mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +00:00
05219009f6
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* some bon odori changes (please dont break anything please)
* LAST COMMIT BEFORE PUSHING!!!!!!!
* forgot fix some minor things lol
* organized the folders and made the dark bg an ease and not an animation
* super cool commit
* bug fixes
* added pitching to pans and dons
* changing Clap() and Sound() to a prefunction
* prefunctions done 👍
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: wookywok <62037083+wookywok@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
913 lines
No EOL
30 KiB
C#
913 lines
No EOL
30 KiB
C#
using System;
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using System.Text;
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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 TMPro;
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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 AgbBonOdoriLoader
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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("bonOdori", "The☆Bon Odori \n<color=#adadad>(Za☆Bon Odori)</color>", "312B9F", false, false, new List<GameAction>()
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{ new GameAction("bop", "Bop")
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{ function = delegate {BonOdori.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]);},
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Toggle if the Donpans and Yagura-chan should bop for the duration of this event."),
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new Param("auto", false, "Bop (Auto)", "Toggle if the Donpans and Yagura-chan should automatically bop until another Bop event is reached."),
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},
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},
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new GameAction("pan", "Pan")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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string variation = "variation" + (new string[] { "Pan", "Pa", "Pa_n" })[e["type"]];
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BonOdori.instance.PreClap(e.beat, e[variation], e["type"], e["mute"],e["clapType"], e["semitone"]);
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},
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute Sound", "Mute the voice line."),
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new Param("type",BonOdori.typePan.Pan, "Type", "Set the type of voice line.", new(){
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new((x, _) => (int)x == 0, new string[] { "variationPan"}),
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new((x, _) => (int)x == 1, new string[] { "variationPa"}),
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new((x, _) => (int)x == 2, new string[] { "variationPa_n"}),
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}),
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new Param("variationPan", BonOdori.variationPan.PanC, "Pan Type", "Set the variation of the voice line."),
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new Param("variationPa", BonOdori.variationPa.PaG, "Pa Type", "Set the variation of the voice line."),
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new Param("variationPa_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."),
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new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap."),
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new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
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}
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},
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new GameAction("don", "Don")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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string variation = "variation" + (new string[] { "Don", "Do", "Do_n" })[e["type"]];
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BonOdori.instance.Sound(e.beat, e[variation], e["type"], e["semitone"]);
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},
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("type",BonOdori.typeDon.Don, "Type", "Set the type of voiceline", new(){
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new((x, _) => (int)x == 0, new string[] { "variationDon"}),
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new((x, _) => (int)x == 1, new string[] { "variationDo"}),
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new((x, _) => (int)x == 2, new string[] { "variationDo_n"}),
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}),
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new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."),
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new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."),
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new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."),
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new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
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}
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},
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new GameAction("show text", "Show Text")
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{
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function = delegate {BonOdori.instance.ShowText(eventCaller.currentEntity["line 1"], eventCaller.currentEntity["line 2"], eventCaller.currentEntity["line 3"], eventCaller.currentEntity["line 4"], eventCaller.currentEntity["line 5"]);},
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defaultLength = 1f,
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parameters = new List<Param>()
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{ new Param("whichLine", new EntityTypes.Integer(1,5,1), "Line", "Which line to modify.", new(){
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new((x, _) => (int)x == 1, new string[] { "line 1"}),
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new((x, _) => (int)x == 2, new string[] { "line 2"}),
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new((x, _) => (int)x == 3, new string[] { "line 3"}),
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new((x, _) => (int)x == 4, new string[] { "line 4"}),
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new((x, _) => (int)x == 5, new string[] { "line 5"}),
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}),
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new Param("line 1", "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line.", "Line 1", "Set the text for line 1."),
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new Param("line 2", "", "Line 2", "Set the text for line 2."),
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new Param("line 3", "", "Line 3", "Set the text for line 3.y"),
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new Param("line 4", "", "Line 4", "Set the text for line 4."),
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new Param("line 5", "", "Line 5", "Set the text for line 5."),
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},
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priority = 1
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},
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new GameAction("delete text", "Delete Text")
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{
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function = delegate {BonOdori.instance.DeleteText(eventCaller.currentEntity["line 1"],eventCaller.currentEntity["line 2"],eventCaller.currentEntity["line 3"],eventCaller.currentEntity["line 4"],eventCaller.currentEntity["line 5"]);},
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("line 1", false, "Line 1", "Delete the contents of line 1."),
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new Param("line 2", false, "Line 2", "Delete the contents of line 2."),
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new Param("line 3", false, "Line 3", "Delete the contents of line 3."),
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new Param("line 4", false, "Line 4", "Delete the contents of line 4."),
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new Param("line 5", false, "Line 5", "Delete the contents of line 5."),
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},
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},
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new GameAction("scroll text", "Scroll Text")
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{
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function = delegate {BonOdori.instance.ScrollText(eventCaller.currentEntity["line 1"],eventCaller.currentEntity["line 2"],eventCaller.currentEntity["line 3"],eventCaller.currentEntity["line 4"],eventCaller.currentEntity["line 5"], eventCaller.currentEntity.length, eventCaller.currentEntity.beat);},
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("line 1", false, "Line 1", "Scroll the contents of line 1."),
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new Param("line 2", false, "Line 2", "Scroll the contents of line 2."),
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new Param("line 3", false, "Line 3", "Scroll the contents of line 3."),
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new Param("line 4", false, "Line 4", "Scroll the contents of line 4."),
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new Param("line 5", false, "Line 5", "Scroll the contents of line 5."),
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},
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},
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new GameAction("bow", "Bow")
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{
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function = delegate {BonOdori.instance.Bow(eventCaller.currentEntity.beat, eventCaller.currentEntity.length);},
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defaultLength = 2f,
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resizable = true,
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},
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// new GameAction("spin", "Spin")
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// {
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// function = delegate {BonOdori.instance.Spin(eventCaller.currentEntity.beat, eventCaller.currentEntity.length);},
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// defaultLength = 1f,
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// },
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new GameAction("toggle bg", "Toggle Darker Background")
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{
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function = delegate {BonOdori.instance.DarkBG(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"], eventCaller.currentEntity.length);},
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Darken Background", "Darkens the background"),
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}
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},
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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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public class BonOdori : Minigame
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{
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string prefix;
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double beatUniversal;
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string suffix;
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SpriteRenderer darkPlane;
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bool goBopDonpans;
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bool goBopJudge;
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bool bopDonpans;
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int clapTypeGlobal = 0;
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string clapTypeString = "ClapSide";
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string originalText1;
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string originalText2;
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string originalText3;
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string originalText4;
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string originalText5;
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Coroutine Scroll1;
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Coroutine Scroll2;
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Coroutine Scroll3;
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Coroutine Scroll4;
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Coroutine Scroll5;
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Coroutine DarkerBG;
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bool darkBgIsOn = false;
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TextMeshProUGUI Text1_GUI;
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TextMeshProUGUI Text2_GUI;
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TextMeshProUGUI Text3_GUI;
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TextMeshProUGUI Text4_GUI;
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TextMeshProUGUI Text5_GUI;
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TextMeshProUGUI Text6_GUI;
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TextMeshProUGUI Text7_GUI;
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TextMeshProUGUI Text8_GUI;
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TextMeshProUGUI Text9_GUI;
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TextMeshProUGUI Text10_GUI;
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[SerializeField] TMP_Text Text1;
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[SerializeField] TMP_Text Text2;
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[SerializeField] TMP_Text Text3;
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[SerializeField] TMP_Text Text4;
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[SerializeField] TMP_Text Text5;
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[SerializeField] TMP_Text Text6;
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[SerializeField] TMP_Text Text7;
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[SerializeField] TMP_Text Text8;
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[SerializeField] TMP_Text Text9;
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[SerializeField] TMP_Text Text10;
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[SerializeField] Animator Player;
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[SerializeField] Animator Judge;
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[SerializeField] GameObject DarkPlane;
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[SerializeField] Animator CPU1;
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[SerializeField] Animator CPU2;
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[SerializeField] Animator CPU3;
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[SerializeField] Animator Face;
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public enum typeClap
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{
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SideClap = 0,
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FrontClap = 1
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}
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private static List<QueuedClaps> queuedClaps = new();
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private struct QueuedClaps
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{
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public double beat;
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public int variation;
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public int typeSpeak;
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public bool muted;
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public int clapType;
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public int semitone;
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}
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public enum typePan
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{
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Pan = 0,
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Pa = 1,
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Pa_n = 2
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}
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public enum typeDon
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{
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Don = 0,
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Do = 1,
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Do_n = 2
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}
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public enum variationPan
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{
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PanC = 0,
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PanE = 1,
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PanA = 2
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}
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public enum variationPa_n
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{
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Pa_nA = 0,
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Pa_nC = 1
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}
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public enum variationPa
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{
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PaG = 0
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}
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public enum variationDon
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{
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DonA = 0,
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DonD = 1,
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DonC = 2,
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DonG = 3
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}
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public enum variationDo_n
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{
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Do_nA = 0,
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Do_nG = 1
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}
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public enum variationDo
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{
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DoC = 0,
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DoG = 1
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}
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public static BonOdori instance { get; set; }
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public void Awake()
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{
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darkPlane = DarkPlane.GetComponent<SpriteRenderer>();
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clapTypeGlobal = 0;
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instance = this;
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Text1_GUI = Text1.GetComponent<TextMeshProUGUI>();
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Text2_GUI = Text2.GetComponent<TextMeshProUGUI>();
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Text3_GUI = Text3.GetComponent<TextMeshProUGUI>();
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Text4_GUI = Text4.GetComponent<TextMeshProUGUI>();
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Text5_GUI = Text5.GetComponent<TextMeshProUGUI>();
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Text6_GUI = Text6.GetComponent<TextMeshProUGUI>();
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Text7_GUI = Text7.GetComponent<TextMeshProUGUI>();
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Text8_GUI = Text8.GetComponent<TextMeshProUGUI>();
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Text9_GUI = Text9.GetComponent<TextMeshProUGUI>();
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Text10_GUI = Text10.GetComponent<TextMeshProUGUI>();
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}
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public void OnStop()
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{
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DarkPlane.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 0f);
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}
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public void Update()
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{
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Conductor con = new Conductor();
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if (!con.NotStopped())
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{
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Text1.text = "";
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Text2.text = "";
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Text3.text = "";
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Text4.text = "";
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Text6.text = "";
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Text7.text = "";
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Text8.text = "";
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Text9.text = "";
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Text10.text = "";
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StopCoroutine(Scroll1);
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StopCoroutine(Scroll2);
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StopCoroutine(Scroll3);
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StopCoroutine(Scroll4);
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StopCoroutine(Scroll5);
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StopCoroutine(DarkerBG);
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Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
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Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
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Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
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Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
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Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
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}
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if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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ScoreMiss();
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SoundByte.PlayOneShotGame("bonOdori/clap");
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if (clapTypeGlobal == 0)
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{
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clapTypeString = "ClapSide";
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}
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else
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{
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clapTypeString = "ClapFront";
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}
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Player.Play(clapTypeString);
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if (!goBopDonpans)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
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});
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}
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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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if (queuedClaps.Count > 0)
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{
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foreach (var clap in queuedClaps) Clap(clap.beat, clap.variation, clap.typeSpeak, clap.muted, clap.clapType, clap.semitone);
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queuedClaps.Clear();
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}
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}
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public void PreClap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
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{
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if (GameManager.instance.currentGame == "bonOdori")
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{
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instance.Clap(beat, variation, typeSpeak, muted, clapType, semitone);
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}
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else
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{
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queuedClaps.Add(new QueuedClaps()
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{
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beat = beat,
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variation = variation,
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typeSpeak = typeSpeak,
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muted = muted,
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clapType = clapType,
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semitone = semitone
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});
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}
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}
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public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
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{
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if (clapType == 1)
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{
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clapTypeGlobal = 1;
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}
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else
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{
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clapTypeGlobal = 0;
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}
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if (muted)
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{
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ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
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}
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else
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{
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string clip = typeSpeak switch
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{
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0 => "pan",
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1 => "pa_n",
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2 or _ => "pa",
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};
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var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
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SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
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beatUniversal = beat;
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ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
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}
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}
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public void Sound(double beat, int variation, int typeSpeak, int semitone)
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{
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string clip = typeSpeak switch
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{
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0 => "don",
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1 => "do_n",
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2 or _ => "do",
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};
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var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
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SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
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}
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public void Success(PlayerActionEvent caller, float state)
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{
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if (clapTypeGlobal == 0)
|
|
{
|
|
clapTypeString = "ClapSide";
|
|
}
|
|
else
|
|
{
|
|
clapTypeString = "ClapFront";
|
|
}
|
|
|
|
Player.Play(clapTypeString);
|
|
CPU1.Play(clapTypeString);
|
|
CPU2.Play(clapTypeString);
|
|
CPU3.Play(clapTypeString);
|
|
if (!goBopDonpans)
|
|
{
|
|
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
|
|
});
|
|
}
|
|
SoundByte.PlayOneShotGame("bonOdori/clap");
|
|
}
|
|
|
|
public void Miss(PlayerActionEvent caller)
|
|
{
|
|
CPU1.Play(clapTypeString);
|
|
CPU2.Play(clapTypeString);
|
|
CPU3.Play(clapTypeString);
|
|
SoundByte.PlayOneShot("miss");
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beatUniversal + 1d, delegate { Face.Play("Sad");}),
|
|
new BeatAction.Action(beatUniversal + 3d, delegate {Face.Play("Neutral");})
|
|
});
|
|
|
|
}
|
|
|
|
|
|
public void Empty(PlayerActionEvent caller)
|
|
{
|
|
if (clapTypeGlobal == 0)
|
|
{
|
|
clapTypeString = "ClapSide";
|
|
}
|
|
else
|
|
{
|
|
clapTypeString = "ClapFront";
|
|
}
|
|
|
|
Player.Play(clapTypeString);
|
|
CPU1.Play(clapTypeString);
|
|
CPU2.Play(clapTypeString);
|
|
CPU3.Play(clapTypeString);
|
|
if (!goBopDonpans)
|
|
{
|
|
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
|
|
});
|
|
}
|
|
|
|
SoundByte.PlayOneShot("nearMiss");
|
|
|
|
|
|
}
|
|
string ChangeColor(string text, bool isScroll)
|
|
{
|
|
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|"))
|
|
{
|
|
if (!isScroll)
|
|
{
|
|
|
|
|
|
return text.Replace("r|", "<color=#ff0000>")
|
|
.Replace("g|", "<color=#00ff00>")
|
|
.Replace("y|", "<color=#ffff00>")
|
|
+ "</color>";
|
|
}
|
|
else
|
|
{
|
|
return text.Replace("r|", "<color=#ff00ff>")
|
|
.Replace("g|", "<color=#00ffff>")
|
|
.Replace("y|", "<color=#ffffff>")
|
|
+ "</color>";
|
|
|
|
}
|
|
}
|
|
return text;
|
|
|
|
}
|
|
|
|
public void ShowText(string text1, string text2, string text3, string text4, string text5)
|
|
{
|
|
|
|
if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line.")
|
|
{
|
|
if (Scroll1 is not null)
|
|
{
|
|
StopCoroutine(Scroll1);
|
|
Scroll1 = null;
|
|
}
|
|
Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
|
originalText1 = text1;
|
|
text1 = ChangeColor(text1, false);
|
|
|
|
Text1.text = text1;
|
|
|
|
|
|
Text6.text = ChangeColor(originalText1, true);
|
|
|
|
}
|
|
if (text2 is not "")
|
|
{
|
|
if (Scroll2 is not null)
|
|
{
|
|
StopCoroutine(Scroll2);
|
|
Scroll2 = null;
|
|
}
|
|
Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
|
originalText2 = text2;
|
|
text2 = ChangeColor(text2, false);
|
|
Text2.text = text2;
|
|
Text7.text = ChangeColor(originalText2, true);
|
|
|
|
}
|
|
if (text3 is not "")
|
|
{
|
|
if (Scroll3 is not null)
|
|
{
|
|
StopCoroutine(Scroll3);
|
|
Scroll3 = null;
|
|
}
|
|
originalText3 = text3;
|
|
Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
|
|
|
text3 = ChangeColor(text3, false);
|
|
|
|
Text3.text = text3;
|
|
Text8.text = ChangeColor(originalText3, true);
|
|
|
|
}
|
|
if (text4 is not "")
|
|
{
|
|
if (Scroll4 is not null)
|
|
{
|
|
StopCoroutine(Scroll4);
|
|
Scroll4 = null;
|
|
}
|
|
Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
|
originalText4 = text4;
|
|
text4 = ChangeColor(text4, false);
|
|
Text4.text = text4;
|
|
|
|
Text9.text = text4;
|
|
Text9.text = ChangeColor(originalText4, true);
|
|
|
|
}
|
|
if (text5 is not "")
|
|
{
|
|
if (Scroll5 is not null)
|
|
{
|
|
StopCoroutine(Scroll5);
|
|
Scroll5 = null;
|
|
}
|
|
Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
|
originalText5 = text5;
|
|
text5 = ChangeColor(text5, false);
|
|
Text5.text = text5;
|
|
Text10.text = ChangeColor(originalText5, true);
|
|
|
|
}
|
|
|
|
|
|
}
|
|
public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5)
|
|
{
|
|
if (text1 == true)
|
|
{
|
|
if (Scroll1 is not null)
|
|
{
|
|
StopCoroutine(Scroll1);
|
|
Scroll1 = null;
|
|
}
|
|
Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
|
Text1.text = "";
|
|
Text6.text = "";
|
|
}
|
|
if (text2 == true)
|
|
{
|
|
if (Scroll2 is not null)
|
|
{
|
|
StopCoroutine(Scroll2);
|
|
Scroll2 = null;
|
|
}
|
|
Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
|
Text2.text = "";
|
|
Text7.text = "";
|
|
}
|
|
if (text3 == true)
|
|
{
|
|
if (Scroll3 is not null)
|
|
{
|
|
StopCoroutine(Scroll3);
|
|
Scroll3 = null;
|
|
}
|
|
Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
|
Text3.text = "";
|
|
Text8.text = "";
|
|
}
|
|
if (text4 == true)
|
|
{
|
|
if (Scroll4 is not null)
|
|
{
|
|
StopCoroutine(Scroll4);
|
|
Scroll4 = null;
|
|
}
|
|
Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
|
Text4.text = "";
|
|
Text9.text = "";
|
|
}
|
|
if (text5 == true)
|
|
{
|
|
if (Scroll5 is not null)
|
|
{
|
|
StopCoroutine(Scroll5);
|
|
Scroll5 = null;
|
|
}
|
|
Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
|
Text5.text = "";
|
|
Text10.text = "";
|
|
}
|
|
|
|
|
|
}
|
|
IEnumerator SmoothText(TMP_Text text, float length, double beat)
|
|
{
|
|
Conductor conductor = new Conductor();
|
|
float startTime = Time.time;
|
|
float endTime = startTime + length;
|
|
float duration = ((length / conductor.GetBpmAtBeat(beat)) * 60);
|
|
|
|
while (Time.time < endTime)
|
|
{
|
|
float t = ((Time.time - startTime) / duration);
|
|
|
|
float maskValue = Mathf.Lerp(-10f, -7f, t);
|
|
|
|
text.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, maskValue, 10));
|
|
|
|
yield return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length, double beat)
|
|
{
|
|
if (text1)
|
|
{
|
|
Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));
|
|
}
|
|
if (text2)
|
|
{
|
|
Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));
|
|
}
|
|
if (text3)
|
|
{
|
|
Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));
|
|
}
|
|
if (text4)
|
|
{
|
|
Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));
|
|
}
|
|
if (text5)
|
|
{
|
|
Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));
|
|
}
|
|
|
|
}
|
|
|
|
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
|
|
{
|
|
goBopDonpans = autoBop; goBopJudge = autoBop;
|
|
if (autoBop && shouldBop) { return; }
|
|
if (shouldBop)
|
|
{
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate
|
|
{
|
|
Player.Play("Bop");
|
|
CPU1.Play("Bop");
|
|
CPU2.Play("Bop");
|
|
CPU3.Play("Bop");
|
|
Judge.Play("Bop");
|
|
|
|
}),
|
|
new BeatAction.Action(beat + length, delegate
|
|
{
|
|
Player.Play("NeutralBopped");
|
|
CPU1.Play("NeutralBopped");
|
|
CPU2.Play("NeutralBopped");
|
|
CPU3.Play("NeutralBopped");
|
|
|
|
|
|
})
|
|
});
|
|
}
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
}
|
|
public void Bow(double beat, float length)
|
|
{
|
|
if (goBopDonpans == true)
|
|
{
|
|
bopDonpans = true;
|
|
}
|
|
else
|
|
{
|
|
bopDonpans = false;
|
|
|
|
}
|
|
goBopDonpans = false;
|
|
Player.Play("Bow");
|
|
CPU1.Play("Bow");
|
|
CPU2.Play("Bow");
|
|
CPU3.Play("Bow");
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length, delegate { Player.Play("NeutralBopped"); CPU1.Play("NeutralBopped");CPU2.Play("NeutralBopped"); CPU3.Play("NeutralBopped"); if (bopDonpans) {goBopDonpans = true;}})
|
|
});
|
|
}
|
|
// public void Spin(double beat, float length)
|
|
// {
|
|
|
|
// }
|
|
|
|
public override void OnBeatPulse(double beat)
|
|
{
|
|
if (goBopDonpans)
|
|
{
|
|
Player.Play("Bop");
|
|
CPU1.Play("Bop");
|
|
CPU2.Play("Bop");
|
|
CPU3.Play("Bop");
|
|
|
|
}
|
|
if (goBopJudge)
|
|
{
|
|
Judge.Play("Bop");
|
|
}
|
|
}
|
|
public void DarkBG(double beat, bool toggle, float length)
|
|
{
|
|
DarkerBG = StartCoroutine(DarkBGCoroutine(beat, toggle, length));
|
|
|
|
}
|
|
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
|
{
|
|
if (toggle)
|
|
{
|
|
if (darkBgIsOn)
|
|
{
|
|
yield return null;
|
|
}
|
|
else
|
|
{
|
|
|
|
|
|
float startTime = Time.time;
|
|
Conductor con = new Conductor();
|
|
float realLength = length / con.GetBpmAtBeat(beat) * 60;
|
|
while (Time.time < realLength + startTime)
|
|
{
|
|
|
|
|
|
|
|
|
|
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0f, 0.4666f, (Time.time - startTime) / realLength));
|
|
darkBgIsOn = true;
|
|
yield return null;
|
|
|
|
|
|
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!darkBgIsOn)
|
|
{
|
|
yield return null;
|
|
}
|
|
else
|
|
{
|
|
|
|
|
|
float startTime = Time.time;
|
|
Conductor con = new Conductor();
|
|
float realLength = length / con.GetBpmAtBeat(beat) * 60;
|
|
while (Time.time < realLength + startTime)
|
|
{
|
|
|
|
|
|
|
|
|
|
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f, 0f, (Time.time - startTime) / realLength));
|
|
|
|
darkBgIsOn = true;
|
|
yield return null;
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
}
|
|
}
|
|
} |