mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
8d28f3977f
* Lockstep fansodnason * More Lockstep Implemented the new sprites (still needs work). Added new Icon. * More lockstep stuff i have no clue * Animation Tweaking I fiddled around with numbers weeeeeeeeeeeeeeee
253 lines
7.8 KiB
C#
253 lines
7.8 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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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 \n<color=#eb5454>[WIP]</color>", "0058CE", 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["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Reset Pose", "Resets to idle pose.")
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},
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defaultLength = 1f,
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},
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new GameAction("hai", "Hai!")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
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defaultLength = 1f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
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},
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new GameAction("offbeatSwitch", "Switch to Offbeat")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatSwitch(e.beat); },
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defaultLength = 8f
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},
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new GameAction("onbeatSwitch", "Switch to Onbeat")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OffbeatSwitch(e.beat); },
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defaultLength = 2f
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},
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new GameAction("marching", "Onbeat Stepping")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatStep(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true,
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hidden = true
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},
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new GameAction("startStepping", "Start Stepping")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.BeginStepping(e.beat); },
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defaultLength = 1f,
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hidden = true
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},
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new GameAction("test1", "onbeat march test")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatMarch(e.beat); },
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defaultLength = 1f,
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hidden = true
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}
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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// using Scripts_Lockstep;
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public class Lockstep : Minigame
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{
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// private Animator stepswitcher;
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public Animator stepswitcherP;
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public Animator stepswitcher0;
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public Animator stepswitcher1;
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public GameObject Player;
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[Header("Properties")]
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public GameEvent bop = new GameEvent();
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public bool goStep;
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public float steppingLength;
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public float steppingStartBeat;
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private float lastReportedBeat = 0f;
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public static Lockstep instance { get; set; }
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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goStep = false;
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}
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// Update is called once per frame
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public void Update()
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{
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var cond = Conductor.instance;
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if (goStep)
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{
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print("stepping is on");
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if (Conductor.instance.ReportBeat(ref lastReportedBeat))
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{
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print("one small step for switch");
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Jukebox.PlayOneShotGame("Lockstep/marchOnBeat1");
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stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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}
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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//Jukebox.PlayOneShot("miss");
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var beatAnimCheck = Math.Round(Conductor.instance.songPositionInBeats * 2);
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print("check: " + beatAnimCheck);
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var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
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Jukebox.PlayOneShotGame("lockstep/miss");
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stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
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}
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}
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public void Bop(float beat, bool reset)
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{
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if(reset)
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{
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stepswitcher0.DoScaledAnimationAsync("BopReset", 0.5f);
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stepswitcher1.DoScaledAnimationAsync("BopReset", 0.5f);
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stepswitcherP.DoScaledAnimationAsync("BopReset", 0.5f);
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}
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else
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{
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stepswitcher0.DoScaledAnimationAsync("Bop", 0.5f);
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stepswitcher1.DoScaledAnimationAsync("Bop", 0.5f);
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stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void Hai(float beat)
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{
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Jukebox.PlayOneShotGame("lockstep/switch1");
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}
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public void BeginStepping(float beat)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { goStep = true; }),
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});
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print("Start Stepping");
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print(goStep);
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}
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public void OnbeatSwitch(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("lockstep/switch1", beat),
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new MultiSound.Sound("lockstep/switch1", beat + 1f),
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new MultiSound.Sound("lockstep/switch1", beat + 2f),
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new MultiSound.Sound("lockstep/switch2", beat + 3f),
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new MultiSound.Sound("lockstep/switch3", beat + 3.5f),
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new MultiSound.Sound("lockstep/switch4", beat + 4.5f),
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new MultiSound.Sound("lockstep/switch4", beat + 5.5f),
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new MultiSound.Sound("lockstep/switch4", beat + 6.5f),
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new MultiSound.Sound("lockstep/switch4", beat + 7.5f),
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}, forcePlay: false);
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}
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public void OffbeatSwitch(float beat)
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{
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var sound = new MultiSound.Sound[]
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{
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new MultiSound.Sound("lockstep/switch5", beat),
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new MultiSound.Sound("lockstep/switch6", beat + 0.5f),
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new MultiSound.Sound("lockstep/switch5", beat + 1f),
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new MultiSound.Sound("lockstep/switch6", beat + 1.5f)
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};
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MultiSound.Play(sound);
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}
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public void OnbeatStep(float beat, float length)
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{
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/*marching.length = length;
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marching.startBeat = beat;
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print("onbeatstep len: " + marching.length);
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print("onbeatstep start: " + marching.startBeat);*/
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}
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public void OnbeatMarch(float beat)
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{
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stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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Jukebox.PlayOneShotGame("lockstep/marchOnbeat1");
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}
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}
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}
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