mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 13:33:07 +00:00
52ecce8c3e
* Game: Pajama Party * Pajama Party: bg setup, Mako jump * Pajama Party: mako jumping * Pajama Party: prep landing anim references * Pajama Party: several anims, improved 3d scene * Pajama Party: bg cleanup * Pajama Party: Mako sleeping anims * Pajama Party: All Mako anims, add sounds to fs * Pajama Party: prep monkey prefab * Pajama Party: thrown pillow, prep sequences * Pajama Party: make embarrassed catch not loop whoops * Pajama Party: sound adjust, prefab work * Pajama Party: monkey spawning, basic jumping * Pajama Party: jump sequence no input detection or landing yet * Pajama Party: anims override * Pajama Party: jump cue functional comes with improvements and bugfixes to PlayerActionEvent * Pajama Party: sleep cue functional * Pajama Party: some notes * PlayerActionEvent: more bugfixes * Pajama Party: fully functional throw cue * Pajama Party: start animating sleep cue * Pajama Party: feature-complete * Pajama Party: unfuck layering * Pajama Party: icon also adds Fan Club's concept icon * Pajama Party: cues while unloaded * inverse-scale timing windows based on speed * Fan Club: move to new input system * Fan Club: allow forced animations during calls * Crop Stomp: fix camera shake regression
211 lines
No EOL
7.1 KiB
C#
211 lines
No EOL
7.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
public class Minigame : MonoBehaviour
|
|
{
|
|
public static float earlyTime = 0.1f, perfectTime = 0.06f, lateTime = 0.06f, endTime = 0.1f;
|
|
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
|
|
|
|
[System.Serializable]
|
|
public class Eligible
|
|
{
|
|
public GameObject gameObject;
|
|
public bool early;
|
|
public bool perfect;
|
|
public bool late;
|
|
public bool notPerfect() { return early || late; }
|
|
public bool eligible() { return early || perfect || late; }
|
|
public float createBeat;
|
|
}
|
|
|
|
|
|
public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
|
|
|
|
/**
|
|
* Schedule an Input for a later time in the minigame. Executes the methods put in parameters
|
|
*
|
|
* float startBeat : When the scheduling started (In beats)
|
|
* float timer : How many beats later should the input be expected
|
|
* InputType inputType : The type of the input that's expected (Press, release, A, B, Directions..) (Check InputType class for a list)
|
|
* ActionEventCallbackState OnHit : Method to run if the Input has been Hit
|
|
* ActionEventCallback OnMiss : Method to run if the Input has been Missed
|
|
* ActionEventCallback OnBlank : Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)
|
|
*/
|
|
public PlayerActionEvent ScheduleInput(float startBeat,
|
|
float timer,
|
|
InputType inputType,
|
|
PlayerActionEvent.ActionEventCallbackState OnHit,
|
|
PlayerActionEvent.ActionEventCallback OnMiss,
|
|
PlayerActionEvent.ActionEventCallback OnBlank)
|
|
{
|
|
|
|
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.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(float startBeat,
|
|
float 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;
|
|
}
|
|
|
|
public PlayerActionEvent ScheduleUserInput(float startBeat,
|
|
float timer,
|
|
InputType inputType,
|
|
PlayerActionEvent.ActionEventCallbackState OnHit,
|
|
PlayerActionEvent.ActionEventCallback OnMiss,
|
|
PlayerActionEvent.ActionEventCallback OnBlank)
|
|
{
|
|
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
|
|
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
|
|
public PlayerActionEvent GetClosestScheduledInput()
|
|
{
|
|
PlayerActionEvent closest = null;
|
|
|
|
foreach(PlayerActionEvent toCompare in scheduledInputs)
|
|
{
|
|
if(closest == null)
|
|
{
|
|
closest = toCompare;
|
|
} else
|
|
{
|
|
float t1 = closest.startBeat + closest.timer;
|
|
float t2 = toCompare.startBeat + toCompare.timer;
|
|
|
|
Debug.Log("t1=" + t1 + " -- t2=" + t2);
|
|
|
|
if (t2 < t1) closest = toCompare;
|
|
}
|
|
}
|
|
|
|
return closest;
|
|
}
|
|
|
|
//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
|
|
public bool IsExpectingInputNow()
|
|
{
|
|
PlayerActionEvent input = GetClosestScheduledInput();
|
|
if (input == null) return false;
|
|
|
|
return input.IsExpectingInputNow();
|
|
}
|
|
|
|
// now should fix the fast bpm problem
|
|
public static float EarlyTime()
|
|
{
|
|
return 1f - ScaleTimingMargin(earlyTime);
|
|
}
|
|
|
|
public static float PerfectTime()
|
|
{
|
|
return 1f - ScaleTimingMargin(perfectTime);
|
|
}
|
|
|
|
public static float LateTime()
|
|
{
|
|
return 1f + ScaleTimingMargin(lateTime);
|
|
}
|
|
|
|
public static float EndTime()
|
|
{
|
|
return 1f + ScaleTimingMargin(endTime);
|
|
}
|
|
|
|
//scales timing windows to the BPM in an ""intelligent"" manner
|
|
static float ScaleTimingMargin(float f)
|
|
{
|
|
float bpm = Conductor.instance.songBpm * Conductor.instance.musicSource.pitch;
|
|
float a = bpm / 120f;
|
|
float b = (Mathf.Log(a) + 2f) * 0.5f;
|
|
float r = Mathf.Lerp(a, b, 0.25f);
|
|
return r * f;
|
|
}
|
|
|
|
public int firstEnable = 0;
|
|
|
|
public virtual void OnGameSwitch(float 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<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
|
|
foreach(Beatmap.Entity entity in prevEntities)
|
|
{
|
|
if(entity.beat + entity.length >= beat)
|
|
{
|
|
EventCaller.instance.CallEvent(entity, true);
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
public virtual void OnTimeChange()
|
|
{
|
|
|
|
}
|
|
|
|
public int MultipleEventsAtOnce()
|
|
{
|
|
int sameTime = 0;
|
|
for (int i = 0; i < EligibleHits.Count; i++)
|
|
{
|
|
float createBeat = EligibleHits[i].createBeat;
|
|
if (EligibleHits.FindAll(c => c.createBeat == createBeat).Count > 0)
|
|
{
|
|
sameTime += 1;
|
|
}
|
|
}
|
|
|
|
if (sameTime == 0 && EligibleHits.Count > 0)
|
|
sameTime = 1;
|
|
|
|
return sameTime;
|
|
}
|
|
}
|
|
} |