mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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81384fe7fb
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
541 lines
25 KiB
C#
541 lines
25 KiB
C#
//notes:
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// BEFORE NEW PROPS
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// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
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// - see fan club for separate prefabs (cadets) [DONE]
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// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
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// AFTER NEW PROPS
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// - testmod marching orders using speed
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// - see space soccer, mr upbeat, tunnel for keep-the-beat codes
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// - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
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// - will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame)
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// AFTER FEATURE COMPLETION
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// - delete all notes once the minigame is considered feature-complete
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using HeavenStudio.Common;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using Jukebox;
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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 AgbMarcherLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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RiqEntity FaceTurnUpdater(string datamodel, RiqEntity entity)
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{
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if (datamodel == "marchingOrders/face turn")
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{
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if (entity["type2"] == (int)MarchingOrders.FaceTurnLength.Normal)
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{
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entity.datamodel = "marchingOrders/faceTurn";
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}
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else
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{
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entity.datamodel = "marchingOrders/faceTurnFast";
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}
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entity.CreateProperty("direction", entity["type"]);
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entity.CreateProperty("point", false);
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// don't actually need to do this here
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//entity.version = 1;
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entity.dynamicData.Remove("type");
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entity.dynamicData.Remove("type2");
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return entity;
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}
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return null;
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}
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RiqBeatmap.OnUpdateEntity += FaceTurnUpdater;
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RiqEntity MarchUpdater(string datamodel, RiqEntity entity)
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{
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if (datamodel == "marchingOrders/marching")
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{
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entity.beat = double.NaN;
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return entity;
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}
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return null;
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}
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RiqBeatmap.OnUpdateEntity += MarchUpdater;
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return new Minigame("marchingOrders", "Marching Orders", "ffb108", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length, e["bop"], e["autoBop"], e["clap"]); },
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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("bop", true, "Bop", "Should the cadets bop?"),
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new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?"),
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new Param("clap", false, "Clap", "Should the cadets clap instead of bop?"),
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}
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},
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new GameAction("attention", "Attention...")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
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defaultLength = 2f,
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preFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
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},
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new GameAction("march", "March!")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
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defaultLength = 2f,
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parameters = new List<Param>
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{
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new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
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new Param("shouldMarch", true, "March", "Disable automatic marching"),
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},
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priority = 5,
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},
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new GameAction("faceTurn", "Face Turn")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.FaceTurn(e.beat, e["direction"], false, e["point"]);
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},
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
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new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
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}
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},
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new GameAction("faceTurnFast", "Fast Face Turn")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.FaceTurn(e.beat, e["direction"], true, e["point"]);
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},
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
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new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
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}
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},
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new GameAction("halt", "Halt!")
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{
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function = delegate { MarchingOrders.instance.Halt(eventCaller.currentEntity.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { MarchingOrders.HaltSound(eventCaller.currentEntity.beat);}
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},
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new GameAction("go", "Go!")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.MoveConveyor(e.length, e["start"], e["direction"]);
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},
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parameters = new List<Param>()
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{
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new Param("start", true, "Start Moving", "Start moving the conveyor"),
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new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
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},
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defaultLength = 7f,
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resizable = true,
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},
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new GameAction("background", "Background Colors")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.BackgroundColorSet(e["preset"], e["colorFill"], e["colorTiles1"], e["colorTiles2"], e["colorTiles3"], e["colorPipes1"], e["colorPipes2"], e["colorPipes3"], e["colorConveyor1"], e["colorConveyor2"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Choose from a preset, or choose custom and set colors below"),
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new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Sets the color of the wall"),
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new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Sets the color of the tile outline"),
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new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Sets the color of the tile shading"),
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new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Sets the color of the tile's main color"),
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new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Sets the color of the pipes' outline"),
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new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Sets the color of the pipes' shading"),
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new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Sets the color of the pipes"),
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new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Sets the color of the conveyer belt"),
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new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Sets the conveyor's trim color"),
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}
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},
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new GameAction("forceMarching", "Force Marching")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.ForceMarching(e.beat, e.length);
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},
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preFunctionLength = 0.2f,
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resizable = true,
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},
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// hidden in the editor but here cuz backwards compatibility
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new GameAction("marching", "Start Marching (old)")
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{
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hidden = true,
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},
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new GameAction("face turn", "Direction to Turn (old)")
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{
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hidden = true,
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parameters = new List<Param>()
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{
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new Param("type", MarchingOrders.Direction.Right, "Direction", "The direction the sergeant wants the cadets to face"),
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new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "The duration of the turning event"),
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}
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},
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},
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new List<string>() { "agb", "normal" },
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"agbmarcher", "en",
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new List<string>() { "en", "jp" }
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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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public class MarchingOrders : Minigame
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{
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public static MarchingOrders instance;
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static List<double> queuedMarches = new();
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[Header("Animators")]
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[SerializeField] Animator Sarge;
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[SerializeField] Animator Steam;
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[SerializeField] Animator[] Cadets = new Animator[3];
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[SerializeField] Animator[] CadetHeads = new Animator[3];
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[SerializeField] Animator CadetPlayer;
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[SerializeField] Animator CadetHeadPlayer;
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[Header("Colorable")]
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[SerializeField] Material[] RecolorMats;
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[SerializeField] SpriteRenderer[] BackgroundRecolorable;
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static Color BGColor1 = new Color(0.26f, 0.35f, 0.4f), BGColor2 = new Color(0.16f, 0.25f, 0.29f);
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[Header("Objects")]
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[SerializeField] ScrollObject[] ConveyorGo;
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[Header("Variables")]
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bool goBop;
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bool shouldClap;
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bool keepMarching;
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int marchOtherCount;
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int marchPlayerCount;
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double lastMissBeat;
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double lastReportedBeat;
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public static double wantMarch = double.MinValue;
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public enum Direction
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{
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Right,
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Left,
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}
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public enum FaceTurnLength
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{
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Normal,
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Fast,
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}
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public enum BackgroundColor
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{
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Yellow,
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Blue,
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Custom,
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}
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void Awake()
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{
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instance = this;
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for (int i = 0; i < BackgroundRecolorable.Length; i++) BackgroundRecolorable[i].color = i == 0 ? BGColor1 : BGColor2;
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}
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void Update()
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{
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for (int i = 0; i < BackgroundRecolorable.Length; i++) BackgroundRecolorable[i].color = i == 0 ? BGColor1 : BGColor2;
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if (wantMarch != double.MinValue) {
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queuedMarches.Add(wantMarch);
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marchOtherCount =
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marchPlayerCount = 0;
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keepMarching = true;
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wantMarch = double.MinValue;
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}
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if (goBop && Conductor.instance.ReportBeat(ref lastReportedBeat)) {
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foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
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CadetPlayer.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
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}
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if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
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if (queuedMarches.Count > 0) {
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foreach (var march in queuedMarches) {
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(march, delegate {
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ScheduleInput(march, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
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}),
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new BeatAction.Action(march + 1, delegate {
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marchOtherCount++;
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foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
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SoundByte.PlayOneShotGame("marchingOrders/stepOther");
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if (keepMarching) queuedMarches.Add(march + 1);
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}),
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});
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}
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queuedMarches.Clear();
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}
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}
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if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
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foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
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ConveyorGo[0].gameObject.transform.position = new Vector3(6.181f, -3.37f);
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ConveyorGo[1].gameObject.transform.position = new Vector3(0, 0);
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}
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// input stuff below
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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Miss();
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marchPlayerCount++;
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CadetPlayer.DoScaledAnimationAsync((marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"), 0.5f);
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}
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if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN)) {
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Miss();
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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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}
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if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.LEFT) && !IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN)) {
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Miss();
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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}
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if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.RIGHT) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN)) {
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Miss();
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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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}
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}
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public void LeftSuccess(PlayerActionEvent caller, float state)
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{
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TurnSuccess(state, "L");
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}
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public void RightSuccess(PlayerActionEvent caller, float state)
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{
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TurnSuccess(state, "R");
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}
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public void LeftPointSuccess(PlayerActionEvent caller, float state)
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{
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TurnSuccess(state, "L", true);
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}
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public void RightPointSuccess(PlayerActionEvent caller, float state)
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{
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TurnSuccess(state, "R", true);
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}
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void TurnSuccess(float state, string dir, bool shouldPoint = false)
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{
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if (state <= -1f || state >= 1f) SoundByte.PlayOneShot("nearMiss");
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else SoundByte.PlayOneShotGame("marchingOrders/turnActionPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("Face"+dir, 0.5f);
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if (shouldPoint) CadetPlayer.DoScaledAnimationAsync("Point"+dir, 0.5f);
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}
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public void GenericMiss(PlayerActionEvent caller)
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{
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if (Conductor.instance.songPositionInBeatsAsDouble - lastMissBeat <= 1.1f) return;
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Miss();
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}
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public void Miss()
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{
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lastMissBeat = Conductor.instance.songPositionInBeatsAsDouble;
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SoundByte.PlayOneShot("miss");
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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Steam.DoScaledAnimationAsync("Steam", 0.5f);
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}
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public void MarchHit(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f) SoundByte.PlayOneShot("nearMiss");
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else SoundByte.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
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marchPlayerCount++;
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CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
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}
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public void HaltHit(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f) SoundByte.PlayOneShot("nearMiss");
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else SoundByte.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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}
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public void BopAction(double beat, float length, bool shouldBop, bool autoBop, bool clap)
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{
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goBop = autoBop;
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shouldClap = clap;
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if (shouldBop) {
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for (int i = 0; i < length; i++) {
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + i, delegate {
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foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
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CadetPlayer.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
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})
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});
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}
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}
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}
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public void SargeAttention(double beat)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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});
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}
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public static void SargeMarch(double beat, bool noVoice, bool march)
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{
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if (march) MarchingOrders.wantMarch = beat + 1;
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if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
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if (GameManager.instance.currentGame == "marchingOrders") {
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MarchingOrders.instance.PreMarch(beat);
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if (!noVoice) MarchingOrders.instance.Sarge.DoScaledAnimationAsync("Talk", 0.5f);
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}
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}
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public void ForceMarching(double beat, float length)
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{
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for (int i = 0; i < length; i++) {
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ScheduleInput(beat + i - 0.2f, 0.2f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(beat + i, delegate {
|
|
marchOtherCount++;
|
|
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
|
SoundByte.PlayOneShotGame("marchingOrders/stepOther");
|
|
}),
|
|
});
|
|
}
|
|
}
|
|
|
|
public void PreMarch(double beat)
|
|
{
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 1f, delegate {
|
|
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("MarchL", 0.5f);
|
|
CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);
|
|
}),
|
|
});
|
|
}
|
|
|
|
public void Halt(double beat)
|
|
{
|
|
keepMarching = false;
|
|
HaltSound(beat);
|
|
|
|
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, Empty);
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
|
new BeatAction.Action(beat + 1f, delegate { foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("Halt", 0.5f);}),
|
|
});
|
|
}
|
|
|
|
public void FaceTurn(double beat, int direction, bool isFast, bool shouldPoint)
|
|
{
|
|
// x is true if the direction is right
|
|
bool x = (direction == 0);
|
|
int turnLength = (isFast ? 0 : 1);
|
|
|
|
ScheduleInput(beat, turnLength + 2f, x ? InputType.DIRECTION_RIGHT_DOWN : InputType.DIRECTION_LEFT_DOWN, x ? (shouldPoint ? RightPointSuccess : RightSuccess) : (shouldPoint ? LeftPointSuccess : LeftSuccess), GenericMiss, Empty);
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn1{(isFast ? "fast" : "")}", beat),
|
|
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn2{(isFast ? "fast" : "")}", beat + 0.5f),
|
|
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn3", beat + turnLength + 1f),
|
|
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
|
|
}, forcePlay: true);
|
|
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(beat + turnLength + 2f,delegate {
|
|
if (shouldPoint) foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync($"Point{(x ? "R" : "L")}", 0.5f);
|
|
foreach (var head in CadetHeads) head.DoScaledAnimationAsync($"Face{(x ? "R" : "L")}", 0.5f);
|
|
})
|
|
});
|
|
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
|
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
|
});
|
|
}
|
|
|
|
public void BackgroundColorSet(int preset, Color fill, Color tiles1, Color tiles2, Color tiles3, Color pipes1, Color pipes2, Color pipes3, Color conveyor1, Color conveyor2)
|
|
{
|
|
if (preset == 2) UpdateMaterialColor(fill, tiles1, tiles2, tiles3, pipes1, pipes2, pipes3, conveyor1, conveyor2);
|
|
else {
|
|
bool x = preset == 0;
|
|
UpdateMaterialColor(
|
|
x ? new Color(0.26f, 0.36f, 0.39f) : new Color(0.25f, 0.45f, 0.52f),
|
|
x ? new Color(1f, 0.76f, 0.52f) : new Color(0.45f, 0.71f, 0.81f),
|
|
x ? new Color(1f, 0.6f, 0.2f) : new Color(0.65f, 0.87f, 0.94f),
|
|
x ? new Color(1f, 0.68f, 0f) : new Color(0.65f, 0.87f, 0.94f),
|
|
x ? new Color(0.41f, 0.54f, 0.34f) : new Color(0.36f, 0.58f, 0.64f),
|
|
x ? new Color(0.43f, 0.8f, 0.45f) : new Color(0.48f, 0.65f, 0.71f),
|
|
x ? new Color(0.48f, 0.89f, 0.54f) : new Color(0.48f, 0.65f, 0.71f),
|
|
x ? new Color(0.16f, 0.25f, 0.3f) : new Color(0.32f, 0.55f, 0.62f),
|
|
x ? new Color(0.55f, 0.57f, 0.04f) : new Color(0.17f, 0.31f, 0.35f)
|
|
);
|
|
}
|
|
}
|
|
|
|
public void UpdateMaterialColor(Color fill, Color tiles1, Color tiles2, Color tiles3, Color pipes1, Color pipes2, Color pipes3, Color conveyor1, Color conveyor2)
|
|
{
|
|
BGColor1 = fill;
|
|
BGColor2 = conveyor1;
|
|
|
|
Recolor(0, tiles3, tiles2, tiles1);
|
|
Recolor(1, pipes2, pipes1, pipes3);
|
|
Recolor(2, new Color(0, 0, 0), conveyor1, conveyor2);
|
|
|
|
void Recolor(int i, Color color1, Color color2, Color color3) {
|
|
RecolorMats[i].SetColor("_ColorAlpha", color1);
|
|
RecolorMats[i].SetColor("_ColorBravo", color2);
|
|
RecolorMats[i].SetColor("_ColorDelta", color3);
|
|
}
|
|
}
|
|
|
|
public static void AttentionSound(double beat)
|
|
{
|
|
PlaySoundSequence("marchingOrders", "zentai", beat - 1);
|
|
}
|
|
|
|
public static void HaltSound(double beat)
|
|
{
|
|
PlaySoundSequence("marchingOrders", "tomare", beat);
|
|
}
|
|
|
|
public void MoveConveyor(float length, bool go, int direction)
|
|
{
|
|
foreach (var scroll in ConveyorGo) {
|
|
scroll.SpeedMod = ((direction == 0 ? 20 : -20)/length)*(Conductor.instance.songBpm/100);
|
|
scroll.AutoScroll = go;
|
|
}
|
|
}
|
|
|
|
static void Empty(PlayerActionEvent caller) { }
|
|
}
|
|
}
|
|
|