mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 14:15:07 +00:00
b1fab52ad9
* 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
431 lines
No EOL
16 KiB
C#
431 lines
No EOL
16 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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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 RvlTambourineLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("tambourine", "Tambourine", "388cd0", false, false, new List<GameAction>()
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{
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new GameAction("beat intervals", "Start Interval")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.StartInterval(e.beat, e.length); },
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defaultLength = 8f,
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resizable = true,
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priority = 1
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},
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new GameAction("shake", "Shake")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); },
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defaultLength = 0.5f,
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priority = 2
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},
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new GameAction("hit", "Hit")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); },
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defaultLength = 0.5f,
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priority = 2
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},
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new GameAction("pass turn", "Pass Turn")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.PassTurn(e.beat, e.length); },
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defaultLength = 1f,
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resizable = true,
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priority = 3
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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; Tambourine.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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parameters = new List<Param>()
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{
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new Param("whoBops", Tambourine.WhoBops.Both, "Who Bops", "Who will bop."),
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new Param("whoBopsAuto", Tambourine.WhoBops.None, "Who Bops (Auto)", "Who will auto bop."),
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},
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resizable = true,
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priority = 4
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},
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new GameAction("success", "Success")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.SuccessFace(e.beat); },
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defaultLength = 1f,
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priority = 4,
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},
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new GameAction("fade background", "Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length, e["instant"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color", "The starting color of the fade."),
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new Param("colorB", Tambourine.defaultBGColor, "End Color", "The ending color of the fade."),
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new Param("instant", false, "Instant", "Instantly set the color of the background to the start color?")
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}
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},
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//backwards-compatibility
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new GameAction("set background color", "Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.ChangeBackgroundColor(e["colorA"], 0f); },
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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("colorA", Tambourine.defaultBGColor, "Background Color", "The background color to change to.")
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},
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hidden = true
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},
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},
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new List<string>() {"rvl", "repeat"},
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"rvldrum", "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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public class Tambourine : Minigame
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{
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private static Color _defaultBGColor;
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public static Color defaultBGColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#388cd0", out _defaultBGColor);
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return _defaultBGColor;
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}
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}
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[Header("Components")]
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[SerializeField] Animator handsAnimator;
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[SerializeField] SpriteRenderer bg;
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[SerializeField] Animator monkeyAnimator;
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[SerializeField] ParticleSystem flowerParticles;
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[SerializeField] GameObject happyFace;
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[SerializeField] GameObject sadFace;
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[SerializeField] Animator sweatAnimator;
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[SerializeField] Animator frogAnimator;
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[Header("Variables")]
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bool intervalStarted;
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double intervalStartBeat;
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float beatInterval = 8f;
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float misses;
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bool frogPresent;
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bool monkeyGoBop;
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bool handsGoBop;
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Tween bgColorTween;
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public GameEvent bop = new GameEvent();
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public enum WhoBops
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{
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Monkey,
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Player,
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Both,
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None
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}
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static List<QueuedTambourineInput> queuedInputs = new List<QueuedTambourineInput>();
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struct QueuedTambourineInput
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{
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public bool hit;
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public double beatAwayFromStart;
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}
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public static Tambourine instance;
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void Awake()
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{
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instance = this;
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sweatAnimator.Play("NoSweat", 0, 0);
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frogAnimator.Play("FrogExited", 0, 0);
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handsAnimator.Play("Idle", 0, 0);
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monkeyAnimator.Play("MonkeyIdle", 0, 0);
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}
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void OnDestroy()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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void Update()
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{
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if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (monkeyGoBop)
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{
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monkeyAnimator.Play("MonkeyBop", 0, 0);
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}
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if (handsGoBop)
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{
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handsAnimator.Play("Bop", 0, 0);
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}
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}
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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{
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intervalStarted = false;
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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handsAnimator.Play("Shake", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
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sweatAnimator.Play("Sweating", 0, 0);
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SummonFrog();
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ScoreMiss();
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if (!intervalStarted)
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{
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sadFace.SetActive(true);
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}
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}
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else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
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{
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handsAnimator.Play("Smack", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
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sweatAnimator.Play("Sweating", 0, 0);
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SummonFrog();
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ScoreMiss();
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if (!intervalStarted)
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{
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sadFace.SetActive(true);
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}
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}
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}
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public void StartInterval(double beat, float interval)
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{
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intervalStartBeat = beat;
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beatInterval = interval;
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if (!intervalStarted)
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{
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DesummonFrog();
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sadFace.SetActive(false);
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//queuedInputs.Clear();
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misses = 0;
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intervalStarted = true;
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}
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}
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public void MonkeyInput(double beat, bool hit)
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{
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if (!intervalStarted)
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{
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StartInterval(beat, beatInterval);
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}
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if (hit)
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{
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monkeyAnimator.Play("MonkeySmack", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/monkey/hit/{UnityEngine.Random.Range(1, 6)}");
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}
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else
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{
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monkeyAnimator.Play("MonkeyShake", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/monkey/shake/{UnityEngine.Random.Range(1, 6)}");
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}
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queuedInputs.Add(new QueuedTambourineInput()
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{
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hit = hit,
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beatAwayFromStart = beat - intervalStartBeat,
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});
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}
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public void PassTurn(double beat, float length)
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{
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if (queuedInputs.Count == 0) return;
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monkeyAnimator.Play("MonkeyPassTurn", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}");
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happyFace.SetActive(true);
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intervalStarted = false;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); })
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});
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foreach (var input in queuedInputs)
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{
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if (input.hit)
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{
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ScheduleInput(beat, length + input.beatAwayFromStart, InputType.STANDARD_ALT_DOWN , JustHit, Miss , Nothing);
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}
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else
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{
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ScheduleInput(beat, length + input.beatAwayFromStart, InputType.STANDARD_DOWN, JustShake, Miss, Nothing);
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}
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, 1, (int)WhoBops.Monkey, (int)WhoBops.None); })
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});
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}
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queuedInputs.Clear();
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}
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public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
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{
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monkeyGoBop = whoBopsAuto == (int)WhoBops.Monkey || whoBopsAuto == (int)WhoBops.Both;
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handsGoBop = whoBopsAuto == (int)WhoBops.Player || whoBopsAuto == (int)WhoBops.Both;
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate
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{
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switch (whoBops)
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{
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case (int) WhoBops.Monkey:
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monkeyAnimator.Play("MonkeyBop", 0, 0);
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break;
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case (int) WhoBops.Player:
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handsAnimator.Play("Bop", 0, 0);
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break;
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case (int) WhoBops.Both:
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monkeyAnimator.Play("MonkeyBop", 0, 0);
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handsAnimator.Play("Bop", 0, 0);
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break;
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default:
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break;
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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 SuccessFace(double beat)
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{
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DesummonFrog();
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if (misses > 0) return;
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flowerParticles.Play();
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SoundByte.PlayOneShotGame($"tambourine/player/turnPass/sweep");
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("tambourine/player/turnPass/note1", beat),
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new MultiSound.Sound("tambourine/player/turnPass/note2", beat + 0.1f),
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new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.2f),
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new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.3f),
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}, forcePlay: true);
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happyFace.SetActive(true);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1, delegate { happyFace.SetActive(false); }),
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});
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}
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public void JustHit(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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handsAnimator.Play("Smack", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
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SoundByte.PlayOneShotGame("tambourine/miss");
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sweatAnimator.Play("Sweating", 0, 0);
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misses++;
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if (!intervalStarted)
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{
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sadFace.SetActive(true);
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}
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return;
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}
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Success(true);
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}
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public void JustShake(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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handsAnimator.Play("Shake", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
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SoundByte.PlayOneShotGame("tambourine/miss");
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sweatAnimator.Play("Sweating", 0, 0);
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misses++;
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if (!intervalStarted)
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{
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sadFace.SetActive(true);
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}
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return;
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}
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Success(false);
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}
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public void Success(bool hit)
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{
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sadFace.SetActive(false);
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if (hit)
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{
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handsAnimator.Play("Smack", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
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}
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else
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{
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handsAnimator.Play("Shake", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
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}
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}
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public void Miss(PlayerActionEvent caller)
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{
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SummonFrog();
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sweatAnimator.Play("Sweating", 0, 0);
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misses++;
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if (!intervalStarted)
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{
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sadFace.SetActive(true);
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}
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}
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public void ChangeBackgroundColor(Color color, float beats)
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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if (bgColorTween != null)
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bgColorTween.Kill(true);
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if (seconds == 0)
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{
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bg.color = color;
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}
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else
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{
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bgColorTween = bg.DOColor(color, seconds);
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}
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}
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public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
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{
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ChangeBackgroundColor(start, 0f);
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if (!instant) ChangeBackgroundColor(end, beats);
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}
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public void SummonFrog()
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{
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if (frogPresent) return;
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SoundByte.PlayOneShotGame("tambourine/frog");
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frogAnimator.Play("FrogEnter", 0, 0);
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frogPresent = true;
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}
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public void DesummonFrog()
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{
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if (!frogPresent) return;
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frogAnimator.Play("FrogExit", 0, 0);
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frogPresent = false;
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}
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public void Nothing(PlayerActionEvent caller) {}
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}
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} |