim;
|
|
[SerializeField] private Animator audienceAnim;
|
|
|
|
private double curtainBeat = -1;
|
|
private float curtainLength = 0;
|
|
private bool goingUp = true;
|
|
private Util.EasingFunction.Ease curtainEase = Util.EasingFunction.Ease.Linear;
|
|
|
|
const int IALeft = 0;
|
|
const int IARight = 1;
|
|
protected static bool IA_PadLeft(out double dt)
|
|
{
|
|
return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
|
|
}
|
|
protected static bool IA_BatonLeft(out double dt)
|
|
{
|
|
return PlayerInput.GetBatonDown(InputController.ActionsBaton.West, out dt);
|
|
}
|
|
protected static bool IA_TouchLeft(out double dt)
|
|
{
|
|
bool want = PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt);
|
|
bool simul = false;
|
|
if (!want)
|
|
{
|
|
simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt)
|
|
&& instance.IsExpectingInputNow(InputAction_Left)
|
|
&& instance.IsExpectingInputNow(InputAction_Right);
|
|
}
|
|
return want || simul;
|
|
}
|
|
|
|
protected static bool IA_PadRight(out double dt)
|
|
{
|
|
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
|
|
}
|
|
protected static bool IA_BatonRight(out double dt)
|
|
{
|
|
return PlayerInput.GetBatonDown(InputController.ActionsBaton.East, out dt);
|
|
}
|
|
protected static bool IA_TouchRight(out double dt)
|
|
{
|
|
bool want = PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt);
|
|
bool simul = false;
|
|
if (!want)
|
|
{
|
|
simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt)
|
|
&& instance.IsExpectingInputNow(InputAction_Left)
|
|
&& instance.IsExpectingInputNow(InputAction_Right);
|
|
}
|
|
return want || simul;
|
|
}
|
|
|
|
public static PlayerInput.InputAction InputAction_Left =
|
|
new("AgbTramLeft", new int[] { IALeft, IALeft, IALeft },
|
|
IA_PadLeft, IA_TouchLeft, IA_BatonLeft);
|
|
|
|
public static PlayerInput.InputAction InputAction_Right =
|
|
new("AgbTramRight", new int[] { IARight, IARight, IARight },
|
|
IA_PadRight, IA_TouchRight, IA_BatonRight);
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
Update();
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(curtainBeat, curtainLength));
|
|
|
|
var func = Util.EasingFunction.GetEasingFunction(curtainEase);
|
|
|
|
float newPos = func(goingUp ? 1 : 0, goingUp ? 0 : 1, normalizedBeat);
|
|
|
|
curtainAnim.DoNormalizedAnimation("Curtain", newPos);
|
|
}
|
|
|
|
public void SetCurtain(double beat, float length, int ease, bool goingUp2)
|
|
{
|
|
goingUp = goingUp2;
|
|
curtainLength = length;
|
|
curtainBeat = beat;
|
|
curtainEase = (Util.EasingFunction.Ease)ease;
|
|
}
|
|
|
|
public void SetTransformation(bool tramB, bool paulineB)
|
|
{
|
|
tram.SetTransform(tramB);
|
|
pauline.SetTransform(paulineB);
|
|
}
|
|
|
|
public override void OnGameSwitch(double beat)
|
|
{
|
|
PersistCurtain(beat);
|
|
PersistTransformation(beat);
|
|
PersistPrepare(beat);
|
|
}
|
|
|
|
public override void OnPlay(double beat)
|
|
{
|
|
PersistCurtain(beat);
|
|
PersistTransformation(beat);
|
|
PersistPrepare(beat);
|
|
}
|
|
|
|
private void PersistCurtain(double beat)
|
|
{
|
|
var lastEvent = EventCaller.GetAllInGameManagerList("tramAndPauline", new string[] { "curtains" }).FindLast(x => x.beat < beat);
|
|
if (lastEvent != null)
|
|
{
|
|
SetCurtain(lastEvent.beat, lastEvent.length, lastEvent["ease"], lastEvent["toggle"]);
|
|
}
|
|
}
|
|
|
|
private void PersistTransformation(double beat)
|
|
{
|
|
bool isFoxTram = true;
|
|
bool isFoxPauline = true;
|
|
|
|
double baseBeat = 0f;
|
|
|
|
var lastEvent = EventCaller.GetAllInGameManagerList("tramAndPauline", new string[] { "shape" }).FindLast(x => x.beat < beat);
|
|
if (lastEvent != null)
|
|
{
|
|
baseBeat = lastEvent.beat;
|
|
isFoxTram = lastEvent["tram"];
|
|
isFoxPauline = lastEvent["pauline"];
|
|
}
|
|
|
|
var allTramEvents = EventCaller.GetAllInGameManagerList("tramAndPauline", new string[] { "tram" }).FindAll(x => x.beat >= baseBeat && x.beat + 1 < beat);
|
|
var allPaulineEvents = EventCaller.GetAllInGameManagerList("tramAndPauline", new string[] { "pauline" }).FindAll(x => x.beat >= baseBeat && x.beat + 1 < beat);
|
|
|
|
if (allTramEvents.Count % 2 != 0) isFoxTram = !isFoxTram;
|
|
if (allPaulineEvents.Count % 2 != 0) isFoxPauline = !isFoxPauline;
|
|
|
|
SetTransformation(isFoxTram, isFoxPauline);
|
|
}
|
|
|
|
private void PersistPrepare(double beat)
|
|
{
|
|
var allEvents = EventCaller.GetAllInGameManagerList("tramAndPauline", new string[] { "prepare", "tram", "pauline" }).FindAll(x => x.beat < beat);
|
|
if (allEvents.Count == 0) return;
|
|
allEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
var lastEvent = allEvents[allEvents.Count - 1];
|
|
|
|
if (lastEvent != null && lastEvent.datamodel == "tramAndPauline/prepare")
|
|
{
|
|
Prepare(lastEvent.beat, (TramOrPauline)lastEvent["who"], true);
|
|
}
|
|
}
|
|
|
|
public void Prepare(double beat, TramOrPauline who, bool instant = false)
|
|
{
|
|
switch (who)
|
|
{
|
|
case TramOrPauline.Pauline:
|
|
pauline.Prepare(beat, instant);
|
|
break;
|
|
case TramOrPauline.Tram:
|
|
tram.Prepare(beat, instant);
|
|
break;
|
|
case TramOrPauline.Both:
|
|
pauline.Prepare(beat, instant);
|
|
tram.Prepare(beat, instant);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void Jump(double beat, TramOrPauline who, bool react)
|
|
{
|
|
switch (who)
|
|
{
|
|
case TramOrPauline.Pauline:
|
|
PaulineJump(beat, react);
|
|
break;
|
|
case TramOrPauline.Tram:
|
|
TramJump(beat, react);
|
|
break;
|
|
case TramOrPauline.Both:
|
|
PaulineJump(beat, react);
|
|
TramJump(beat, react);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void TramJump(double beat, bool audienceReact)
|
|
{
|
|
SoundByte.PlayOneShotGame("tramAndPauline/jump" + UnityEngine.Random.Range(1, 3));
|
|
tram.Jump(beat);
|
|
ScheduleInput(beat, 1, InputAction_Left, audienceReact ? TramJustAudience : TramJust, Empty, Empty);
|
|
}
|
|
|
|
private void PaulineJump(double beat, bool audienceReact)
|
|
{
|
|
SoundByte.PlayOneShotGame("tramAndPauline/jump" + UnityEngine.Random.Range(1, 3));
|
|
pauline.Jump(beat);
|
|
ScheduleInput(beat, 1, InputAction_Right, audienceReact ? PaulineJustAudience : PaulineJust, Empty, Empty);
|
|
}
|
|
|
|
private void TramJust(PlayerActionEvent caller, float state)
|
|
{
|
|
tram.Transform(state >= 1f || state <= -1f);
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShot("miss");
|
|
return;
|
|
}
|
|
SoundByte.PlayOneShotGame("tramAndPauline/transformTram");
|
|
}
|
|
|
|
private void PaulineJust(PlayerActionEvent caller, float state)
|
|
{
|
|
pauline.Transform(state >= 1f || state <= -1f);
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShot("miss");
|
|
return;
|
|
}
|
|
SoundByte.PlayOneShotGame("tramAndPauline/transformPauline");
|
|
}
|
|
|
|
private void TramJustAudience(PlayerActionEvent caller, float state)
|
|
{
|
|
tram.Transform(state >= 1f || state <= -1f);
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShot("miss");
|
|
return;
|
|
}
|
|
SoundByte.PlayOneShotGame("tramAndPauline/transformTram");
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(caller.startBeat + caller.timer + 1, delegate
|
|
{
|
|
audienceAnim.DoScaledAnimationAsync("Happy", 0.5f);
|
|
})
|
|
});
|
|
|
|
}
|
|
|
|
private void PaulineJustAudience(PlayerActionEvent caller, float state)
|
|
{
|
|
pauline.Transform(state >= 1f || state <= -1f);
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShot("miss");
|
|
return;
|
|
}
|
|
SoundByte.PlayOneShotGame("tramAndPauline/transformPauline");
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(caller.startBeat + caller.timer + 1, delegate
|
|
{
|
|
audienceAnim.DoScaledAnimationAsync("Happy", 0.5f);
|
|
})
|
|
});
|
|
}
|
|
|
|
private void Empty(PlayerActionEvent caller) { }
|
|
}
|
|
}
|