mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
8fa4d74096
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
462 lines
No EOL
20 KiB
C#
462 lines
No EOL
20 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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// using GhostlyGuy's Balls;
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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 NtrOctopusMachineLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("octopusMachine", "Octopus Machine", "FFf362B", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.Bop(e.length, e["whichBop"], e["singleBop"], e["keepBop"]);
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},
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parameters = new List<Param>() {
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new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Plays a specific bop type"),
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new Param("singleBop", true, "Single Bop", "Plays one bop"),
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new Param("keepBop", false, "Keep Bopping", "Keeps playing the specified bop type"),
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},
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},
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new GameAction("startInterval", "Start Interval")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.StartInterval(e.beat, e.length);
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},
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resizable = true,
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priority = 5,
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},
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new GameAction("squeeze", "Squeeze")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.OctoAction(e.beat, e.length, "Squeeze");
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},
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resizable = true,
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parameters = new List<Param>() {
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new Param("shouldPrep", true, "Prepare?", "Plays a prepare animation before the cue.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "prepBeats" })
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}),
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new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "How many beats before the cue does the octopus prepare?"),
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},
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preFunctionLength = 4f,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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if (e["shouldPrep"]) OctopusMachine.queuePrepare = e.beat - e["prepBeats"];
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},
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priority = 1,
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},
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new GameAction("release", "Release")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.OctoAction(e.beat, e.length, "Release");
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},
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resizable = true,
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priority = 1,
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},
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new GameAction("pop", "Pop")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.OctoAction(e.beat, e.length, "Pop");
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},
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resizable = true,
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priority = 1,
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},
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new GameAction("automaticActions", "Automatic Actions")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.AutoAction(e["forceBop"], e["autoBop"], e["autoText"], e["hitText"], e["missText"]);
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},
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parameters = new List<Param>() {
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new Param("forceBop", true, "Force Bop", "Forces a bop, even if an animation is playing."),
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new Param("autoBop", true, "Hit/Miss Bop", "Plays a bop depending on if you hit or missed the cues."),
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new Param("autoText", true, "Display Text", "Displays text depending on if you hit or missed the cues.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "hitText", "missText" })
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}),
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new Param("hitText", "Good!", "Hit Text", "The text to display if you hit the cues."),
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new Param("missText", "Wrong! Try again!", "Miss Text", "The text to display if you missed the cues."),
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},
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},
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new GameAction("forceSqueeze", "Force Squeeze")
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{
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function = delegate { OctopusMachine.instance.ForceSqueeze(); }
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},
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new GameAction("prepare", "Prepare")
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{
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function = delegate { OctopusMachine.queuePrepare = eventCaller.currentEntity.beat; },
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defaultLength = 0.5f,
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},
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new GameAction("bubbles", "Bubbles")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.BubbleToggle(e["isInstant"], e["setActive"], e["particleStrength"], e["particleSpeed"]);
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},
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parameters = new List<Param>() {
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new Param("isInstant", true, "Instant", "Will the bubbles disappear appear?"),
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new Param("setActive", OctopusMachine.Actives.Activate, "Activate or Deactivate", "Will the bubbles disappear or appear?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (int)x == (int)OctopusMachine.Actives.Activate, new string[] { "particleStrength" })
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}),
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new Param("particleStrength", new EntityTypes.Float(0, 25, 3), "Bubble Intensity", "The amount of bubbles"),
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new Param("particleSpeed", new EntityTypes.Float(0, 25, 5), "Bubble Speed", "The speed of the bubbles"),
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},
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},
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new GameAction("changeText", "Change Text")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.ChangeText(e["text"], e["youText"]);
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},
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parameters = new List<Param>() {
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new Param("text", "Do what the others do.", "Text", "Set the text on the screen"),
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new Param("youText", "You", "You Text", "Set the text that orginally says \"You\""),
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},
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},
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new GameAction("changeColor", "Change Color")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.BackgroundColor(e.beat, e.length, e["color1"], e["color2"], e["octoColor"], e["squeezedColor"], e["ease"]);
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},
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parameters = new List<Param>() {
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new Param("color1", new Color(1f, 0.87f, 0.24f), "Background Start Color", "Set the beginning background color"),
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new Param("color2", new Color(1f, 0.87f, 0.24f), "Background End Color", "Set the end background color"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octopodes Color", "Set the octopodes' colors"),
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new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed"),
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},
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resizable = true,
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},
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new GameAction("octopusModifiers", "Octopus Positions")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.OctopusModifiers(e.beat, e["oct1x"], e["oct2x"], e["oct3x"], e["oct1y"], e["oct2y"], e["oct3y"], e["oct1"], e["oct2"], e["oct3"]);
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},
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parameters = new List<Param>() {
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new Param("oct1", true, "Show Octopus 1", "Should the first octopus be enabled?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct1x", "oct1y" })
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}),
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new Param("oct1x", new EntityTypes.Float(-10, 10, -4.64f), "X Octopus 1", "Change Octopus 1's X"),
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new Param("oct1y", new EntityTypes.Float(-10, 10, 2.5f), "Y Octopus 1", "Change Octopus 1's Y"),
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new Param("oct2", true, "Show Octopus 2", "Should the second octopus be enabled?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct2x", "oct2y" })
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}),
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new Param("oct2x", new EntityTypes.Float(-10, 10, -0.637f), "X Octopus 2", "Change Octopus 2's X"),
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new Param("oct2y", new EntityTypes.Float(-10, 10, 0f), "Y Octopus 2", "Change Octopus 2's Y"),
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new Param("oct3", true, "Show Octopus 3", "Should the third octopus be enabled?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct3x", "oct3y" })
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}),
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new Param("oct3x", new EntityTypes.Float(-10, 10, 3.363f), "X Octopus 3", "Change Octopus 3's X"),
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new Param("oct3y", new EntityTypes.Float(-10, 10, -2.5f), "Y Octopus 3", "Change Octopus 3's Y"),
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},
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defaultLength = 0.5f,
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},
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},
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new List<string>() {"ntr", "repeat"},
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"ntrcork", "en",
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new List<string>() {}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_OctopusMachine;
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public partial class OctopusMachine : Minigame
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{
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[Header("Objects")]
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[SerializeField] SpriteRenderer bg;
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[SerializeField] Material mat;
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[SerializeField] ParticleSystem[] Bubbles;
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[SerializeField] GameObject YouArrow;
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[SerializeField] TMP_Text YouText;
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[SerializeField] TMP_Text Text;
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[SerializeField] Octopus[] octopodes;
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[Header("Static Variables")]
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static Color backgroundColor = new Color(1, 0.87f, 0.24f);
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public static Color octopodesColor = new Color(0.97f, 0.235f, 0.54f);
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public static Color octopodesSqueezedColor = new Color(1f, 0f, 0f);
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public static double queuePrepare = double.MaxValue;
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[Header("Variables")]
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public bool hasMissed;
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public int bopStatus = 0;
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int bopIterate = 0;
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bool intervalStarted;
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bool autoAction;
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double intervalStartBeat;
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float beatInterval = 1f;
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double lastReportedBeat;
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static List<double> queuedSqueezes = new();
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static List<double> queuedReleases = new();
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static List<double> queuedPops = new();
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public static OctopusMachine instance;
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public enum Bops
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{
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Bop,
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Happy,
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Angry,
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}
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public enum Actives
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{
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Activate,
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Deactivate,
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}
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void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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foreach (var octo in octopodes) octo.AnimationColor(0);
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bopStatus = 0;
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}
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void OnDestroy()
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{
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if (queuedSqueezes.Count > 0) queuedSqueezes.Clear();
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if (queuedReleases.Count > 0) queuedReleases.Clear();
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if (queuedPops.Count > 0) queuedPops.Clear();
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queuePrepare = double.MaxValue;
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mat.SetColor("_ColorAlpha", new Color(0.97f, 0.235f, 0.54f));
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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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private void Update()
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{
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BackgroundColorUpdate();
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if (queuePrepare <= Conductor.instance.songPositionInBeatsAsDouble) {
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foreach (var octo in octopodes) octo.queuePrepare = queuePrepare;
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if (Text.text is "Wrong! Try Again!" or "Good!") Text.text = "";
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queuePrepare = double.MaxValue;
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}
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if (Conductor.instance.ReportBeat(ref lastReportedBeat))
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{
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if (bopIterate >= 3) {
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bopStatus =
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bopIterate = 0;
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autoAction = false;
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}
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if (autoAction) bopIterate++;
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}
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}
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public void ChangeText(string text, string youText)
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{
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Text.text = text;
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YouText.text = youText;
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YouArrow.SetActive(youText != "");
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}
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public void AutoAction(bool forceBop, bool autoBop, bool autoText, string hitText, string missText)
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{
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autoAction = true;
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if (autoBop) bopStatus = hasMissed ? 2 : 1;
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if (autoText) Text.text = hasMissed ? missText : hitText;
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foreach (var octo in octopodes) {
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if (forceBop) octo.PlayAnimation(bopStatus);
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octo.cantBop = false;
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}
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hasMissed = false;
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}
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public void BubbleToggle(bool isInstant, int setActive, float particleStrength, float particleSpeed)
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{
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foreach (var bubble in Bubbles) {
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bubble.gameObject.SetActive(true);
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var main = bubble.main;
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main.prewarm = isInstant;
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main.simulationSpeed = particleSpeed / 10;
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var emm = bubble.emission;
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emm.rateOverTime = particleStrength;
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if (setActive == 1) bubble.Stop(true, isInstant ? ParticleSystemStopBehavior.StopEmittingAndClear : ParticleSystemStopBehavior.StopEmitting);
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else bubble.Play();
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}
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}
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public void OctoAction(double beat, float length, string action)
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{
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if (action != "Squeeze" && !octopodes[0].isSqueezed) return;
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if (!intervalStarted) StartInterval(beat, length);
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octopodes[0].OctoAction(action);
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// var queuedList = queuedSqueezes;
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// if (action == "Release") queuedList = queuedReleases;
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// else if (action == "Pop") queuedList = queuedPops;
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var queuedList = action switch {
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"Release" => queuedReleases,
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"Pop" => queuedPops,
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_ => queuedSqueezes,
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};
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queuedList.Add(beat - intervalStartBeat);
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}
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public void Bop(double length, int whichBop, bool singleBop, bool keepBop)
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{
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foreach (var octo in octopodes) {
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if (singleBop) octo.PlayAnimation(whichBop);
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if (keepBop) bopStatus = whichBop;
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octo.cantBop = !keepBop;
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}
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}
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorStart = new Color(1, 0.87f, 0.24f); //obviously put to the default color of the game
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private Color colorEnd = new Color(1, 0.87f, 0.24f);
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private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
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//call this in update
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private void BackgroundColorUpdate()
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{
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
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var func = Util.EasingFunction.GetEasingFunction(colorEase);
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float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
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float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
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float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
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bg.color = new Color(newR, newG, newB);
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}
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public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color octoColor, Color octoSqueezeColor, int ease)
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{
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colorStartBeat = beat;
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colorLength = length;
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colorStart = colorStartSet;
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colorEnd = colorEndSet;
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colorEase = (Util.EasingFunction.Ease)ease;
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octopodesColor = octoColor;
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octopodesSqueezedColor = octoSqueezeColor;
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foreach (var octo in octopodes) octo.AnimationColor(octo.isSqueezed ? 1 : 0);
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}
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//call this in OnPlay(double beat) and OnGameSwitch(double beat)
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private void PersistColor(double beat)
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{
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var bgColor = GameManager.instance.Beatmap.Entities.FindLast(c => c.datamodel == "octopusMachine/changeColor" && c.beat < beat);
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if (bgColor != null) {
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BackgroundColor(bgColor.beat, bgColor.length, bgColor["color1"], bgColor["color2"], bgColor["octoColor"], bgColor["squeezedColor"], bgColor["ease"]);
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}
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}
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public override void OnPlay(double beat)
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{
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PersistColor(beat);
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}
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public override void OnGameSwitch(double beat)
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{
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PersistColor(beat);
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}
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public void OctopusModifiers(double beat, float oct1x, float oct2x, float oct3x, float oct1y, float oct2y, float oct3y, bool oct1, bool oct2, bool oct3)
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{
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octopodes[0].OctopusModifiers(oct1x, oct1y, oct1);
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octopodes[1].OctopusModifiers(oct2x, oct2y, oct2);
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octopodes[2].OctopusModifiers(oct3x, oct3y, oct3);
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}
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public void ForceSqueeze()
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{
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foreach (var octo in octopodes) octo.ForceSqueeze();
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}
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public void StartInterval(double beat, float length)
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{
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intervalStartBeat = beat;
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beatInterval = length;
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intervalStarted = true;
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BeatAction.New(this, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + length, delegate {
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PassTurn(beat + length);
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}),
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});
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}
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public void PassTurn(double beat)
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{
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intervalStarted = false;
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var queuedInputs = new List<BeatAction.Action>();
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foreach (var squeeze in queuedSqueezes) {
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queuedInputs.Add(new BeatAction.Action(beat + squeeze, delegate { octopodes[1].OctoAction("Squeeze"); }));
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ScheduleInput(beat, beatInterval + squeeze, InputAction_BasicPress, SqueezeHit, Miss, Miss);
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}
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foreach (var release in queuedReleases) {
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queuedInputs.Add(new BeatAction.Action(beat + release, delegate { octopodes[1].OctoAction("Release"); }));
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ScheduleInput(beat, beatInterval + release, InputAction_BasicRelease, ReleaseHit, Miss, Miss);
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}
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foreach (var pop in queuedPops) {
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queuedInputs.Add(new BeatAction.Action(beat + pop, delegate { octopodes[1].OctoAction("Pop"); }));
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ScheduleInput(beat, beatInterval + pop, InputAction_FlickRelease, PopHit, Miss, Miss);
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}
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queuedSqueezes.Clear();
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queuedReleases.Clear();
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queuedPops.Clear();
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// thanks to ras for giving me this line of code
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// i do NOT understand how it works
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queuedInputs.Sort((s1, s2) => s1.beat.CompareTo(s2.beat));
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BeatAction.New(this, queuedInputs);
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}
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private void SqueezeHit(PlayerActionEvent caller, float state)
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{
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octopodes[2].OctoAction("Squeeze");
|
|
if (state <= -1f || state >= 1f) SoundByte.PlayOneShotGame("nearMiss");
|
|
}
|
|
|
|
private void ReleaseHit(PlayerActionEvent caller, float state)
|
|
{
|
|
octopodes[2].OctoAction("Release");
|
|
if (state <= -1f || state >= 1f) SoundByte.PlayOneShotGame("nearMiss");
|
|
}
|
|
|
|
private void PopHit(PlayerActionEvent caller, float state)
|
|
{
|
|
octopodes[2].OctoAction("Pop");
|
|
if (state <= -1f || state >= 1f) SoundByte.PlayOneShotGame("nearMiss");
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller) { }
|
|
}
|
|
} |