mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
dd24a96338
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
811 lines
32 KiB
C#
811 lines
32 KiB
C#
/* I do not know crap about Unity or C#
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Almost none of this code is mine, but it's all fair game when the game you're stealing from
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borrowed from other games */
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//Don't worry Raffy everyone starts somewhere - Rasmus
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using HeavenStudio.Util;
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using Jukebox;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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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 NtrBackbeatLoader
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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("lockstep", "Lockstep", "f0338d", 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; Lockstep.instance.Bop(e.beat, e.length, e["toggle"], e["toggle2"]); },
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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", "Should the stepswitchers bop?"),
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new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"),
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},
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},
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new GameAction("stepping", "Stepping")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
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parameters = new List<Param>()
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{
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
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}),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
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new Param("visual", true, "Background Visual")
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},
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preFunctionLength = 1
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},
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new GameAction("offbeatSwitch", "Switch to Offbeat")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitchSound(e.beat, e["ho"], e["sound"]); },
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defaultLength = 4.5f,
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parameters = new List<Param>()
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{
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new Param("sound", true, "Sound Cue"),
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new Param("ho", true, "Ho Sounds", "Will the <ho, ho, ho, ho> sound be present?"),
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new Param("visual", true, "Background Visual")
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}
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},
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new GameAction("onbeatSwitch", "Switch to Onbeat")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitchSound(e.beat, e["hai"], e["sound"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("sound", true, "Sound Cue"),
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new Param("hai", new EntityTypes.Integer(0, 100, 1), "Hai Amount"),
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new Param("visual", true, "Background Visual")
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}
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},
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new GameAction("hai", "Hai")
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{
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preFunction = delegate { Lockstep.HaiSound(eventCaller.currentEntity.beat); }
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},
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new GameAction("ho", "Ho")
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{
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preFunction = delegate { Lockstep.HoSound(eventCaller.currentEntity.beat); }
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},
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new GameAction("set colours", "Set Colours")
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{
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function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
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parameters = new List<Param>()
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{
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new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Select the color that appears for the onbeat."),
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new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Select the color that appears for the offbeat."),
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new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Select the color used for the outline of the stepswitchers."),
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new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Select the color that appears for the dark side of the stepwitchers."),
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new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."),
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},
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defaultLength = 0.5f,
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},
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new GameAction("zoom", "Preset Zooms")
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{
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function = delegate { Lockstep.instance.SetZoom(eventCaller.currentEntity["zoom"]); },
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parameters = new List<Param>()
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{
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new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level")
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}
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},
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new GameAction("bach", "Show Bach")
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{
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defaultLength = 4,
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resizable = true,
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},
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new GameAction("marching", "Force Stepping")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
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parameters = new List<Param>()
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{
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
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}),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
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new Param("visual", true, "Background Visual")
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},
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preFunctionLength = 1,
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resizable = true,
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defaultLength = 4
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}
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},
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new List<string>() {"ntr", "keep"},
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"ntrbackbeat", "en",
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new List<string>() {}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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// using Scripts_Lockstep;
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public class Lockstep : Minigame
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{
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private static Color _defaultBGColorOn;
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public static Color defaultBGColorOn
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{
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get
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{
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ColorUtility.TryParseHtmlString("#f0338d", out _defaultBGColorOn);
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return _defaultBGColorOn;
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}
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}
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private static Color _defaultBGColorOff;
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public static Color defaultBGColorOff
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{
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get
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{
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ColorUtility.TryParseHtmlString("#BC318B", out _defaultBGColorOff);
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return _defaultBGColorOff;
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}
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}
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private static Color _stepperDark;
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public static Color stepperDark
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{
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get
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{
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ColorUtility.TryParseHtmlString("#737373", out _stepperDark);
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return _stepperDark;
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}
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}
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private static Color _stepperLight;
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public static Color stepperLight
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFFFFF", out _stepperLight);
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return _stepperLight;
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}
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}
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private static Color _stepperOut;
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public static Color stepperOut
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{
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get
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{
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ColorUtility.TryParseHtmlString("#9A2760", out _stepperOut);
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return _stepperOut;
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}
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}
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public Color currentBGOnColor;
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public Color currentBGOffColor;
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[Header("Components")]
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[SerializeField] Animator stepswitcherPlayer;
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[SerializeField] Animator stepswitcherLeft;
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[SerializeField] Animator stepswitcherRight;
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[SerializeField] Animator bach;
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// master stepper dictates what sprite the slave steppers use
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[SerializeField] Animator masterStepperAnim;
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[SerializeField] SpriteRenderer masterStepperSprite;
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// slave steppers copy the sprite of the master stepper
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[SerializeField] SpriteRenderer[] slaveSteppers;
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// rendertextures update when the slave steppers change sprites
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[SerializeField] Vector2 rtSize;
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[SerializeField] Camera cameraNear1, cameraNear2, cameraDV;
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[SerializeField] RawImage topT, topN, bottomL, bottomC, bottomR, bottomN;
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[SerializeField] SpriteRenderer background;
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[SerializeField] Material stepperMaterial;
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[Header("Properties")]
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static List<QueuedMarch> queuedInputs = new();
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RenderTexture[] renderTextures;
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Sprite masterSprite;
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HowMissed currentMissStage;
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bool lessSteppers = false;
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public enum HowMissed
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{
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NotMissed = 0,
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MissedOff = 1,
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MissedOn = 2
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}
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bool offColorActive;
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bool goBop;
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public GameEvent bop = new GameEvent();
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List<double> switches = new();
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private List<RiqEntity> bachEvents = new();
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public static Lockstep instance;
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public enum ZoomPresets
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{
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Regular,
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NotThatFar,
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Far,
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VeryFar,
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ExtremelyFar
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}
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void Awake()
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{
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instance = this;
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currentBGOnColor = defaultBGColorOn;
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currentBGOffColor = defaultBGColorOff;
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var switchEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch", "offbeatSwitch" });
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foreach (var switchEvent in switchEvents)
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{
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switches.Add(switchEvent.beat + switchEvent.length - 1);
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}
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bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
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renderTextures = new RenderTexture[3];
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renderTextures[0] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
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{
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wrapMode = TextureWrapMode.Repeat,
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};
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renderTextures[1] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
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{
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wrapMode = TextureWrapMode.Repeat,
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};
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renderTextures[2] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
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{
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wrapMode = TextureWrapMode.Repeat,
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};
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cameraNear1.targetTexture = renderTextures[0];
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cameraNear2.targetTexture = renderTextures[1];
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cameraDV.targetTexture = renderTextures[2];
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topT.texture = renderTextures[2];
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topN.texture = renderTextures[0];
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bottomL.texture = renderTextures[2];
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bottomC.texture = renderTextures[2];
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bottomR.texture = renderTextures[2];
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bottomN.texture = renderTextures[1];
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}
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void OnDestroy()
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{
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foreach (var rt in renderTextures)
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{
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rt.Release();
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}
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}
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private static bool ForceStepOnBeat(double beat)
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{
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return EventCaller.GetAllInGameManagerList("lockstep", new string[] { "marching" }).Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
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}
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private void PersistColors(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
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var lastEvent = allEventsBeforeBeat[^1];
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SetBackgroundColours(lastEvent["colorA"], lastEvent["colorB"], lastEvent["objColA"], lastEvent["objColB"], lastEvent["objColC"]);
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}
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}
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private bool BachOnBeat(double beat)
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{
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return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
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}
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public override void OnGameSwitch(double beat)
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{
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QueueSwitchBGs(beat);
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PersistColors(beat);
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}
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public override void OnPlay(double beat)
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{
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QueueSwitchBGs(beat);
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PersistColors(beat);
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}
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private void QueueSwitchBGs(double beat)
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{
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double nextGameSwitchBeat = double.MaxValue;
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List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).FindAll(x => x.beat > beat);
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if (allEnds.Count > 0)
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{
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nextGameSwitchBeat = allEnds[0].beat;
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}
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var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch" });
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foreach (var on in switchEventsOn)
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{
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if (on.beat >= nextGameSwitchBeat) continue;
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OnbeatSwitch(on.beat, beat, on["visual"]);
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}
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var switchEventsOff = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "offbeatSwitch" });
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foreach (var off in switchEventsOff)
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{
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if (off.beat >= nextGameSwitchBeat) continue;
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OffbeatSwitch(off.beat, beat, off["visual"]);
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}
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}
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void Start() {
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stepperMaterial.SetColor("_ColorAlpha", stepperOut);
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stepperMaterial.SetColor("_ColorBravo", stepperDark);
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stepperMaterial.SetColor("_ColorDelta", stepperLight);
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masterSprite = masterStepperSprite.sprite;
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stepswitcherLeft.gameObject.SetActive(lessSteppers);
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stepswitcherRight.gameObject.SetActive(lessSteppers);
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masterStepperAnim.gameObject.SetActive(!lessSteppers);
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UpdateAndRenderSlaves();
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cameraNear1.Render();
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cameraNear2.Render();
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cameraDV.Render();
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}
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void UpdateAndRenderSlaves()
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{
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foreach (var stepper in slaveSteppers)
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{
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stepper.sprite = masterSprite;
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}
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}
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void PlayStepperAnim(string animName, bool player, float timescale = 1f, float startpos = 0f, int layer = -1)
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{
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if (player) stepswitcherPlayer.DoScaledAnimationAsync(animName, timescale, startpos, layer);
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if (lessSteppers)
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{
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stepswitcherLeft.DoScaledAnimationAsync(animName, timescale, startpos, layer);
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stepswitcherRight.DoScaledAnimationAsync(animName, timescale, startpos, layer);
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}
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else
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{
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masterStepperAnim.DoScaledAnimationAsync(animName, timescale, startpos, layer);
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}
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}
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public override void OnBeatPulse(double beat)
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{
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if (goBop)
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{
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PlayStepperAnim("Bop", true, 0.5f);
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}
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (queuedInputs.Count > 0)
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{
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foreach (var input in queuedInputs)
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{
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if (input.force)
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{
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ForceMarching(input.beat, input.length, input.sound, input.amount, input.visual);
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}
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else
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{
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StartMarching(input.beat, input.sound, input.amount, input.visual);
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}
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}
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queuedInputs.Clear();
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}
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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currentMissStage = HowMissed.NotMissed;
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double beatAnimCheck = cond.songPositionInBeatsAsDouble - 0.25;
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if (beatAnimCheck % 1.0 >= 0.5)
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{
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stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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}
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else
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{
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stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
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}
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SoundByte.PlayOneShot("miss");
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ScoreMiss();
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}
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}
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}
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private void LateUpdate()
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{
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if (masterSprite != masterStepperSprite.sprite)
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{
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masterSprite = masterStepperSprite.sprite;
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UpdateAndRenderSlaves();
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}
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}
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public void SetZoom(int zoom)
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{
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GameCamera.AdditionalPosition = new Vector3(0, 0, (ZoomPresets)zoom switch
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{
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ZoomPresets.Regular => 0,
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ZoomPresets.NotThatFar => -4.5f,
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ZoomPresets.Far => -11,
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ZoomPresets.VeryFar => -26,
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ZoomPresets.ExtremelyFar => -63,
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_ => throw new System.NotImplementedException()
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});
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}
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public void Bop(double beat, float length, bool shouldBop, bool autoBop)
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{
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goBop = autoBop;
|
|
if (shouldBop)
|
|
{
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate
|
|
{
|
|
PlayStepperAnim("Bop", true, 0.5f);
|
|
})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void HaiSound(double beat)
|
|
{
|
|
SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.02314814814f);
|
|
}
|
|
|
|
public static void HoSound(double beat)
|
|
{
|
|
SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.03086419753);
|
|
}
|
|
|
|
public static void OnbeatSwitchSound(double beat, int hais, bool sound)
|
|
{
|
|
if (sound)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("lockstep/nha1", beat, 1, 1, false, 0.03086419753),
|
|
new MultiSound.Sound("lockstep/nha2", beat + 0.5f, 1, 1, false, 0.04629629629),
|
|
new MultiSound.Sound("lockstep/nha1", beat + 1f, 1, 1, false, 0.03086419753),
|
|
new MultiSound.Sound("lockstep/nha2", beat + 1.5f, 1, 1, false, 0.04629629629)
|
|
}, forcePlay: true);
|
|
}
|
|
|
|
if (hais > 0)
|
|
{
|
|
List<MultiSound.Sound> haisList = new();
|
|
|
|
for (int i = 0; i < hais; i++)
|
|
{
|
|
haisList.Add(new MultiSound.Sound("lockstep/hai", beat + 2 + i, 1, 1, false, 0.02314814814));
|
|
}
|
|
|
|
double nextOffBeat = double.MaxValue;
|
|
var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "offbeatSwitch" });
|
|
switchEventsOn.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
for (int i = 0; i < switchEventsOn.Count; i++)
|
|
{
|
|
if (switchEventsOn[i].beat > beat)
|
|
{
|
|
nextOffBeat = switchEventsOn[i].beat;
|
|
break;
|
|
}
|
|
}
|
|
|
|
var haisActual = haisList.FindAll(x => x.beat < nextOffBeat);
|
|
|
|
MultiSound.Play(haisActual.ToArray(), true, true);
|
|
}
|
|
}
|
|
|
|
private void OnbeatSwitch(double beat, double gameswitchBeat, bool visual)
|
|
{
|
|
List<BeatAction.Action> allActions = new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { if(visual) ChangeBeatBackGroundColour(false); }),
|
|
new BeatAction.Action(beat + 0.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
|
|
new BeatAction.Action(beat + 1f, delegate
|
|
{
|
|
if(visual) ChangeBeatBackGroundColour(false);
|
|
}),
|
|
new BeatAction.Action(beat + 1.5f, delegate
|
|
{
|
|
if (visual) ChangeBeatBackGroundColour(true);
|
|
}),
|
|
new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 2f)) MarchRecursive(beat + 2f); }),
|
|
new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(false); }),
|
|
};
|
|
List<BeatAction.Action> actions = new();
|
|
foreach (var action in allActions)
|
|
{
|
|
if (action.beat >= gameswitchBeat) actions.Add(action);
|
|
}
|
|
if (actions.Count > 0) BeatAction.New(instance, actions);
|
|
}
|
|
|
|
public static void OffbeatSwitchSound(double beat, bool hoSound, bool sound)
|
|
{
|
|
if (sound)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("lockstep/hai", beat, 1, 1, false, 0.02314814814),
|
|
new MultiSound.Sound("lockstep/hai", beat + 1f, 1, 1, false, 0.02314814814),
|
|
new MultiSound.Sound("lockstep/hai", beat + 2f, 1, 1, false, 0.02314814814),
|
|
new MultiSound.Sound("lockstep/hahai1", beat + 3f, 1, 1, false, 0.03086419753),
|
|
new MultiSound.Sound("lockstep/hahai2", beat + 3.5f, 1, 1, false, 0.03086419753),
|
|
}, forcePlay: true);
|
|
}
|
|
if (hoSound)
|
|
{
|
|
List<MultiSound.Sound> hos = new List<MultiSound.Sound>
|
|
{
|
|
new MultiSound.Sound("lockstep/ho", beat + 4.5f, 1, 1, false, 0.03086419753),
|
|
new MultiSound.Sound("lockstep/ho", beat + 5.5f, 1, 0.6835514f, false, 0.03086419753),
|
|
new MultiSound.Sound("lockstep/ho", beat + 6.5f, 1, 0.3395127f, false, 0.03086419753),
|
|
new MultiSound.Sound("lockstep/ho", beat + 7.5f, 1, 0.1200322f, false, 0.03086419753),
|
|
};
|
|
|
|
double nextOnBeat = double.MaxValue;
|
|
var switchEventsOn = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "onbeatSwitch" });
|
|
switchEventsOn.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
for (int i = 0; i < switchEventsOn.Count; i++)
|
|
{
|
|
if (switchEventsOn[i].beat > beat)
|
|
{
|
|
nextOnBeat = switchEventsOn[i].beat;
|
|
break;
|
|
}
|
|
}
|
|
|
|
var hosActual = hos.FindAll(x => x.beat < nextOnBeat);
|
|
|
|
MultiSound.Play(hosActual.ToArray(), true, true);
|
|
}
|
|
}
|
|
|
|
private void OffbeatSwitch(double beat, double gameswitchBeat, bool visual)
|
|
{
|
|
List<BeatAction.Action> allActions = new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
|
|
new BeatAction.Action(beat + 1f, delegate { if (visual) ChangeBeatBackGroundColour(false); }),
|
|
new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
|
|
new BeatAction.Action(beat + 3f, delegate
|
|
{
|
|
if (visual) ChangeBeatBackGroundColour(false);
|
|
}),
|
|
new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 3.5)) MarchRecursive(beat + 3.5f); }),
|
|
new BeatAction.Action(beat + 3.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
|
|
};
|
|
List<BeatAction.Action> actions = new();
|
|
foreach (var action in allActions)
|
|
{
|
|
if (action.beat >= gameswitchBeat) actions.Add(action);
|
|
}
|
|
if (actions.Count > 0) BeatAction.New(instance, actions);
|
|
}
|
|
|
|
private struct QueuedMarch
|
|
{
|
|
public double beat;
|
|
public float length;
|
|
public bool sound;
|
|
public int amount;
|
|
public bool visual;
|
|
public bool force;
|
|
}
|
|
public static void Marching(double beat, bool sound, int amount, bool visual, bool force = false, float length = 0)
|
|
{
|
|
if (GameManager.instance.currentGame == "lockstep")
|
|
{
|
|
if (force)
|
|
{
|
|
instance.ForceMarching(beat, length, sound, amount, visual);
|
|
}
|
|
else
|
|
{
|
|
instance.StartMarching(beat, sound, amount, visual);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
queuedInputs.Add(new QueuedMarch
|
|
{
|
|
amount = amount,
|
|
beat = beat,
|
|
sound = sound,
|
|
visual = visual,
|
|
length = length,
|
|
force = force
|
|
});
|
|
}
|
|
}
|
|
|
|
private void ForceMarching(double beat, float length, bool sound, int amount, bool visual)
|
|
{
|
|
bool offBeat = beat % 1 != 0;
|
|
if (sound)
|
|
{
|
|
MultiSound.Sound[] sounds = new MultiSound.Sound[amount];
|
|
for (int i = 0; i < amount; i++)
|
|
{
|
|
sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814);
|
|
}
|
|
MultiSound.Play(sounds, true, true);
|
|
}
|
|
List<BeatAction.Action> steps = new()
|
|
{
|
|
new BeatAction.Action(beat, delegate
|
|
{
|
|
if (visual) ChangeBeatBackGroundColour(offBeat);
|
|
if (BachOnBeat(beat)) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
|
|
EvaluateMarch(offBeat);
|
|
})
|
|
};
|
|
ScheduleInput(beat - 1, 1, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
|
|
for (int i = 1; i < length; i++)
|
|
{
|
|
double stepBeat = beat + i;
|
|
steps.Add(new BeatAction.Action(stepBeat, delegate
|
|
{
|
|
if (BachOnBeat(stepBeat)) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
|
|
EvaluateMarch(offBeat);
|
|
}));
|
|
ScheduleInput(stepBeat - 1, 1, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
|
|
}
|
|
BeatAction.New(this, steps);
|
|
}
|
|
|
|
private void StartMarching(double beat, bool sound, int amount, bool visual)
|
|
{
|
|
if (marchRecursing) return;
|
|
bool offBeat = beat % 1 != 0;
|
|
if (visual)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { ChangeBeatBackGroundColour(offBeat); })
|
|
});
|
|
}
|
|
if (sound)
|
|
{
|
|
MultiSound.Sound[] sounds = new MultiSound.Sound[amount];
|
|
for (int i = 0; i < amount; i++)
|
|
{
|
|
sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814);
|
|
}
|
|
MultiSound.Play(sounds, true, true);
|
|
}
|
|
MarchRecursive(beat);
|
|
}
|
|
|
|
private bool marchRecursing;
|
|
private void MarchRecursive(double beat)
|
|
{
|
|
marchRecursing = true;
|
|
if (NextStepIsSwitch(beat)) beat -= 0.5;
|
|
bool offBeat = beat % 1 != 0;
|
|
bool bachOnBeat = BachOnBeat(beat);
|
|
ScheduleInput(beat - 1, 1, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate
|
|
{
|
|
EvaluateMarch(offBeat);
|
|
MarchRecursive(beat + 1);
|
|
if (bachOnBeat) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
|
|
}),
|
|
});
|
|
}
|
|
|
|
private bool NextStepIsSwitch(double beat)
|
|
{
|
|
return switches.Contains(beat - 0.5);
|
|
}
|
|
|
|
public void EvaluateMarch(bool offBeat)
|
|
{
|
|
if (offBeat)
|
|
{
|
|
PlayStepperAnim("OffbeatMarch", false, 0.5f);
|
|
}
|
|
else
|
|
{
|
|
PlayStepperAnim("OnbeatMarch", false, 0.5f);
|
|
}
|
|
}
|
|
|
|
private void JustOn(PlayerActionEvent caller, float state)
|
|
{
|
|
currentMissStage = HowMissed.NotMissed;
|
|
stepswitcherPlayer?.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShot("nearMiss");
|
|
return;
|
|
}
|
|
SoundByte.PlayOneShotGame($"lockstep/foot{UnityEngine.Random.Range(1, 3)}");
|
|
SoundByte.PlayOneShotGame("lockstep/drumOn");
|
|
}
|
|
|
|
private void JustOff(PlayerActionEvent caller, float state)
|
|
{
|
|
currentMissStage = HowMissed.NotMissed;
|
|
stepswitcherPlayer?.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShot("nearMiss");
|
|
return;
|
|
}
|
|
SoundByte.PlayOneShotGame($"lockstep/foot{UnityEngine.Random.Range(1, 3)}");
|
|
SoundByte.PlayOneShotGame("lockstep/drumOff");
|
|
}
|
|
|
|
private void MissOn(PlayerActionEvent caller)
|
|
{
|
|
if (currentMissStage == HowMissed.MissedOn) return;
|
|
stepswitcherPlayer?.Play("OnbeatMiss", 0, 0);
|
|
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
|
currentMissStage = HowMissed.MissedOn;
|
|
}
|
|
|
|
private void MissOff(PlayerActionEvent caller)
|
|
{
|
|
if (currentMissStage == HowMissed.MissedOff) return;
|
|
stepswitcherPlayer?.Play("OffbeatMiss", 0, 0);
|
|
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
|
currentMissStage = HowMissed.MissedOff;
|
|
}
|
|
|
|
public void ChangeBeatBackGroundColour(bool off)
|
|
{
|
|
if (off)
|
|
{
|
|
background.color = currentBGOffColor;
|
|
offColorActive = true;
|
|
}
|
|
else
|
|
{
|
|
background.color = currentBGOnColor;
|
|
offColorActive = false;
|
|
}
|
|
}
|
|
|
|
public void SetBackgroundColours(Color onColor, Color offColor, Color outlineColor, Color darkColor, Color lightColor)
|
|
{
|
|
currentBGOnColor = onColor;
|
|
currentBGOffColor = offColor;
|
|
|
|
if (offColorActive)
|
|
{
|
|
background.color = currentBGOffColor;
|
|
}
|
|
else
|
|
{
|
|
background.color = currentBGOnColor;
|
|
}
|
|
|
|
stepperMaterial.SetColor("_ColorAlpha", outlineColor);
|
|
stepperMaterial.SetColor("_ColorBravo", darkColor);
|
|
stepperMaterial.SetColor("_ColorDelta", lightColor);
|
|
}
|
|
|
|
public void Nothing(PlayerActionEvent caller) {}
|
|
}
|
|
}
|