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
289 lines
No EOL
10 KiB
C#
289 lines
No EOL
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using System;
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using Starpelly;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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 AgbWaltzLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("wizardsWaltz", "Wizard's Waltz \n<color=#adadad>(Mahou Tsukai)</color>", "ffef9c", false, false, new List<GameAction>()
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{
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new GameAction("start interval", "Start Interval")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; WizardsWaltz.PreInterval(e.beat, e.length, e["auto"]); },
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defaultLength = 6f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Auto Pass Turn")
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},
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preFunctionLength = 1
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},
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new GameAction("plant", "Plant")
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{
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defaultLength = 0.5f,
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},
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new GameAction("passTurn", "Pass Turn")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; WizardsWaltz.PrePassTurn(e.beat); },
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preFunctionLength = 1
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}
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},
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new List<string>() {"agb", "repeat"},
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"agbwizard", "en",
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new List<string>() {}
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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 Jukebox;
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using Scripts_WizardsWaltz;
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public class WizardsWaltz : Minigame
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{
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[Header("References")]
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public Wizard wizard;
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public Girl girl;
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public GameObject plantHolder;
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public GameObject plantBase;
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[Header("Properties")]
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[NonSerialized] public float beatInterval = 6f;
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[NonSerialized] public double intervalStartBeat;
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public double wizardBeatOffset = 0f;
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public float xRange = 5;
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public float zRange = 5;
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public float yRange = 0.5f;
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public float plantYOffset = -2f;
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[NonSerialized] public List<Plant> currentPlants = new();
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public static WizardsWaltz instance;
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private static CallAndResponseHandler crHandlerInstance;
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protected static bool IA_PadAnyDown(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
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}
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public static PlayerInput.InputAction InputAction_Press =
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new("AgbWizardPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadAnyDown, IA_TouchBasicPress, IA_BatonBasicPress);
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private void Awake()
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{
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instance = this;
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wizard.Init();
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}
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public override void OnPlay(double beat)
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{
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SetWizardOffset(beat);
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crHandlerInstance = null;
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}
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public override void OnGameSwitch(double beat)
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{
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SetWizardOffset(beat);
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if (queuedIntervals.Count > 0)
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{
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foreach (var interval in queuedIntervals)
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{
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SetIntervalStart(interval.beat, interval.interval, beat, interval.autoPassTurn);
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}
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queuedIntervals.Clear();
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}
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if (crHandlerInstance != null && crHandlerInstance.queuedEvents.Count > 0)
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{
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if (crHandlerInstance.queuedEvents.Find(x => x.beat >= beat) != null)
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{
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crHandlerInstance = null;
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return;
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}
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foreach (var crEvent in crHandlerInstance.queuedEvents)
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{
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SpawnFlower(crEvent.beat, true);
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}
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}
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}
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private void SetWizardOffset(double beat)
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{
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var allIntervals = EventCaller.GetAllInGameManagerList("wizardsWaltz", new string[] { "start interval" });
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var tempEvents = allIntervals.FindAll(x => x.beat >= beat);
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if (tempEvents.Count > 0)
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{
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wizardBeatOffset = tempEvents[0].beat;
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beatInterval = tempEvents[0].length;
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}
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}
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private void Update()
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{
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if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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{
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if (passedTurns.Count > 0)
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{
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foreach (var pass in passedTurns)
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{
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PassTurnStandalone(pass);
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}
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passedTurns.Clear();
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}
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}
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}
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private List<RiqEntity> GetAllPlantsBetweenBeat(double beat, double endBeat)
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{
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return EventCaller.GetAllInGameManagerList("wizardsWaltz", new string[] { "plant" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
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}
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public void SetIntervalStart(double beat, float interval, double gameSwitchBeat, bool autoPassTurn)
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{
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wizardBeatOffset = beat;
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intervalStartBeat = beat;
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beatInterval = interval;
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CallAndResponseHandler newHandler = new();
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crHandlerInstance = newHandler;
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crHandlerInstance.StartInterval(beat, interval);
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var relevantPlantEvents = GetAllPlantsBetweenBeat(beat, beat + interval);
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foreach (var plant in relevantPlantEvents)
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{
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crHandlerInstance.AddEvent(plant.beat);
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SpawnFlower(plant.beat, plant.beat < gameSwitchBeat);
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}
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if (autoPassTurn)
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{
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PassTurn(beat + interval, newHandler);
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}
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}
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public static void PreInterval(double beat, float interval, bool autoPassTurn)
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{
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if (GameManager.instance.currentGame == "wizardsWaltz")
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{
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instance.SetIntervalStart(beat, interval, beat, autoPassTurn);
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}
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else
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{
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queuedIntervals.Add(new QueuedInterval()
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{
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beat = beat,
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interval = interval,
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autoPassTurn = autoPassTurn
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});
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}
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}
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private void PassTurnStandalone(double beat)
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{
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if (crHandlerInstance != null) PassTurn(beat, crHandlerInstance);
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}
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public static void PrePassTurn(double beat)
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{
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if (GameManager.instance.currentGame == "wizardsWaltz")
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{
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instance.PassTurnStandalone(beat);
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}
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else
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{
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passedTurns.Add(beat);
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}
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}
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private static List<double> passedTurns = new();
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private void PassTurn(double beat, CallAndResponseHandler crHandler)
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{
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 0.25, delegate
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{
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beatInterval = crHandler.intervalLength;
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wizardBeatOffset = beat;
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intervalStartBeat = beat;
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foreach (var plant in currentPlants)
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{
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var songPos = (float)(plant.createBeat - wizardBeatOffset);
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var am = (beatInterval / 2f);
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var x = Mathf.Sin(Mathf.PI * songPos / am) * xRange;
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var y = plantYOffset + Mathf.Cos(Mathf.PI * songPos / am) * (yRange * 1.5f);
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var z = Mathf.Cos(Mathf.PI * songPos / am) * zRange;
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/*var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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var xscale = scale;
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if (y > -3.5f) xscale *= -1;*/
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plant.transform.localPosition = new Vector3(x, y, z);
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//plant.transform.localScale = new Vector3(xscale, scale, 1);
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}
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foreach (var crEvent in crHandler.queuedEvents)
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{
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Plant plantToInput = currentPlants.Find(x => x.createBeat == crEvent.beat);
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plantToInput.StartInput(beat - 0.25, (float)crEvent.relativeBeat + 0.25f);
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}
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crHandler.queuedEvents.Clear();
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})
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});
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}
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private static List<QueuedInterval> queuedIntervals = new();
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private struct QueuedInterval
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{
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public double beat;
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public float interval;
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public bool autoPassTurn;
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}
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public void SpawnFlower(double beat, bool spawnedInactive)
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{
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if (!spawnedInactive) SoundByte.PlayOneShotGame("wizardsWaltz/plant", beat);
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Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
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currentPlants.Add(plant);
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var songPos = (float)(beat - wizardBeatOffset);
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var am = (beatInterval / 2f);
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var x = Mathf.Sin(Mathf.PI * songPos / am) * xRange;
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var y = plantYOffset + Mathf.Cos(Mathf.PI * songPos / am) * (yRange * 1.5f);
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var z = Mathf.Cos(Mathf.PI * songPos / am) * zRange;
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/*var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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var xscale = scale;
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if (y > -3.5f) xscale *= -1;*/
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plant.transform.localPosition = new Vector3(x, y, z);
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//plant.transform.localScale = new Vector3(xscale, scale, 1);
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//plant.order = (int)Math.Round((scale - 1) * 1000);
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plant.order = (int)Math.Round(z * -1);
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plant.createBeat = beat;
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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plant.gameObject.SetActive(true);
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plant.Init(spawnedInactive);
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})
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});
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}
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}
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} |