mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
af217a23e9
* Note param stuff + some other fixes * Stuff just for r2
486 lines
No EOL
21 KiB
C#
486 lines
No EOL
21 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using NaughtyBezierCurves;
|
|
using DG.Tweening;
|
|
using System;
|
|
|
|
using HeavenStudio.Util;
|
|
using Jukebox;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class NtrFlickLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller) {
|
|
return new Minigame("builtToScaleDS", "Built To Scale (DS)", "1ad21a", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("spawn blocks", "Widget")
|
|
{
|
|
function = delegate {var e = eventCaller.currentEntity; BuiltToScaleDS.instance.MultiplePiano(e.beat, e.length, e["silent"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"]); },
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("silent", false, "Mute Notes", "Toggle if the piano notes in this event should be muted.", new List<Param.CollapseParam>()
|
|
{
|
|
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "note1", "note2", "note3", "note4", "note5", "note6"})
|
|
}),
|
|
new Param("note1", new EntityTypes.Note(0, 3, 4, "builtToScaleDS/Piano"), "1st note", "Set the number of semitones up or down this note should be pitched."),
|
|
new Param("note2", new EntityTypes.Note(2, 3, 4, "builtToScaleDS/Piano"), "2nd note", "Set the number of semitones up or down this note should be pitched."),
|
|
new Param("note3", new EntityTypes.Note(4, 3, 4, "builtToScaleDS/Piano"), "3rd note", "Set the number of semitones up or down this note should be pitched."),
|
|
new Param("note4", new EntityTypes.Note(5, 3, 4, "builtToScaleDS/Piano"), "4th note", "Set the number of semitones up or down this note should be pitched."),
|
|
new Param("note5", new EntityTypes.Note(7, 3, 4, "builtToScaleDS/Piano"), "5th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 6th note."),
|
|
new Param("note6", new EntityTypes.Note(12, 3, 4, "builtToScaleDS/Piano"), "6th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 5th note."),
|
|
}
|
|
},
|
|
new GameAction("play piano", "Play Note")
|
|
{
|
|
function = delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["type"]); },
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("type", new EntityTypes.Note(0, 3, 4, "builtToScaleDS/Piano"), "Semitones", "Set the number of semitones up or down this note should be pitched.")
|
|
},
|
|
},
|
|
new GameAction("color", "Color Palette")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleDS.instance.UpdateMappingColors(e["object"], e["shooter"], e["bg"]); },
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("object", Color.white, "Widget Color", "Choose the color of the widgets & rods."),
|
|
new Param("shooter", Color.white, "Paddle Color", "Choose the color of the launch paddle."),
|
|
new Param("bg", new Color(0, 1, 0, 1), "Environment Color", "Choose the color of the environment.")
|
|
}
|
|
},
|
|
new GameAction("lights", "Lights")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleDS.instance.Lights(e.beat, e.length, e["auto"], e["light"] && !e["auto"]); },
|
|
defaultLength = 4f,
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("light", false, "Lights", "Toggle if the lights should activate for the duration of this event."),
|
|
new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the another Lights event is reached.")
|
|
}
|
|
}
|
|
}, new List<string>() { "ntr", "normal" }, "ntrassembly", "en", new List<string>() { },
|
|
chronologicalSortKey: 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_BuiltToScaleDS;
|
|
|
|
public class BuiltToScaleDS : Minigame
|
|
{
|
|
public enum BTSObject { HitPieces, MissPieces, FlyingRod }
|
|
|
|
[Header("Camera")]
|
|
[SerializeField] Transform camPos;
|
|
[SerializeField] float cameraFoV;
|
|
|
|
[Header("References")]
|
|
[SerializeField] SkinnedMeshRenderer environmentRenderer;
|
|
[SerializeField] SkinnedMeshRenderer elevatorRenderer;
|
|
public GameObject flyingRodBase;
|
|
public GameObject movingBlocksBase;
|
|
public GameObject hitPartsBase;
|
|
public GameObject missPartsBase;
|
|
public Transform partsHolder;
|
|
public Transform blocksHolder;
|
|
public Animator shooterAnim;
|
|
public Animator elevatorAnim;
|
|
|
|
[SerializeField] private Material shooterMaterial;
|
|
[SerializeField] private Material objectMaterial;
|
|
[SerializeField] private Material gridPlaneMaterial;
|
|
[SerializeField] private Material elevatorMaterial;
|
|
[SerializeField] private Material beltMaterial;
|
|
[SerializeField] private Material[] firstPatternLights;
|
|
[SerializeField] private Material[] secondPatternLights;
|
|
|
|
[Header("Properties")]
|
|
[SerializeField] float beltSpeed = 1f;
|
|
|
|
private Material[] environmentMaterials;
|
|
private Material[] elevatorMaterials;
|
|
private float currentBeltOffset;
|
|
private bool lighting = false;
|
|
private bool autoLight = false;
|
|
private bool firstLight = true;
|
|
|
|
[NonSerialized] public bool shootingThisFrame;
|
|
[NonSerialized] public bool lastShotOut = false;
|
|
private static Color currentObjectColor = Color.white;
|
|
private static Color currentShooterColor = Color.white;
|
|
private static Color currentEnvironmentColor = new Color(0, 1, 0, 1);
|
|
|
|
public static BuiltToScaleDS instance;
|
|
|
|
private GameEvent lightBeat = new GameEvent();
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
|
|
GameCamera.AdditionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f);
|
|
GameCamera.AdditionalRotEuler = camPos.eulerAngles;
|
|
GameCamera.AdditionalFoV = cameraFoV;
|
|
|
|
// environmentMaterials = environmentRenderer.materials;
|
|
// elevatorMaterials = elevatorRenderer.materials;
|
|
// beltMaterial = Instantiate(environmentMaterials[8]);
|
|
// environmentMaterials[8] = beltMaterial;
|
|
// elevatorObjectMats = new Material[]
|
|
// {
|
|
// Instantiate(elevatorMaterials[0]),
|
|
// Instantiate(elevatorMaterials[1]),
|
|
// Instantiate(elevatorMaterials[2]),
|
|
// };
|
|
// elevatorMaterials[0] = elevatorObjectMats[0];
|
|
// elevatorMaterials[1] = elevatorObjectMats[1];
|
|
// elevatorMaterials[2] = elevatorObjectMats[2];
|
|
// elevatorMaterial = Instantiate(elevatorMaterials[3]);
|
|
// elevatorMaterials[3] = elevatorMaterial;
|
|
// gridMaterials = new Material[]
|
|
// {
|
|
// Instantiate(environmentMaterials[9]),
|
|
// Instantiate(environmentMaterials[11]),
|
|
// Instantiate(environmentMaterials[12]),
|
|
// Instantiate(environmentMaterials[13]),
|
|
// Instantiate(environmentMaterials[14]),
|
|
// };
|
|
// environmentMaterials[9] = gridMaterials[0];
|
|
// environmentMaterials[11] = gridMaterials[1];
|
|
// environmentMaterials[12] = gridMaterials[2];
|
|
// environmentMaterials[13] = gridMaterials[3];
|
|
// environmentMaterials[14] = gridMaterials[4];
|
|
|
|
// firstPatternLights = new Material[]
|
|
// {
|
|
// Instantiate(environmentMaterials[1]),
|
|
// Instantiate(environmentMaterials[2]),
|
|
// Instantiate(environmentMaterials[4]),
|
|
// };
|
|
// environmentMaterials[1] = firstPatternLights[0];
|
|
// environmentMaterials[2] = firstPatternLights[1];
|
|
// environmentMaterials[4] = firstPatternLights[2];
|
|
|
|
// secondPatternLights = new Material[]
|
|
// {
|
|
// Instantiate(environmentMaterials[0]),
|
|
// Instantiate(environmentMaterials[3])
|
|
// };
|
|
// environmentMaterials[0] = secondPatternLights[0];
|
|
// environmentMaterials[3] = secondPatternLights[1];
|
|
|
|
elevatorAnim.Play("MakeRod", 0, 1f);
|
|
UpdateColors();
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
currentObjectColor = Color.white;
|
|
currentShooterColor = Color.white;
|
|
currentEnvironmentColor = new Color(0, 1, 0, 1);
|
|
UpdateColors();
|
|
foreach (var evt in scheduledInputs)
|
|
{
|
|
evt.Disable();
|
|
}
|
|
}
|
|
|
|
public void UpdateMappingColors(Color objectColor, Color shooterColor, Color environmentColor)
|
|
{
|
|
currentObjectColor = objectColor;
|
|
currentShooterColor = shooterColor;
|
|
currentEnvironmentColor = environmentColor;
|
|
UpdateColors();
|
|
}
|
|
|
|
private void PersistColors(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("builtToScaleDS", new string[] { "color" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count > 0)
|
|
{
|
|
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
var lastEvent = allEventsBeforeBeat[^1];
|
|
UpdateMappingColors(lastEvent["object"], lastEvent["shooter"], lastEvent["bg"]);
|
|
}
|
|
}
|
|
|
|
public override void OnGameSwitch(double beat)
|
|
{
|
|
PersistColors(beat);
|
|
}
|
|
|
|
public override void OnPlay(double beat)
|
|
{
|
|
PersistColors(beat);
|
|
}
|
|
|
|
private void UpdateColors()
|
|
{
|
|
objectMaterial.SetColor("_Color", currentObjectColor);
|
|
shooterMaterial.SetColor("_Color", currentShooterColor);
|
|
beltMaterial.SetColor("_Color", currentEnvironmentColor);
|
|
gridPlaneMaterial.SetColor("_Color", currentEnvironmentColor);
|
|
elevatorMaterial.SetColor("_Color", currentEnvironmentColor);
|
|
if (!lighting)
|
|
{
|
|
foreach (var mat in firstPatternLights)
|
|
{
|
|
mat.SetColor("_Color", currentEnvironmentColor);
|
|
}
|
|
foreach (var mat in secondPatternLights)
|
|
{
|
|
mat.SetColor("_Color", currentEnvironmentColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
List<RiqEntity> spawnedBlockEvents = new List<RiqEntity>();
|
|
void Update()
|
|
{
|
|
shootingThisFrame = false;
|
|
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
|
return;
|
|
|
|
var currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
|
|
|
var blockEvents = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel == "builtToScaleDS/spawn blocks");
|
|
for (int i = 0; i < blockEvents.Count; i++)
|
|
{
|
|
var ev = blockEvents[i];
|
|
if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times.
|
|
|
|
var spawnBeat = ev.beat - ev.length;
|
|
if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length)
|
|
{
|
|
SpawnBlocks(spawnBeat, ev.length);
|
|
spawnedBlockEvents.Add(ev);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (Conductor.instance.ReportBeat(ref lightBeat.lastReportedBeat, lightBeat.startBeat % 1) && autoLight)
|
|
{
|
|
HandleLights();
|
|
}
|
|
|
|
var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
|
|
bool canShoot = (!shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying()) && !shootingThisFrame;
|
|
|
|
if (canShoot && lastShotOut)
|
|
lastShotOut = false;
|
|
|
|
if (canShoot && !lastShotOut && PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress.inputLockCategory))
|
|
{
|
|
lastShotOut = true;
|
|
shootingThisFrame = true;
|
|
Shoot();
|
|
SpawnObject(BTSObject.FlyingRod);
|
|
SoundByte.PlayOneShotGame("builtToScaleDS/Boing");
|
|
}
|
|
|
|
currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
|
|
beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
|
|
// environmentRenderer.materials = environmentMaterials;
|
|
// elevatorRenderer.materials = elevatorMaterials;
|
|
|
|
if (PlayerInput.PlayerHasControl() && PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Touch)
|
|
{
|
|
if (PlayerInput.GetIsAction(InputAction_BasicPress))
|
|
{
|
|
shooterAnim.Play("Windup", 0, 0);
|
|
}
|
|
if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !shootingThisFrame)
|
|
{
|
|
shooterAnim.Play("WindDown", 0, 23 / 28f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shootingThisFrame)
|
|
{
|
|
if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
|
|
{
|
|
shooterAnim.Play("WindDown", 0, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LateUpdate()
|
|
{
|
|
}
|
|
|
|
public void Lights(double beat, float length, bool autoLights, bool shouldLights)
|
|
{
|
|
autoLight = autoLights;
|
|
lighting = autoLights || shouldLights;
|
|
if (shouldLights)
|
|
{
|
|
List<BeatAction.Action> actions = new List<BeatAction.Action>();
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
actions.Add(new BeatAction.Action(beat + i, delegate { HandleLights(); }));
|
|
}
|
|
if (!autoLights)
|
|
{
|
|
lighting = false;
|
|
actions.Add(new BeatAction.Action(beat + length, delegate
|
|
{
|
|
foreach (var lightMat in firstPatternLights)
|
|
{
|
|
lightMat.DOColor(currentEnvironmentColor, 0.2f);
|
|
}
|
|
foreach (var lightMat in secondPatternLights)
|
|
{
|
|
lightMat.DOColor(currentEnvironmentColor, 0.2f);
|
|
}
|
|
}));
|
|
}
|
|
BeatAction.New(instance, actions);
|
|
}
|
|
if (!autoLights && !shouldLights)
|
|
{
|
|
lighting = false;
|
|
foreach (var lightMat in firstPatternLights)
|
|
{
|
|
lightMat.DOColor(currentEnvironmentColor, 0.2f);
|
|
}
|
|
foreach (var lightMat in secondPatternLights)
|
|
{
|
|
lightMat.DOColor(currentEnvironmentColor, 0.2f);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void HandleLights()
|
|
{
|
|
if (firstLight)
|
|
{
|
|
foreach (var lightMat in firstPatternLights)
|
|
{
|
|
lightMat.DOColor(Color.white, 0.2f);
|
|
}
|
|
foreach (var lightMat in secondPatternLights)
|
|
{
|
|
lightMat.DOColor(currentEnvironmentColor, 0.2f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (var lightMat in firstPatternLights)
|
|
{
|
|
lightMat.DOColor(currentEnvironmentColor, 0.2f);
|
|
}
|
|
foreach (var lightMat in secondPatternLights)
|
|
{
|
|
lightMat.DOColor(Color.white, 0.2f);
|
|
}
|
|
}
|
|
firstLight = !firstLight;
|
|
}
|
|
|
|
public void SpawnBlocks(double beat, float length)
|
|
{
|
|
var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent<Blocks>();
|
|
newBlocks.createBeat = beat;
|
|
newBlocks.createLength = length;
|
|
newBlocks.gameObject.SetActive(true);
|
|
|
|
SetBlockTime(newBlocks, beat, length);
|
|
}
|
|
|
|
const int blockFramesPerSecond = 24;
|
|
const int blockHitFrame = 39;
|
|
const int blockTotalFrames = 80;
|
|
const int spawnFrameOffset = -3;
|
|
List<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 };
|
|
public void SetBlockTime(Blocks blocks, double spawnBeat, float length)
|
|
{
|
|
float spawnTimeOffset = (float)spawnFrameOffset / (float)blockFramesPerSecond;
|
|
|
|
float secondsPerFrame = 1f / blockFramesPerSecond;
|
|
float secondsToHitFrame = secondsPerFrame * blockHitFrame;
|
|
|
|
float secondsPerBeat = Conductor.instance.secPerBeat;
|
|
float secondsToHitBeat = secondsPerBeat * 5f * length + spawnTimeOffset;
|
|
|
|
float speedMult = secondsToHitFrame / secondsToHitBeat;
|
|
|
|
float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - (float)spawnBeat) + spawnTimeOffset;
|
|
float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime;
|
|
|
|
// The only way I could deal with Unity's interpolation shenanigans without having a stroke.
|
|
if (criticalFrames.Contains(Mathf.FloorToInt(framesPastSpawnTime)))
|
|
framesPastSpawnTime = Mathf.CeilToInt(framesPastSpawnTime);
|
|
|
|
blocks.anim.Play("Move", 0, framesPastSpawnTime / blockTotalFrames);
|
|
blocks.anim.speed = speedMult;
|
|
}
|
|
|
|
public void SpawnObject(BTSObject btsObject)
|
|
{
|
|
GameObject prefabToUse = null;
|
|
string animNameToUse = "";
|
|
|
|
switch (btsObject)
|
|
{
|
|
case BTSObject.HitPieces:
|
|
prefabToUse = hitPartsBase;
|
|
animNameToUse = "PartsHit";
|
|
break;
|
|
case BTSObject.MissPieces:
|
|
prefabToUse = missPartsBase;
|
|
animNameToUse = "PartsMiss";
|
|
break;
|
|
case BTSObject.FlyingRod:
|
|
prefabToUse = flyingRodBase;
|
|
animNameToUse = "Fly";
|
|
break;
|
|
}
|
|
|
|
if (prefabToUse != null)
|
|
{
|
|
var newPiece = GameObject.Instantiate(prefabToUse, partsHolder).GetComponent<BTSPiece>();
|
|
newPiece.gameObject.SetActive(true);
|
|
newPiece.anim.Play(animNameToUse, 0, 0);
|
|
}
|
|
}
|
|
|
|
public void Shoot()
|
|
{
|
|
shooterAnim.Play("Shoot", 0, 0);
|
|
elevatorAnim.Play("MakeRod", 0, 0);
|
|
}
|
|
|
|
public void PlayPiano(double beat, float length, int semiTones)
|
|
{
|
|
var pianoPitch = SoundByte.GetPitchFromSemiTones(semiTones, true);
|
|
var pianoSource = SoundByte.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true);
|
|
|
|
pianoSource.SetLoopParams(beat + length, 0.1f);
|
|
}
|
|
|
|
public void MultiplePiano(double beat, float length, bool silent, int note1, int note2, int note3, int note4, int note5, int note6)
|
|
{
|
|
if (silent) return;
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { PlayPiano(beat, length, note1); }),
|
|
new BeatAction.Action(beat + length, delegate { PlayPiano(beat + length, length, note2); }),
|
|
new BeatAction.Action(beat + length * 2, delegate { PlayPiano(beat + length * 2, length, note3); }),
|
|
new BeatAction.Action(beat + length * 3, delegate { PlayPiano(beat + length * 3, length, note4); }),
|
|
new BeatAction.Action(beat + length * 4, delegate { PlayPiano(beat + length * 4, 1f, note5); }),
|
|
new BeatAction.Action(beat + length * 4, delegate { PlayPiano(beat + length * 4, 1f, note6); }),
|
|
});
|
|
}
|
|
}
|
|
} |