mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
ee5397e9dd
* rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
550 lines
21 KiB
C#
550 lines
21 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using DG.Tweening;
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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 AgbHairLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("rhythmTweezers", "Rhythm Tweezers", "a14fa1", false, false, new List<GameAction>()
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{
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new GameAction("start interval", "Start Interval")
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{
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function = delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 4f,
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resizable = true,
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priority = 1,
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inactiveFunction = delegate { RhythmTweezers.InactiveInterval(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }
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},
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new GameAction("short hair", "Short Hair")
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{
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inactiveFunction = delegate { RhythmTweezers.SpawnHairInactive(eventCaller.currentEntity.beat); },
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function = delegate { RhythmTweezers.instance.SpawnHair(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f
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},
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new GameAction("long hair", "Curly Hair")
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{
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inactiveFunction = delegate { RhythmTweezers.SpawnLongHairInactive(eventCaller.currentEntity.beat); },
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function = delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f
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},
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new GameAction("passTurn", "Pass Turn")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.PassTurn(e.beat, e.length); },
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resizable = true,
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preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PrePassTurn(e.beat, e.length); }
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},
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new GameAction("next vegetable", "Swap Vegetable")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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if (!e["instant"]) RhythmTweezers.instance.NextVegetable(e.beat, e["type"], e["colorA"], e["colorB"]);
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else RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]);
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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("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato"),
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new Param("instant", false, "Instant", "Instantly change vegetable?")
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},
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priority = 3
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},
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new GameAction("noPeek", "No Peeking Sign")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PreNoPeeking(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("fade background color", "Background Fade")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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if (e["instant"])
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{
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RhythmTweezers.instance.ChangeBackgroundColor(e["colorA"], 0f);
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}
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else
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{
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RhythmTweezers.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length);
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}
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},
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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 in the fade"),
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new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade"),
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new Param("instant", false, "Instant", "Instantly change color to start color?")
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}
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},
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new GameAction("altSmile", "Use Alt Smile")
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{
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function = delegate
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{
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RhythmTweezers.instance.VegetableAnimator.SetBool("UseAltSmile", !RhythmTweezers.instance.VegetableAnimator.GetBool("UseAltSmile"));
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},
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defaultLength = 0.5f
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},
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//backwards compatibility
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new GameAction("change vegetable", "Change Vegetable (Instant)")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]); },
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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("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
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},
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hidden = true,
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},
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new GameAction("set background color", "Background Colour")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.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", RhythmTweezers.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>() {"agb", "repeat"},
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"agbhair", "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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using Scripts_RhythmTweezers;
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public class RhythmTweezers : Minigame
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{
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public enum VegetableType
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{
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Onion,
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Potato
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}
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private struct QueuedPeek
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{
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public float beat;
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public float length;
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}
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[Header("References")]
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public Transform VegetableHolder;
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public SpriteRenderer Vegetable;
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public SpriteRenderer VegetableDupe;
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public Animator VegetableAnimator;
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public SpriteRenderer bg;
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public Tweezers Tweezers;
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public GameObject hairBase;
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public GameObject longHairBase;
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public GameObject pluckedHairBase;
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[SerializeField] private Animator noPeeking;
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public GameObject HairsHolder;
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public GameObject DroppedHairsHolder;
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[NonSerialized] public int hairsLeft = 0;
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[Header("Variables")]
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private float passTurnBeat;
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private float passTurnEndBeat = 2;
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private static List<QueuedPeek> queuedPeeks = new List<QueuedPeek>();
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[Header("Sprites")]
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public Sprite pluckedHairSprite;
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public Sprite missedHairSprite;
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public Sprite onionSprite;
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public Sprite potatoSprite;
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[NonSerialized] public int eyeSize = 0;
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Tween transitionTween;
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bool transitioning = false;
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Tween bgColorTween;
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private static Color _defaultOnionColor;
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public static Color defaultOnionColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#C89600", out _defaultOnionColor);
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return _defaultOnionColor;
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}
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}
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private static Color _defaultPotatoColor;
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public static Color defaultPotatoColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFDC00", out _defaultPotatoColor);
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return _defaultPotatoColor;
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}
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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("#A14FA1", out _defaultBgColor);
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return _defaultBgColor;
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}
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}
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public static RhythmTweezers instance { get; set; }
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private static CallAndResponseHandler crHandlerInstance;
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private List<Hair> spawnedHairs = new List<Hair>();
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private List<LongHair> spawnedLongs = new List<LongHair>();
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private static List<float> passedTurns = new List<float>();
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private float peekBeat = -1;
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private bool peekRising;
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private void Awake()
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{
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instance = this;
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if (crHandlerInstance == null)
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{
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crHandlerInstance = new CallAndResponseHandler(4);
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}
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if (crHandlerInstance.queuedEvents.Count > 0)
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{
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foreach (var crEvent in crHandlerInstance.queuedEvents)
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{
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if (crEvent.tag == "Hair")
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{
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Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
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spawnedHairs.Add(hair);
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("SmallAppear", 0, 1);
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float rot = -58f + 116 * Mathp.Normalize(crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = crEvent.beat;
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}
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else if (crEvent.tag == "Long")
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{
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LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
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spawnedLongs.Add(hair);
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("LongAppear", 0, 1);
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float rot = -58f + 116 * Mathp.Normalize(crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = crEvent.beat;
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}
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}
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}
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}
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private void OnDestroy()
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{
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if (crHandlerInstance != null && !Conductor.instance.isPlaying)
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{
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crHandlerInstance = null;
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}
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}
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public static void SpawnHairInactive(float beat)
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{
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if (crHandlerInstance == null)
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{
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crHandlerInstance = new CallAndResponseHandler(4);
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}
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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crHandlerInstance.AddEvent(beat, 0, "Hair");
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}
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public static void SpawnLongHairInactive(float beat)
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{
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if (crHandlerInstance == null)
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{
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crHandlerInstance = new CallAndResponseHandler(4);
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}
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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crHandlerInstance.AddEvent(beat, 0.5f, "Long");
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}
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public void SpawnHair(float beat)
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{
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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// End transition early if the next hair is a lil early.
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StopTransitionIfActive();
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crHandlerInstance.AddEvent(beat, 0, "Hair");
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Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
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Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
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spawnedHairs.Add(hair);
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("SmallAppear", 0, 0);
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float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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}
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public void SpawnLongHair(float beat)
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{
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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StopTransitionIfActive();
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crHandlerInstance.AddEvent(beat, 0.5f, "Long");
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Jukebox.PlayOneShotGame("rhythmTweezers/longAppear", beat);
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LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
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spawnedLongs.Add(hair);
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("LongAppear", 0, 0);
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float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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}
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public void SetIntervalStart(float beat, float interval = 4f)
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{
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StopTransitionIfActive();
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hairsLeft = 0;
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eyeSize = 0;
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crHandlerInstance.StartInterval(beat, interval);
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}
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public static void InactiveInterval(float beat, float interval)
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{
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if (crHandlerInstance == null)
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{
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crHandlerInstance = new CallAndResponseHandler(4);
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}
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crHandlerInstance.StartInterval(beat, interval);
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}
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public void PassTurn(float beat, float length)
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{
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if (crHandlerInstance.queuedEvents.Count > 0)
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{
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hairsLeft = crHandlerInstance.queuedEvents.Count;
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foreach (var crEvent in crHandlerInstance.queuedEvents)
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{
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if (crEvent.tag == "Hair")
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{
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Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
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hairToInput.StartInput(beat + length, crEvent.relativeBeat);
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}
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else if (crEvent.tag == "Long")
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{
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LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
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hairToInput.StartInput(beat + length, crEvent.relativeBeat);
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}
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}
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crHandlerInstance.queuedEvents.Clear();
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}
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}
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public static void PrePassTurn(float beat, float length)
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{
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if (GameManager.instance.currentGame == "rhythmTweezers")
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{
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instance.SetPassTurnValues(beat + length);
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}
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else
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{
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passedTurns.Add(beat + length);
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}
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}
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private void SetPassTurnValues(float startBeat)
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{
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if (crHandlerInstance.intervalLength <= 0) return;
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passTurnBeat = startBeat - 1f;
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passTurnEndBeat = startBeat + crHandlerInstance.intervalLength;
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}
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const float vegDupeOffset = 16.7f;
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public void NextVegetable(float beat, int type, Color onionColor, Color potatoColor)
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{
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transitioning = true;
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Jukebox.PlayOneShotGame("rhythmTweezers/register", beat);
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Sprite nextVeggieSprite = type == 0 ? onionSprite : potatoSprite;
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Color nextColor = type == 0 ? onionColor : potatoColor;
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VegetableDupe.sprite = nextVeggieSprite;
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VegetableDupe.color = nextColor;
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// Move both vegetables to the left by vegDupeOffset, then reset their positions.
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// On position reset, reset state of core vegetable.
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transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f / Conductor.instance.musicSource.pitch)
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.OnComplete(() => {
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var holderPos = VegetableHolder.localPosition;
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VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
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Vegetable.sprite = nextVeggieSprite;
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Vegetable.color = nextColor;
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ResetVegetable();
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transitioning = false;
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}).SetEase(Ease.InOutSine);
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}
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public void ChangeVegetableImmediate(int type, Color onionColor, Color potatoColor)
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{
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StopTransitionIfActive();
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Sprite newSprite = type == 0 ? onionSprite : potatoSprite;
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Color newColor = type == 0 ? onionColor : potatoColor;
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Vegetable.sprite = newSprite;
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Vegetable.color = newColor;
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VegetableDupe.sprite = newSprite;
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VegetableDupe.color = newColor;
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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)
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{
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ChangeBackgroundColor(start, 0f);
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ChangeBackgroundColor(end, beats);
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}
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public static void PreNoPeeking(float beat, float length)
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{
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if (GameManager.instance.currentGame == "rhythmTweezers")
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{
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instance.NoPeeking(beat, length);
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}
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else
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{
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queuedPeeks.Add(new QueuedPeek()
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{
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beat = beat,
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length = length
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});
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}
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}
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public void NoPeeking(float beat, float length)
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{
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peekBeat = beat - 1f;
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peekRising = 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 + length, delegate { peekBeat = beat + length; peekRising = false; })
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});
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}
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private void Update()
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{
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if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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{
|
|
if (passedTurns.Count > 0)
|
|
{
|
|
foreach (var turn in passedTurns)
|
|
{
|
|
SetPassTurnValues(turn);
|
|
}
|
|
passedTurns.Clear();
|
|
}
|
|
if (queuedPeeks.Count > 0)
|
|
{
|
|
foreach (var peek in queuedPeeks)
|
|
{
|
|
NoPeeking(peek.beat, peek.length);
|
|
}
|
|
queuedPeeks.Clear();
|
|
}
|
|
float normalizedBeat = Conductor.instance.GetPositionFromBeat(peekBeat, 1);
|
|
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
|
|
{
|
|
noPeeking.DoNormalizedAnimation(peekRising ? "NoPeekRise" : "NoPeekLower", normalizedBeat);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
// Set tweezer angle.
|
|
var tweezerAngle = -180f;
|
|
|
|
var tweezerTime = Conductor.instance.songPositionInBeats;
|
|
var unclampedAngle = -58f + 116 * Mathp.Normalize(tweezerTime, passTurnBeat + 1f, passTurnEndBeat - 1f);
|
|
tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
|
|
|
|
Tweezers.transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
|
|
|
|
// Set tweezer to follow vegetable.
|
|
var currentTweezerPos = Tweezers.transform.localPosition;
|
|
var vegetablePos = Vegetable.transform.localPosition;
|
|
var vegetableHolderPos = VegetableHolder.transform.localPosition;
|
|
Tweezers.transform.localPosition = new Vector3(vegetableHolderPos.x, vegetablePos.y + 1f, currentTweezerPos.z);
|
|
}
|
|
|
|
private void ResetVegetable()
|
|
{
|
|
// If the tweezers happen to be holding a hair, drop it immediately so it can be destroyed below.
|
|
Tweezers.DropHeldHair();
|
|
|
|
foreach (Transform t in HairsHolder.transform)
|
|
{
|
|
GameObject.Destroy(t.gameObject);
|
|
}
|
|
|
|
foreach (Transform t in DroppedHairsHolder.transform)
|
|
{
|
|
GameObject.Destroy(t.gameObject);
|
|
}
|
|
|
|
VegetableAnimator.Play("Idle", 0, 0);
|
|
|
|
eyeSize = 0;
|
|
}
|
|
|
|
private void StopTransitionIfActive()
|
|
{
|
|
if (transitioning)
|
|
{
|
|
if (transitionTween != null)
|
|
{
|
|
transitionTween.Complete(true);
|
|
transitionTween.Kill();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|