HeavenStudioPlus/Assets/Scripts/Games/Minigame.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

568 lines
21 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Common;
using HeavenStudio.InputSystem;
using System;
using System.Linq;
namespace HeavenStudio.Games
{
public class Minigame : MonoBehaviour
{
public static double ngEarlyTimeBase = 0.1, justEarlyTimeBase = 0.05, aceEarlyTimeBase = 0.01, aceLateTimeBase = 0.01, justLateTimeBase = 0.05, ngLateTimeBase = 0.1;
public static double rankHiThreshold = 0.8, rankOkThreshold = 0.6;
public static double ngEarlyTime => ngEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double justEarlyTime => justEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double aceEarlyTime => aceEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double aceLateTime => aceLateTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double justLateTime => justLateTimeBase * Conductor.instance?.SongPitch ?? 1;
public static double ngLateTime => ngLateTimeBase * Conductor.instance?.SongPitch ?? 1;
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
#region Premade Input Actions
protected const int IAEmptyCat = -1;
protected const int IAPressCat = 0;
protected const int IAReleaseCat = 1;
protected const int IAPressingCat = 2;
protected const int IAFlickCat = 3;
protected const int IAMAXCAT = 4;
protected static bool IA_Empty(out double dt)
{
dt = 0;
return false;
}
protected static bool IA_PadBasicPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
}
protected static bool IA_TouchBasicPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
}
protected static bool IA_BatonBasicPress(out double dt)
{
return PlayerInput.GetBatonDown(InputController.ActionsBaton.Face, out dt);
}
protected static bool IA_PadBasicRelease(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt);
}
protected static bool IA_TouchBasicRelease(out double dt)
{
return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt) && !PlayerInput.GetFlick(out _);
}
protected static bool IA_BatonBasicRelease(out double dt)
{
return PlayerInput.GetBatonUp(InputController.ActionsBaton.Face, out dt);
}
protected static bool IA_PadBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetPad(InputController.ActionsPad.East);
}
protected static bool IA_TouchBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetTouch(InputController.ActionsTouch.Tap);
}
protected static bool IA_BatonBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetBaton(InputController.ActionsBaton.Face);
}
protected static bool IA_TouchFlick(out double dt)
{
return PlayerInput.GetFlick(out dt);
}
public static PlayerInput.InputAction InputAction_BasicPress =
new("BasicPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadBasicPress, IA_TouchBasicPress, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_BasicRelease =
new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
IA_PadBasicRelease, IA_TouchBasicRelease, IA_BatonBasicRelease);
public static PlayerInput.InputAction InputAction_BasicPressing =
new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
IA_PadBasicPressing, IA_TouchBasicPressing, IA_BatonBasicPressing);
public static PlayerInput.InputAction InputAction_FlickPress =
new("FlickPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
IA_PadBasicPress, IA_TouchFlick, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_FlickRelease =
new("FlickRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease);
#endregion
public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputAction">The input action that's expected</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
public PlayerActionEvent ScheduleInput(
double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
GameObject evtObj = new("ActionEvent" + (startBeat + timer));
PlayerActionEvent evt = evtObj.AddComponent<PlayerActionEvent>();
evt.startBeat = startBeat;
evt.timer = timer;
evt.InputAction = inputAction;
evt.OnHit = OnHit;
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.IsHittable = HittableQuery;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
return evt;
}
public PlayerActionEvent ScheduleUserInput(double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
return evt;
}
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputType">The type of the input that's expected (Press, Release, A, B, Directions>)</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleInput(
double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
GameObject evtObj = new GameObject("ActionEvent" + (startBeat + timer));
evtObj.AddComponent<PlayerActionEvent>();
PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
evt.startBeat = startBeat;
evt.timer = timer;
evt.inputType = inputType;
evt.OnHit = OnHit;
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.IsHittable = HittableQuery;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
return evt;
}
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleUserInput(double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
return evt;
}
//Clean up method used whenever a PlayerActionEvent has finished
public void RemoveScheduledInput(PlayerActionEvent evt)
{
scheduledInputs.Remove(evt);
}
//Get the scheduled input that should happen the **Soonest**
//Can return null if there's no scheduled inputs
// remark: need a check for specific button(s)
[Obsolete("Use GetClosestScheduledInput InputAction or InputAction category instead")]
public PlayerActionEvent GetClosestScheduledInput(InputType input = InputType.ANY)
{
PlayerActionEvent closest = null;
foreach (PlayerActionEvent toCompare in scheduledInputs)
{
// ignore inputs that are for sequencing in autoplay
if (toCompare.autoplayOnly) continue;
if (closest == null)
{
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
}
else
{
double t1 = closest.startBeat + closest.timer;
double t2 = toCompare.startBeat + toCompare.timer;
// Debug.Log("t1=" + t1 + " -- t2=" + t2);
if (t2 < t1)
{
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
}
}
}
return closest;
}
public PlayerActionEvent GetClosestScheduledInput(int[] actionCats)
{
int catIdx = (int)PlayerInput.CurrentControlStyle;
int cat = actionCats[catIdx];
PlayerActionEvent closest = null;
foreach (PlayerActionEvent toCompare in scheduledInputs)
{
// ignore inputs that are for sequencing in autoplay
if (toCompare.autoplayOnly) continue;
if (toCompare.InputAction == null) continue;
if (closest == null)
{
if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
closest = toCompare;
}
else
{
double t1 = closest.startBeat + closest.timer;
double t2 = toCompare.startBeat + toCompare.timer;
if (t2 < t1)
{
if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
closest = toCompare;
}
}
}
return closest;
}
public PlayerActionEvent GetClosestScheduledInput(PlayerInput.InputAction action)
{
return GetClosestScheduledInput(action.inputLockCategory);
}
//Hasn't been tested yet. *Should* work.
//Can be used to detect if the user is expected to input something now or not
//Useful for strict call and responses games like Tambourine
[Obsolete("Use IsExpectingInputNow InputAction or InputAction category instead")]
public bool IsExpectingInputNow(InputType wantInput = InputType.ANY)
{
PlayerActionEvent input = GetClosestScheduledInput(wantInput);
if (input == null) return false;
return input.IsExpectingInputNow();
}
public bool IsExpectingInputNow(int[] wantActionCategory)
{
PlayerActionEvent input = GetClosestScheduledInput(wantActionCategory);
if (input == null) return false;
return input.IsExpectingInputNow();
}
public bool IsExpectingInputNow(PlayerInput.InputAction wantAction)
{
return IsExpectingInputNow(wantAction.inputLockCategory);
}
// now should fix the fast bpm problem
public static double NgEarlyTime(float pitch = -1)
{
if (pitch < 0)
return 1f - ngEarlyTime;
return 1f - (ngEarlyTimeBase * pitch);
}
public static double JustEarlyTime(float pitch = -1)
{
if (pitch < 0)
return 1f - justEarlyTime;
return 1f - (justEarlyTimeBase * pitch);
}
public static double JustLateTime(float pitch = -1)
{
if (pitch < 0)
return 1f + justLateTime;
return 1f + (justLateTimeBase * pitch);
}
public static double NgLateTime(float pitch = -1)
{
if (pitch < 0)
return 1f + ngLateTime;
return 1f + (ngLateTimeBase * pitch);
}
public static double AceEarlyTime(float pitch = -1)
{
if (pitch < 0)
return 1f - aceEarlyTime;
return 1f - (aceEarlyTimeBase * pitch);
}
public static double AceLateTime(float pitch = -1)
{
if (pitch < 0)
return 1f + aceLateTime;
return 1f + (aceLateTimeBase * pitch);
}
public virtual void OnGameSwitch(double beat)
{
//Below is a template that can be used for handling previous entities.
//section below is if you only want to look at entities that overlap the game switch
/*
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(RiqEntity entity in prevEntities)
{
if(entity.beat + entity.length >= beat)
{
EventCaller.instance.CallEvent(entity, true);
}
}
*/
}
public virtual void OnTimeChange()
{
}
public virtual void OnPlay(double beat)
{
}
public virtual void OnStop(double beat)
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
// mainly for bopping logic
public virtual void OnBeatPulse(double beat)
{
}
public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args)
{
Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);
foreach (SoundSequence.SequenceKeyValue pair in gameInfo.LoadedSoundSequences)
{
if (pair.name == name)
{
Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
return pair.sequence.Play(startBeat);
}
}
Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
return null;
}
public void ScoreMiss(float weight = 1f)
{
double beat = Conductor.instance?.songPositionInBeatsAsDouble ?? -1;
GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight, false);
if (weight > 0)
{
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}
}
public void ToggleSplitColoursDisplay(bool on)
{
}
#region Bop
protected enum DefaultBopEnum
{
Off = 0,
On = 1,
}
protected Dictionary<double, int> bopRegion = new();
public bool BeatIsInBopRegion(double beat)
{
if (bopRegion.Count == 0) return true;
int bop = 0;
foreach (var item in bopRegion)
{
if (beat < item.Key) break;
if (beat >= item.Key) bop = item.Value;
}
return (DefaultBopEnum)bop == DefaultBopEnum.On;
}
public int BeatIsInBopRegionInt(double beat)
{
if (bopRegion.Count == 0) return 0;
int bop = 0;
foreach (var item in bopRegion)
{
if (beat < item.Key) break;
if (beat >= item.Key) bop = item.Value;
}
return bop;
}
protected void SetupBopRegion(string gameName, string eventName, string toggleName, bool isBool = true)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
if (allEvents.Count == 0) return;
allEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
foreach (var e in allEvents)
{
if (bopRegion.ContainsKey(e.beat))
{
Debug.Log("Two bops on the same beat, ignoring this one");
continue;
}
if (isBool)
{
bopRegion.Add(e.beat, e[toggleName] ? 1 : 0);
}
else
{
bopRegion.Add(e.beat, e[toggleName]);
}
}
}
protected void AddBopRegionEvents(string gameName, string eventName, bool allowBop)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
foreach (var e in allEvents)
{
bopRegion.Add(e.beat, allowBop ? 1 : 0);
}
bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
}
protected void AddBopRegionEventsInt(string gameName, string eventName, int allowBop)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
foreach (var e in allEvents)
{
bopRegion.Add(e.beat, allowBop);
}
bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
}
#endregion
private void OnDestroy()
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
protected void OnDrawGizmos()
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
}
}
}