mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +00:00
11c1ae8f50
* Made Nail half-speed, changed long nail from hold B to press B, touched up animations - Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo! - Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall - Also touched up the animations to make them snappier and improve gamefeel * Cleaned up animations a bit further, changed 'fusuma' to 'shoji' * Further animation improvements Hit animations are now instant, and the hammer animation is about snappy and responsive as it should be * Fixed touch controls FIxed touch controls being a miss no matter what * reimplemented touch mode whiffing cuz i forgor * fixed a sound effect playing at the wrong time * spawning logic overhaul also fixed issue where sweets would be hittable if a nail could be instead cues at full speed for testing need to halve the speed of everything later * remove stray sfx call * add missing exclaim animations to the forced object types * improve chunk based spawning improve animator setup * remove unused stuff * new animations girl randomly blinks puddings bounce when passing the girl nails pop out when missing * fix the sweet break check --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
506 lines
19 KiB
C#
506 lines
19 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Common;
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using HeavenStudio.InputSystem;
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using System;
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using System.Linq;
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using Jukebox;
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namespace HeavenStudio.Games
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{
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public class Minigame : MonoBehaviour
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{
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public static double ngEarlyTimeBase = 0.1, justEarlyTimeBase = 0.05, aceEarlyTimeBase = 0.01, aceLateTimeBase = 0.01, justLateTimeBase = 0.05, ngLateTimeBase = 0.1;
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public static double rankHiThreshold = 0.8, rankOkThreshold = 0.6;
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public static double ngEarlyTime => ngEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
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public static double justEarlyTime => justEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
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public static double aceEarlyTime => aceEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
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public static double aceLateTime => aceLateTimeBase * Conductor.instance?.SongPitch ?? 1;
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public static double justLateTime => justLateTimeBase * Conductor.instance?.SongPitch ?? 1;
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public static double ngLateTime => ngLateTimeBase * Conductor.instance?.SongPitch ?? 1;
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[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
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[NonSerialized] public string minigameName;
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[NonSerialized] public GameManager gameManager;
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[NonSerialized] public Conductor conductor;
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#region Premade Input Actions
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protected const int IAEmptyCat = -1;
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protected const int IAPressCat = 0;
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protected const int IAReleaseCat = 1;
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protected const int IAPressingCat = 2;
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protected const int IAFlickCat = 3;
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protected const int IAMAXCAT = 4;
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protected static bool IA_Empty(out double dt)
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{
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dt = 0;
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return false;
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}
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protected static bool IA_PadBasicPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
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}
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protected static bool IA_TouchBasicPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
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}
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protected static bool IA_BatonBasicPress(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.Face, out dt);
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}
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protected static bool IA_PadBasicRelease(out double dt)
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{
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return PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt);
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}
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protected static bool IA_TouchBasicRelease(out double dt)
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{
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return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt) && !PlayerInput.GetFlick(out _);
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}
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protected static bool IA_BatonBasicRelease(out double dt)
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{
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return PlayerInput.GetBatonUp(InputController.ActionsBaton.Face, out dt);
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}
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protected static bool IA_PadBasicPressing(out double dt)
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{
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dt = 0;
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return PlayerInput.GetPad(InputController.ActionsPad.East);
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}
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protected static bool IA_TouchBasicPressing(out double dt)
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{
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dt = 0;
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return PlayerInput.GetTouch(InputController.ActionsTouch.Tap);
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}
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protected static bool IA_BatonBasicPressing(out double dt)
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{
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dt = 0;
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return PlayerInput.GetBaton(InputController.ActionsBaton.Face);
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}
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protected static bool IA_TouchFlick(out double dt)
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{
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return PlayerInput.GetFlick(out dt);
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}
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public static PlayerInput.InputAction InputAction_BasicPress =
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new("BasicPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadBasicPress, IA_TouchBasicPress, IA_BatonBasicPress);
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public static PlayerInput.InputAction InputAction_BasicRelease =
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new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
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IA_PadBasicRelease, IA_TouchBasicRelease, IA_BatonBasicRelease);
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public static PlayerInput.InputAction InputAction_BasicPressing =
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new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
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IA_PadBasicPressing, IA_TouchBasicPressing, IA_BatonBasicPressing);
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public static PlayerInput.InputAction InputAction_FlickPress =
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new("FlickPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
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IA_PadBasicPress, IA_TouchFlick, IA_BatonBasicPress);
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public static PlayerInput.InputAction InputAction_FlickRelease =
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new("FlickRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
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IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease);
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#endregion
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public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
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/// <summary>
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/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
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/// </summary>
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/// <param name="startBeat">When the scheduling started (in beats)</param>
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/// <param name="timer">How many beats later should the input be expected</param>
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/// <param name="inputAction">The input action that's expected</param>
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/// <param name="OnHit">Method to run if the Input has been Hit</param>
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/// <param name="OnMiss">Method to run if the Input has been Missed</param>
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/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
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/// <returns></returns>
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public PlayerActionEvent ScheduleInput(
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double startBeat,
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double timer,
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PlayerInput.InputAction inputAction,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank,
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PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
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)
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{
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// List<RiqEntity> gameSwitches = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= startBeat + timer && c.datamodel.Split("/")[0] == "switchGame");
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// if (gameSwitches != null && gameSwitches[^1].datamodel.Split("/")[1] != gameObject.name)
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// {
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// return null;
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// }
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GameObject evtObj = new("ActionEvent" + (startBeat + timer));
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PlayerActionEvent evt = evtObj.AddComponent<PlayerActionEvent>();
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evt.startBeat = startBeat;
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evt.timer = timer;
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evt.InputAction = inputAction;
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evt.OnHit = OnHit;
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evt.OnMiss = OnMiss;
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evt.OnBlank = OnBlank;
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evt.IsHittable = HittableQuery;
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evt.OnDestroy = RemoveScheduledInput;
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evt.canHit = true;
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evt.enabled = true;
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evt.transform.parent = this.transform.parent;
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evt.minigame = minigameName;
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evtObj.SetActive(true);
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scheduledInputs.Add(evt);
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return evt;
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}
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public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
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double timer,
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PlayerInput.InputAction inputAction,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank)
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{
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PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank);
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evt.autoplayOnly = true;
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evt.minigame = minigameName;
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return evt;
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}
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public PlayerActionEvent ScheduleUserInput(double startBeat,
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double timer,
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PlayerInput.InputAction inputAction,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank,
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PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
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{
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PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
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evt.noAutoplay = true;
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evt.minigame = minigameName;
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return evt;
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}
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//Clean up method used whenever a PlayerActionEvent has finished
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public void RemoveScheduledInput(PlayerActionEvent evt)
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{
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scheduledInputs.Remove(evt);
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}
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public PlayerActionEvent GetClosestScheduledInput(int[] actionCats)
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{
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int catIdx = (int)PlayerInput.CurrentControlStyle;
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int cat = actionCats[catIdx];
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PlayerActionEvent closest = null;
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foreach (PlayerActionEvent toCompare in scheduledInputs)
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{
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// ignore inputs that are for sequencing in autoplay
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if (toCompare.autoplayOnly) continue;
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if (toCompare.InputAction == null) continue;
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if (closest == null)
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{
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if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
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closest = toCompare;
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}
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else
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{
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double t1 = closest.startBeat + closest.timer;
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double t2 = toCompare.startBeat + toCompare.timer;
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if (t2 < t1)
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{
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if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
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closest = toCompare;
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}
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}
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}
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return closest;
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}
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public bool IsExpectingInputNow(int[] wantActionCategory)
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{
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PlayerActionEvent input = GetClosestScheduledInput(wantActionCategory);
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if (input == null) return false;
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return input.IsExpectingInputNow();
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}
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public bool IsExpectingInputNow(PlayerInput.InputAction wantAction)
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{
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return IsExpectingInputNow(wantAction.inputLockCategory);
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}
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// now should fix the fast bpm problem
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public static double NgEarlyTime(float pitch = -1)
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{
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if (pitch < 0)
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return 1 - ngEarlyTime;
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return 1 - (ngEarlyTimeBase * pitch);
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}
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public static double JustEarlyTime(float pitch = -1)
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{
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if (pitch < 0)
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return 1 - justEarlyTime;
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return 1 - (justEarlyTimeBase * pitch);
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}
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public static double JustLateTime(float pitch = -1)
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{
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if (pitch < 0)
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return 1 + justLateTime;
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return 1 + (justLateTimeBase * pitch);
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}
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public static double NgLateTime(float pitch = -1)
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{
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if (pitch < 0)
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return 1 + ngLateTime;
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return 1 + (ngLateTimeBase * pitch);
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}
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public static double AceEarlyTime(float pitch = -1)
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{
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if (pitch < 0)
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return 1 - aceEarlyTime;
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return 1 - (aceEarlyTimeBase * pitch);
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}
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public static double AceLateTime(float pitch = -1)
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{
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if (pitch < 0)
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return 1 + aceLateTime;
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return 1 + (aceLateTimeBase * pitch);
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}
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public virtual void OnGameSwitch(double beat)
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{
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}
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public virtual void OnTimeChange()
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{
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}
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public virtual void OnPlay(double beat)
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{
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}
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public virtual void OnStop(double beat)
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{
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foreach (var evt in scheduledInputs)
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{
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evt.QueueDeletion();
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}
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}
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// mainly for bopping logic
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public virtual void OnBeatPulse(double beat)
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{
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}
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// added because OnBeatPulse had some animation issues going on
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// if your bopping overlaps with other animations, use this instead
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public virtual void OnLateBeatPulse(double beat)
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{
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}
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public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args)
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{
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Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);
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foreach (SoundSequence.SequenceKeyValue pair in gameInfo.LoadedSoundSequences)
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{
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if (pair.name == name)
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{
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// Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
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return pair.sequence.Play(startBeat);
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}
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}
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Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
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return null;
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}
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public void ScoreMiss(float weight = 1f)
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{
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double beat = Conductor.instance?.songPositionInBeatsAsDouble ?? -1;
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GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight, false);
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}
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public void ToggleSplitColoursDisplay(bool on)
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{
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}
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#region Bop
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protected enum DefaultBopEnum
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{
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Off = 0,
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On = 1,
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}
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protected Dictionary<double, int> bopRegion = new();
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public bool BeatIsInBopRegion(double beat)
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{
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if (bopRegion.Count == 0) return true;
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int bop = 0;
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foreach (var item in bopRegion)
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{
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if (beat < item.Key) break;
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if (beat >= item.Key) bop = item.Value;
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}
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return (DefaultBopEnum)bop == DefaultBopEnum.On;
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}
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public int BeatIsInBopRegionInt(double beat)
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{
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if (bopRegion.Count == 0) return 0;
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int bop = 0;
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foreach (var item in bopRegion)
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{
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if (beat < item.Key) break;
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if (beat >= item.Key) bop = item.Value;
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}
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return bop;
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}
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protected void SetupBopRegion(string gameName, string eventName, string toggleName, bool isBool = true)
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{
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var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
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if (allEvents.Count == 0) return;
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allEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
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foreach (var e in allEvents)
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{
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if (bopRegion.ContainsKey(e.beat))
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{
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// Debug.Log("Two bops on the same beat, ignoring this one");
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continue;
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}
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if (isBool)
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{
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bopRegion.Add(e.beat, e[toggleName] ? 1 : 0);
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}
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else
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{
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bopRegion.Add(e.beat, e[toggleName]);
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}
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}
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}
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protected void AddBopRegionEvents(string gameName, string eventName, bool allowBop)
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{
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var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
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foreach (var e in allEvents)
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{
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bopRegion.Add(e.beat, allowBop ? 1 : 0);
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}
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bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
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}
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protected void AddBopRegionEventsInt(string gameName, string eventName, int allowBop)
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{
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var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
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foreach (var e in allEvents)
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{
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bopRegion.Add(e.beat, allowBop);
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}
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bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
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}
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#endregion
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#region Color
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// truly a moment in history. documentation in heaven studio :)
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public class ColorEase
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{
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/// <summary>
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/// Gets the eased color from the variables inside a <c>ColorEase</c>. <br/>
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/// Use this in <c>Update()</c>.
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/// </summary>
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/// <returns>A new color, based on <c>startColor</c> and <c>endColor</c>.</returns>
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public Color GetColor() => MakeNewColor(startBeat, length, startColor, endColor, easeFunc);
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public static Color MakeNewColor(double beat, float length, Color start, Color end, Util.EasingFunction.Function func)
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{
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if (length != 0) {
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float normalizedBeat = length == 0 ? 1 : Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(beat, length));
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float newR = func(start.r, end.r, normalizedBeat);
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float newG = func(start.g, end.g, normalizedBeat);
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float newB = func(start.b, end.b, normalizedBeat);
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return new Color(newR, newG, newB);
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} else {
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return end;
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}
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}
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public double startBeat = 0;
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public float length = 0;
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public Color startColor, endColor = Color.white;
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public Util.EasingFunction.Ease ease = Util.EasingFunction.Ease.Instant;
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public readonly Util.EasingFunction.Function easeFunc;
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/// <summary>
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/// The constructor to use when constructing a ColorEase from a block.
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/// </summary>
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/// <param name="startBeat">The start beat of the ease.</param>
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/// <param name="length">The length of the ease.</param>
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/// <param name="startColor">The beginning color of the ease.</param>
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/// <param name="endColor">The end color of the ease.</param>
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/// <param name="ease">
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/// The ease to use to transition between <paramref name="startColor"/> and <paramref name="endColor"/>.<br/>
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/// Should be derived from <c>Util.EasingFunction.Ease</c>,
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/// </param>
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public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease) {
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this.startBeat = startBeat;
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this.length = length;
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(this.startColor, this.endColor) = (startColor, endColor);
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this.ease = (Util.EasingFunction.Ease)ease;
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this.easeFunc = Util.EasingFunction.GetEasingFunction(this.ease);
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}
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/// <summary>
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/// The constructor to use when initializing the ColorEase variable.
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/// </summary>
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/// <param name="defaultColor">The default color to initialize with.</param>
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public ColorEase(Color? defaultColor = null) {
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startColor = endColor = defaultColor ?? Color.white;
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easeFunc = Util.EasingFunction.Instant;
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}
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}
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#endregion
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private void OnDestroy()
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{
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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protected void OnDrawGizmos()
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{
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Gizmos.color = Color.magenta;
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Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
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}
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}
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}
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