mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +00:00
80d8a0731b
* Rhythm rally and cheer readers improvements * Autobop for fan club * Implemented new bop parity for fan club, rhythm rally and ssds * Air rally easing improvements * Fixed drumming practice stuff * Tap trial has been unjankified yet again * Cheer readers and catchy tune bops * More bop parity * MORE!!!! * That should be all of them except space dance and dj school --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
370 lines
15 KiB
C#
370 lines
15 KiB
C#
/* I do not know crap about Unity or C#
|
|
Almost none of this code is mine, but it's all fair game when the game you're stealing from
|
|
borrowed from other games */
|
|
//Don't worry Raffy everyone starts somewhere - Rasmus
|
|
|
|
using HeavenStudio.Util;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class NtrBackbeatLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller)
|
|
{
|
|
return new Minigame("lockstep", "Lockstep \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("bop", "Bop")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Bop(e.beat, e.length, e["toggle"], e["toggle2"]); },
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Bop", "Should the stepswitchers bop?"),
|
|
new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"),
|
|
},
|
|
},
|
|
new GameAction("marching", "Stepping")
|
|
{
|
|
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
|
|
defaultLength = 4f,
|
|
resizable = true
|
|
},
|
|
new GameAction("offbeatSwitch", "Switch to Offbeat")
|
|
{
|
|
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitch(e.beat); },
|
|
defaultLength = 3.5f
|
|
},
|
|
new GameAction("onbeatSwitch", "Switch to Onbeat")
|
|
{
|
|
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); },
|
|
defaultLength = 2f
|
|
},
|
|
new GameAction("hai", "Hai!")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
|
|
defaultLength = 1f,
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
|
|
},
|
|
new GameAction("ho", "Ho!")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat); },
|
|
defaultLength = 1f,
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat);}
|
|
},
|
|
new GameAction("set colours", "Set Background Colours")
|
|
{
|
|
function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetbackgroundColours(e["colorA"], e["colorB"]); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("colorA", Lockstep.defaultBGColorOn, "Onbeat", "Select the color that appears for the onbeat."),
|
|
new Param("colorB", Lockstep.defaultBGColorOff, "Offbeat", "Select the color that appears for the offbeat."),
|
|
},
|
|
defaultLength = 0.5f,
|
|
}
|
|
});
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
// using Scripts_Lockstep;
|
|
public class Lockstep : Minigame
|
|
{
|
|
private static Color _defaultBGColorOn;
|
|
public static Color defaultBGColorOn
|
|
{
|
|
get
|
|
{
|
|
ColorUtility.TryParseHtmlString("#f0338d", out _defaultBGColorOn);
|
|
return _defaultBGColorOn;
|
|
}
|
|
}
|
|
|
|
private static Color _defaultBGColorOff;
|
|
public static Color defaultBGColorOff
|
|
{
|
|
get
|
|
{
|
|
ColorUtility.TryParseHtmlString("#BC318B", out _defaultBGColorOff);
|
|
return _defaultBGColorOff;
|
|
}
|
|
}
|
|
|
|
public Color currentBGOnColor;
|
|
public Color currentBGOffColor;
|
|
|
|
[Header("Components")]
|
|
[SerializeField] Animator stepswitcherP;
|
|
[SerializeField] Animator stepswitcher0;
|
|
[SerializeField] Animator stepswitcher1;
|
|
[SerializeField] SpriteRenderer background;
|
|
|
|
|
|
[Header("Properties")]
|
|
static List<float> queuedInputs = new List<float>();
|
|
HowMissed currentMissStage;
|
|
public enum HowMissed
|
|
{
|
|
NotMissed = 0,
|
|
MissedOff = 1,
|
|
MissedOn = 2
|
|
}
|
|
bool offColorActive;
|
|
bool goBop;
|
|
public GameEvent bop = new GameEvent();
|
|
|
|
public static Lockstep instance;
|
|
|
|
void Awake()
|
|
{
|
|
instance = this;
|
|
currentBGOnColor = defaultBGColorOn;
|
|
currentBGOffColor = defaultBGColorOff;
|
|
}
|
|
|
|
void OnDestroy()
|
|
{
|
|
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
if (cond.isPlaying && !cond.isPaused)
|
|
{
|
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
|
{
|
|
if (goBop)
|
|
{
|
|
stepswitcher0.DoScaledAnimationAsync("Bop", 0.5f);
|
|
stepswitcher1.DoScaledAnimationAsync("Bop", 0.5f);
|
|
stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
|
|
}
|
|
}
|
|
if (queuedInputs.Count > 0)
|
|
{
|
|
foreach (var input in queuedInputs)
|
|
{
|
|
ScheduleInput(cond.songPositionInBeats, input - cond.songPositionInBeats, InputType.STANDARD_DOWN, Just, Miss, Nothing);
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(input, delegate { EvaluateMarch(); }),
|
|
});
|
|
}
|
|
queuedInputs.Clear();
|
|
}
|
|
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
|
{
|
|
currentMissStage = HowMissed.NotMissed;
|
|
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
|
|
var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
|
|
Jukebox.PlayOneShotGame("lockstep/miss");
|
|
stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
|
|
ScoreMiss();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public void Bop(float beat, float length, bool shouldBop, bool autoBop)
|
|
{
|
|
goBop = autoBop;
|
|
if (shouldBop)
|
|
{
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate
|
|
{
|
|
stepswitcher0.DoScaledAnimationAsync("Bop", 0.5f);
|
|
stepswitcher1.DoScaledAnimationAsync("Bop", 0.5f);
|
|
stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
|
|
})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Hai(float beat)
|
|
{
|
|
Jukebox.PlayOneShotGame("lockstep/switch1");
|
|
}
|
|
|
|
public void Ho(float beat)
|
|
{
|
|
Jukebox.PlayOneShotGame("lockstep/switch4");
|
|
}
|
|
|
|
public static void OnbeatSwitch(float beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("lockstep/switch5", beat),
|
|
new MultiSound.Sound("lockstep/switch6", beat + 0.5f),
|
|
new MultiSound.Sound("lockstep/switch5", beat + 1f),
|
|
new MultiSound.Sound("lockstep/switch6", beat + 1.5f)
|
|
}, forcePlay: true);
|
|
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
|
new BeatAction.Action(beat + 0.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
|
new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
|
new BeatAction.Action(beat + 1.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
|
new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
|
});
|
|
}
|
|
|
|
public static void OffbeatSwitch(float beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("lockstep/switch1", beat),
|
|
new MultiSound.Sound("lockstep/switch1", beat + 1f),
|
|
new MultiSound.Sound("lockstep/switch1", beat + 2f),
|
|
new MultiSound.Sound("lockstep/switch2", beat + 3f),
|
|
new MultiSound.Sound("lockstep/switch3", beat + 3.5f),
|
|
}, forcePlay: true);
|
|
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
|
new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
|
new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
|
new BeatAction.Action(beat + 3f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
|
|
new BeatAction.Action(beat + 3.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
|
|
});
|
|
}
|
|
|
|
public static void Marching(float beat, float length)
|
|
{
|
|
if (GameManager.instance.currentGame == "lockstep")
|
|
{
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing);
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate { Lockstep.instance.EvaluateMarch(); }),
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
queuedInputs.Add(beat + i);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void EvaluateMarch()
|
|
{
|
|
var cond = Conductor.instance;
|
|
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
|
|
if (beatAnimCheck % 2 != 0)
|
|
{
|
|
stepswitcher0.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
|
stepswitcher1.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
|
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
|
}
|
|
}
|
|
|
|
public void Just(PlayerActionEvent caller, float state)
|
|
{
|
|
currentMissStage = HowMissed.NotMissed;
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
var cond = Conductor.instance;
|
|
var beatAnimCheck = Math.Round(caller.startBeat * 2);
|
|
if (beatAnimCheck % 2 != 0)
|
|
{
|
|
Jukebox.PlayOneShotGame("lockstep/tink");
|
|
stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
Jukebox.PlayOneShotGame("lockstep/tink");
|
|
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
|
}
|
|
return;
|
|
}
|
|
Success(caller.startBeat);
|
|
}
|
|
|
|
public void Success(float beat)
|
|
{
|
|
var beatAnimCheck = Math.Round(beat * 2);
|
|
if (beatAnimCheck % 2 != 0)
|
|
{
|
|
Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
|
|
stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
Jukebox.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
|
|
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
|
}
|
|
}
|
|
|
|
public void Miss(PlayerActionEvent caller)
|
|
{
|
|
var beatAnimCheck = Math.Round(caller.startBeat * 2);
|
|
|
|
if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
|
|
{
|
|
stepswitcherP.Play("OffbeatMiss", 0, 0);
|
|
Jukebox.PlayOneShotGame("lockstep/wayOff");
|
|
currentMissStage = HowMissed.MissedOff;
|
|
}
|
|
else if (beatAnimCheck % 2 == 0 && currentMissStage != HowMissed.MissedOn)
|
|
{
|
|
stepswitcherP.Play("OnbeatMiss", 0, 0);
|
|
Jukebox.PlayOneShotGame("lockstep/wayOff");
|
|
currentMissStage = HowMissed.MissedOn;
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
currentBGOnColor = onColor;
|
|
currentBGOffColor = offColor;
|
|
|
|
if (offColorActive)
|
|
{
|
|
background.color = currentBGOffColor;
|
|
}
|
|
else
|
|
{
|
|
background.color = currentBGOnColor;
|
|
}
|
|
}
|
|
|
|
public void Nothing(PlayerActionEvent caller) {}
|
|
}
|
|
}
|