HeavenStudioPlus/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs
ev e4646000f2 Second Contact (#363)
* second contact sprites

* Started rewriting

* Sound stuff

* foreigner textbox

* default miss message

* implement basic player textbox

* transparency support for textbox

refactor function labels to use C# convention

* avoid double function call with mistranslation

* add mistranslation textbox

* fix logic with trailing translation

* auto-positioning of translated text content

* auto-hide textboxes on start

* icon

* Added two new helper functions for pitching with semitones and cents

* All new sounds should be in now

* bunch of visual fixes

* Fixed stuff being innaccurate

* Repeating voicelines begone!

* Thump sound for bob man

* Put an animator on the crowd

* Fixed missing sprites

* Fixed anim not playing sometimes on barely

* Changed length of pass turn event from 0.5 to 1 beat long

* Downscaled Sprites

yippee

* Auto look at

* Fixed bob's textbox not appearing sometimes

* Fixed some small things

---------

Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-27 03:09:55 +00:00

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11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using System;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrFlickLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("builtToScaleDS", "Built To Scale (DS)", "1ad21a", true, false, new List<GameAction>()
{
new GameAction("spawn blocks", "Widget")
{
function = delegate {var e = eventCaller.currentEntity; BuiltToScaleDS.instance.MultiplePiano(e.beat, e.length, e["silent"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not."),
new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"),
new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"),
new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"),
new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "The number of semitones up or down this note should be pitched"),
new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "The number of semitones up or down this note should be pitched"),
new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th note", "The number of semitones up or down this note should be pitched (This plays together with the 5th note)"),
}
},
new GameAction("play piano", "Play Note")
{
function = delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched")
},
},
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_BuiltToScaleDS;
public class BuiltToScaleDS : Minigame
{
public enum BTSObject { HitPieces, MissPieces, FlyingRod }
[Header("Camera")]
public Transform renderQuadTrans;
public Transform camPivot;
public Camera camComp;
[Header("References")]
public SkinnedMeshRenderer environmentRenderer;
public GameObject flyingRodBase;
public GameObject movingBlocksBase;
public GameObject hitPartsBase;
public GameObject missPartsBase;
public Transform partsHolder;
public Transform blocksHolder;
public Animator shooterAnim;
public Animator elevatorAnim;
[Header("Properties")]
public float beltSpeed = 1f;
private Material beltMaterial;
private Material[] environmentMaterials;
private float currentBeltOffset;
[NonSerialized] public bool shootingThisFrame;
[NonSerialized] public bool lastShotOut = false;
public static BuiltToScaleDS instance;
private void Awake()
{
instance = this;
environmentMaterials = environmentRenderer.materials;
beltMaterial = Instantiate(environmentMaterials[8]);
environmentMaterials[8] = beltMaterial;
renderQuadTrans.gameObject.SetActive(true);
var cam = GameCamera.instance.camera;
var camHeight = 2f * cam.orthographicSize;
var camWidth = camHeight * cam.aspect;
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
camComp.depthTextureMode = camComp.depthTextureMode | DepthTextureMode.Depth;
elevatorAnim.Play("MakeRod", 0, 1f);
}
List<DynamicBeatmap.DynamicEntity> spawnedBlockEvents = new List<DynamicBeatmap.DynamicEntity>();
void Update()
{
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
return;
var currentBeat = Conductor.instance.songPositionInBeats;
var blockEvents = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "builtToScaleDS/spawn blocks");
for (int i = 0; i < blockEvents.Count; i++)
{
var ev = blockEvents[i];
if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times.
var spawnBeat = ev.beat - ev.length;
if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length)
{
SpawnBlocks(spawnBeat, ev.length);
spawnedBlockEvents.Add(ev);
break;
}
}
currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
environmentRenderer.materials = environmentMaterials;
}
void LateUpdate()
{
var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
bool canShoot = (!shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying()) && !shootingThisFrame;
if (canShoot && lastShotOut)
lastShotOut = false;
if (canShoot && !lastShotOut && PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
lastShotOut = true;
shootingThisFrame = true;
Shoot();
SpawnObject(BTSObject.FlyingRod);
Jukebox.PlayOneShotGame("builtToScaleDS/Boing");
}
if (!shootingThisFrame)
{
if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
{
shooterAnim.Play("WindDown", 0, 0);
}
}
shootingThisFrame = false;
}
public void SpawnBlocks(float beat, float length)
{
var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent<Blocks>();
newBlocks.createBeat = beat;
newBlocks.createLength = length;
newBlocks.gameObject.SetActive(true);
SetBlockTime(newBlocks, beat, length);
}
const int blockFramesPerSecond = 24;
const int blockHitFrame = 39;
const int blockTotalFrames = 80;
const int spawnFrameOffset = -3;
List<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 };
public void SetBlockTime(Blocks blocks, float spawnBeat, float length)
{
float spawnTimeOffset = (float)spawnFrameOffset / (float)blockFramesPerSecond;
float secondsPerFrame = 1f / blockFramesPerSecond;
float secondsToHitFrame = secondsPerFrame * blockHitFrame;
float secondsPerBeat = Conductor.instance.secPerBeat;
float secondsToHitBeat = secondsPerBeat * 5f * length + spawnTimeOffset;
float speedMult = secondsToHitFrame / secondsToHitBeat;
float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - spawnBeat) + spawnTimeOffset;
float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime;
// The only way I could deal with Unity's interpolation shenanigans without having a stroke.
if (criticalFrames.Contains(Mathf.FloorToInt(framesPastSpawnTime)))
framesPastSpawnTime = Mathf.CeilToInt(framesPastSpawnTime);
blocks.anim.Play("Move", 0, framesPastSpawnTime / blockTotalFrames);
blocks.anim.speed = speedMult;
}
public void SpawnObject(BTSObject btsObject)
{
GameObject prefabToUse = null;
string animNameToUse = "";
switch (btsObject)
{
case BTSObject.HitPieces:
prefabToUse = hitPartsBase;
animNameToUse = "PartsHit";
break;
case BTSObject.MissPieces:
prefabToUse = missPartsBase;
animNameToUse = "PartsMiss";
break;
case BTSObject.FlyingRod:
prefabToUse = flyingRodBase;
animNameToUse = "Fly";
break;
}
if (prefabToUse != null)
{
var newPiece = GameObject.Instantiate(prefabToUse, partsHolder).GetComponent<BTSPiece>();
newPiece.gameObject.SetActive(true);
newPiece.anim.Play(animNameToUse, 0, 0);
}
}
public void Shoot()
{
shooterAnim.Play("Shoot", 0, 0);
elevatorAnim.Play("MakeRod", 0, 0);
}
public void PlayPiano(float beat, float length, int semiTones)
{
var pianoPitch = Jukebox.GetPitchFromSemiTones(semiTones, true);
var pianoSource = Jukebox.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true);
pianoSource.SetLoopParams(beat + length, 0.1f);
}
public void MultiplePiano(float beat, float length, bool silent, int note1, int note2, int note3, int note4, int note5, int note6)
{
if (silent) return;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { PlayPiano(beat, length, note1); }),
new BeatAction.Action(beat + length, delegate { PlayPiano(beat + length, length, note2); }),
new BeatAction.Action(beat + length * 2, delegate { PlayPiano(beat + length * 2, length, note3); }),
new BeatAction.Action(beat + length * 3, delegate { PlayPiano(beat + length * 3, length, note4); }),
new BeatAction.Action(beat + length * 4, delegate { PlayPiano(beat + length * 4, 1f, note5); }),
new BeatAction.Action(beat + length * 4, delegate { PlayPiano(beat + length * 4, 1f, note6); }),
});
}
}
}