HeavenStudioPlus/Assets/Scripts/Games/Minigame.cs
minenice55 4c4d0a7a7a Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

286 lines
9.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Common;
namespace HeavenStudio.Games
{
public class Minigame : MonoBehaviour
{
public static double earlyTime = 0.075f, perfectTime = 0.06f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.06f, endTime = 0.075f;
public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
[System.Serializable]
public class Eligible
{
public GameObject gameObject;
public bool early;
public bool perfect;
public bool late;
public bool notPerfect() { return early || late; }
public bool eligible() { return early || perfect || late; }
public float createBeat;
}
public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputType">The type of the input that's expected (Press, Release, A, B, Directions>)</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
public PlayerActionEvent ScheduleInput(
float startBeat,
float timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
GameObject evtObj = new GameObject("ActionEvent" + (startBeat+timer));
evtObj.AddComponent<PlayerActionEvent>();
PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
evt.startBeat = startBeat;
evt.timer = timer;
evt.inputType = inputType;
evt.OnHit = OnHit;
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
public PlayerActionEvent ScheduleAutoplayInput(float startBeat,
float timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
return evt;
}
public PlayerActionEvent ScheduleUserInput(float startBeat,
float timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
evt.noAutoplay = true;
return evt;
}
//Clean up method used whenever a PlayerActionEvent has finished
public void RemoveScheduledInput(PlayerActionEvent evt)
{
scheduledInputs.Remove(evt);
}
//Get the scheduled input that should happen the **Soonest**
//Can return null if there's no scheduled inputs
// remark: need a check for specific button(s)
public PlayerActionEvent GetClosestScheduledInput(InputType input = InputType.ANY)
{
PlayerActionEvent closest = null;
foreach(PlayerActionEvent toCompare in scheduledInputs)
{
// ignore inputs that are for sequencing in autoplay
if (toCompare.autoplayOnly) continue;
if(closest == null)
{
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
} else
{
float t1 = closest.startBeat + closest.timer;
float t2 = toCompare.startBeat + toCompare.timer;
// Debug.Log("t1=" + t1 + " -- t2=" + t2);
if (t2 < t1)
{
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
}
}
}
return closest;
}
//Hasn't been tested yet. *Should* work.
//Can be used to detect if the user is expected to input something now or not
//Useful for strict call and responses games like Tambourine
public bool IsExpectingInputNow(InputType wantInput = InputType.ANY)
{
PlayerActionEvent input = GetClosestScheduledInput(wantInput);
if (input == null) return false;
return input.IsExpectingInputNow();
}
// now should fix the fast bpm problem
public static double EarlyTime()
{
return 1f - earlyTime;
}
public static double PerfectTime()
{
return 1f - perfectTime;
}
public static double LateTime()
{
return 1f + lateTime;
}
public static double EndTime()
{
return 1f + endTime;
}
public static double AceStartTime()
{
return 1f - aceEarlyTime;
}
public static double AceEndTime()
{
return 1f + aceLateTime;
}
// DEPRECATED: scales timing windows to the BPM in an ""intelligent"" manner
// only left for historical reasons
static float ScaleTimingMargin(float f)
{
float bpm = Conductor.instance.songBpm * Conductor.instance.musicSource.pitch;
float a = bpm / 120f;
float b = (Mathf.Log(a) + 2f) * 0.5f;
float r = Mathf.Lerp(a, b, 0.25f);
return r * f;
}
public int firstEnable = 0;
public virtual void OnGameSwitch(float beat)
{
//Below is a template that can be used for handling previous entities.
//section below is if you only want to look at entities that overlap the game switch
/*
List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(Beatmap.Entity entity in prevEntities)
{
if(entity.beat + entity.length >= beat)
{
EventCaller.instance.CallEvent(entity, true);
}
}
*/
}
public virtual void OnTimeChange()
{
}
public virtual void OnPlay(float beat)
{
}
public virtual void OnStop(float beat)
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
public int MultipleEventsAtOnce()
{
int sameTime = 0;
for (int i = 0; i < EligibleHits.Count; i++)
{
float createBeat = EligibleHits[i].createBeat;
if (EligibleHits.FindAll(c => c.createBeat == createBeat).Count > 0)
{
sameTime += 1;
}
}
if (sameTime == 0 && EligibleHits.Count > 0)
sameTime = 1;
return sameTime;
}
public static MultiSound PlaySoundSequence(string game, string name, float startBeat, params SoundSequence.SequenceParams[] args)
{
Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);
foreach (SoundSequence.SequenceKeyValue pair in gameInfo.LoadedSoundSequences)
{
if (pair.name == name)
{
Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
return pair.sequence.Play(startBeat);
}
}
Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
return null;
}
public void ScoreMiss(double weight = 1f)
{
GameManager.instance.ScoreInputAccuracy(0, true, EndTime(), weight, false);
if (weight > 0)
{
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}
}
private void OnDestroy() {
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
protected void OnDrawGizmos() {
Gizmos.color = Color.magenta;
Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
}
}
}