mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
a4262ef39c
* Power Calligraphy (WIP) * modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs * comma * onore * sweep * sun * kokoro * Power Calligraphy (WIP)
237 lines
No EOL
9.8 KiB
C#
237 lines
No EOL
9.8 KiB
C#
using System;
|
|
using System.Linq;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.InputSystem;
|
|
|
|
using Jukebox;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class AgbPowerCalligraphy
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller)
|
|
{
|
|
return new Minigame("powerCalligraphy", "Power Calligraphy", "ffffff", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("re", "Re (レ)")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re, e["prepare"]); },
|
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.re); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
},
|
|
defaultLength = 8f,
|
|
},
|
|
new GameAction("comma", "Comma (、)")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.comma, e["prepare"]); },
|
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
},
|
|
defaultLength = 8f,
|
|
},
|
|
new GameAction("chikara", "Chikara (力)")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.chikara, e["prepare"]); },
|
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
},
|
|
defaultLength = 8f,
|
|
},
|
|
new GameAction("onore", "Onore (己)")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.onore, e["prepare"]); },
|
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
},
|
|
defaultLength = 8f,
|
|
},
|
|
new GameAction("sun", "Sun (寸)")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.sun, e["prepare"]); },
|
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
},
|
|
defaultLength = 8f,
|
|
},
|
|
new GameAction("kokoro", "Kokoro (心)")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.kokoro, e["prepare"]); },
|
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
},
|
|
defaultLength = 8f,
|
|
},
|
|
new GameAction("face", "Face (つるニハ○○ムし)")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat,
|
|
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face, e["prepare"]); },
|
|
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat,
|
|
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"),
|
|
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
|
|
},
|
|
defaultLength = 12f,
|
|
},
|
|
new GameAction("changeScrollSpeed", "Change Scroll Speed")
|
|
{
|
|
function = delegate {var e = eventCaller.currentEntity;
|
|
PowerCalligraphy.instance.ChangeScrollSpeed(e["x"], e["y"]);},
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("x", new EntityTypes.Float(-20, 20, 0), "X"),
|
|
new Param("y", new EntityTypes.Float(-20, 20, 0), "Y"),
|
|
},
|
|
defaultLength = 0.5f,
|
|
},
|
|
new GameAction("end", "The End")
|
|
{
|
|
function = delegate {PowerCalligraphy.instance.TheEnd();},
|
|
defaultLength = 0.5f,
|
|
},
|
|
},
|
|
new List<string>() { "agb", "normal" }, "agbCalligraphy", "en", new List<string>() { }
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_PowerCalligraphy;
|
|
public class PowerCalligraphy : Minigame
|
|
{
|
|
[SerializeField] List<GameObject> basePapers = new List<GameObject>();
|
|
public Transform paperHolder;
|
|
public Writing endPaper;
|
|
|
|
public Vector3 scrollSpeed = new Vector3();
|
|
|
|
public static Nullable<QueuedPaper> queuedPaper = null;
|
|
|
|
public enum CharacterType
|
|
{
|
|
re,
|
|
comma,
|
|
chikara,
|
|
onore,
|
|
sun,
|
|
kokoro,
|
|
face,
|
|
face_kr,
|
|
NONE,
|
|
}
|
|
public struct QueuedPaper
|
|
{
|
|
public double beat;
|
|
public int type;
|
|
}
|
|
|
|
public static PowerCalligraphy instance = null;
|
|
|
|
// Start is called before the first frame update
|
|
void Awake()
|
|
{
|
|
instance = this;
|
|
}
|
|
|
|
Writing nowPaper;
|
|
bool isPrepare = false;
|
|
void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
if (!cond.isPlaying || cond.isPaused) return;
|
|
|
|
if (queuedPaper is not null)
|
|
{
|
|
Prepare(queuedPaper.Value.beat, queuedPaper.Value.type);
|
|
queuedPaper = null;
|
|
}
|
|
|
|
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
|
{
|
|
if (nowPaper.onGoing && nowPaper.Stroke == 0)
|
|
{
|
|
nowPaper.ProcessInput("fast");
|
|
ScoreMiss();
|
|
}
|
|
}
|
|
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
|
|
{
|
|
if (nowPaper.onGoing && nowPaper.Stroke != 0)
|
|
{
|
|
nowPaper.ProcessInput("fast");
|
|
ScoreMiss();
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SpawnPaper(double beat, int type)
|
|
{
|
|
nowPaper = Instantiate(basePapers[type], paperHolder).GetComponent<Writing>();
|
|
nowPaper.targetBeat = beat;
|
|
nowPaper.scrollSpeed = scrollSpeed;
|
|
nowPaper.gameObject.SetActive(true);
|
|
nowPaper.Init();
|
|
}
|
|
|
|
public void Write(double beat, int type)
|
|
{
|
|
if (!isPrepare) Prepare(beat, type);
|
|
nowPaper.Play();
|
|
isPrepare=false;
|
|
}
|
|
|
|
public void QueuePaper(double beat, int type, bool prepare)
|
|
{
|
|
if (GameManager.instance.currentGame != "powerCalligraphy" || prepare)
|
|
{
|
|
queuedPaper = new QueuedPaper()
|
|
{
|
|
beat = beat,
|
|
type = type,
|
|
};
|
|
}
|
|
else if(Conductor.instance.songPositionInBeats < beat)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
|
new BeatAction.Action(beat-1, delegate{ Prepare(beat, type);})
|
|
});
|
|
}
|
|
}
|
|
public void Prepare(double beat, int type)
|
|
{
|
|
SpawnPaper(beat, type);
|
|
isPrepare = true;
|
|
}
|
|
|
|
public void ChangeScrollSpeed(float x, float y)
|
|
{
|
|
scrollSpeed = new Vector3(x, y, 0);
|
|
nowPaper.scrollSpeed = scrollSpeed;
|
|
}
|
|
|
|
public void TheEnd()
|
|
{
|
|
endPaper.TheEnd();
|
|
}
|
|
}
|
|
} |