mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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f280e59314
Rhythm Test GBA now has customizable text! This can only go well! (Also it's fuckin audible now)
945 lines
35 KiB
C#
945 lines
35 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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/// Minigame loaders handle the setup of your minigame.
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/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
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/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
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/// `Platformcode` is a three-leter platform code with the minigame's origin
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/// `Name` is a short internal name
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/// `Loader` is the string "Loader"
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/// Platform codes are as follows:
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/// Agb: Gameboy Advance ("Advance Gameboy")
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/// Ntr: Nintendo DS ("Nitro")
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/// Rvl: Nintendo Wii ("Revolution")
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/// Ctr: Nintendo 3DS ("Centrair")
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/// Mob: Mobile
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/// Pco: PC / Other
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/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
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/// For help, feel free to reach out to us on our discord, in the #development channel.
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public static class AgbRhythmTestGBALoader
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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("rhythmTestGBA", "Rhythm Test (GBA) \n<color=#adadad>(Rhythm-kan Check)</color>", "2DD816", false, false, new List<GameAction>()
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{
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new GameAction("countin", "Change Screen Beeping Properties")
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{
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function = delegate { RhythmTestGBA.instance.KTBPrep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"],
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eventCaller.currentEntity["image"],
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eventCaller.currentEntity["textFlash"], eventCaller.currentEntity["textDisplay"], eventCaller.currentEntity["hasSound"]); },
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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("toggle", true, "Toggle", "Toggle the beeping on or off."),
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new Param("auto", false, "Auto", "Toggle if the machine should beep automatically."),
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new Param("image", RhythmTestGBA.PulseOption.Note, "Screen Image", "Set what appears on the machine's screen.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (int)x == (int)RhythmTestGBA.PulseOption.Text, new string[] { "textFlash", "textDisplay" }),
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}),
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new Param("textDisplay", "Get ready...", "Text to Display", "Changes the text displayed on the screen."),
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new Param("textFlash", true, "Text Flash", "Toggle if the text on the screen pulses to the beat."),
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new Param("hasSound", true, "Has Sound", "Toggle if the beeping plays sound or not.")
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},
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},
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new GameAction("button", "Start Keep-the-Beat")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; RhythmTestGBA.PreStartKeepbeat(e.beat, e.length); },
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defaultLength = 1f,
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resizable = false,
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},
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new GameAction("stopktb", "Stop Keep-the-Beat")
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{
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preFunction = delegate { RhythmTestGBA.instance.PreStopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["mutecue"], eventCaller.currentEntity["finishText"], eventCaller.currentEntity["textDisplay"]); },
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defaultLength = 4f,
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resizable = false,
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parameters = new List<Param>()
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{
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new Param("mutecue", false, "Mute Cue", "Mute the sound cue signifying the end of the keep-the-beat section."),
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new Param("finishText", true, "Finish Text", "Set if text appears once the keep-the-bet section is finished.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "textDisplay" }),
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}),
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new Param("textDisplay", "Test complete!", "Text to Display", "Changes the text displayed on the screen."),
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}
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},
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new GameAction("countdown", "Countdown")
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{
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function = delegate {RhythmTestGBA.instance.PreCountDown(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["val1"]);},
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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("val1", new EntityTypes.Integer(1, 9, 3), "Beats", "Set how many beats there will be before the player has to input.")
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}
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},
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new GameAction("hidecount", "Toggle Countdown")
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{
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function = delegate {RhythmTestGBA.instance.HideCountdown(eventCaller.currentEntity["togglecount"]);},
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defaultLength = 0.5f,
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resizable = false,
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parameters = new List<Param>()
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{
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new Param("togglecount", true, "Toggle Countdown?", "Toggles whether the countdown appears or not."),
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}
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},
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},
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new List<string>() {"agb", "aim"},
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"agbRhythmTestGBA", "en",
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new List<string>() { "en" },
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chronologicalSortKey: 0
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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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/// This class handles the minigame logic.
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/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
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using Scripts_RhythmTestGBA;
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public class RhythmTestGBA : Minigame
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{
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public static RhythmTestGBA instance;
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static List<double> queuedButton = new();
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bool goBeep;
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bool stopAutoBeep;
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bool keepPressing;
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bool shouldmute;
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bool disableCount;
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bool beatPulseTextFlash = false;
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bool beepHasSound;
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bool canBeep = false;
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//bool isBeeping = false;
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int screenFXType;
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private double numberSelect;
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private float countLength;
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[NonSerialized] public List<Interval> noBopIntervals = new(),
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noBeepIntervals = new();
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[Header("Objects")]
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[SerializeField] GameObject noteFlash;
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[SerializeField] TMP_Text screenText;
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[Header("Animators")]
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[SerializeField] Animator buttonAnimator;
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[SerializeField] Animator flashAnimator;
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[SerializeField] Animator numberBGAnimator;
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[SerializeField] Animator numberAnimator;
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[SerializeField] Animator textAnimator;
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[Header("Properties")]
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//private static double startBlippingBeat = double.MaxValue; Unused value - Marc
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[Header("Variables")]
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//int pressPlayerCount; Unused value - Marc
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public static double wantButton = double.MinValue;
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GameEvent button = new GameEvent();
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double lastButton = double.MaxValue;
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public enum PulseOption
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{
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Note,
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Text
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}
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public enum BeepNoise: int
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{
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defaultBeep = 0,
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highBeep = 1,
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dingBeep = 2
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}
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public int beepType = 0;
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//public struct QueuedButton
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//{
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// public double beat;
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// public float length;
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//}
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//static List<QueuedButton> queuedButton = new List<QueuedButton>();
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private void Awake()
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{
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instance = this;
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screenText.text = "";
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SetupBopRegion("rhythmTestGBA", "countin", "auto");
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var currentBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble;
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KeepTheBeep(currentBeat, 1f, false, false, 0, true);
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HandleBeeps();
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}
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void OnDestroy()
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{
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if (queuedButton.Count > 0) queuedButton.Clear();
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foreach (var ktb in scheduledInputs)
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{
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ktb.Disable();
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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 (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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PressButton();
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//print("unexpected input");
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}
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if (wantButton != double.MinValue)
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{
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queuedButton.Add(wantButton);
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keepPressing = true;
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//pressPlayerCount = 0; Unused value - Marc
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wantButton = double.MinValue;
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}
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if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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{
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if (queuedButton.Count > 0)
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{
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foreach (var ktb in queuedButton)
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{
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(ktb, delegate {
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ScheduleInput(ktb, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
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}),
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new BeatAction.Action(ktb + 1, delegate {
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if (keepPressing) queuedButton.Add(ktb + 1);
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}),
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});
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}
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queuedButton.Clear();
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}
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}
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if (lastButton + 1 <= cond.songPositionInBeatsAsDouble)
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{
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lastButton++;
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ScheduleInput(lastButton, 1, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
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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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// var actions = GameManager.instance.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] == "rhythmTestGBA");
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// var tempStops = actions.FindAll(e => e.datamodel == "rhythmTestGBA/stopktb");
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// foreach (var e in tempStops.FindAll(e => e.beat < beat && e.beat + 2 > beat)) {
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// PreStopKeepbeat(e.beat, e.length, e["mutecue"], e["textFlash"]);
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// }
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//}
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private void HandleBeeps()
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{
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List<RiqEntity> events = EventCaller.GetAllInGameManagerList("rhythmTestGBA", new string[] { "countin" });
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foreach (var e in events)
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{
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noBopIntervals.Add(new Interval(e.beat, e.beat + 1));
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}
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foreach (var v in events)
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{
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noBeepIntervals.Add(new Interval(v.beat, v.beat + v.length));
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}
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}
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public void KTBPrep(double beat, float length, bool shouldBeep, bool autoBeep, int type, bool textFlash, string textDisplay, bool hasSound)
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{
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canBeep = true;
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if (type == 1)
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{
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screenText.text = textDisplay;
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}
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beepType = 0;
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screenFXType = type;
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beepHasSound = hasSound;
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KeepTheBeep(beat, length, shouldBeep, autoBeep, type, textFlash);
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}
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public void KeepTheBeep(double beat, float length, bool shouldBeep, bool autoBeep, int type, bool textFlash)
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{
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beatPulseTextFlash = textFlash;
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if (beepHasSound)
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{
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switch (beepType)
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{
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case (int)BeepNoise.defaultBeep:
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SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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break;
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case (int)BeepNoise.highBeep:
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SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
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break;
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case (int)BeepNoise.dingBeep:
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SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding");
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break;
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}}
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if (shouldBeep)
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{
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PlayFakeFlashFX(type, textFlash);
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List<BeatAction.Action> beeps = new List<BeatAction.Action>();
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for (int i = 0; i < length; i++)
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{
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beeps.Add(new BeatAction.Action(beat + i, delegate {
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PlayFlashFX();}
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));
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}
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BeatAction.New(instance, beeps);
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}
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}
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//goBeep = autoBeep;
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//if (autoBeep)
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//{
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// PlayFlashFX(beatPulseTextFlash, type);
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// SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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//}
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// if (shouldBeep && !autoBeep)
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// {
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//if (!isBeeping)
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// {
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// PlayFlashFX(beatPulseTextFlash, type);
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// SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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// isBeeping = true;
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// }
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// for (int i = 0; i < length; i++)
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// {
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// BeatAction.New(instance, new List<BeatAction.Action>()
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// {
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// new BeatAction.Action(beat + i, delegate
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// {
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// PlayFlashFX(beatPulseTextFlash, type);
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// SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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// })
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// });
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// }
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// }
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// }
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public void PlayFlashFX()
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{
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numberAnimator.Play("Idle");
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numberBGAnimator.Play("Idle");
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var currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
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if (!noBopIntervals.Any(x => x.Contains(currentBeat)))
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if (beepHasSound){
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if(!noBeepIntervals.Any(x => x.Contains(currentBeat)))
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{
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{
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switch (beepType)
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{
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case (int)BeepNoise.defaultBeep:
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SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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break;
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case (int)BeepNoise.highBeep:
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SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
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break;
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case (int)BeepNoise.dingBeep:
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SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding");
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break;
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}
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}
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}}
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if (screenFXType == 0)
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{
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noteFlash.SetActive(true);
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flashAnimator.DoScaledAnimationAsync("KTBPulse", 0.5f);
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screenText.text = "";
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}
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else if (beatPulseTextFlash){
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noteFlash.SetActive(false);
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textAnimator.DoScaledAnimationAsync("TextFlash", 0.5f);
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}
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else
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{
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noteFlash.SetActive(false);
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textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f);
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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(currentBeat+0.9f, delegate {noteFlash.SetActive(false);})
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});
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}
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public void PlayFakeFlashFX(int fakeFXType, bool textFlash)
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{
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numberAnimator.Play("Idle");
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numberBGAnimator.Play("Idle");
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var currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
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if (fakeFXType == 0)
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{
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noteFlash.SetActive(true);
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flashAnimator.DoScaledAnimationAsync("KTBPulse", 0.5f);
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screenText.text = "";
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}
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else if (textFlash){
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noteFlash.SetActive(false);
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textAnimator.DoScaledAnimationAsync("TextFlash", 0.5f);
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}
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else
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{
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noteFlash.SetActive(false);
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textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f);
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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(beat-1, delegate {KillBeeps(beat);}),
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new BeatAction.Action(currentBeat+0.9f, delegate {noteFlash.SetActive(false);})
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});
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}
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public void ChangeText(double beat, string newText, bool newTextFlash)
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{
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screenText.text = newText;
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beatPulseTextFlash = newTextFlash;
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}
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public void PressButton()
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{
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SoundByte.PlayOneShotGame("rhythmTestGBA/press");
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buttonAnimator.DoScaledAnimationAsync("Press", 0.5f);
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}
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public void PreStopKeepbeat(double beat, float length, bool muted, bool hasFinish, string finishText)
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{
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noBeepIntervals.Add(new Interval(beat, beat + length));
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shouldmute = muted;
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noBeepIntervals.Add(new Interval(beat, beat + length));
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noBeepIntervals.Add(new Interval(beat, beat + length));
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate {StopKeepbeat(beat, length, shouldmute, hasFinish, finishText);
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canBeep = false;
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})
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});
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}
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public void StopKeepbeat(double beat, float length, bool shouldmute, bool hasFinish, string finishText)
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{
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keepPressing = false;
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ScheduleInput(beat, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
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ScheduleInput(beat, 2f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
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ScheduleInput(beat, 3f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+1, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+2, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);
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if (hasFinish)
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{
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screenText.text = finishText;
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textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f);
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}
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})
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});
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if (!shouldmute)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("rhythmTestGBA/blip2", beat),
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new MultiSound.Sound("rhythmTestGBA/blip2", beat+1),
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new MultiSound.Sound("rhythmTestGBA/blip2", beat+2),
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});
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}
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}
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public override void OnBeatPulse(double beat)
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{
|
|
if (BeatIsInBopRegion(beat) && canBeep)
|
|
{
|
|
PlayFlashFX();
|
|
}
|
|
|
|
}
|
|
|
|
//public void KillBeeps(double beat)
|
|
//{
|
|
// goBeep = false;
|
|
//isBeeping = false;
|
|
//}
|
|
|
|
public static void PreStartKeepbeat(double beat, float length)
|
|
{
|
|
if (GameManager.instance.currentGame == "rhythmTestGBA")
|
|
{
|
|
StartKeepbeat(beat, length);
|
|
}
|
|
else
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
|
|
new BeatAction.Action(beat, delegate {queuedButton.Add(wantButton);}),
|
|
}
|
|
);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public static void StartKeepbeat(double beat, float length)
|
|
{
|
|
RhythmTestGBA.wantButton = beat-1;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void PreCountDown(double startBeat, float length, int countdownNumber)
|
|
{
|
|
if (keepPressing) return;
|
|
ScheduleInput(startBeat, length * countdownNumber, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
|
countLength = length;
|
|
switch (countdownNumber)
|
|
{
|
|
case 1:
|
|
CountOne(startBeat, length);
|
|
break;
|
|
case 2:
|
|
CountTwo(startBeat, length);
|
|
break;
|
|
case 3:
|
|
CountThree(startBeat, length);
|
|
break;
|
|
case 4:
|
|
CountFour(startBeat, length);
|
|
break;
|
|
case 5:
|
|
CountFive(startBeat, length);
|
|
break;
|
|
case 6:
|
|
CountSix(startBeat, length);
|
|
break;
|
|
case 7:
|
|
CountSeven(startBeat, length);
|
|
break;
|
|
case 8:
|
|
CountEight(startBeat, length);
|
|
break;
|
|
case 9:
|
|
CountNine(startBeat, length);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Countdown playing functions
|
|
|
|
public void CountNine(double startBeat, float length)
|
|
{
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
|
|
new BeatAction.Action(startBeat, delegate {FlashNine(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashEight(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*2, delegate {FlashSeven(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*3, delegate {FlashSix(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*4, delegate {FlashFive(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*5, delegate {FlashFour(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*6, delegate {FlashThree(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*7, delegate {FlashTwo(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*8, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*9, delegate {FlashZero(startBeat);})
|
|
});
|
|
}
|
|
|
|
|
|
public void CountEight(double startBeat, float length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat, delegate {FlashEight(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashSeven(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*2, delegate {FlashSix(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*3, delegate {FlashFive(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*4, delegate {FlashFour(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*5, delegate {FlashThree(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*6, delegate {FlashTwo(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*7, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*8, delegate {FlashZero(startBeat);})
|
|
});
|
|
|
|
}
|
|
public void CountSeven(double startBeat, float length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat, delegate {FlashSeven(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashSix(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*2, delegate {FlashFive(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*3, delegate {FlashFour(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*4, delegate {FlashThree(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*5, delegate {FlashTwo(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*6, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*7, delegate {FlashZero(startBeat);})
|
|
});
|
|
}
|
|
public void CountSix(double startBeat, float length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat, delegate {FlashSix(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashFive(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*2, delegate {FlashFour(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*3, delegate {FlashThree(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*4, delegate {FlashTwo(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*5, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*6, delegate {FlashZero(startBeat);})
|
|
});
|
|
}
|
|
public void CountFive(double startBeat, float length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat, delegate {FlashFive(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashFour(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*2, delegate {FlashThree(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*3, delegate {FlashTwo(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*4, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*5, delegate {FlashZero(startBeat);})
|
|
});
|
|
}
|
|
public void CountFour(double startBeat, float length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat, delegate {FlashFour(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashThree(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*2, delegate {FlashTwo(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*3, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*4, delegate {FlashZero(startBeat);})
|
|
});
|
|
}
|
|
public void CountThree(double startBeat, float length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat, delegate {FlashThree(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashTwo(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*2, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*3, delegate {FlashZero(startBeat);})
|
|
});
|
|
}
|
|
public void CountTwo(double startBeat, float length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat, delegate {FlashTwo(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length*2, delegate {FlashZero(startBeat);})
|
|
});
|
|
}
|
|
public void CountOne(double startBeat, float length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat, delegate {FlashOne(startBeat, disableCount);}),
|
|
new BeatAction.Action(startBeat + length, delegate {FlashZero(startBeat);})
|
|
});
|
|
}
|
|
// Number Call Functions
|
|
|
|
public void HideCountdown(bool toggleCount)
|
|
{
|
|
if (toggleCount)
|
|
{
|
|
disableCount = false;
|
|
}
|
|
else
|
|
{
|
|
disableCount = true;
|
|
}
|
|
}
|
|
|
|
public void FlashNine(double beat, bool disableCount)
|
|
{
|
|
if (disableCount != true)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Nine", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashEight(double beat, bool disableCount)
|
|
{
|
|
if (!disableCount)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Eight", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashSeven(double beat, bool disableCount)
|
|
{
|
|
if (!disableCount)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Seven", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashSix(double beat, bool disableCount)
|
|
{
|
|
if (!disableCount)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Six", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashFive(double beat, bool disableCount)
|
|
{
|
|
if (!disableCount)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Five", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashFour(double beat, bool disableCount)
|
|
{
|
|
if (!disableCount)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Four", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashThree(double beat, bool disableCount)
|
|
{
|
|
if (!disableCount)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Three", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashTwo(double beat, bool disableCount)
|
|
{
|
|
if (!disableCount)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Two", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashOne(double beat, bool disableCount)
|
|
{
|
|
if (!disableCount)
|
|
{
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("One", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
|
}
|
|
else
|
|
{
|
|
numberBGAnimator.Play("Idle");
|
|
numberAnimator.Play("Idle");
|
|
}
|
|
}
|
|
|
|
public void FlashZero(double beat)
|
|
{
|
|
|
|
numberBGAnimator.DoScaledAnimationAsync("FlashHit", 0.5f);
|
|
numberAnimator.DoScaledAnimationAsync("Zero", 0.5f);
|
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip3");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void HideCountdown(double beat, bool showcount)
|
|
{
|
|
|
|
}
|
|
|
|
|
|
public void ButtonSuccess(PlayerActionEvent caller, float state)
|
|
{
|
|
PressButton();
|
|
|
|
|
|
}
|
|
|
|
public void ButtonFailure(PlayerActionEvent caller)
|
|
{
|
|
|
|
}
|
|
public void ButtonEmpty(PlayerActionEvent caller) {
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games.Scripts_RhythmTestGBA
|
|
{
|
|
public class Interval
|
|
{
|
|
private readonly double _start;
|
|
private readonly double _end;
|
|
private readonly Func<double, double, bool> _leftComparer;
|
|
private readonly Func<double, double, bool> _rightComparer;
|
|
|
|
public double Start => _start;
|
|
public double End => _end;
|
|
|
|
public Interval(double start, double end, bool isLeftClosed = true, bool isRightClosed = false)
|
|
{
|
|
_start = start;
|
|
_end = end;
|
|
|
|
_leftComparer = isLeftClosed ? (value, boundary) => value >= boundary : (value, boundary) => value > boundary;
|
|
_rightComparer = isRightClosed ? (value, boundary) => value <= boundary : (value, boundary) => value < boundary;
|
|
}
|
|
|
|
public bool Contains(double value) => _leftComparer(value, _start) && _rightComparer(value, _end);
|
|
}
|
|
}
|
|
|