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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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ced59446a1
* Implementation actually implemented the slider, waiting on zeo's word for polish * Non-placeholder text ty zeo
387 lines
No EOL
16 KiB
C#
387 lines
No EOL
16 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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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 AgbUpbeatLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List<GameAction>()
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{
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new GameAction("prepare", "Prepare")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.PrePrepare(e.beat, e.length, e["forceOnbeat"]);
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},
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parameters = new List<Param>()
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{
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new Param("forceOnbeat", false, "Mr. Downbeat", "Toggle if Mr. Upbeat should step on the beat of the block instead of on the offbeat. Only use this if you know what you're doing."),
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},
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preFunctionLength = 0.5f,
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defaultLength = 4f,
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resizable = true,
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},
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new GameAction("ding", "Ding!")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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if (GameManager.instance.currentGame == "mrUpbeat") {
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MrUpbeat.instance.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
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} else {
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MrUpbeat.DingSfx(e.beat, e["toggle"], e["playDing"]);
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}
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Applause", "Toggle if applause should be played."),
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new Param("stopBlipping", true, "Stop Blipping", "Toggle if the blipping should stop too."),
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new Param("playDing", true, "Play Ding", "Toggle if this block should play a ding?"),
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},
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preFunctionLength = 0.5f,
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},
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new GameAction("changeBG", "Background Appearance")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
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},
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "Set the color at the start of the event."),
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new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "Set the color at the start of the event."),
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new Param("toggle", false, "Instant", "Toggle if the background should jump to it's end state.")
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}
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},
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new GameAction("upbeatColors", "Upbeat Colors")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Set the blip color."),
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new Param("setShadow", false, "Custom Shadow Color", "Toggle if Mr. Upbeat's shadow should be custom."),
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new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "Set the shadow color."),
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}
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},
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new GameAction("blipEvents", "Blip Events")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"], e["blipLength"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("letter", "", "Letter To Appear", "Set the letter to appear on the blip."),
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new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antennashould grow on every blip"),
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new Param("resetBlip", false, "Reset Antenna", "Toggle if Mr. Upbeat's antenna should reset"),
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new Param("shouldBlip", true, "Should Blip", "Toggle if Mr. Upbeat's antenna should blip every offbeat."),
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new Param("blipLength", new EntityTypes.Integer(0, 4, 4), "Text Blip Requirement", "Set how many blips it will take for the text to appear on Mr. Upbeat’s antenna."),
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}
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},
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new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.CountIn(e.beat, e.length, e["a"]);
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},
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parameters = new List<Param>()
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{
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new Param("a", true, "A", "Toggle if numbers should be preceded with \"A-\"."),
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},
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defaultLength = 4f,
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resizable = true,
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},
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new GameAction("countOffbeat", "Count")
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{
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inactiveFunction = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
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parameters = new List<Param>()
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{
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new Param("number", MrUpbeat.Counts.One, "Type", "Set the number to say."),
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},
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},
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new GameAction("forceStepping", "Force Stepping")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.ForceStepping(e.beat, e.length);
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},
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defaultLength = 4f,
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resizable = true,
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},
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},
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new List<string>() {"agb", "keep"},
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"agboffbeat", "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_MrUpbeat;
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using Jukebox;
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public class MrUpbeat : Minigame
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{
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public enum Counts
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{
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One,
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Two,
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Three,
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Four,
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A,
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}
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[Header("References")]
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[SerializeField] Animator metronomeAnim;
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[SerializeField] UpbeatMan man;
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[SerializeField] Material blipMaterial;
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[SerializeField] SpriteRenderer bg;
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[SerializeField] SpriteRenderer[] shadowSr;
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[Header("Properties")]
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private Tween bgColorTween;
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public int stepIterate = 0;
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private static double startSteppingBeat = double.MaxValue;
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private static double startBlippingBeat = double.MaxValue;
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private bool stopStepping;
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public bool stopBlipping;
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public static MrUpbeat instance;
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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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void OnDestroy()
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{
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startSteppingBeat = double.MaxValue;
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startBlippingBeat = double.MaxValue;
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stepIterate = 0;
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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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public override void OnGameSwitch(double beat)
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{
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List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
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if (beat >= startBlippingBeat) {
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double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
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});
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startBlippingBeat = double.MaxValue;
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}
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// init background color/blip color stuff by getting the last of each of those blocks
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var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
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var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
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if (bgColorEntity != null) {
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bg.color = bgColorEntity["end"];
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}
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if (upbeatColorEntity != null) {
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blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
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Color shadowColor = upbeatColorEntity["shadowColor"];
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if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) {
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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} else {
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blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
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}
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}
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public void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused) {
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var songPos = cond.songPositionInBeatsAsDouble;
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if (songPos >= startSteppingBeat - 2) {
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man.canStep = true;
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}
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if (songPos >= startSteppingBeat) {
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RecursiveStepping(startSteppingBeat);
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startSteppingBeat = double.MaxValue;
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}
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if (songPos >= startBlippingBeat) {
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man.RecursiveBlipping(startBlippingBeat);
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startBlippingBeat = double.MaxValue;
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}
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}
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}
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public void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
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{
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(beat - 0.5, delegate {
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stopStepping = true;
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if (stopBlipping) this.stopBlipping = true;
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}),
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new BeatAction.Action(beat, delegate {
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man.canStep = false;
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}),
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new BeatAction.Action(beat + 0.5, delegate {
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stopStepping = false;
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}),
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});
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DingSfx(beat, applause, playDing);
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}
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public static void DingSfx(double beat, bool applause, bool playDing)
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{
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if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
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if (applause) SoundByte.PlayOneShot("applause", beat: beat);
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}
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public static void PrePrepare(double beat, float length, bool mrDownbeat)
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{
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bool isGame = GameManager.instance.currentGame == "mrUpbeat";
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if (!mrDownbeat) {
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beat = Mathf.Floor((float)beat) + 0.5;
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length = Mathf.Round(length);
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}
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startBlippingBeat = beat;
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startSteppingBeat = beat + length - 0.5f;
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if (!isGame) Blipping(beat, length);
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}
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private void ScheduleStep(double beat)
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{
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PlayerActionEvent input = ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
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// input.IsHittable = () => man.canStep && man.canStepFromAnim && man.FacingCorrectly();
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}
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private void RecursiveStepping(double beat)
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{
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if (stopStepping) {
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stopStepping = false;
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return;
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}
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string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
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metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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ScheduleStep(beat);
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BeatAction.New(this, new List<BeatAction.Action>() {
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new(beat + 1, delegate { RecursiveStepping(beat + 1); })
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});
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stepIterate++;
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}
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public void ForceStepping(double beat, float length)
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{
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var actions = new List<BeatAction.Action>();
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for (int i = 0; i < length; i++)
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{
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ScheduleStep(beat);
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actions.Add(new BeatAction.Action(beat + i, delegate {
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string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
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metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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stepIterate++;
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}));
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}
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BeatAction.New(this, actions);
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}
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public static void Blipping(double beat, float length)
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{
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RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat > beat && c.datamodel == "gameManager/switchGame/mrUpbeat");
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if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
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List<MultiSound.Sound> inactiveBlips = new();
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for (int i = 0; i < gameSwitch.beat - beat; i++) {
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inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
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}
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MultiSound.Play(inactiveBlips.ToArray(), forcePlay: true);
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}
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public void Success(PlayerActionEvent caller, float state)
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{
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man.Step();
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if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
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}
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public void Miss(PlayerActionEvent caller)
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{
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man.Fall();
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}
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public void ChangeBackgroundColor(Color color1, Color color2, 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 (seconds == 0) {
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bg.color = color2;
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} else {
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bg.color = color1;
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bgColorTween = bg.DOColor(color2, 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, end, 0f);
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if (!instant) ChangeBackgroundColor(start, end, beats);
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}
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public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor)
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{
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blipMaterial.SetColor("_ColorBravo", blipColor);
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if (setShadow) foreach (var shadow in shadowSr) {
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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}
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public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip, int blipLength)
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{
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if (resetBlip) man.blipSize = 0;
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man.shouldGrow = shouldGrow;
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man.blipString = inputLetter;
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man.shouldBlip = shouldBlip;
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man.blipLength = blipLength;
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}
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public static void Count(int number)
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{
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SoundByte.PlayOneShotGame("mrUpbeat/" + (number < 4 ? number + 1 : "a"), forcePlay: true);
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}
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public static void CountIn(double beat, float length, bool a)
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{
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var sound = new List<MultiSound.Sound>();
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if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
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for (int i = 0; i < 4; i++) {
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sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
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}
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MultiSound.Play(sound.ToArray(), forcePlay: true);
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}
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public void Nothing(PlayerActionEvent caller) { }
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}
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} |