HeavenStudioPlus/Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs
フマジメ a4262ef39c Power Calligraphy (#762)
* Power Calligraphy (WIP)

* modified:   Assets/Scripts/Games/PowerCalligraphy/Writing.cs

* comma

* onore

* sweep

* sun

* kokoro

* Power Calligraphy (WIP)
2024-03-08 05:11:52 +00:00

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();
}
}
}