mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
a5613f7fa8
* ready to pr i think Fixed Alphabetical Sorting. Fixed Chronological Sorting by adding a sorting value to every minigame. Added Sort By Usage. * i accidentally removed a bunch of work from yall oops this should fix that i think
531 lines
No EOL
22 KiB
C#
531 lines
No EOL
22 KiB
C#
using System;
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using System.Linq;
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using System.Collections;
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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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using Jukebox;
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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 RvlBuiltLoader
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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("builtToScaleRvl", "Built To Scale (Wii)", "1ad21a", false, false, new List<GameAction>()
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{
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new GameAction("spawn rod", "Spawn Rod")
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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("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."),
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
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},
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},
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new GameAction("shoot rod", "Shoot Rod")
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{
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to shoot."),
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new Param("mute", false, "Mute", "Toggle if the cue should be muted."),
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},
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},
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new GameAction("out sides", "Bounce Out Sides")
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{
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to out."),
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},
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},
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new GameAction("custom spawn", "Custom Spawn Rod")
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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("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."),
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new Param("target", BuiltToScaleRvl.TargetBlock.First, "Target", "Set the target in which the rod will bounce."),
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
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},
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},
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new GameAction("custom bounce", "Custom Bounce")
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{
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target in which the rod will bounce."),
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to bounce."),
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},
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},
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new GameAction("presence", "Toggle Blocks")
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{
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function = delegate { var e = eventCaller.currentEntity; BuiltToScaleRvl.instance.ToggleBlocksPresence(e.beat, e.length, e["in"], e["ease"], e["first"], e["second"], e["third"], e["fourth"]); },
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defaultLength = 2f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("first", false, "First Block", "Toggle if this block should be animated."),
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new Param("second", false, "Second Block", "Toggle if this block should be animated."),
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new Param("third", false, "Third Block", "Toggle if this block should be animated."),
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new Param("fourth", false, "Fourth Block", "Toggle if this block should be animated."),
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new Param("in", false, "In / Out", "Toggle if blocks should be present."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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}
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},
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}, new List<string>() { "rvl", "normal" }, "rvlbuilt", "en", new List<string>() { },
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chronologicalSortKey: 12);
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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_BuiltToScaleRvl;
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public class BuiltToScaleRvl : Minigame
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{
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[SerializeField] Block[] blocks;
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[SerializeField] GameObject baseRod;
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[SerializeField] GameObject baseLeftSquare;
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[SerializeField] GameObject baseRightSquare;
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[SerializeField] GameObject baseAssembled;
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[SerializeField] Transform widgetHolder;
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public enum Direction {
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Left,
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Right,
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}
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public enum Target {
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OuterLeft = 0,
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First,
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Second,
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Third,
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Fourth,
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OuterRight,
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}
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public enum TargetBlock {
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First = 1,
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Second,
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Third,
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Fourth,
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}
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public static BuiltToScaleRvl instance;
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const int IAAltDownCat = IAMAXCAT;
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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public static PlayerInput.InputAction InputAction_FlickAltPress =
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new("NtrBuiltAltFlickAltPress", new int[] { IAAltDownCat, IAFlickCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress);
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private void Awake()
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{
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instance = this;
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}
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private double gameStartBeat = double.MinValue, gameEndBeat = double.MaxValue;
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List<ScheduledWidget> scheduledWidgets = new List<ScheduledWidget>();
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int widgetIndex;
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public BezierCurve3D[] curve;
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public BezierCurve3D[] missCurve;
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public static readonly Dictionary<(int, int), int> curveMap = new Dictionary<(int, int), int> {
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{(-1, 0), 0}, // 01 in
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{(0, 1), 2}, {(1, 0), 2}, // 12
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{(1, 2), 3}, {(2, 1), 3}, // 23
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{(2, 3), 5}, {(3, 2), 5}, // 34
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{(4, 3), 7}, // 45 in
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{(0, 0), 9}, // 11
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{(1, 1), 10}, // 22
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{(2, 2), 11}, // 33
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{(3, 3), 13}, // 44
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{(-1, 1), 14}, // 02 in
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{(0, 2), 16}, {(2, 0), 16}, // 13
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{(1, 3), 18}, {(3, 1), 18}, // 24
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{(4, 2), 19}, // 35 in
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{(-1, 2), 22}, // 03 in
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{(0, 3), 25}, {(3, 0), 25}, // 14
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{(4, 1), 26}, // 25 in
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{(-1, 3), 28}, // 04 in
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{(4, 0), 30}, // 15 in
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};
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public static readonly Dictionary<(int, int), int> curveMapHigh = new Dictionary<(int, int), int> {
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{(1, 2), 4}, // 23 high
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{(3, 2), 6}, // 34 high
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{(2, 2), 12}, // 33 high
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{(0, 2), 17}, // 13 high
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{(4, 2), 20}, // 35 high
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{(-1, 2), 23}, // 03 high
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};
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public static readonly Dictionary<(int, int), int> curveMapOut = new Dictionary<(int, int), int> {
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{(0, -1), 1}, // 01 out
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{(3, 4), 8}, // 45 out
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{(1, -1), 15}, // 02 out
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{(2, 4), 21}, // 35 out
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{(2, -1), 24}, // 03 out
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{(1, 4), 27}, // 25 out
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{(3, -1), 29}, // 04 out
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{(0, 4), 31}, // 15 out
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};
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const double WIDGET_SEEK_TIME = 10.0;
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struct ScheduledWidget
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{
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public double beat;
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public double length;
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public int currentPos;
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public int nextPos;
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public int id;
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public CustomBounceItem[] bounceItems;
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public int endTime;
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public bool isShoot;
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public bool mute;
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}
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public class CustomBounceItem
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{
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public int time = -1;
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public int pos;
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}
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public override void OnGameSwitch(double beat)
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{
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gameStartBeat = beat;
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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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scheduledWidgets.Clear();
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widgetIndex = 0;
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var events = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "spawn rod", "custom spawn" }).FindAll(x => x.beat + x.length >= gameStartBeat && x.beat < gameEndBeat);
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foreach (var evt in events)
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{
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if (evt.length == 0) continue;
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int currentPos, nextPos;
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currentPos = evt["direction"] switch {
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(int)Direction.Left => -1,
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(int)Direction.Right => 4,
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_ => throw new System.NotImplementedException()
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};
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switch (evt.datamodel){
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case "builtToScaleRvl/spawn rod":
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nextPos = evt["direction"] switch {
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(int)Direction.Left => 0,
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(int)Direction.Right => 3,
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_ => throw new System.NotImplementedException()
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};
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break;
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case "builtToScaleRvl/custom spawn":
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nextPos = evt["target"] switch {
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(int)TargetBlock.First => 0,
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(int)TargetBlock.Second => 1,
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(int)TargetBlock.Third => 2,
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(int)TargetBlock.Fourth => 3,
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_ => throw new System.NotImplementedException()
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};
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break;
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default:
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throw new System.NotImplementedException();
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break;
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}
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List<CustomBounceItem> bounceItems = CalcRodBounce(evt.beat, evt.length, evt["id"]);
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AddBounceOutSides(evt.beat, evt.length, currentPos, nextPos, evt["id"], ref bounceItems);
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bool isShoot, mute;
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int rodEndTime = CalcRodEndTime(evt.beat, evt.length, currentPos, nextPos, evt["id"], ref bounceItems, out isShoot, out mute);
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var widget = new ScheduledWidget
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{
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beat = evt.beat,
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length = evt.length,
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currentPos = currentPos,
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nextPos = nextPos,
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id = evt["id"],
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bounceItems = bounceItems.ToArray(),
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endTime = rodEndTime,
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isShoot = isShoot,
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mute = mute,
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};
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scheduledWidgets.Add(widget);
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}
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scheduledWidgets.Sort((x, y) => x.beat.CompareTo(y.beat));
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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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public bool isPlayerOpen { get { return blocks[2].isOpen; } }
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public bool isPlayerPrepare { get { return blocks[2].isPrepare; } }
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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_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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PlayBlockOpen(2);
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}
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if (PlayerInput.GetIsAction(InputAction_FlickAltPress) && !IsExpectingInputNow(InputAction_FlickAltPress))
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{
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PlayBlockShootMiss(2);
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}
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UpdateWidgets();
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}
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void UpdateWidgets()
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{
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double beat = conductor.songPositionInBeatsAsDouble;
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while(widgetIndex < scheduledWidgets.Count)
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{
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var widget = scheduledWidgets[widgetIndex];
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if (widget.beat < beat + WIDGET_SEEK_TIME)
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{
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SpawnRod(widget.beat, widget.length, widget.currentPos, widget.nextPos, widget.id, widget.bounceItems, widget.endTime, widget.isShoot, widget.mute);
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widgetIndex++;
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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 SpawnRod(double beat, double length, int currentPos, int nextPos, int id, CustomBounceItem[] bounceItems, int endTime, bool isShoot, bool mute = false)
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{
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var newRod = Instantiate(baseRod, widgetHolder).GetComponent<Rod>();
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newRod.startBeat = beat;
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newRod.lengthBeat = length;
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newRod.currentPos = currentPos;
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newRod.nextPos = nextPos;
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newRod.ID = id;
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newRod.customBounce = bounceItems;
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newRod.endTime = endTime;
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newRod.isShoot = isShoot;
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if (isShoot)
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{
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double endBeat = beat + length * endTime;
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if (!mute) SoundByte.PlayOneShotGame("builtToScaleRvl/prepare", endBeat - 2*length);
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newRod.Squares = SpawnSquare(endBeat, id);
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}
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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newRod.Init();
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newRod.gameObject.SetActive(true);
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if (isPlayerOpen) PlayBlockIdle(2, beat);
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})
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});
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}
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private Square[] SpawnSquare(double targetBeat, int id)
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{
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var newLeftSquare = Instantiate(baseLeftSquare, widgetHolder).GetComponent<Square>();
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var newRightSquare = Instantiate(baseRightSquare, widgetHolder).GetComponent<Square>();
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newLeftSquare.startBeat = this.gameStartBeat;
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newRightSquare.startBeat = this.gameStartBeat;
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newLeftSquare.targetBeat = targetBeat;
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newRightSquare.targetBeat = targetBeat;
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newLeftSquare.gameObject.SetActive(true);
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newRightSquare.gameObject.SetActive(true);
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newLeftSquare.Init();
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newRightSquare.Init();
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return new Square[]{newLeftSquare, newRightSquare};
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}
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public void SpawnAssembled()
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{
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var newAssembled =Instantiate(baseAssembled, widgetHolder);
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newAssembled.SetActive(true);
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}
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private List<CustomBounceItem> CalcRodBounce(double beat, double length, int id)
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{
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var bounceItems = new List<CustomBounceItem>();
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var events = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "custom bounce" }).FindAll(x => x.beat > beat && x["id"] == id);
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foreach(var evt in events)
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{
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var bounceEventTime = (int)Math.Ceiling((evt.beat-beat)/length);
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bounceItems.Add(new CustomBounceItem{
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time = bounceEventTime,
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pos = evt["target"] switch {
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(int)Target.OuterLeft => -1,
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(int)Target.First => 0,
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(int)Target.Second => 1,
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(int)Target.Third => 2,
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(int)Target.Fourth => 3,
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(int)Target.OuterRight => 4,
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_ => throw new System.NotImplementedException()
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},
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});
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}
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return bounceItems;
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}
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private void AddBounceOutSides(double beat, double length, int currentPos, int nextPos, int id, ref List<CustomBounceItem> bounceItems)
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{
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var firstOut = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "out sides" }).Find(x => x.beat >= beat + length && x["id"] == id);
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if (firstOut is not null)
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{
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int earliestOutTime = (int)Math.Ceiling((firstOut.beat - beat)/length);
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int current = currentPos, next = nextPos;
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int outTime;
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var bounceItemsArray = bounceItems.ToArray();
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for (int time = 0; ; time++) {
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if (current is 0 or 3 && time >= earliestOutTime) {
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bounceItems.Add(new CustomBounceItem{
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time = time,
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pos = current switch {
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0 => -1,
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3 => 4,
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_ => throw new System.NotImplementedException()
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},
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});
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break;
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}
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int following = getFollowingPos(current, next, time+1, bounceItemsArray);
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current = next;
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next = following;
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}
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}
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}
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private int CalcRodEndTime(double beat, double length, int currentPos, int nextPos, int id, ref List<CustomBounceItem> bounceItems, out bool isShoot, out bool mute)
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{
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isShoot = false;
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mute = false;
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int earliestEndTime = int.MaxValue;
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var firstShoot = EventCaller.GetAllInGameManagerList("builtToScaleRvl", new string[] { "shoot rod" }).Find(x => x.beat >= beat + length && x["id"] == id);
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if (firstShoot is not null)
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{
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earliestEndTime = (int)Math.Ceiling((firstShoot.beat - beat)/length);
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isShoot = true;
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mute = firstShoot["mute"];
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}
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bounceItems = bounceItems.FindAll(x => x.time < earliestEndTime);
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bounceItems.Sort((x, y) => x.time.CompareTo(y.time));
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var bounceOutSide = bounceItems.Find(x => x.pos is -1 or 4);
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if (bounceOutSide is not null)
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{
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earliestEndTime = bounceOutSide.time;
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isShoot = false;
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}
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if (!isShoot) return earliestEndTime;
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int current = currentPos, next = nextPos;
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int shootTime;
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var bounceItemsArray = bounceItems.ToArray();
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for (int time = 0; ; time++) {
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if (current == 2 && time >= earliestEndTime) {
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shootTime = time;
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break;
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}
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int following = getFollowingPos(current, next, time+1, bounceItemsArray);
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current = next;
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next = following;
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}
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return shootTime;
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}
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public void PlayBlockBounce(int position, double beat)
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{
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if (!IsPositionInRange(position)) return;
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blocks[position].Bounce(beat);
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}
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public void PlayBlockBounceNearlyMiss(int position)
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{
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if (!IsPositionInRange(position)) return;
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blocks[position].BounceNearlyMiss();
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}
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public void PlayBlockBounceMiss(int position)
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{
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if (!IsPositionInRange(position)) return;
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blocks[position].BounceMiss();
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}
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public void PlayBlockPrepare(int position, double beat = double.MinValue)
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{
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if (!IsPositionInRange(position)) return;
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blocks[position].Prepare(beat);
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}
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public void PlayBlockShoot(int position)
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{
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if (!IsPositionInRange(position)) return;
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blocks[position].Shoot();
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}
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public void PlayBlockShootNearlyMiss(int position)
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{
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if (!IsPositionInRange(position)) return;
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blocks[position].ShootNearlyMiss();
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}
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public void PlayBlockShootMiss(int position)
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{
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if (!IsPositionInRange(position)) return;
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blocks[position].ShootMiss();
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}
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public void PlayBlockOpen(int position)
|
|
{
|
|
if (!IsPositionInRange(position)) return;
|
|
blocks[position].Open();
|
|
}
|
|
public void PlayBlockIdle(int position, double beat = double.MinValue)
|
|
{
|
|
if (!IsPositionInRange(position)) return;
|
|
blocks[position].Idle(beat);
|
|
}
|
|
|
|
public void ToggleBlocksPresence(double beat, double length, bool inToScene, int ease, bool first, bool second, bool third, bool fourth)
|
|
{
|
|
var blocks = new bool[] {first, second, third, fourth};
|
|
for (int i = 0; i < blocks.Length; i++) {
|
|
if (blocks[i]) ActivateBlockVisualPresence(beat, length, i, inToScene, ease);
|
|
}
|
|
}
|
|
|
|
private void ActivateBlockVisualPresence(double beat, double length, int position, bool inToScene, int ease)
|
|
{
|
|
if (!IsPositionInRange(position)) return;
|
|
blocks[position].Move(beat, length, inToScene, ease);
|
|
}
|
|
|
|
public static int getFollowingPos(int currentPos, int nextPos, int nextTime, CustomBounceItem[] bounceItems)
|
|
{
|
|
var bounce = Array.Find(bounceItems, x => x.time == nextTime);
|
|
if (bounce is not null) return bounce.pos;
|
|
|
|
if (nextPos == 0) return 1;
|
|
else if (nextPos == 3) return 2;
|
|
else if (currentPos <= nextPos) return nextPos + 1;
|
|
else if (currentPos > nextPos) return nextPos - 1;
|
|
return nextPos;
|
|
}
|
|
public static bool IsPositionInRange(int position)
|
|
{
|
|
return position >= 0 && position <= 3;
|
|
}
|
|
}
|
|
} |