mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 14:15:07 +00:00
727ec7a3a1
Added color persistence between game switches for most of the games in the nightly that needed it: - Basketball Girls - Bouncy Road - Chameleon - Clap Trap - Fillbots - Frog Princess - Sick Beats - Sumo Brothers Slot Monster has none yet, because its color changing is a little different lol
389 lines
15 KiB
C#
389 lines
15 KiB
C#
using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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 AgbBouncyRoadLoader
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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("bouncyRoad", "Bouncy Road", "0296FF", false, false, new List<GameAction>()
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{
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new GameAction("ball", "Ball")
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{
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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("goal", true, "Play Goal Sound"),
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new Param("color", Color.white, "Color", "Choose the color of the ball."),
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}
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},
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new GameAction("background appearance", "Background Appearance")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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BouncyRoad.instance.BackgroundColorSet(e.beat, e.length, e["colorBG1Start"], e["colorBG1End"], e["colorBG2Start"], e["colorBG2End"], e["ease"]);
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},
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorBG1Start", new Color(0.004f, 0.596f, 0.996f), "Start BG Color", "Set top-most color of the background gradient at the start of the event."),
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new Param("colorBG1End", new Color(0.004f, 0.596f, 0.996f), "End BG Color", "Set top-most color of the background gradient at the end of the event."),
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new Param("colorBG2Start", Color.black, "Start BG Color", "Set bottom-most color of the background gradient at the start of the event."),
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new Param("colorBG2End",Color.black, "End BG Color", "Set bottom-most color of the background gradient at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
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}
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},
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// new GameAction("object appearance", "Object Appearance")
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// {
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// function = delegate {
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// var e = eventCaller.currentEntity;
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// BouncyRoad.instance.ObjectColorSet(e["color1"], e["color2"], e["color3"]);
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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("color1", new Color(1, 1, 1), "Color 1"),
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// new Param("color2", new Color(1, 1, 1), "Color 2"),
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// new Param("color3", new Color(1, 1, 1), "Color 3"),
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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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"agbbouncy", "en",
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new List<string>() { },
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chronologicalSortKey: 24
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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_BouncyRoad;
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public class BouncyRoad : Minigame
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{
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[SerializeField] GameObject baseBall;
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[SerializeField] GameObject baseBounceCurve;
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[SerializeField] Transform CurveHolder;
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[SerializeField] Transform ThingsTrans;
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[System.NonSerialized] public Animator[] ThingsAnim;
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[System.NonSerialized] public Dictionary<float, BezierCurve3D[]> CurveCache;
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[SerializeField] BezierCurve3D PosCurve;
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[SerializeField] float fallY;
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[SerializeField] private SpriteRenderer BGGradient, BGHigh, BGLow;
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private ColorEase[] colorEases = new ColorEase[2];
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const double BALL_SEEK_TIME = 1.0;
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private struct ScheduledBall
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{
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public double beat;
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public double length;
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public bool goal;
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public Color color;
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}
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List<ScheduledBall> scheduledBalls = new();
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int ballIndex;
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public static BouncyRoad instance;
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const int IALeft = 0;
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const int IARight = 1;
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protected static bool IA_PadLeft(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
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}
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protected static bool IA_TouchLeft(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt);
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}
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protected static bool IA_PadRight(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
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}
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protected static bool IA_TouchRight(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt);
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}
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public static PlayerInput.InputAction InputAction_Left =
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new("AgbBouncyLeft", new int[] { IALeft, IALeft, IALeft },
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IA_PadLeft, IA_TouchLeft, IA_BatonBasicPress);
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public static PlayerInput.InputAction InputAction_Right =
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new("AgbBouncyRight", new int[] { IARight, IARight, IAEmptyCat },
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IA_PadRight, IA_TouchRight, IA_Empty);
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void Awake()
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{
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instance = this;
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colorEases = new ColorEase[] {
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new(new Color(0.004f, 0.596f, 0.996f)),
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new(Color.black),
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};
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ThingsAnim = new Animator[ThingsTrans.childCount];
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int childIndex = 0;
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foreach (Transform child in ThingsTrans)
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{
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// var prog = (float)childIndex/(ThingsTrans.childCount-1);
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// child.transform.localPosition = PosCurve.GetPoint(prog);
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ThingsAnim[childIndex++] = child.GetComponent<Animator>();
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}
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var newCurves = new BezierCurve3D[ThingsTrans.childCount + 3];
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// for (var i = 0; i < ThingsAnim.Length + 1; ++i)
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// {
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// var prog1 = (float)(i-1)/(ThingsTrans.childCount-1);
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// var prog2 = (float)(i)/(ThingsTrans.childCount-1);
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// var pos1 = PosCurve.GetPoint(prog1);
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// var pos2 = PosCurve.GetPoint(prog2);
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// var newCurve = GenerateInitCurve(pos1, pos2);
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// newCurves[i] = newCurve.GetComponent<BezierCurve3D>();
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// }
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{
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Vector3 pos1, pos2;
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pos1 = PosCurve.GetPoint((float)(-1)/(ThingsAnim.Length-1));
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pos2 = PosCurve.GetPoint(0);
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newCurves[0] = GenerateInitCurve(pos1, pos2).GetComponent<BezierCurve3D>();
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for (var i = 0; i < ThingsAnim.Length-1; ++i)
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{
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pos1 = ThingsTrans.GetChild(i).transform.localPosition;
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pos2 = ThingsTrans.GetChild(i+1).transform.localPosition;
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var newCurve = GenerateInitCurve(pos1, pos2);
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newCurves[1+i] = newCurve.GetComponent<BezierCurve3D>();
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}
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pos1 = PosCurve.GetPoint(1);
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pos2 = PosCurve.GetPoint((float)(ThingsAnim.Length)/(ThingsAnim.Length-1));
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newCurves[ThingsAnim.Length] = GenerateInitCurve(pos1, pos2).GetComponent<BezierCurve3D>();
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}
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newCurves[^2] = GenerateMissCurve(13).GetComponent<BezierCurve3D>();
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newCurves[^1] = GenerateMissCurve(14).GetComponent<BezierCurve3D>();
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CurveCache = new Dictionary<float, BezierCurve3D[]>();
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CurveCache.Add(1, newCurves);
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}
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public override void OnGameSwitch(double beat)
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{
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PersistColor(beat);
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double gameStartBeat = beat, gameEndBeat = double.MaxValue;
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var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > gameStartBeat);
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gameEndBeat = firstEnd?.beat ?? gameEndBeat;
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scheduledBalls.Clear();
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ballIndex = 0;
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var events = EventCaller.GetAllInGameManagerList("bouncyRoad", new string[] { "ball" }).FindAll(x => x.beat >= gameStartBeat && x.beat < gameEndBeat);
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foreach (var e in events)
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{
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if (e.length == 0) continue;
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var ball = new ScheduledBall
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{
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beat = e.beat,
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length = e.length,
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goal = e["goal"],
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color = e["color"],
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};
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scheduledBalls.Add(ball);
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}
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scheduledBalls.Sort((x, y) => (x.beat - x.length).CompareTo(y.beat - y.length));
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}
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public override void OnPlay(double beat)
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{
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OnGameSwitch(beat);
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (!cond.isPlaying || cond.isPaused) return;
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if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right))
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{
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ThingsAnim[12].Play("podium", 0, 0);
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}
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if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left))
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{
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ThingsAnim[13].Play("podium", 0, 0);
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}
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UpdateBalls();
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UpdateBackgroundColor();
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}
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void UpdateBalls()
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{
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double beat = conductor.songPositionInBeatsAsDouble;
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while(ballIndex < scheduledBalls.Count)
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{
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var ball = scheduledBalls[ballIndex];
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if (ball.beat - ball.length < beat + BALL_SEEK_TIME)
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{
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SpawnBall(ball.beat, ball.length, ball.goal, ball.color);
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ballIndex++;
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}
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else
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{
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break;
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}
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}
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}
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public void SpawnBall(double beat, double length, bool goal, Color color)
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{
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var newBall = Instantiate(baseBall, transform).GetComponent<Ball>();
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newBall.startBeat = beat;
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newBall.lengthBeat = length;
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newBall.goal = goal;
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newBall.color = color;
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newBall.curve = GetHeightCurve((float)length);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - length, delegate
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{
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newBall.Init();
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newBall.gameObject.SetActive(true);
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})
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});
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}
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List<double> bounceBeats = new();
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public void PlayBounceSound(double beat, double length)
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{
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var sounds = new List<MultiSound.Sound>();
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for (int i = 0; i < 12 ; i++)
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{
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var bounceBeat = beat + i * length;
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if (!bounceBeats.Contains(bounceBeat)) sounds.Add(new MultiSound.Sound("bouncyRoad/ballBounce", bounceBeat));
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bounceBeats.Add(bounceBeat);
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}
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MultiSound.Play(sounds.ToArray());
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}
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private Transform GenerateInitCurve(Vector3 pos1, Vector3 pos2)
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{
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float dist = Vector3.Distance(pos1, pos2);
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float angle = Mathf.Atan2(pos1.z - pos2.z, pos1.x - pos2.x) * Mathf.Rad2Deg;
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var newCurve = Instantiate(baseBounceCurve, CurveHolder).transform;
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var point0 = newCurve.GetChild(0);
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var point1 = newCurve.GetChild(1);
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point0.transform.localPosition = pos1;
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point0.transform.localEulerAngles = new Vector3(0, -angle, 0);
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point0.transform.localScale = new Vector3(dist, 1, 1);
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point1.transform.localPosition = pos2;
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point1.transform.localEulerAngles = new Vector3(0, -angle, 0);
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point1.transform.localScale = new Vector3(dist, 1, 1);
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return newCurve;
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}
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private Transform GenerateMissCurve(int number)
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{
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var curve = CurveHolder.GetChild(number);
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var newCurve = Instantiate(curve, CurveHolder).transform;
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var point0 = newCurve.GetChild(0);
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var point1 = newCurve.GetChild(1);
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Vector3 pos1 = point1.transform.localPosition;
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point1.transform.localPosition = pos1 + new Vector3(0, fallY, 0);
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return newCurve;
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}
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private BezierCurve3D[] GetHeightCurve(float length)
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{
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BezierCurve3D[] newCurves;
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CurveCache.TryGetValue(length, out newCurves);
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if (newCurves is null)
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{
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var newCurveHolder = Instantiate(CurveHolder, transform);
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newCurveHolder.name = $"CurveHolder_{length}";
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var newCurvesTrans = newCurveHolder.transform;
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newCurves = new BezierCurve3D[newCurvesTrans.childCount];
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int childIndex = 0;
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foreach (Transform child in newCurvesTrans)
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{
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var point0 = child.GetChild(0);
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var point1 = child.GetChild(1);
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Vector3 scale = point0.transform.localScale;
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point0.transform.localScale = new Vector3(scale.x, length * scale.y, scale.z);
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point1.transform.localScale = new Vector3(scale.x, length * scale.y, scale.z);
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newCurves[childIndex++] = child.GetComponent<BezierCurve3D>();
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}
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CurveCache.Add(length, newCurves);
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}
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return newCurves;
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}
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public void BackgroundColorSet(double beat, float length, Color BG1Start, Color BG1End, Color BG2Start, Color BG2End, int colorEaseSet)
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{
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colorEases = new ColorEase[] {
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new(beat, length, BG1Start, BG1End, colorEaseSet),
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new(beat, length, BG2Start, BG2End, colorEaseSet),
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};
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UpdateBackgroundColor();
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}
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public void ObjectColorSet(Color Color1, Color Color2, Color Color3)
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{
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}
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private void UpdateBackgroundColor()
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{
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BGGradient.material.SetColor("_ColorAlpha", colorEases[0].GetColor());
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BGGradient.material.SetColor("_ColorDelta", colorEases[1].GetColor());
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BGHigh.color = colorEases[0].GetColor();
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BGLow.color = colorEases[1].GetColor();
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}
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("bouncyRoad", new string[] { "background appearance" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBG1Start"], lastEvent["colorBG1End"], lastEvent["colorBG2Start"], lastEvent["colorBG2End"], lastEvent["ease"]);
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}
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}
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}
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}
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