mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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180 lines
No EOL
6 KiB
C#
180 lines
No EOL
6 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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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class AgbUpbeatLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("mrUpbeat", "Mr. Upbeat", "FFFFFF", false, false, new List<GameAction>()
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{
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new GameAction("prepare", delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, 0.5f, true, inactiveFunction: delegate { MrUpbeat.Beep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }),
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new GameAction("go", delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); }, 4f, true),
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new GameAction("ding!", delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity.toggle); }, 0.5f, parameters: new List<Param>()
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{
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new Param("toggle", false, "Applause")
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}),
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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 Scripts_MrUpbeat;
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public class MrUpbeat : Minigame
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{
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[Header("References")]
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public GameObject metronome;
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public UpbeatMan man;
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public GameObject bt;
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private static MultiSound beeps; //only used when this game isn't active.
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public GameEvent beat = new GameEvent();
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public bool canGo = false;
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public int beatCount = 0;
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public float beatOffset = 0f;
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public static MrUpbeat instance;
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private void Awake()
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{
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instance = this;
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canGo = false;
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man.stepTimes = 0;
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SetInterval(0);
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var pos = Conductor.instance.songPositionInBeats;
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StartCoroutine(Upbeat(pos - Mathf.Round(pos)));
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List<float> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go").Select(c => c.beat).ToList();
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if (gos.Count > 0)
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{
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var nextInterval = gos.IndexOf(Mathp.GetClosestInList(gos, Conductor.instance.songPositionInBeats));
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beatOffset = gos[nextInterval];
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}
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}
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private void Update()
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{
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List<Beatmap.Entity> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go");
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for (int i = 0; i < gos.Count; i++)
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{
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if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
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{
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canGo = true;
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break;
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} else
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{
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canGo = false;
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}
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}
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if (canGo)
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{
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var songPos = Conductor.instance.songPositionInBeats - beatOffset;
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metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60);
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}
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if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat))
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{
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StartCoroutine(Upbeat());
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if (canGo)
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{
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if (beatCount % 2 == 0)
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Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
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else
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Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
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Beat(Mathf.Round(Conductor.instance.songPositionInBeats));
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}
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}
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}
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public override void OnGameSwitch(float beat)
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{
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foreach (Beatmap.Entity entity in GameManager.instance.Beatmap.entities)
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{
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if (entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
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{
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break;
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}
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if (entity.datamodel != "mrUpbeat/prepare" || entity.beat + entity.length < beat) //check for prepares that happen before the switch
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{
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continue;
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}
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SetInterval(entity.beat);
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break;
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}
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if(beeps != null)
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{
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beeps.Delete(); //the beeps are only for when the game isn't active
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beeps = null;
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}
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}
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public void SetInterval(float beat)
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{
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beatCount = 0;
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man.targetBeat = beat + 320f;
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man.Idle();
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}
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public void Go(float beat)
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{
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beatCount = 0;
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}
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public void Ding(bool applause)
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{
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Jukebox.PlayOneShotGame("mrUpbeat/ding");
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if (applause)
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Jukebox.PlayOneShot("applause");
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}
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public void Beat(float beat)
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{
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beatCount++;
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GameObject _beat = Instantiate(bt);
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_beat.transform.parent = bt.transform.parent;
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_beat.SetActive(true);
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UpbeatStep s = _beat.GetComponent<UpbeatStep>();
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s.startBeat = beat;
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s.beatOffset = beatOffset;
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}
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private IEnumerator Upbeat(float offset = 0)
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * 0.5f - offset);
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man.Blip();
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}
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public static void Beep(float beat, float length)
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{
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if(GameManager.instance.currentGame == "mrUpbeat") //this function is only meant for making beeps while the game is inactive
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{
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return;
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}
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if (beeps != null)
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{
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beeps.Delete();
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}
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MultiSound.Sound[] beepSounds = new MultiSound.Sound[Mathf.CeilToInt(length)];
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for(int i = 0; i < beepSounds.Length; i++)
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{
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beepSounds[i] = new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i);
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}
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beeps = MultiSound.Play(beepSounds, forcePlay:true);
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}
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}
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} |