tunnel bg changer

This commit is contained in:
minenice55 2024-02-18 22:00:32 -05:00
parent a817f4ec65
commit 047abd2c81
18 changed files with 336 additions and 757 deletions

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@ -40,6 +40,16 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 4f,
resizable = true,
},
new GameAction("bg", "Change Background")
{
function = delegate { Tunnel.instance?.SetBg(eventCaller.currentEntity["type"]); },
defaultLength = 1f,
resizable = false,
parameters = new List<Param>()
{
new Param("type", Tunnel.BgOption.Beach, "Background", "Set the background to change to."),
}
}
},
new List<string>() { "ntr", "keep" },
@ -58,8 +68,7 @@ namespace HeavenStudio.Games
public static Tunnel instance { get; set; }
[Header("Backgrounds")]
[SerializeField] Transform bg;
[SerializeField] float bgScrollTime;
[SerializeField] GameObject[] bg;
[SerializeField] Material tunnelLightMaterial;
[SerializeField] Color tunnelTint;
@ -82,9 +91,17 @@ namespace HeavenStudio.Games
[Header("Curves")]
[SerializeField] BezierCurve3D handCurve;
GameEvent cowbell = new GameEvent();
public enum BgOption
{
Beach,
Desert,
Field,
City,
Night,
Moai,
Crop
}
float bgStartX;
float fadeDuration = 2f;
double tunnelStartTime = double.MinValue;
double tunnelEndTime = double.MinValue;
@ -114,9 +131,9 @@ namespace HeavenStudio.Games
{
evt.Disable();
}
if (Conductor.instance != null && !(Conductor.instance.isPlaying || Conductor.instance.isPaused))
if (conductor != null && !(conductor.isPlaying || conductor.isPaused))
{
Conductor.instance.FadeMinigameVolume(Conductor.instance.songPositionInBeatsAsDouble, 0, 1);
conductor.FadeMinigameVolume(conductor.songPositionInBeatsAsDouble, 0, 1);
tunnelLightMaterial.SetColor("_Color", Color.white);
tunnelLightMaterial.SetColor("_AddColor", Color.black);
@ -139,12 +156,11 @@ namespace HeavenStudio.Games
private void Update()
{
var cond = Conductor.instance;
//update hand position
handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
handProgress = Math.Min(base.conductor.songPositionInBeats - handStart, 1);
frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
if (!cond.isPlaying || cond.isPaused)
if (!conductor.isPlaying || conductor.isPaused)
{
return;
}
@ -163,7 +179,7 @@ namespace HeavenStudio.Games
queuedInputs.Clear();
}
if (lastCowbell + 1 <= cond.songPositionInBeatsAsDouble)
if (lastCowbell + 1 <= conductor.songPositionInBeatsAsDouble)
{
lastCowbell++;
ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
@ -172,11 +188,11 @@ namespace HeavenStudio.Games
// bg.localPosition = new Vector3(bgStartX - (2 * bgStartX * (((float)Time.realtimeSinceStartupAsDouble % bgScrollTime) / bgScrollTime)), 0, 0);
if (tunnelWall.activeSelf)
{
tunnelWall.transform.localPosition = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(cond.songPositionAsDouble - tunnelStartTime), 0, 0);
tunnelWall.transform.localPosition = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(conductor.songPositionAsDouble - tunnelStartTime), 0, 0);
}
if (inTunnel && cond.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
if (inTunnel && conductor.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
{
cond.FadeMinigameVolume(cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime), fadeDuration, 1);
conductor.FadeMinigameVolume(conductor.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime), fadeDuration, 1);
tunnelLightMaterial.SetColor("_Color", Color.white);
tunnelLightMaterial.SetColor("_AddColor", Color.black);
inTunnel = false;
@ -187,7 +203,7 @@ namespace HeavenStudio.Games
{
SoundByte.PlayOneShot("count-ins/cowbell");
handStart = Conductor.instance.songPositionInBeats;
handStart = conductor.songPositionInBeats;
cowbellAnimator.Play("Shake", -1, 0);
}
@ -257,14 +273,13 @@ namespace HeavenStudio.Games
public void StartTunnel(double beat, double length, float volume = 0.1f, float fadeDuration = 2f)
{
Conductor cond = Conductor.instance;
if (cond.songPositionAsDouble < tunnelEndTime + PostTunnelScrnTime)
if (conductor.songPositionAsDouble < tunnelEndTime + PostTunnelScrnTime)
{
return;
}
double targetBeat = beat + length;
tunnelStartTime = cond.GetSongPosFromBeat(beat);
tunnelEndTime = cond.GetSongPosFromBeat(targetBeat);
tunnelStartTime = conductor.GetSongPosFromBeat(beat);
tunnelEndTime = conductor.GetSongPosFromBeat(targetBeat);
// tunnel chunks can be divided into quarters
double durationSec = Math.Ceiling((tunnelEndTime - tunnelStartTime) * 4 * tunnelChunksPerSec) * 0.25 / tunnelChunksPerSec;
@ -272,7 +287,7 @@ namespace HeavenStudio.Games
tunnelWall.transform.localPosition = tunnelStartPos;
tunnelWall.SetActive(true);
this.fadeDuration = fadeDuration;
cond.FadeMinigameVolume(beat, fadeDuration, volume);
conductor.FadeMinigameVolume(beat, fadeDuration, volume);
tunnelSoundRight?.Stop();
tunnelSoundMiddle?.Stop();
@ -282,19 +297,28 @@ namespace HeavenStudio.Games
tunnelSoundMiddle = SoundByte.PlayOneShotGame("tunnel/tunnelMiddle", beat + (6 / 48f), looping: true);
tunnelSoundLeft = SoundByte.PlayOneShotGame("tunnel/tunnelLeft", beat + (12 / 48f), looping: true);
double tunnelEnd = cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime);
double tunnelEnd = conductor.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime);
tunnelSoundRight.SetLoopParams(tunnelEnd, 0.1);
tunnelSoundMiddle.SetLoopParams(tunnelEnd + (6 / 48f), 0.1);
tunnelSoundLeft.SetLoopParams(tunnelEnd + (12 / 48f), 0.25);
BeatAction.New(instance, new List<BeatAction.Action>()
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(cond.GetBeatFromSongPos(tunnelStartTime + 0.25), delegate {
new BeatAction.Action(conductor.GetBeatFromSongPos(tunnelStartTime + 0.25), delegate {
tunnelLightMaterial.SetColor("_Color", tunnelTint);
tunnelLightMaterial.SetColor("_AddColor", tunnelScreen);
}),
});
inTunnel = true;
}
public void SetBg(int type)
{
foreach (var b in bg)
{
b.SetActive(false);
}
bg[type].SetActive(true);
}
}
}

View file

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DenseViewWidthThreshold: 512
_disableAutoReloadInBackground: 0
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- Assets/Scripts/Util/StringUtils.cs
- Assets/Scripts/Games/KarateMan/KarateMan.cs
- Assets/Scripts/Games/KarateMan/KarateManJoe.cs
- Assets/Scripts/Games/KarateMan/KarateManNoriController.cs
- Assets/Scripts/Util/BeatAction.cs
- Assets/Scripts/Games/TossBoys/TossBoys.cs
- Assets/Scripts/Games/DoubleDate/DoubleDate.cs
- Assets/Scripts/Games/AirRally/AirRally.cs
- Assets/Scripts/LevelEditor/Editor.cs
- Assets/Scripts/Common/MemRenderer.cs
- Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs
- Assets/Scripts/PersistentDataManager.cs
- Assets/Scripts/UI/Overlays/OverlaysManager.cs
- Assets/Scripts/TitleManager.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SectionTimelineObj.cs
- Assets/Scripts/Games/DJSchool/Student.cs
- Assets/Scripts/UI/PauseMenu.cs
- Assets/Scripts/Util/Sound.cs
- Assets/Scripts/Conductor.cs
- Assets/Scripts/EventCaller.cs
- Assets/Scripts/Games/TrickClass/TrickClass.cs
- Assets/Scripts/GameInitializer.cs
- Assets/Scripts/LevelEditor/Timeline/Timeline.cs
- Assets/Scripts/Games/PlayerActionEvent.cs
- Assets/Scripts/Games/KarateMan/KarateManPot.cs
- Assets/Scripts/Games/DJSchool/DJSchool.cs
- Assets/Scripts/LevelEditor/Commands/TestCommand.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrioPlayer.cs
- Assets/Scripts/Games/GleeClub/GleeClub.cs
- Assets/Scripts/Games/DoubleDate/Basketball.cs
- Assets/Scripts/Games/TotemClimb/TCBackgroundManager.cs
- Assets/Scripts/Games/Spaceball/SpaceballBall.cs
- Assets/Scripts/Games/QuizShow/QuizShow.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs
- Assets/Scripts/Games/TotemClimb/TCEndTotem.cs
- Assets/Editor/BuildScript.cs
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- Assets/Scripts/Games/NightWalkRvl/RvlNightWalk.cs
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- Assets/Scripts/Games/GleeClub/ChorusKid.cs
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- Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs
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- Assets/GUIWindows/Scripts/GUIWindow.cs
- Assets/Scripts/Games/AirRally/CloudsManager.cs
- Assets/Scripts/Games/DogNinja/ThrowObject.cs
- Assets/Scripts/Games/RhythmTweezers/Hair.cs
- Assets/Scripts/Games/Rockers/RockersInput.cs
- Assets/Scripts/UI/Overlays/GoForAPerfect.cs
- Assets/Scripts/Games/SpaceSoccer/Ball.cs
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- Assets/Scripts/Games/BlueBear/BlueBear.cs
- Assets/Scripts/Games/DoubleDate/Football.cs
- Assets/Plugins/JoyShockLibrary/JoyShockLibrary.cs
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- Assets/Scripts/Games/TapTrial/TapTrial.cs
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- Assets/Scripts/Games/RhythmTweezers/LongHair.cs
- Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs
- Assets/Scripts/Games/ForkLifter/Pea.cs
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