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* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
240 lines
No EOL
8.9 KiB
C#
240 lines
No EOL
8.9 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 DG.Tweening;
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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 RvlForkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("forkLifter", "Fork Lifter", "f1f1f1", false, false, new List<GameAction>()
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{
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new GameAction("flick", "Flick Food")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e["type"]); },
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defaultLength = 3,
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parameters = new List<Param>()
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{
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new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked")
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}
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},
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new GameAction("prepare", "Prepare Hand")
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{
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function = delegate { ForkLifter.instance.ForkLifterHand.Prepare(); },
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defaultLength = 0.5f
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},
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new GameAction("gulp", "Swallow")
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{
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function = delegate { ForkLifter.playerInstance.Eat(); }
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},
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new GameAction("sigh", "Sigh")
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{
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function = delegate { SoundByte.PlayOneShot("games/forkLifter/sigh"); }
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},
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new GameAction("color", "Background Color")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["instant"]); },
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parameters = new List<Param>()
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{
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new Param("start", Color.white, "Start Color", "The color to start fading from."),
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new Param("end", Color.white, "End Color", "The color to end the fade."),
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new Param("instant", false, "Instant", "If checked, the background color will instantly change to the start color.")
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},
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resizable = true
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},
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new GameAction("colorGrad", "Gradient Color")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.FadeGradientColor(e["start"], e["end"], e.length, e["instant"]); },
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parameters = new List<Param>()
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{
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new Param("start", Color.white, "Start Color", "The color to start fading from."),
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new Param("end", Color.white, "End Color", "The color to end the fade."),
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new Param("instant", false, "Instant", "If checked, the gradient color will instantly change to the start color.")
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},
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resizable = true
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
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parameters = new List<Param>()
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{
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new Param("bop", true, "Keep Bopping", "Should Fork bop for the duration of the block?"),
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new Param("autoBop", false, "Keep Bopping (Auto)", "Should Fork bop indefinitely?"),
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},
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resizable = true,
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},
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("pea", "")
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{
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function = delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 0); },
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defaultLength = 3,
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hidden = true
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},
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new GameAction("topbun", "")
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{
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function = delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 1); },
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defaultLength = 3,
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hidden = true
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},
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new GameAction("burger", "")
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{
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function = delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 2); },
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defaultLength = 3,
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hidden = true
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},
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new GameAction("bottombun", "")
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{
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function = delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 3); },
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defaultLength = 3,
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hidden = true
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},
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},
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new List<string>() {"rvl", "normal"},
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"rvlfork", "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_ForkLifter;
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public class ForkLifter : Minigame
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{
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public enum FlickType
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{
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Pea,
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TopBun,
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Burger,
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BottomBun
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}
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public static ForkLifter instance;
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public static ForkLifterPlayer playerInstance => ForkLifterPlayer.instance;
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[Header("References")]
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public ForkLifterHand ForkLifterHand;
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[Header("Objects")]
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public Animator handAnim;
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public GameObject flickedObject;
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public SpriteRenderer peaPreview;
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[SerializeField] SpriteRenderer bg;
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[SerializeField] SpriteRenderer bgGradient;
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[SerializeField] SpriteRenderer viewerCircle;
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[SerializeField] SpriteRenderer playerShadow;
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[SerializeField] SpriteRenderer handShadow;
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Tween bgColorTween;
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Tween bgGradientColorTween;
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Tween viewerCircleColorTween;
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Tween playerShadowColorTween;
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Tween handShadowColorTween;
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public Sprite[] peaSprites;
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public Sprite[] peaHitSprites;
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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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public override void OnGameSwitch(double beat)
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{
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base.OnGameSwitch(beat);
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ForkLifterHand.CheckNextFlick();
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}
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public void Bop(double beat, double length, bool doesBop, bool autoBop)
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{
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playerInstance.shouldBop = (autoBop || doesBop);
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if (!autoBop && doesBop) {
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + length, delegate {
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playerInstance.shouldBop = false;
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})
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});
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}
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}
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public void Flick(double beat, int type)
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{
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SoundByte.PlayOneShotGame("forkLifter/flick");
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handAnim.Play("Hand_Flick", 0, 0);
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ForkLifterHand.currentFlickIndex++;
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GameObject fo = Instantiate(flickedObject);
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fo.transform.parent = flickedObject.transform.parent;
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Pea pea = fo.GetComponent<Pea>();
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pea.startBeat = beat;
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pea.type = type;
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fo.SetActive(true);
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}
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public void ChangeBackgroundColor(Color color, float beats)
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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if (bgColorTween != null)
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bgColorTween.Kill(true);
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if (viewerCircleColorTween != null)
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viewerCircleColorTween.Kill(true);
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if (handShadowColorTween != null) handShadowColorTween.Kill(true);
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if (seconds == 0)
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{
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bg.color = color;
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viewerCircle.color = color;
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handShadow.color = color;
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}
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else
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{
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bgColorTween = bg.DOColor(color, seconds);
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handShadowColorTween = handShadow.DOColor(color, seconds);
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viewerCircleColorTween = viewerCircle.DOColor(color, seconds);
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}
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}
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public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
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{
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ChangeBackgroundColor(start, 0f);
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if (!instant) ChangeBackgroundColor(end, beats);
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}
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public void ChangeGradientColor(Color color, float beats)
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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if (bgGradientColorTween != null)
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bgGradientColorTween.Kill(true);
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if (playerShadowColorTween != null) playerShadowColorTween.Kill(true);
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if (seconds == 0)
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{
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bgGradient.color = color;
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playerShadow.color = color;
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}
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else
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{
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bgGradientColorTween = bgGradient.DOColor(color, seconds);
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playerShadowColorTween = playerShadow.DOColor(color, seconds);
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}
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}
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public void FadeGradientColor(Color start, Color end, float beats, bool instant)
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{
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ChangeGradientColor(start, 0f);
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if (!instant) ChangeGradientColor(end, beats);
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}
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}
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} |