mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
65a243fa68
* ready to pr i think Fixed Alphabetical Sorting. Fixed Chronological Sorting by adding a sorting value to every minigame. Added Sort By Usage. * i accidentally removed a bunch of work from yall oops this should fix that i think
469 lines
No EOL
19 KiB
C#
469 lines
No EOL
19 KiB
C#
using System;
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using System.Linq;
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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 HeavenStudio.InputSystem;
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using Jukebox;
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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 AgbSickBeats
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("sickBeats", "Sick Beats", "ffffff", false, false, new List<GameAction>()
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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; SickBeats.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle2", true, "Bop", "Toggle if the doctor should bop for the duration of this event."),
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new Param("toggle", false, "Bop (Auto)", "Toggle if the doctor should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("virus", "Move Virus")
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{
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function = delegate { var e = eventCaller.currentEntity; SickBeats.instance.MoveVirus(e.beat, e["direction"], e["type"]); },
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parameters = new List<Param>()
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{
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new Param("direction", SickBeats.Direction.Right, "Direction", "Determine which direction the virus will spawn from."),
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new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type."),
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},
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defaultLength = 2f,
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},
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new GameAction("appear", "Appear")
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{
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function = delegate {var e = eventCaller.currentEntity; SickBeats.instance.VirusAppearMnl(e.beat, e["direction"], e["type"]); },
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parameters = new List<Param>()
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{
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new Param("direction", SickBeats.Direction.Right, "Direction", "Determine which direction the virus will spawn from."),
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new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type."),
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},
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defaultLength = 2f,
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},
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new GameAction("dash", "Dash")
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{
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function = delegate {var e = eventCaller.currentEntity; SickBeats.instance.VirusDashMnl(e.beat,
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e["direction"], e["type"], new double[]{e["param1"], e["param2"], e["param3"]}); },
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parameters = new List<Param>()
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{
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new Param("direction", SickBeats.Direction.Up, "Direction", "Determine which direction the virus will spawn from."),
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new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type."),
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new Param("param1", new EntityTypes.Float(0, 1, 0), "Right Beat", "Decide the right Dash beat."),
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new Param("param2", new EntityTypes.Float(0, 1, 0.125f), "Up Beat", "Decide the up Dash beat."),
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new Param("param3", new EntityTypes.Float(0, 1, 0.25f), "Left Beat", "Decide the left Dash beat."),
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},
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defaultLength = 1f,
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},
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new GameAction("summon", "Summon")
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{
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function = delegate {var e = eventCaller.currentEntity; SickBeats.instance.VirusSummonMnl(e.beat, e["type"]); },
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parameters = new List<Param>()
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{
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new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type."),
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},
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defaultLength = 2f,
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},
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new GameAction("virusColor", "Change Virus Color")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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SickBeats.instance.UpdateMaterialColor(e["colorVirus1"], e["colorVirus2"], e["colorVirus3"], e["colorVirus4"]);
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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("colorVirus1", new Color(0f, 1f, 1f), "1st Color", "Set the color of the first virus."),
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new Param("colorVirus2", new Color(1f, 0.25f, 0.75f), "2nd Color", "Set the color of the second virus."),
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new Param("colorVirus3", new Color(0f, 0f, 0f), "3rd Color", "Set the color of the third virus."),
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new Param("colorVirus4", new Color(1f, 1f, 1f), "4th Color", "Set the color of the fourth virus."),
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}
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},
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},
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new List<string>() { "agb", "normal" }, "agbSickBeats", "en", new List<string>() { },
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chronologicalSortKey: 10
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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_SickBeats;
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public class SickBeats : Minigame
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{
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[Header("References")]
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public Animator keyAnim;
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public Animator[] forkAnims;
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public Animator doctorAnim;
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public Animator radioAnim;
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public Animator orgAnim;
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public GameObject baseVirus;
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public Transform virusHolder;
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[Header("Colorable")]
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public Material[] RecolorMats;
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public Color[] color = {new Color(0f, 1f, 1f), new Color(1f, 0.25f, 0.75f),
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new Color(0f, 0f, 0f), new Color(1f, 1f, 1f)};
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[Header("Variables")]
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[SerializeField] double _refillBeat;
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public double RefillBeat
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{
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get => _refillBeat;
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private set => _refillBeat = value;
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}
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[Serializable]
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public struct DashPatternItem
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{
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public double[] beat;
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}
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[SerializeField] DashPatternItem[] DashPatterns;
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[System.NonSerialized] public bool[] isForkPop = {true, true, true, true};
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[System.NonSerialized] public bool[] isMiss = {false, false, false, false};
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[System.NonSerialized] public bool[] isPrepare = {false, false, false, false};
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[System.NonSerialized] public bool orgAlive = true;
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[System.NonSerialized] public bool docShock = false;
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[System.NonSerialized] public double docShockBeat = Double.MinValue;
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public enum Direction
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{
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Right,
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Up,
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Left,
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Down,
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}
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public enum VirusType
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{
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Blue,
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Pink,
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Black,
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Custom,
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}
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public static SickBeats instance;
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const int IA_RightPress = IAMAXCAT;
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const int IA_UpPress = IAMAXCAT + 1;
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const int IA_LeftPress = IAMAXCAT + 2;
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const int IA_DownPress = IAMAXCAT + 3;
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protected static bool IA_PadRight(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
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}
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protected static bool IA_BatonRight(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.East, out dt);
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}
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protected static bool IA_PadUp(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt);
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}
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protected static bool IA_BatonUp(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.North, out dt);
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}
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protected static bool IA_PadLeft(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt);
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}
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protected static bool IA_BatonLeft(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.West, out dt);
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}
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protected static bool IA_PadDown(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt);
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}
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protected static bool IA_BatonDown(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.South, out dt);
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}
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public static PlayerInput.InputAction InputAction_Right =
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new("AgbSickBeatsRight", new int[] { IA_RightPress, IA_RightPress, IA_RightPress },
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IA_PadRight, IA_TouchFlick, IA_BatonRight);
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public static PlayerInput.InputAction InputAction_Up =
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new("AgbSickBeatsUp", new int[] { IA_UpPress, IA_UpPress, IA_UpPress },
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IA_PadUp, IA_TouchFlick, IA_BatonUp);
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public static PlayerInput.InputAction InputAction_Left =
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new("AgbSickBeatsLeft", new int[] { IA_LeftPress, IA_LeftPress, IA_LeftPress },
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IA_PadLeft, IA_TouchFlick, IA_BatonLeft);
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public static PlayerInput.InputAction InputAction_Down =
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new("AgbSickBeatsDown", new int[] { IA_DownPress, IA_DownPress, IA_DownPress },
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IA_PadDown, IA_TouchFlick, IA_BatonDown);
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public PlayerActionEvent ScheduleMissableInput(double startBeat,
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double timer,
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PlayerInput.InputAction inputAction,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank,
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PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
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{
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PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
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evt.missable = true;
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return evt;
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}
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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SetupBopRegion("sickBeats", "bop", "toggle");
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UpdateMaterialColor(color[0], color[1], color[2], color[3]);
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}
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public override void OnBeatPulse(double beat)
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{
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if (BeatIsInBopRegion(beat)) Bop(beat);
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}
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[NonSerialized] public double gameEndBeat = double.MaxValue;
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public override void OnGameSwitch(double beat)
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{
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var entities = GameManager.instance.Beatmap.Entities;
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// find out when the next game switch (or remix end) happens
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RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > beat);
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gameEndBeat = firstEnd?.beat ?? double.MaxValue;
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}
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public override void OnPlay(double beat)
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{
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OnGameSwitch(beat);
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (!cond.isPlaying || cond.isPaused) return;
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if (PlayerInput.PlayerHasControl() && PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Touch)
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress))
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{
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keyAnim.Play("keep");
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}
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if (PlayerInput.GetIsAction(InputAction_BasicRelease))
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{
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keyAnim.Play("up");
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}
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if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
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{
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var rand_dir = ChooseDirection(isMiss, isPrepare, isForkPop);
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if (isForkPop[rand_dir]) OutFork(rand_dir);
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}
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}
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else
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{
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if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right))
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{
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if (isForkPop[(int)Direction.Right]) OutFork((int)Direction.Right);
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}
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if (PlayerInput.GetIsAction(InputAction_Up) && !IsExpectingInputNow(InputAction_Up))
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{
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if (isForkPop[(int)Direction.Up]) OutFork((int)Direction.Up);
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}
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if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left))
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{
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if (isForkPop[(int)Direction.Left]) OutFork((int)Direction.Left);
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}
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if (PlayerInput.GetIsAction(InputAction_Down) && !IsExpectingInputNow(InputAction_Down))
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{
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if (isForkPop[(int)Direction.Down]) OutFork((int)Direction.Down);
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}
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}
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}
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private void OutFork(int dir)
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{
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var currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
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var actions = new List<BeatAction.Action>();
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keyAnim.Play("push");
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forkAnims[dir].Play("out");
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SoundByte.PlayOneShotGame("sickBeats/fork"+UnityEngine.Random.Range(0, 3).ToString());
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BeatAction.New(instance, new() {new BeatAction.Action(currentBeat + RefillBeat, delegate {RepopFork(dir);})});
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isForkPop[dir] = false;
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}
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public void RepopFork(int dir)
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{
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forkAnims[dir].Play("repop");
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isForkPop[dir] = true;
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}
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public void ToggleBop(double beat, float length, bool bopOrNah, bool autoBop)
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{
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if (bopOrNah)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance, new() {new BeatAction.Action(beat + i, delegate {Bop(beat);}) });
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}
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}
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}
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public void Bop(double beat)
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{
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radioAnim.DoScaledAnimationAsync("bop", 0.5f);
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if (beat < docShockBeat || beat > docShockBeat + 2) doctorAnim.DoScaledAnimationAsync("bop", 0.5f);
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if (orgAlive) orgAnim.DoScaledAnimationAsync("bop", 0.5f);
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}
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public Virus SpawnVirus(double beat, int dir, int type)
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{
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var newVirus = Instantiate(baseVirus, virusHolder).GetComponent<Virus>();
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newVirus.startBeat = beat;
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newVirus.position = dir;
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newVirus.life = type;
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newVirus.gameObject.SetActive(true);
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newVirus.Init();
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return newVirus;
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}
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public void MoveVirus(double beat, int dir, int type)
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{
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var newVirus = SpawnVirus(beat, -1, type);
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var actions = new List<BeatAction.Action>();
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actions.Add(new BeatAction.Action(beat, delegate {
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newVirus.Summon();
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newVirus.position++;
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}));
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switch (dir)
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{
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case (int)Direction.Right:
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newVirus.startBeat = beat + 2;
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actions.Add(new BeatAction.Action(beat + 2, delegate {newVirus.Appear();}));
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break;
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case (int)Direction.Up:
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case (int)Direction.Left:
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case (int)Direction.Down:
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for(int i = 0; i < dir; i++)
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{
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actions.Add(new BeatAction.Action(beat + DashPatterns[dir-1].beat[i], delegate {
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newVirus.Dash();
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newVirus.position++;
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}));
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}
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newVirus.startBeat = beat + 4;
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actions.Add(new BeatAction.Action(beat + 4, delegate {newVirus.Appear();}));
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break;
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}
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BeatAction.New(instance, actions);
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}
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public void VirusAppearMnl(double beat, int dir, int type)
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{
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var newVirus = SpawnVirus(beat, dir, type);
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newVirus.Appear();
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}
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public void VirusDashMnl(double beat, int dir, int type, double[] dashbeats)
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{
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if (dir<1) dir = 1;
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var newVirus = SpawnVirus(beat, 0, type);
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var actions = new List<BeatAction.Action>();
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for(int i = 0; i < dir; i++)
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{
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actions.Add(new BeatAction.Action(beat + dashbeats[i], delegate {
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newVirus.Dash();
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newVirus.position++;
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}));
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}
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actions.Add(new BeatAction.Action(beat + 2, delegate {Destroy(newVirus.gameObject);}));
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BeatAction.New(instance, actions);
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}
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public void VirusSummonMnl(double beat, int type)
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{
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var newVirus = SpawnVirus(beat, -1, type);
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var actions = new List<BeatAction.Action>();
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actions.Add(new BeatAction.Action(beat, delegate {
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newVirus.Summon();
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newVirus.position++;
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}));
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actions.Add(new BeatAction.Action(beat + 2, delegate {Destroy(newVirus.gameObject);}));
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BeatAction.New(instance, actions);
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}
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public void UpdateMaterialColor(Color virus1, Color virus2, Color virus3, Color virus4)
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{
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color[0] = virus1; color[1] = virus2; color[2] = virus3; color[3] = virus4;
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Recolor(0, new Color(0.75f, 0f, 0f), virus2, virus1);
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Recolor(1, new Color(0.75f, 0f, 0f), virus3, virus2);
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Recolor(2, new Color(0.75f, 0f, 0f), virus4, virus3);
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Recolor(3, new Color(0.75f, 0f, 0f), virus4, virus4);
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void Recolor(int i, Color color1, Color color2, Color color3)
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{
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RecolorMats[i].SetColor("_ColorAlpha", color1);
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RecolorMats[i].SetColor("_ColorBravo", color2);
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RecolorMats[i].SetColor("_ColorDelta", color3);
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}
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}
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public static int ChooseDirection(bool[] misses, bool[] preparing, bool[] isForkPop)
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{
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var missedDirections = Enumerable.Range(0, 4)
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.Where(i => misses[i] && isForkPop[i])
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.ToList();
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if (missedDirections.Count > 0)
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{
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int index = UnityEngine.Random.Range(0, missedDirections.Count);
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return missedDirections[index];
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}
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var preparingDirections = Enumerable.Range(0, 4)
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.Where(i => preparing[i] && isForkPop[i])
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.ToList();
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if (preparingDirections.Count > 0)
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{
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int index = UnityEngine.Random.Range(0, preparingDirections.Count);
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return preparingDirections[index];
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}
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var remainingDirections = Enumerable.Range(0, 4)
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.Where(i => isForkPop[i])
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.ToList();
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if (remainingDirections.Count > 0)
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{
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int index = UnityEngine.Random.Range(0, remainingDirections.Count);
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return remainingDirections[index];
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}
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return UnityEngine.Random.Range(0, 4);
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}
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}
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} |