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serializedVersion: 1 + m_State: {fileID: -1067795889391394719} + m_Position: {x: 220, y: 120, z: 0} + m_ChildStateMachines: [] + m_AnyStateTransitions: [] + m_EntryTransitions: [] + m_StateMachineTransitions: {} + m_StateMachineBehaviours: [] + m_AnyStatePosition: {x: 50, y: 20, z: 0} + m_EntryPosition: {x: 50, y: 120, z: 0} + m_ExitPosition: {x: 800, y: 120, z: 0} + m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} + m_DefaultState: {fileID: -1067795889391394719} diff --git a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Arrange/IdolBeatArrange.anim b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Arrange/IdolBeatArrange.anim index 910d030e4..9cca8d394 100644 --- a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Arrange/IdolBeatArrange.anim +++ b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Arrange/IdolBeatArrange.anim @@ -614,25 +614,6 @@ AnimationClip: path: idol_torso/idol_collar m_ScaleCurves: [] m_FloatCurves: - - curve: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 1 - inSlope: Infinity - outSlope: Infinity - tangentMode: 103 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - attribute: m_SortingOrder - path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: @@ -963,13 +944,6 @@ AnimationClip: typeID: 4 customType: 4 isPPtrCurve: 0 - - serializedVersion: 2 - path: 2085883815 - attribute: 3762991556 - script: {fileID: 0} - typeID: 212 - customType: 26 - isPPtrCurve: 0 - serializedVersion: 2 path: 3524692059 attribute: 555744692 @@ -1351,25 +1325,6 @@ AnimationClip: path: idol_head classID: 4 script: {fileID: 0} - - curve: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 1 - inSlope: Infinity - outSlope: Infinity - tangentMode: 103 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - attribute: m_SortingOrder - path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: diff --git a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Arrange/IdolBigCall0Arrange.anim b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Arrange/IdolBigCall0Arrange.anim index b309c2738..fe2d233f4 100644 --- a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Arrange/IdolBigCall0Arrange.anim +++ b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Arrange/IdolBigCall0Arrange.anim @@ -473,25 +473,6 @@ AnimationClip: m_RotationOrder: 4 path: idol_head/idol_Hed_hair00 m_FloatCurves: - - curve: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: -1 - inSlope: Infinity - outSlope: Infinity - tangentMode: 103 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - attribute: m_SortingOrder - path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: @@ -989,13 +970,6 @@ AnimationClip: typeID: 4 customType: 0 isPPtrCurve: 0 - 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path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: @@ -1773,13 +1745,6 @@ AnimationClip: typeID: 4 customType: 0 isPPtrCurve: 0 - - serializedVersion: 2 - path: 2085883815 - attribute: 3762991556 - script: {fileID: 0} - typeID: 212 - customType: 26 - isPPtrCurve: 0 - serializedVersion: 2 path: 1144854864 attribute: 3762991556 @@ -2327,34 +2292,6 @@ AnimationClip: path: idol_head classID: 4 script: {fileID: 0} - - curve: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: -1 - inSlope: Infinity - outSlope: Infinity - tangentMode: 103 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 0.13333334 - value: -1 - inSlope: Infinity - outSlope: Infinity - tangentMode: 103 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - attribute: m_SortingOrder - path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: diff --git a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolCall1.anim b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolCall1.anim index 2bf36e000..db53066e4 100644 --- a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolCall1.anim +++ b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolCall1.anim @@ -760,25 +760,6 @@ AnimationClip: path: idol_torso/idol_collar classID: 212 script: {fileID: 0} - 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path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: diff --git a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolCrap.anim b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolCrap.anim index 0796d39a4..a02013826 100644 --- a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolCrap.anim +++ b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolCrap.anim @@ -783,25 +783,6 @@ AnimationClip: path: idol_torso/idol_arm_R classID: 212 script: {fileID: 0} - - curve: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: -1 - inSlope: Infinity - outSlope: Infinity - tangentMode: 103 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - attribute: m_SortingOrder - path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: @@ -1117,13 +1098,6 @@ AnimationClip: typeID: 212 customType: 0 isPPtrCurve: 0 - 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attribute: m_SortingOrder - path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: diff --git a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolJump.anim b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolJump.anim index 274b14301..89d00079a 100644 --- a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolJump.anim +++ b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/Long/IdolJump.anim @@ -426,25 +426,6 @@ AnimationClip: path: idol_torso/idol_collar classID: 212 script: {fileID: 0} - - curve: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 2 - inSlope: Infinity - outSlope: Infinity - tangentMode: 103 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - attribute: m_SortingOrder - path: idol_head - classID: 212 - script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: @@ -661,13 +642,6 @@ AnimationClip: typeID: 212 customType: 26 isPPtrCurve: 0 - 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serializedVersion: 5 + m_Name: Head + m_StateMachine: {fileID: -8869700881810436437} + m_Mask: {fileID: 0} + m_Motions: [] + m_Behaviours: [] + m_BlendingMode: 0 + m_SyncedLayerIndex: -1 + m_DefaultWeight: 0 + m_IKPass: 0 + m_SyncedLayerAffectsTiming: 0 + m_Controller: {fileID: 9100000} --- !u!1102 &1430253757373945861 AnimatorState: serializedVersion: 6 diff --git a/Assets/Resources/Sprites/UI/Common/StudioDance/arisaDance.png b/Assets/Resources/Sprites/UI/Common/StudioDance/arisaDance.png index 414f99726..62df3c56a 100644 Binary files a/Assets/Resources/Sprites/UI/Common/StudioDance/arisaDance.png and b/Assets/Resources/Sprites/UI/Common/StudioDance/arisaDance.png differ diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 237e174fe..a431eec9a 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -322,11 +322,11 @@ namespace HeavenStudio } } - public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true) + public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float pitch = 1, double margin = 0, float weight = 1, bool doDisplay = true) { // push the hit event to the timing display if (doDisplay) - TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late); + TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, pitch, margin, late); if (weight > 0 && MarkerWeight > 0) { @@ -370,11 +370,13 @@ namespace HeavenStudio Minigames.Minigame inf; // seek ahead to preload games that have assetbundles + string[] split; if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0) { - if (start + seekTime >= allGameSwitches[currentPreSwitch].beat) + while (currentPreSwitch < allGameSwitches.Count && allGameSwitches[currentPreSwitch].beat <= start + seekTime) { - string gameName = allGameSwitches[currentPreSwitch].datamodel.Split('/')[2]; + split = allGameSwitches[currentPreSwitch].datamodel.Split('/'); + string gameName = split[2]; inf = GetGameInfo(gameName); if (inf != null && !(inf.inferred || inf.fxOnly)) { diff --git a/Assets/Scripts/Games/BlueBear/BlueBear.cs b/Assets/Scripts/Games/BlueBear/BlueBear.cs index 290cc05a8..0cdb1f9ae 100644 --- a/Assets/Scripts/Games/BlueBear/BlueBear.cs +++ b/Assets/Scripts/Games/BlueBear/BlueBear.cs @@ -556,7 +556,8 @@ namespace HeavenStudio.Games public static void TreatSound(double beat, bool isCake) { - SoundByte.PlayOneShot(isCake ? "games/blueBear/cake" : "games/blueBear/donut", beat); + // Debug.Log("Playing Treat Sound on beat " + beat); + SoundByte.PlayOneShotGame(isCake ? "blueBear/cake" : "blueBear/donut", beat, forcePlay: true); } public void SquashBag(bool isCake) diff --git a/Assets/Scripts/Games/FanClub/FanClub.cs b/Assets/Scripts/Games/FanClub/FanClub.cs index 71f57d597..06aa28aea 100644 --- a/Assets/Scripts/Games/FanClub/FanClub.cs +++ b/Assets/Scripts/Games/FanClub/FanClub.cs @@ -61,6 +61,38 @@ namespace HeavenStudio.Games.Loaders inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); }, preFunction = delegate { var e = eventCaller.currentEntity; FanClub.BigReadySound(e.beat, e["toggle"]); } }, + new GameAction("arisa faceposer", "Idol Face Poser") + { + function = delegate { var e = eventCaller.currentEntity; FanClub.instance.SetArisaFacePoser(e["poserOn"], e["mouthOn"], e["eyeOn"], e["mouth"], e["mouthEnd"], e["eyeL"], e["eyeR"], e["eyex"], e["eyey"], e["eyeEaseEnable"], e.beat, e.length, e["eyeEase"]); }, + resizable = true, + defaultLength = 1, + parameters = new List() + { + new Param("poserOn", true, "Enable Face Poser", "Enables Face Poser on Arisa.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "mouthOn", "eyeOn" }), + }), + new Param("mouthOn", true, "Enable Lip Sync Controls", "Enables Lip Sync controls.", new List() + { + new Param.CollapseParam((x, e) => (bool)x && (bool)e["poserOn"], new string[] { "mouth", "mouthEnd" }), + }), + new Param("mouth", FanClub.MouthShape.Normal, "Mouth Shape", "Sets mouth shape."), + new Param("mouthEnd", FanClub.MouthShape.Normal, "Last Mouth Shape", "Sets mouth shape at the end of the event."), + new Param("eyeOn", true, "Enable Eye Shaping", "Enables Eye Shaping controls.", new List() + { + new Param.CollapseParam((x, e) => (bool)x && (bool)e["poserOn"], new string[] { "eyeL", "eyeR", "eyex", "eyey", "eyeEaseEnable"}), + }), + new Param("eyeL", FanClub.EyeShape.Normal, "Left Eye Shape", "Sets left eye shape."), + new Param("eyeR", FanClub.EyeShape.Normal, "Right Eye Shape", "Sets right eye shape."), + new Param("eyex", new EntityTypes.Float(-1f, 1f, 0f), "Horizontal Eye Movement", "Sets horizontal eye movement."), + new Param("eyey", new EntityTypes.Float(-1f, 1f, 0f), "Vertical Eye Movement", "Sets vertical eye movement."), + new Param("eyeEaseEnable", true, "Ease Eye Movement", "Enable easing for eye movement.", new List() + { + new Param.CollapseParam((x, e) => (bool)x && (bool)e["poserOn"] && (bool)e["eyeOn"], new string[] { "eyeEase" }), + }), + new Param("eyeEase", Util.EasingFunction.Ease.Instant, "Easing Type", "Set the type of easing for eye movement."), + } + }, new GameAction("play idol animation", "Idol Choreography") { function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e["type"], e["who"]); }, @@ -170,6 +202,26 @@ namespace HeavenStudio.Games LeftDancer, RightDancer } + public enum MouthShape + { + Normal, + A, + E, + I, + O, + U, + Frown + } + public enum EyeShape + { + Normal, + HalfClosed, + Closed, + Smug, + SmugFlipped, + Wink, + Shine + } // userdata here [Header("Animators")] @@ -200,6 +252,7 @@ namespace HeavenStudio.Games //arisa's animation controller private Animator idolAnimator; + private NtrIdolAri arisaController; // blue's animation controller private Animator backupRAnimator; @@ -304,6 +357,7 @@ namespace HeavenStudio.Games { Blue.Init(); Orange.Init(); + arisaController = Arisa.GetComponent(); var amieWalkEvts = EventCaller.GetAllInGameManagerList("fanClub", new string[] { "friend walk" }); foreach (var e in amieWalkEvts) @@ -640,6 +694,40 @@ namespace HeavenStudio.Games } } + System.Threading.CancellationTokenSource mouthCancel = null; + public void SetArisaFacePoser(bool enable, bool enableMouth, bool enableEye, int mouth, int mouthEnd, int eyeL, int eyeR, float eyeX, float eyeY, bool ease, double beat, float length, int easeType) + { + arisaController.ToggleFacePoser(enable); + // eye control + if (enableEye) + { + arisaController.SetEyeShape(eyeL, eyeR); + if (ease) + { + arisaController.SetEyeTargetEase(beat, length, eyeX, eyeY, (Util.EasingFunction.Ease)easeType); + } + else + { + arisaController.SetEyeTarget(eyeX, eyeY); + } + } + + // mouth control + if (enableMouth) + { + if (mouthCancel != null) + { + mouthCancel.Cancel(); + mouthCancel = null; + } + arisaController.SetMouthShape(mouth); + mouthCancel = BeatAction.New(instance, new List() + { + new BeatAction.Action(beat + length, delegate { arisaController.SetMouthShape(mouthEnd);}), + }); + } + } + const float HAIS_LENGTH = 4.5f; public void CallHai(double beat, bool noSound = false, bool noResponse = false, int type = 0) { diff --git a/Assets/Scripts/Games/FanClub/NtrIdolAri.cs b/Assets/Scripts/Games/FanClub/NtrIdolAri.cs index 94eee6271..11b880720 100644 --- a/Assets/Scripts/Games/FanClub/NtrIdolAri.cs +++ b/Assets/Scripts/Games/FanClub/NtrIdolAri.cs @@ -2,19 +2,57 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using HeavenStudio.Util; + namespace HeavenStudio.Games.Scripts_FanClub { public class NtrIdolAri : MonoBehaviour { [Header("Objects")] - public ParticleSystem idolClapEffect; - public ParticleSystem idolWinkEffect; - public ParticleSystem idolKissEffect; - public ParticleSystem idolWinkArrEffect; + [SerializeField] ParticleSystem idolClapEffect; + [SerializeField] ParticleSystem idolWinkEffect; + [SerializeField] ParticleSystem idolKissEffect; + [SerializeField] ParticleSystem idolWinkArrEffect; + + [SerializeField] SpriteRenderer baseHead; + [SerializeField] GameObject facePoser; [Header("References")] public Material coreMat; + Animator animator; + float previousEyeX, previousEyeY; + float nextEyeX, nextEyeY; + double eyeEaseStartBeat; + float eyeEaseLength; + EasingFunction.Ease eyeEase = EasingFunction.Ease.Instant; + + private void Start() + { + animator = GetComponent(); + ToggleFacePoser(false); + } + + private void Update() + { + var cond = Conductor.instance; + if (cond is null) + return; + + float prog = cond.GetPositionFromBeat(eyeEaseStartBeat, eyeEaseLength); + if (prog > 1) + { + SetEyeTarget(nextEyeX, nextEyeY); + } + else if (prog >= 0) + { + float x = EasingFunction.GetEasingFunction(eyeEase)(previousEyeX, nextEyeX, prog); + float y = EasingFunction.GetEasingFunction(eyeEase)(previousEyeY, nextEyeY, prog); + animator.SetFloat("EyeX", Mathf.Clamp(x, -1, 1)); + animator.SetFloat("EyeY", Mathf.Clamp(y, -1, 1)); + } + } + public void ClapParticle() { idolClapEffect.Play(); @@ -42,5 +80,48 @@ namespace HeavenStudio.Games.Scripts_FanClub else coreMat.SetColor("_AddColor", new Color(0, 100 / 255f, 200 / 255f, 0)); } + + public void ToggleFacePoser(bool toggle) + { + facePoser.SetActive(toggle); + baseHead.enabled = !toggle; + } + + public void SetMouthShape(int type) + { + animator.SetInteger("Mouth Type", type); + } + + public void SetEyeShape(int leftType, int rightType) + { + float interval = 1f / (float)FanClub.EyeShape.Shine; + animator.SetFloat("Left Eye Type", interval * leftType); + animator.SetFloat("Right Eye Type", interval * rightType); + } + + public void SetEyeTarget(float x, float y) + { + previousEyeX = x; + previousEyeY = y; + nextEyeX = x; + nextEyeY = y; + eyeEase = EasingFunction.Ease.Instant; + eyeEaseStartBeat = double.MaxValue; + eyeEaseLength = 0; + animator.SetFloat("EyeX", Mathf.Clamp(x, -1, 1)); + animator.SetFloat("EyeY", Mathf.Clamp(y, -1, 1)); + } + + public void SetEyeTargetEase(double startBeat, float length, float nextX, float nextY, EasingFunction.Ease ease) + { + previousEyeX = nextEyeX; + previousEyeY = nextEyeY; + + eyeEaseStartBeat = startBeat; + eyeEaseLength = length; + nextEyeX = nextX; + nextEyeY = nextY; + eyeEase = ease; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs index d99bcb643..6e64c5daf 100644 --- a/Assets/Scripts/Games/KarateMan/KarateMan.cs +++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs @@ -16,6 +16,23 @@ namespace HeavenStudio.Games.Loaders { public static Minigame AddGame(EventCaller eventCaller) { + RiqEntity GameModsUpdater(string datamodel, RiqEntity e) + { + if (datamodel == "karateman/set gameplay modifiers" && e.version < 1) + { + if (e["toggle"] == null) return null; + + bool comboEnable = (bool)e["toggle"]; + e.CreateProperty("combo", (int)(comboEnable ? KarateMan.ComboMode.Normal : KarateMan.ComboMode.Disabled)); + e.dynamicData.Remove("toggle"); + e.version = 1; + + return e; + } + return null; + } + RiqBeatmap.OnUpdateEntity += GameModsUpdater; + RiqEntity WarningUpdater(string datamodel, RiqEntity e) { if (datamodel == "karateman/hitX") @@ -73,30 +90,19 @@ namespace HeavenStudio.Games.Loaders } RiqBeatmap.OnUpdateEntity += BackgroundUpdater; - // RiqEntity GameCapitalizer(string datamodel, RiqEntity entity) - // { - // if (datamodel.Split('/')[0] == "karateman") - // { - // string name = datamodel.Split('/')[1]; - // entity.datamodel = "karateman/" + name; - // var tempData = entity.dynamicData.ToDictionary(x => x.Key); - // foreach ((string key, dynamic item) in tempData) - // { - // if (item.GetType() == typeof(Newtonsoft.Json.Linq.JObject)) { - // entity.dynamicData[key] = new Color((float)item["r"], (float)item["g"], (float)item["b"]); - // } - // Debug.Log(key + ", " + item); - // } - // entity.version = 1; + RiqEntity BulbUpdater(string datamodel, RiqEntity e) + { + if (e.datamodel == "karateman/bulb" && e.version == 0) + { + e.version = 1; - // return entity; - // } else if (datamodel == "gameManager/switchGame/karateman") { - // entity.datamodel = "gameManager/switchGame/karateman"; - // return entity; - // } - // return null; - // } - // RiqBeatmap.OnUpdateEntity += GameCapitalizer; + e["type"]++; + + return e; + } + return null; + } + RiqBeatmap.OnUpdateEntity += BulbUpdater; return new Minigame("karateman", "Karate Man", "fbca3e", false, false, new List() { @@ -142,7 +148,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2, parameters = new List() { - new Param("type", KarateMan.LightBulbType.Normal, "Type", "Choose the bulb type. Yellow is used for kicks, while Blue is used for combos", new List() + new Param("type", KarateMan.LightBulbType.Automatic, "Type", "Choose the bulb type. Yellow is used for kicks, while Blue is used for combos", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbType.Custom, new string[] { "colorA" }) }), @@ -156,6 +162,31 @@ namespace HeavenStudio.Games.Loaders new Param("throwSfx", "lightbulbOut", "Throw SFX", "Choose the type of SFX to use for throwing the bulb."), new Param("hitSfx", "lightbulbHit", "Hit SFX", "Choose the type of SFX to use for hitting the bulb."), }, + defaultVersion = 1, + }, + new GameAction("combo", "Combo") + { + function = delegate { + var e = eventCaller.currentEntity; + KarateMan.instance.Combo(e.beat, e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"]); + KarateMan.ComboSFX(); + }, + inactiveFunction = delegate { + var e = eventCaller.currentEntity; + KarateMan.ComboSFX(); + }, + defaultLength = 4, + parameters = new List() + { + new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }), + }), + new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."), + new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."), + new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."), + } }, new GameAction("kick", "Kick") { @@ -185,30 +216,6 @@ namespace HeavenStudio.Games.Loaders new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Choose the color of the barrel's hoops."), } }, - new GameAction("combo", "Combo") - { - function = delegate { - var e = eventCaller.currentEntity; - KarateMan.instance.Combo(e.beat, e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"]); - KarateMan.ComboSFX(); - }, - inactiveFunction = delegate { - var e = eventCaller.currentEntity; - KarateMan.ComboSFX(); - }, - defaultLength = 4, - parameters = new List() - { - new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), - new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }), - }), - new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."), - new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."), - new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."), - } - }, new GameAction("warnings", "Text Warnings") { function = delegate { @@ -253,17 +260,17 @@ namespace HeavenStudio.Games.Loaders { function = delegate { var e = eventCaller.currentEntity; - KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["toggle"]); + KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["combo"]); }, defaultLength = 0.5f, parameters = new List() { new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."), new Param("type", KarateMan.NoriMode.None, "Flow Bar", "Set the type of Flow bar to use."), - // new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits it will take for each heart to light up (0 will do it automatically.)"), - new Param("toggle", true, "Enable Combos", "Toggle if Karate Joe will be able to perform combos. This will not affect Touch Style controls."), + new Param("combo", KarateMan.ComboMode.Normal, "Enable Combos", "Toggle if Karate Joe will be able to perform combos, and the type of combo used."), // new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"), }, + defaultVersion = 1, }, new GameAction("background appearance", "Background Appearance") { @@ -308,28 +315,6 @@ namespace HeavenStudio.Games.Loaders new Param("endTexture", new Color(), "End Texture Color", "Set the color at the end of the event."), }, }, - // new GameAction("set background effects", "Background Appearance (OLD)") - // { - // function = delegate { - // var e = eventCaller.currentEntity; - // KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e["type"], e["type2"], e["colorA"], e["colorB"], e["type3"]); - // KarateMan.instance.SetBgFx(e["type4"], e["type5"], e["colorC"], e["colorD"]); - // }, - // defaultLength = 0.5f, - // resizable = true, - // parameters = new List() - // { - // new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"), - // new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"), - // new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"), - // new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"), - // new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"), - // new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"), - // new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"), - // new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"), - // new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"), - // }, - // }, new GameAction("set object colors", "Object Appearance") { function = delegate { @@ -442,9 +427,10 @@ namespace HeavenStudio.Games public enum LightBulbType { + Automatic, Normal, - Blue, - Yellow, + Combo, + Kick, Custom } @@ -522,10 +508,16 @@ namespace HeavenStudio.Games Mania, ManiaHorizontal, } + + public enum ComboMode + { + Disabled, + Normal, + Jump, + } #endregion - // static List queuedCues = new(); - public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual + public static ComboMode IsComboEnable = ComboMode.Normal; //only stops Out combo inputs, this basically makes combo contextual // public static bool IsKickEnable = true; //same as above, except with kick inputs public bool IsNoriActive { get { return Nori.MaxNori > 0; } } public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } } @@ -582,13 +574,7 @@ namespace HeavenStudio.Games public WindZone Wind; public ParticleSystem[] Effects; - [Header("Unloaded Game Calls")] - //public static Queue ItemQueue = new Queue(); - public static bool WantBop = true; - public static bool WantNori = true; - public static int WantNoriType = (int)NoriMode.None; - public static double WantBgChangeStart = double.MinValue; - public static float WantBgChangeLength = 0f; + private const float PITCH_MOD = 125; const int IAAltDownCat = IAMAXCAT; const int IAAltUpCat = IAMAXCAT + 1; @@ -680,7 +666,7 @@ namespace HeavenStudio.Games public static PlayerInput.InputAction InputAction_TouchUp = new("KarateAltUp", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat }, IA_PadAltUp, IA_EmptyTouchUp, IA_BatonAltUp); - public List voiceEntities, hitVoiceEntities = new(); + public List specialEntities, hitVoiceEntities = new(); public static KarateMan instance; @@ -774,7 +760,7 @@ namespace HeavenStudio.Games } // get all entities to later check against eachother to cut out voices - voiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/kick" or "karateman/combo")); + specialEntities = prevEntities.FindAll(c => c.beat >= beat && (c.datamodel is "karateman/kick" or "karateman/combo")); hitVoiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/warnings" && c["whichWarning"] <= (int)HitThree.HitFour)); } @@ -861,6 +847,20 @@ namespace HeavenStudio.Games private Color TintColor(Color color) => Color.LerpUnclamped(color, new Color(195 / 255f, 48 / 255f, 2 / 255f), 0.45f); + private static LightBulbType GetNextSpecial(double beat) + { + var entities = instance != null ? instance.specialEntities : null; + RiqEntity nextSpecial = entities != null ? + (entities.Count > 0 ? entities.Find(e => e.beat >= beat) : null) : + GameManager.instance.Beatmap.Entities.Find(c => c.beat >= beat && (c.datamodel is "karateman/combo" or "karateman/kick")); + + return nextSpecial?.datamodel switch { + "karateman/combo" => LightBulbType.Combo, + "karateman/kick" => LightBulbType.Kick, + null or _ => LightBulbType.Normal, + }; + } + public static void DoSpecialCamera(double beat, float length, bool returns) { if (cameraAngle == CameraAngle.Normal) @@ -894,7 +894,7 @@ namespace HeavenStudio.Games new MultiSound.Sound($"karateman/{(type == (int)HitThree.HitThreeAlt ? "hitAlt" : "hit")}", beat + 0.5f, offset: 0.042f), new MultiSound.Sound($"karateman/{number}", beat + 1f), }; - Array.ForEach(sounds, x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / 125 : forcePitch); + Array.ForEach(sounds, x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / PITCH_MOD : forcePitch); MultiSound.Play(sounds, forcePlay: true); } @@ -907,27 +907,6 @@ namespace HeavenStudio.Games return $"Word0{(type < (int)HitThree.HitThreeAlt ? type : type - 1)}"; } - public static void CreateItemSFX(double beat, int type, bool muteSound = false) - { - if (!muteSound) SoundByte.PlayOneShotGame($"karateman/{(beat % 1.0 == 0.5 ? $"offbeatObject" : "object")}Out", forcePlay: true); - } - - public static void CreateBulbSFX(double beat, int type, int sfx, string throwSfx) - { - string obj = sfx switch - { - (int)LightBulbSfx.Automatic => type == (int)LightBulbType.Yellow ? "LightbulbNtr" : "Lightbulb", - (int)LightBulbSfx.DS => "LightbulbNtr", - (int)LightBulbSfx.Custom => throwSfx, - _ => "Lightbulb", - }; - if (sfx != (int)LightBulbSfx.Custom) - { - obj = (beat % 1.0 == 0.5) ? $"offbeat{obj}Out" : obj.ToLower() + "Out"; - } - SoundByte.PlayOneShotGame($"karateman/{obj}", forcePlay: true); - } - public void CreateItem(double beat, int type, int expression) { switch (type) @@ -937,7 +916,7 @@ namespace HeavenStudio.Games break; case (int)HitType.Lightbulb: var mobj = CreateItemInstance(beat, "Item01", expression, KarateManPot.ItemType.Bulb); - mobj.SetBulbColor(LightBulbColors[0]); + mobj.SetBulbColor(new Color(0, 0, 0, 0)); break; case (int)HitType.Rock: CreateItemInstance(beat, "Item02", expression, KarateManPot.ItemType.Rock); @@ -963,11 +942,38 @@ namespace HeavenStudio.Games } } - public void CreateBulbSpecial(double beat, int type, Color color, int expression, int sfx, string hitSfx = "") + public static void CreateItemSFX(double beat, int type, bool muteSound = false) { + if (!muteSound) SoundByte.PlayOneShotGame($"karateman/{(beat % 1.0 == 0.5 ? "offbeatObject" : "object")}Out", forcePlay: true); + } + + public static void CreateBulbSFX(double beat, int type, int sfx, string throwSfx) + { + if (type == (int)LightBulbType.Automatic) { + type = (int)GetNextSpecial(beat); + } string obj = sfx switch { - (int)LightBulbSfx.Automatic => type == (int)LightBulbType.Yellow ? "LightbulbNtr" : "Lightbulb", + (int)LightBulbSfx.Automatic => type == (int)LightBulbType.Kick ? "LightbulbNtr" : "Lightbulb", + (int)LightBulbSfx.DS => "LightbulbNtr", + (int)LightBulbSfx.Custom => throwSfx, + _ => "Lightbulb", + }; + if (sfx != (int)LightBulbSfx.Custom) + { + obj = (beat % 1.0 == 0.5) ? $"offbeat{obj}Out" : obj.ToLower() + "Out"; + } + SoundByte.PlayOneShotGame($"karateman/{obj}", forcePlay: true); + } + + public void CreateBulbSpecial(double beat, int type, Color color, int expression, int sfx, string hitSfx = "") + { + if (type == (int)LightBulbType.Automatic) { + type = (int)GetNextSpecial(beat); + } + string obj = sfx switch + { + (int)LightBulbSfx.Automatic => type == (int)LightBulbType.Kick ? "LightbulbNtr" : "Lightbulb", (int)LightBulbSfx.DS => "LightbulbNtr", (int)LightBulbSfx.Custom => hitSfx, _ => "Lightbulb", @@ -975,7 +981,8 @@ namespace HeavenStudio.Games if (sfx != (int)LightBulbSfx.Custom) obj += "Hit"; var mobj = CreateItemInstance(beat, "Item01", expression, KarateManPot.ItemType.Bulb, hitSfxOverride: $"karateman/{obj}"); - mobj.SetBulbColor((type == (int)LightBulbType.Custom) ? color : LightBulbColors[type]); + // use the type to index, starting at 0 (i.e the normal lightbulb color, which is transparent) + mobj.SetBulbColor((type == (int)LightBulbType.Custom) ? color : LightBulbColors[type - (int)LightBulbType.Normal]); } public static void ComboSFX() @@ -1008,15 +1015,15 @@ namespace HeavenStudio.Games new MultiSound.Sound("karateman/pow", beat + 2.5f) }; - if (voiceEntities.Count > 0 && cutOut) + if (specialEntities.Count > 0 && cutOut) { - RiqEntity firstVoice = voiceEntities.Find(x => x.beat >= beat + 1); + RiqEntity firstVoice = specialEntities.Find(x => x.beat >= beat + 1); RiqEntity firstHitVoice = hitVoiceEntities.Find(x => x.beat >= beat + 1); if (firstVoice != null) sounds.RemoveAll(x => x.beat > firstVoice.beat); if (firstHitVoice != null) sounds.RemoveAll(x => x.beat > firstHitVoice.beat - 0.5); } - sounds.ForEach(x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / 125 : forcePitch); + sounds.ForEach(x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / PITCH_MOD : forcePitch); MultiSound.Play(sounds.ToArray(), forcePlay: true); } @@ -1044,15 +1051,15 @@ namespace HeavenStudio.Games new MultiSound.Sound("karateman/punchKick4", beat + 2.5f), }; - if (voiceEntities.Count > 0 && cutOut) + if (specialEntities.Count > 0 && cutOut) { - RiqEntity firstVoice = voiceEntities.Find(x => x.beat >= beat + 1); + RiqEntity firstVoice = specialEntities.Find(x => x.beat >= beat + 1); RiqEntity firstHitVoice = hitVoiceEntities.Find(x => x.beat >= beat + 1); if (firstVoice != null) sounds.RemoveAll(x => x.beat > firstVoice.beat); if (firstHitVoice != null) sounds.RemoveAll(x => x.beat > firstHitVoice.beat); } - sounds.ForEach(x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / 125 : forcePitch); + sounds.ForEach(x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / PITCH_MOD : forcePitch); MultiSound.Play(sounds.ToArray(), forcePlay: true); } @@ -1114,12 +1121,12 @@ namespace HeavenStudio.Games } } - public void SetGameplayMods(double beat, int fxType, int mode, bool combo) + public void SetGameplayMods(double beat, int fxType, int mode, int combo) { NoriGO.SetActive(true); Nori.SetNoriMode(beat, mode); currentBgEffect = fxType; - IsComboEnable = combo; + IsComboEnable = (ComboMode)combo; // IsKickEnable = kick; } diff --git a/Assets/Scripts/Games/KarateMan/KarateManJoe.cs b/Assets/Scripts/Games/KarateMan/KarateManJoe.cs index e254f08ed..407a719ee 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManJoe.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManJoe.cs @@ -11,7 +11,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan public class KarateManJoe : MonoBehaviour { public Animator anim; - public Animator FaceAnim; public GameEvent bop = new GameEvent(); public SpriteRenderer[] Shadows; @@ -158,7 +157,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan } } - if (PlayerInput.GetIsAction(KarateMan.InputAction_AltDown) && KarateMan.IsComboEnable && !inSpecial) + if (PlayerInput.GetIsAction(KarateMan.InputAction_AltDown) && (KarateMan.IsComboEnable != KarateMan.ComboMode.Disabled) && !inSpecial) { if (!KarateMan.instance.IsExpectingInputNow(KarateMan.InputAction_AltDown)) { @@ -220,7 +219,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan private bool _lastPunchedHeavy = false; - public bool Punch(int forceHand = 0, bool touchCharge = false, bool punchedHeavy = false) + public bool Punch(int forceHand = 0, bool touchCharge = false, bool punchedHeavy = false, double wantBeat = double.MaxValue) { if (GameManager.instance.currentGame != "karateman") return false; var cond = Conductor.instance; @@ -247,7 +246,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan noNuriJabTime = cond.songPositionInBeatsAsDouble; break; default: - if (cond.songPositionInBeatsAsDouble <= cond.GetBeatFromSongPos(lastPunchTime + Minigame.NgLateTime() - 1) + 0.25) + if (wantBeat <= cond.GetBeatFromSongPos(lastPunchTime + Minigame.NgLateTime() - 1) + 0.25) { lastPunchTime = double.MinValue; anim.DoScaledAnimationAsync("Straight", 0.5f); @@ -255,7 +254,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan } else { - lastPunchTime = cond.songPositionAsDouble; + lastPunchTime = cond.GetSongPosFromBeat(wantBeat, true); anim.DoScaledAnimationAsync("Jab", 0.5f); } break; @@ -292,7 +291,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan comboWaiting = true; break; case 3: - anim.DoScaledAnimationAsync("UpperCut", 0.5f); + anim.DoScaledAnimationAsync(KarateMan.IsComboEnable == KarateMan.ComboMode.Jump ? "UpperCutJump" : "UpperCut", 0.5f); lockedInCombo = false; comboWaiting = false; break; @@ -412,14 +411,14 @@ namespace HeavenStudio.Games.Scripts_KarateMan public void SetFaceExpressionForced(int face) { - FaceAnim.DoScaledAnimationAsync("Face" + face.ToString("D2")); + anim.DoScaledAnimationAsync("Head.Face" + face.ToString("D2")); } public void SetFaceExpression(int face, bool ignoreCheck = false) { wantFace = face; if (canEmote || ignoreCheck) - FaceAnim.DoScaledAnimationAsync("Face" + face.ToString("D2")); + anim.DoScaledAnimationAsync("Head.Face" + face.ToString("D2")); } public void ApplyBombGlow() diff --git a/Assets/Scripts/Games/KarateMan/KarateManPot.cs b/Assets/Scripts/Games/KarateMan/KarateManPot.cs index 8085c2518..179527b11 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManPot.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManPot.cs @@ -765,7 +765,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan var joe = KarateMan.instance.Joe; if (state <= -1f || state >= 1f) { - bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2); + bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2, caller.startBeat + caller.timer); startBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble; CurrentCurve = ItemCurves[6]; curveTargetBeat = 1f; @@ -798,7 +798,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan return; } } - bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2); + bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2, caller.startBeat + caller.timer); DoHitExpression(startBeat + 1f); ItemHitEffect(straight); status = FlyStatus.Hit; @@ -809,7 +809,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan public void ItemWrongAction(PlayerActionEvent caller, float state) { if (GameManager.instance.currentGame != "karateman") return; - if (!KarateMan.IsComboEnable) return; + if (KarateMan.IsComboEnable == KarateMan.ComboMode.Disabled) return; //hitting a normal object with the alt input //WHEN SCORING THIS IS A MISS var joe = KarateMan.instance.Joe; diff --git a/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs b/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs index 5bf6677c2..680a3aff8 100644 --- a/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs +++ b/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs @@ -73,10 +73,10 @@ namespace HeavenStudio.Games.Scripts_LaunchParty { new MultiSound.Sound("launchParty/rocket_prepare", beat), new MultiSound.Sound("launchParty/popper_note", beat, pitches[0]), - new MultiSound.Sound("launchParty/popper_note", beat + 0.66f, pitches[1]), - new MultiSound.Sound("launchParty/popper_note", beat + 1, pitches[2]), - new MultiSound.Sound("launchParty/popper_note", beat + 1.33f, pitches[3]), - new MultiSound.Sound("launchParty/popper_note", beat + 1.66f, pitches[4]), + new MultiSound.Sound("launchParty/popper_note", beat + 0.66f, pitches[1], ignoreSwing: true), + new MultiSound.Sound("launchParty/popper_note", beat + 1, pitches[2], ignoreSwing: true), + new MultiSound.Sound("launchParty/popper_note", beat + 1.33f, pitches[3], ignoreSwing: true), + new MultiSound.Sound("launchParty/popper_note", beat + 1.66f, pitches[4], ignoreSwing: true), }, forcePlay: true); BeatAction.New(this, new List() @@ -86,10 +86,10 @@ namespace HeavenStudio.Games.Scripts_LaunchParty number.SetActive(true); numberAnim.Play("CountFive", 0, 0); }), - new BeatAction.Action(beat + 0.66f, delegate { numberAnim.Play("CountFour", 0, 0); }), - new BeatAction.Action(beat + 1, delegate { numberAnim.Play("CountThree", 0, 0); }), - new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountTwo", 0, 0); }), - new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountOne", 0, 0); }), + new BeatAction.Action(beat + 0.66f, delegate { numberAnim.Play("CountFour", 0, 0); }, ignoreSwing: true), + new BeatAction.Action(beat + 1, delegate { numberAnim.Play("CountThree", 0, 0); }, ignoreSwing: true), + new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountTwo", 0, 0); }, ignoreSwing: true), + new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountOne", 0, 0); }, ignoreSwing: true), }); } @@ -101,12 +101,12 @@ namespace HeavenStudio.Games.Scripts_LaunchParty { new MultiSound.Sound("launchParty/rocket_prepare", beat), new MultiSound.Sound("launchParty/bell_note", beat, pitches[0]), - new MultiSound.Sound("launchParty/bell_short", beat + 1f, pitches[1]), - new MultiSound.Sound("launchParty/bell_short", beat + 1.16f, pitches[2]), - new MultiSound.Sound("launchParty/bell_short", beat + 1.33f, pitches[3]), - new MultiSound.Sound("launchParty/bell_short", beat + 1.5f, pitches[4]), - new MultiSound.Sound("launchParty/bell_short", beat + 1.66f, pitches[5]), - new MultiSound.Sound("launchParty/bell_short", beat + 1.83f, pitches[6]), + new MultiSound.Sound("launchParty/bell_short", beat + 1f, pitches[1], ignoreSwing: true), + new MultiSound.Sound("launchParty/bell_short", beat + 1.16f, pitches[2], ignoreSwing: true), + new MultiSound.Sound("launchParty/bell_short", beat + 1.33f, pitches[3], ignoreSwing: true), + new MultiSound.Sound("launchParty/bell_short", beat + 1.5f, pitches[4], ignoreSwing: true), + new MultiSound.Sound("launchParty/bell_short", beat + 1.66f, pitches[5], ignoreSwing: true), + new MultiSound.Sound("launchParty/bell_short", beat + 1.83f, pitches[6], ignoreSwing: true), }, forcePlay: true); BeatAction.New(this, new List() @@ -117,11 +117,11 @@ namespace HeavenStudio.Games.Scripts_LaunchParty numberAnim.Play("CountSeven", 0, 0); }), new BeatAction.Action(beat + 1f, delegate { numberAnim.Play("CountSix", 0, 0); }), - new BeatAction.Action(beat + 1.16f, delegate { numberAnim.Play("CountFive", 0, 0); }), - new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountFour", 0, 0); }), - new BeatAction.Action(beat + 1.5f, delegate { numberAnim.Play("CountThree", 0, 0); }), - new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountTwo", 0, 0); }), - new BeatAction.Action(beat + 1.83f, delegate { numberAnim.Play("CountOne", 0, 0); }), + new BeatAction.Action(beat + 1.16f, delegate { numberAnim.Play("CountFive", 0, 0); }, ignoreSwing: true), + new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountFour", 0, 0); }, ignoreSwing: true), + new BeatAction.Action(beat + 1.5f, delegate { numberAnim.Play("CountThree", 0, 0); }, ignoreSwing: true), + new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountTwo", 0, 0); }, ignoreSwing: true), + new BeatAction.Action(beat + 1.83f, delegate { numberAnim.Play("CountOne", 0, 0); }, ignoreSwing: true), }); } @@ -133,18 +133,18 @@ namespace HeavenStudio.Games.Scripts_LaunchParty { new MultiSound.Sound("launchParty/rocket_pin_prepare", beat), new MultiSound.Sound("launchParty/pin", beat, pitches[0]), - new MultiSound.Sound("launchParty/flute", beat, pitches[1], 0.02f), - new MultiSound.Sound("launchParty/flute", beat + 0.16f, pitches[2], 0.02f), - new MultiSound.Sound("launchParty/flute", beat + 0.33f, pitches[3], 0.06f), - new MultiSound.Sound("launchParty/flute", beat + 0.5f, pitches[4], 0.1f), - new MultiSound.Sound("launchParty/flute", beat + 0.66f, pitches[5], 0.16f), - new MultiSound.Sound("launchParty/flute", beat + 0.83f, pitches[6], 0.22f), - new MultiSound.Sound("launchParty/flute", beat + 1f, pitches[7], 0.3f), - new MultiSound.Sound("launchParty/flute", beat + 1.16f, pitches[8], 0.4f), - new MultiSound.Sound("launchParty/flute", beat + 1.33f, pitches[9], 0.6f), - new MultiSound.Sound("launchParty/flute", beat + 1.5f, pitches[10], 0.75f), - new MultiSound.Sound("launchParty/flute", beat + 1.66f, pitches[11], 0.89f), - new MultiSound.Sound("launchParty/flute", beat + 1.83f, pitches[12]), + new MultiSound.Sound("launchParty/flute", beat, pitches[1], 0.02f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 0.16f, pitches[2], 0.02f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 0.33f, pitches[3], 0.06f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 0.5f, pitches[4], 0.1f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 0.66f, pitches[5], 0.16f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 0.83f, pitches[6], 0.22f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 1f, pitches[7], 0.3f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 1.16f, pitches[8], 0.4f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 1.33f, pitches[9], 0.6f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 1.5f, pitches[10], 0.75f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 1.66f, pitches[11], 0.89f, ignoreSwing: true), + new MultiSound.Sound("launchParty/flute", beat + 1.83f, pitches[12], ignoreSwing: true), }, forcePlay: true); BeatAction.New(this, new List() diff --git a/Assets/Scripts/Games/Lockstep/Lockstep.cs b/Assets/Scripts/Games/Lockstep/Lockstep.cs index 6fd96aa3c..bcfd2de47 100644 --- a/Assets/Scripts/Games/Lockstep/Lockstep.cs +++ b/Assets/Scripts/Games/Lockstep/Lockstep.cs @@ -42,7 +42,7 @@ namespace HeavenStudio.Games.Loaders new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."), new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.") }, - preFunctionLength = 1 + preFunctionLength = 2 }, new GameAction("offbeatSwitch", "Switch to Offbeat") { @@ -117,9 +117,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4 } }, - new List() {"ntr", "keep"}, + new List() { "ntr", "keep" }, "ntrbackbeat", "en", - new List() {}, + new List() { }, chronologicalSortKey: 27 ); @@ -129,7 +129,7 @@ namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games { - // using Scripts_Lockstep; + // using Scripts_Lockstep; public class Lockstep : Minigame { private static Color _defaultBGColorOn; @@ -190,7 +190,7 @@ namespace HeavenStudio.Games [SerializeField] Animator stepswitcherLeft; [SerializeField] Animator stepswitcherRight; [SerializeField] Animator bach; - + // master stepper dictates what sprite the slave steppers use [SerializeField] Animator masterStepperAnim; [SerializeField] SpriteRenderer masterStepperSprite; @@ -201,10 +201,10 @@ namespace HeavenStudio.Games // rendertextures update when the slave steppers change sprites [SerializeField] Vector2 rtSize; [SerializeField] Camera cameraNear1, cameraNear2, cameraDV; - [SerializeField] RawImage topT, topN, bottomL, bottomC, bottomR, bottomN; [SerializeField] SpriteRenderer background; - [SerializeField] Material stepperMaterial; + [SerializeField] Material playerMaterial, stepperMaterial; + [SerializeField] Material topNear, bottomNear, distantView; [Header("Properties")] static List queuedInputs = new(); @@ -267,12 +267,9 @@ namespace HeavenStudio.Games cameraNear2.targetTexture = renderTextures[1]; cameraDV.targetTexture = renderTextures[2]; - topT.texture = renderTextures[2]; - topN.texture = renderTextures[0]; - bottomL.texture = renderTextures[2]; - bottomC.texture = renderTextures[2]; - bottomR.texture = renderTextures[2]; - bottomN.texture = renderTextures[1]; + topNear.SetTexture("_MainTex", renderTextures[0]); + bottomNear.SetTexture("_MainTex", renderTextures[1]); + distantView.SetTexture("_MainTex", renderTextures[2]); } void OnDestroy() @@ -282,6 +279,10 @@ namespace HeavenStudio.Games rt.Release(); } queuedInputs.Clear(); + foreach (var evt in scheduledInputs) + { + evt.Disable(); + } } private static bool ForceStepOnBeat(double beat) @@ -304,18 +305,20 @@ namespace HeavenStudio.Games { return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null; } + public override void OnGameSwitch(double beat) { QueueSwitchBGs(beat); - + foreach (var evt in scheduledInputs) + { + evt.Disable(); + } } public override void OnPlay(double beat) { - queuedInputs.Clear(); QueueSwitchBGs(beat); - } private void QueueSwitchBGs(double beat) @@ -342,11 +345,16 @@ namespace HeavenStudio.Games } } - void Start() { + void Start() + { stepperMaterial.SetColor("_ColorAlpha", stepperOut); stepperMaterial.SetColor("_ColorBravo", stepperDark); stepperMaterial.SetColor("_ColorDelta", stepperLight); + playerMaterial.SetColor("_ColorAlpha", stepperOut); + playerMaterial.SetColor("_ColorBravo", stepperDark); + playerMaterial.SetColor("_ColorDelta", stepperLight); + EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble); @@ -399,8 +407,7 @@ namespace HeavenStudio.Games private void Update() { - var cond = Conductor.instance; - if (cond.isPlaying && !cond.isPaused) + if (conductor.isPlaying && !conductor.isPaused) { if (queuedInputs.Count > 0) { @@ -420,7 +427,7 @@ namespace HeavenStudio.Games if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) { currentMissStage = HowMissed.NotMissed; - double beatAnimCheck = cond.songPositionInBeatsAsDouble - 0.25; + double beatAnimCheck = conductor.songPositionInBeatsAsDouble - 0.25; if (beatAnimCheck % 1.0 >= 0.5) { stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f); @@ -479,7 +486,7 @@ namespace HeavenStudio.Games { SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.018); } - + public static void HoSound(double beat) { SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.015); @@ -535,11 +542,11 @@ namespace HeavenStudio.Games { if(visual) ChangeBeatBackGroundColour(false); }), - new BeatAction.Action(beat + 1.5f, delegate + 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 + 1.5f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 2f)) MarchRecursive(beat + 2f); }), new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(false); }), }; List actions = new(); @@ -602,7 +609,7 @@ namespace HeavenStudio.Games { 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 + 3f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 3.5)) MarchRecursive(beat + 3.5f); }), new BeatAction.Action(beat + 3.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }), }; List actions = new(); @@ -684,6 +691,7 @@ namespace HeavenStudio.Games BeatAction.New(this, steps); } + private bool marchRecursing; private void StartMarching(double beat, bool sound, int amount, bool visual) { if (marchRecursing) return; @@ -707,19 +715,19 @@ namespace HeavenStudio.Games 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); + ScheduleInput(beat - 0.5, 0.5, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing); BeatAction.New(instance, new List() { - new BeatAction.Action(beat, delegate - { - EvaluateMarch(offBeat); + new BeatAction.Action(beat, delegate + { + if (gameManager.currentGame != "lockstep") return; + EvaluateMarch(offBeat); MarchRecursive(beat + 1); if (bachOnBeat) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f); }), @@ -771,16 +779,24 @@ namespace HeavenStudio.Games private void MissOn(PlayerActionEvent caller) { + if (gameManager.currentGame != "lockstep") return; if (currentMissStage == HowMissed.MissedOn) return; - stepswitcherPlayer?.Play("OnbeatMiss", 0, 0); + if (stepswitcherPlayer is not null && stepswitcherPlayer.isActiveAndEnabled) + { + stepswitcherPlayer?.Play("OnbeatMiss", 0, 0); + } SoundByte.PlayOneShotGame("lockstep/wayOff"); currentMissStage = HowMissed.MissedOn; } private void MissOff(PlayerActionEvent caller) { + if (gameManager.currentGame != "lockstep") return; if (currentMissStage == HowMissed.MissedOff) return; - stepswitcherPlayer?.Play("OffbeatMiss", 0, 0); + if (stepswitcherPlayer is not null && stepswitcherPlayer.isActiveAndEnabled) + { + stepswitcherPlayer?.Play("OffbeatMiss", 0, 0); + } SoundByte.PlayOneShotGame("lockstep/wayOff"); currentMissStage = HowMissed.MissedOff; } @@ -816,8 +832,12 @@ namespace HeavenStudio.Games stepperMaterial.SetColor("_ColorAlpha", outlineColor); stepperMaterial.SetColor("_ColorBravo", darkColor); stepperMaterial.SetColor("_ColorDelta", lightColor); + + playerMaterial.SetColor("_ColorAlpha", outlineColor); + playerMaterial.SetColor("_ColorBravo", darkColor); + playerMaterial.SetColor("_ColorDelta", lightColor); } - public void Nothing(PlayerActionEvent caller) {} + public void Nothing(PlayerActionEvent caller) { } } } diff --git a/Assets/Scripts/Games/Minigame.cs b/Assets/Scripts/Games/Minigame.cs index d3bde51b2..f9cfc9e6f 100644 --- a/Assets/Scripts/Games/Minigame.cs +++ b/Assets/Scripts/Games/Minigame.cs @@ -14,7 +14,10 @@ namespace HeavenStudio.Games { public class Minigame : MonoBehaviour { + // root timing window values public static double ngEarlyTimeBase = 0.1, justEarlyTimeBase = 0.05, aceEarlyTimeBase = 0.01, aceLateTimeBase = 0.01, justLateTimeBase = 0.05, ngLateTimeBase = 0.1; + // recommended added margin for release inputs + public static double releaseMargin = 0.01; public static double rankHiThreshold = 0.8, rankOkThreshold = 0.6; public static double ngEarlyTime => ngEarlyTimeBase * Conductor.instance?.SongPitch ?? 1; @@ -110,7 +113,7 @@ namespace HeavenStudio.Games IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease); #endregion - public List scheduledInputs = new List(); + [NonSerialized] public List scheduledInputs = new List(); /// /// Schedule an Input for a later time in the minigame. Executes the methods put in parameters @@ -121,6 +124,7 @@ namespace HeavenStudio.Games /// Method to run if the Input has been Hit /// Method to run if the Input has been Missed /// Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much) + /// Pretty much what it says on the tin, ignores swing when active. This'll probably end up being used for a whole one game lmao /// public PlayerActionEvent ScheduleInput( double startBeat, @@ -129,7 +133,8 @@ namespace HeavenStudio.Games PlayerActionEvent.ActionEventCallbackState OnHit, PlayerActionEvent.ActionEventCallback OnMiss, PlayerActionEvent.ActionEventCallback OnBlank, - PlayerActionEvent.ActionEventHittableQuery HittableQuery = null + PlayerActionEvent.ActionEventHittableQuery HittableQuery = null, + bool ignoreSwing = false ) { // List gameSwitches = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= startBeat + timer && c.datamodel.Split("/")[0] == "switchGame"); @@ -142,7 +147,8 @@ namespace HeavenStudio.Games PlayerActionEvent evt = evtObj.AddComponent(); - evt.startBeat = startBeat; + if (ignoreSwing) evt.startBeat = Conductor.instance.GetSwungBeat(startBeat); + else evt.startBeat = startBeat; evt.timer = timer; evt.InputAction = inputAction; evt.OnHit = OnHit; @@ -166,6 +172,22 @@ namespace HeavenStudio.Games return evt; } + public PlayerActionEvent ScheduleInput( + double startBeat, + double timer, + double margin, + PlayerInput.InputAction inputAction, + PlayerActionEvent.ActionEventCallbackState OnHit, + PlayerActionEvent.ActionEventCallback OnMiss, + PlayerActionEvent.ActionEventCallback OnBlank, + PlayerActionEvent.ActionEventHittableQuery HittableQuery = null + ) + { + PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery); + evt.margin = margin; + return evt; + } + public PlayerActionEvent ScheduleAutoplayInput(double startBeat, double timer, PlayerInput.InputAction inputAction, @@ -236,7 +258,7 @@ namespace HeavenStudio.Games { PlayerActionEvent input = GetClosestScheduledInput(wantActionCategory); if (input == null) return false; - return input.IsExpectingInputNow(); + return input.IsExpectingInputNow(conductor); } public bool IsExpectingInputNow(PlayerInput.InputAction wantAction) @@ -245,46 +267,46 @@ namespace HeavenStudio.Games } // now should fix the fast bpm problem - public static double NgEarlyTime(float pitch = -1) + public static double NgEarlyTime(float pitch = -1, double margin = 0) { if (pitch < 0) - return 1 - ngEarlyTime; - return 1 - (ngEarlyTimeBase * pitch); + return 1 - (ngEarlyTime + margin); + return 1 - ((ngEarlyTime + margin) * pitch); } - public static double JustEarlyTime(float pitch = -1) + public static double NgLateTime(float pitch = -1, double margin = 0) { if (pitch < 0) - return 1 - justEarlyTime; - return 1 - (justEarlyTimeBase * pitch); + return 1 + (ngLateTime + margin); + return 1 + ((ngLateTime + margin) * pitch); } - public static double JustLateTime(float pitch = -1) + public static double JustEarlyTime(float pitch = -1, double margin = 0) { if (pitch < 0) - return 1 + justLateTime; - return 1 + (justLateTimeBase * pitch); + return 1 - (justEarlyTime + margin); + return 1 - ((justEarlyTime + margin) * pitch); } - public static double NgLateTime(float pitch = -1) + public static double JustLateTime(float pitch = -1, double margin = 0) { if (pitch < 0) - return 1 + ngLateTime; - return 1 + (ngLateTimeBase * pitch); + return 1 + (justLateTime + margin); + return 1 + ((justLateTime + margin) * pitch); } - public static double AceEarlyTime(float pitch = -1) + public static double AceEarlyTime(float pitch = -1, double margin = 0) { if (pitch < 0) - return 1 - aceEarlyTime; - return 1 - (aceEarlyTimeBase * pitch); + return 1 - (aceEarlyTime + margin); + return 1 - ((aceEarlyTime + margin) * pitch); } - public static double AceLateTime(float pitch = -1) + public static double AceLateTime(float pitch = -1, double margin = 0) { if (pitch < 0) - return 1 + aceLateTime; - return 1 + (aceLateTimeBase * pitch); + return 1 + (aceLateTime + margin); + return 1 + ((aceLateTime + margin) * pitch); } public virtual void OnGameSwitch(double beat) @@ -340,7 +362,7 @@ namespace HeavenStudio.Games public void ScoreMiss(float weight = 1f) { double beat = Conductor.instance?.songPositionInBeatsAsDouble ?? -1; - GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight, false); + GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight: weight, doDisplay: false); } public void ToggleSplitColoursDisplay(bool on) @@ -442,14 +464,17 @@ namespace HeavenStudio.Games public Color GetColor() => MakeNewColor(startBeat, length, startColor, endColor, easeFunc); public static Color MakeNewColor(double beat, float length, Color start, Color end, Util.EasingFunction.Function func) { - if (length != 0) { + if (length != 0) + { float normalizedBeat = length == 0 ? 1 : Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(beat, length)); float newR = func(start.r, end.r, normalizedBeat); float newG = func(start.g, end.g, normalizedBeat); float newB = func(start.b, end.b, normalizedBeat); return new Color(newR, newG, newB); - } else { + } + else + { return end; } } @@ -471,19 +496,21 @@ namespace HeavenStudio.Games /// The ease to use to transition between and .
/// Should be derived from Util.EasingFunction.Ease, /// - public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease) { + public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease) + { this.startBeat = startBeat; this.length = length; (this.startColor, this.endColor) = (startColor, endColor); this.ease = (Util.EasingFunction.Ease)ease; this.easeFunc = Util.EasingFunction.GetEasingFunction(this.ease); } - + /// /// The constructor to use when initializing the ColorEase variable. /// /// The default color to initialize with. - public ColorEase(Color? defaultColor = null) { + public ColorEase(Color? defaultColor = null) + { startColor = endColor = defaultColor ?? Color.white; easeFunc = Util.EasingFunction.Instant; } diff --git a/Assets/Scripts/Games/PlayerActionEvent.cs b/Assets/Scripts/Games/PlayerActionEvent.cs index 5dd7bfc0e..620cf8c7f 100644 --- a/Assets/Scripts/Games/PlayerActionEvent.cs +++ b/Assets/Scripts/Games/PlayerActionEvent.cs @@ -27,6 +27,7 @@ namespace HeavenStudio.Games public double startBeat; public double timer; public float weight = 1f; + public double margin = 0; public bool isEligible = true; public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss @@ -108,7 +109,7 @@ namespace HeavenStudio.Games } //BUGFIX: ActionEvents destroyed too early - if (normalizedTime > Minigame.NgLateTime(cond.SongPitch)) Miss(); + if (normalizedTime > Minigame.NgLateTime(cond.SongPitch, margin)) Miss(); if (lockedByEvent) { @@ -122,10 +123,10 @@ namespace HeavenStudio.Games if (!autoplayOnly && (IsHittable == null || IsHittable != null && IsHittable()) && IsCorrectInput(out double dt)) { normalizedTime -= dt; - if (IsExpectingInputNow()) + if (IsExpectingInputNow(cond)) { - double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2; - Hit(stateProg, normalizedTime); + double stateProg = ((normalizedTime - Minigame.JustEarlyTime(cond.SongPitch, margin)) / (Minigame.JustLateTime(cond.SongPitch, margin) - Minigame.JustEarlyTime(cond.SongPitch, margin)) - 0.5f) * 2; + Hit(stateProg, normalizedTime, cond.SongPitch); } else { @@ -198,7 +199,7 @@ namespace HeavenStudio.Games } } - public bool IsExpectingInputNow() + public bool IsExpectingInputNow(Conductor cond) { if (IsHittable != null) { @@ -208,7 +209,7 @@ namespace HeavenStudio.Games if (!isEligible) return false; double normalizedBeat = GetNormalizedTime(); - return normalizedBeat > Minigame.NgEarlyTime() && normalizedBeat < Minigame.NgLateTime(); + return normalizedBeat > Minigame.NgEarlyTime(cond.SongPitch, margin) && normalizedBeat < Minigame.NgLateTime(cond.SongPitch, margin); } double GetNormalizedTime() @@ -242,7 +243,7 @@ namespace HeavenStudio.Games } //The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late - public void Hit(double state, double time) + public void Hit(double state, double time, float pitch = 1) { GameManager gm = GameManager.instance; if (OnHit != null && enabled) @@ -261,7 +262,7 @@ namespace HeavenStudio.Games if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly) && isEligible) { - gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true); + gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, pitch, margin, weight, true); if (state >= 1f || state <= -1f) { GoForAPerfect.instance.Miss(); @@ -284,27 +285,27 @@ namespace HeavenStudio.Games double TimeToAccuracy(double time, float pitch = -1) { if (pitch < 0) pitch = pitchWhenHit; - if (time >= Minigame.AceEarlyTime(pitch) && time <= Minigame.AceLateTime(pitch)) + if (time >= Minigame.AceEarlyTime(pitch, margin) && time <= Minigame.AceLateTime(pitch, margin)) { // Ace return 1.0; } double state = 0; - if (time >= Minigame.JustEarlyTime(pitch) && time <= Minigame.JustLateTime(pitch)) + if (time >= Minigame.JustEarlyTime(pitch, margin) && time <= Minigame.JustLateTime(pitch, margin)) { // Good Hit if (time > 1.0) { // late half of timing window - state = 1.0 - ((time - Minigame.AceLateTime(pitch)) / (Minigame.JustLateTime(pitch) - Minigame.AceLateTime(pitch))); + state = 1.0 - ((time - Minigame.AceLateTime(pitch, margin)) / (Minigame.JustLateTime(pitch, margin) - Minigame.AceLateTime(pitch, margin))); state *= 1.0 - Minigame.rankHiThreshold; state += Minigame.rankHiThreshold; } else { //early half of timing window - state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch))); + state = (time - Minigame.JustEarlyTime(pitch, margin)) / (Minigame.AceEarlyTime(pitch, margin) - Minigame.JustEarlyTime(pitch, margin)); state *= 1.0 - Minigame.rankHiThreshold; state += Minigame.rankHiThreshold; } @@ -314,13 +315,13 @@ namespace HeavenStudio.Games if (time > 1.0) { // late half of timing window - state = 1.0 - ((time - Minigame.JustLateTime(pitch)) / (Minigame.NgLateTime(pitch) - Minigame.JustLateTime(pitch))); + state = 1.0 - ((time - Minigame.JustLateTime(pitch, margin)) / (Minigame.NgLateTime(pitch, margin) - Minigame.JustLateTime(pitch, margin))); state *= Minigame.rankOkThreshold; } else { //early half of timing window - state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch))); + state = (time - Minigame.JustEarlyTime(pitch, margin)) / (Minigame.AceEarlyTime(pitch, margin) - Minigame.JustEarlyTime(pitch, margin)); state *= Minigame.rankOkThreshold; } } @@ -338,7 +339,7 @@ namespace HeavenStudio.Games if (countsForAccuracy && !missable && gm.canInput && !(noAutoplay || autoplayOnly)) { - gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false); + gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight: weight, doDisplay: false); GoForAPerfect.instance.Miss(); SectionMedalsManager.instance.MakeIneligible(); } diff --git a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs index 16eee9878..399a16b4a 100644 --- a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs +++ b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs @@ -275,7 +275,7 @@ namespace HeavenStudio.Games private void OnDestroy() { - if (!Conductor.instance.isPlaying) + if (!conductor.isPlaying) { crHandlerInstance = null; } @@ -283,6 +283,8 @@ namespace HeavenStudio.Games { evt.Disable(); } + // note: this doesn't properly clear queued intervals if we don't switch to the game before stopping playback + queuedIntervals.Clear(); } private void SpawnHairInactive(double beat) diff --git a/Assets/Scripts/Games/Rockers/Rockers.cs b/Assets/Scripts/Games/Rockers/Rockers.cs index 96b2265e2..ab32c6fd6 100644 --- a/Assets/Scripts/Games/Rockers/Rockers.cs +++ b/Assets/Scripts/Games/Rockers/Rockers.cs @@ -777,15 +777,15 @@ namespace HeavenStudio.Games }); RockersInput riffComp = Instantiate(rockerInputRef, transform); riffComp.Init(false, new int[6], beat, 3, GetSample(SoshiSamples[0]), SoshiPitches[0]); - ScheduleInput(beat, 3.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); + ScheduleAutoplayInput(beat, 3.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); RockersInput riffComp2 = Instantiate(rockerInputRef, transform); riffComp2.Init(false, new int[6], beat, 4.5f, GetSample(SoshiSamples[1]), SoshiPitches[1]); - ScheduleInput(beat, 5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); + ScheduleAutoplayInput(beat, 5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); RockersInput riffComp3 = Instantiate(rockerInputRef, transform); riffComp3.Init(false, new int[6], beat, 6, GetSample(SoshiSamples[2]), SoshiPitches[2]); - ScheduleInput(beat, 6.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); + ScheduleAutoplayInput(beat, 6.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); } public void DefaultCmon(double beat, int[] JJSamples, int[] JJPitches, int[] SoshiSamples, int[] SoshiPitches, bool moveCamera) @@ -848,7 +848,7 @@ namespace HeavenStudio.Games RockersInput riffComp3 = Instantiate(rockerInputRef, transform); riffComp3.Init(false, new int[6], beat, 6, GetSample(SoshiSamples[2]), SoshiPitches[2]); - ScheduleInput(beat, 6.5f, InputAction_BasicPress, JustMute, MuteMiss, Empty); + ScheduleAutoplayInput(beat, 6.5f, InputAction_BasicPress, JustMute, MuteMiss, Empty); RockersInput riffComp4 = Instantiate(rockerInputRef, transform); riffComp4.Init(false, new int[6], beat, 7, GetSample(SoshiSamples[3]), SoshiPitches[3], true); @@ -903,8 +903,7 @@ namespace HeavenStudio.Games RockersInput riffComp = Instantiate(rockerInputRef, transform); riffComp.Init(e["gcS"], new int[6] { e["1S"], e["2S"], e["3S"], e["4S"], e["5S"], e["6S"] }, beat, e.beat - beat, GetSample(e["sampleS"]), e["pitchSampleS"]); - if (e.length <= 0.5f) ScheduleInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); - else ScheduleAutoplayInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); + ScheduleAutoplayInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); } else { @@ -924,8 +923,7 @@ namespace HeavenStudio.Games RockersInput riffComp = Instantiate(rockerInputRef, transform); riffComp.Init(e["gcS"], new int[6] { e["1S"], e["2S"], e["3S"], e["4S"], e["5S"], e["6S"] }, beat, e.beat - beat, GetSample(e["sampleS"]), e["pitchSampleS"], true); - if (e.length <= 0.5f) ScheduleInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); - else ScheduleAutoplayInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); + ScheduleAutoplayInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); break; } } @@ -1139,8 +1137,7 @@ namespace HeavenStudio.Games RockersInput riffComp = Instantiate(rockerInputRef, transform); riffComp.Init(crEvent["gcS"], new int[6] { crEvent["1S"], crEvent["2S"], crEvent["3S"], crEvent["4S"], crEvent["5S"], crEvent["6S"] }, beat, relativeBeat, GetSample(crEvent["sampleS"]), crEvent["pitchSampleS"]); - if (crEvent.length > 0.5f) ScheduleAutoplayInput(beat, relativeBeat + crEvent.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); - else ScheduleInput(beat, relativeBeat + crEvent.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); + ScheduleAutoplayInput(beat, relativeBeat + crEvent.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); } else { diff --git a/Assets/Scripts/Games/Rockers/RockersInput.cs b/Assets/Scripts/Games/Rockers/RockersInput.cs index 42548aaf3..83d6687bf 100644 --- a/Assets/Scripts/Games/Rockers/RockersInput.cs +++ b/Assets/Scripts/Games/Rockers/RockersInput.cs @@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Scripts_Rockers this.sample = sample; this.sampleTones = sampleTones; this.jump = jump; - game.ScheduleInput(beat, length, Rockers.InputAction_FlickRelease, Just, Miss, Empty); + game.ScheduleInput(beat, length, Rockers.releaseMargin, Rockers.InputAction_FlickRelease, Just, Miss, Empty); } private void Just(PlayerActionEvent caller, float state) diff --git a/Assets/Scripts/Games/Spaceball/Spaceball.cs b/Assets/Scripts/Games/Spaceball/Spaceball.cs index 67cdf0968..246dee80c 100644 --- a/Assets/Scripts/Games/Spaceball/Spaceball.cs +++ b/Assets/Scripts/Games/Spaceball/Spaceball.cs @@ -97,6 +97,8 @@ namespace HeavenStudio.Games Baseball = 0, Onigiri = 1, Alien = 2, + Apple = 4, + Star = 5, Tacobell = 3, } @@ -277,6 +279,12 @@ namespace HeavenStudio.Games ball.transform.localScale = new Vector3(2f, 2f, 1); ball.GetComponent().isTacobell = true; break; + case (int)BallType.Apple: + ball.transform.localScale = new Vector3(5f, 5f, 1); + break; + case (int)BallType.Star: + ball.transform.localScale = new Vector3(6f, 6f, 1); + break; } Dispenser.GetComponent().Play("DispenserShoot", 0, 0); diff --git a/Assets/Scripts/GlobalGameManager.cs b/Assets/Scripts/GlobalGameManager.cs index e9552400b..b39c18c20 100644 --- a/Assets/Scripts/GlobalGameManager.cs +++ b/Assets/Scripts/GlobalGameManager.cs @@ -135,6 +135,8 @@ namespace HeavenStudio #else buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss"); #endif + Debug.Log($"Started Heaven Studio {buildTime} on {Application.platform}"); + Debug.Log($"We hope you enjoy as much as we did making it!"); } public void Awake() diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs b/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs index 1f7cd05be..25966936f 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs @@ -133,7 +133,7 @@ namespace HeavenStudio.Editor EventPropertyPrefab input = currentProperties[p.propertyName]; foreach (var c in p.collapseParams) { - List collapseables = c.collapseables.Select(x => currentProperties[x].gameObject).ToList(); + List collapseables = c.collapseables.Select(x => currentProperties[x]).ToList(); input.propertyCollapses.Add(new EventPropertyPrefab.PropertyCollapse(collapseables, c.CollapseOn, entity)); } input.SetCollapses(p.parameter); diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs index f8407f45c..aa291a191 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs @@ -32,25 +32,65 @@ namespace HeavenStudio.Editor public void UpdateCollapse(object type) { + List recursedCollapse = new() { this }; foreach (var p in propertyCollapses) { - if (p.collapseables.Count > 0) { // there could be a better way to do it, but for now this works - foreach (var c in p.collapseables) { - if (c != null) c.SetActive(p.collapseOn(type, p.entity) && gameObject.activeSelf); + if (p.collapseables.Count > 0) + { + foreach (var c in p.collapseables) + { + if (c != null) + { + c.gameObject.SetActive(p.collapseOn(type, p.entity) && gameObject.activeSelf); + c.RecursiveUpdateCollapse(recursedCollapse); + } } - } else { + } + else + { _ = p.collapseOn(type, p.entity); } } } + public void RecursiveUpdateCollapse(List updated) + { + if (updated == null) + { + updated = new(); + } + if (updated.Contains(this)) + { + return; + } + updated.Add(this); + foreach (var p in propertyCollapses) + { + if (p.collapseables.Count > 0) + { + foreach (var c in p.collapseables) + { + if (c != null) + { + c.gameObject.SetActive(p.collapseOn(entity[propertyName], p.entity) && gameObject.activeSelf); + c.RecursiveUpdateCollapse(updated); + } + } + } + else + { + _ = p.collapseOn(entity[propertyName], p.entity); + } + } + } + public class PropertyCollapse { - public List collapseables; + public List collapseables; public Func collapseOn; public RiqEntity entity; - public PropertyCollapse(List collapseables, Func collapseOn, RiqEntity entity) + public PropertyCollapse(List collapseables, Func collapseOn, RiqEntity entity) { this.collapseables = collapseables; this.collapseOn = collapseOn; diff --git a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs index 45b04a4ed..80f051818 100644 --- a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs +++ b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs @@ -806,6 +806,7 @@ namespace HeavenStudio.Editor.Track if (entity == null) { RiqEntity en = GameManager.instance.Beatmap.AddNewEntity(eventName, 0, action.defaultLength); + en.version = action.defaultVersion; tempEntity = en; diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 19eeb5c31..589a04c5c 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -252,11 +252,11 @@ namespace HeavenStudio Debug.LogWarning($"Property {param.propertyName} does not exist in the entity's dynamic data! Adding..."); if (param.parameter is EntityTypes.Integer intParam) e.dynamicData.Add(param.propertyName, intParam.val); - if (param.parameter is EntityTypes.Float floatParam) + else if (param.parameter is EntityTypes.Float floatParam) e.dynamicData.Add(param.propertyName, floatParam.val); - if (param.parameter is EntityTypes.Dropdown ddParam) + else if (param.parameter is EntityTypes.Dropdown ddParam) e.dynamicData.Add(param.propertyName, new EntityTypes.DropdownObj(ddParam)); - if (param.parameter is EntityTypes.Note noteParam) + else if (param.parameter is EntityTypes.Note noteParam) e.dynamicData.Add(param.propertyName, noteParam.val); else if (type.IsEnum) e.dynamicData.Add(param.propertyName, (int)param.parameter); @@ -276,8 +276,8 @@ namespace HeavenStudio else if (type == typeof(EntityTypes.Button)) e.dynamicData[param.propertyName] = (string)e[param.propertyName]; else if (type == typeof(EntityTypes.Dropdown)) { - JValue value = e[param.propertyName]["value"]; - JArray values = e[param.propertyName]["Values"]; + JValue value = e[param.propertyName].value; + JArray values = e[param.propertyName].Values; e.dynamicData[param.propertyName] = new EntityTypes.DropdownObj((int)value, values.Select(x => (string)x).ToList()); } else if (type == typeof(EntityTypes.NoteSampleDropdown)) @@ -305,10 +305,12 @@ namespace HeavenStudio // use default value if (type == typeof(EntityTypes.Integer)) e.dynamicData[param.propertyName] = ((EntityTypes.Integer)param.parameter).val; - else if (type == typeof(EntityTypes.Note)) - e.dynamicData[param.propertyName] = ((EntityTypes.Note)param.parameter).val; else if (type == typeof(EntityTypes.Float)) e.dynamicData[param.propertyName] = ((EntityTypes.Float)param.parameter).val; + // else if (type == typeof(EntityTypes.Dropdown)) + // e.dynamicData[param.propertyName] = new EntityTypes.DropdownObj(); + else if (type == typeof(EntityTypes.Note)) + e.dynamicData[param.propertyName] = ((EntityTypes.Note)param.parameter).val; else if (type.IsEnum && param.propertyName != "ease") e.dynamicData[param.propertyName] = (int)param.parameter; else @@ -397,7 +399,7 @@ namespace HeavenStudio public bool UsesAssetBundle => (wantAssetBundle is not null or "") && (!badBundle); public bool HasLocales => supportedLocales.Count > 0; - public bool AssetsLoaded => (!badBundle) && ((HasLocales && audioLoaded && currentLoadedLocale == defaultLocale) || (!HasLocales)) && resourcesLoaded && loadComplete; + public bool AssetsLoaded => (!badBundle) && ((HasLocales && audioLoaded && currentLoadedLocale == defaultLocale) || (!HasLocales)) && (LoadedPrefab != null) && resourcesLoaded && loadComplete; public bool AlreadyLoading => alreadyLoading; public bool SequencesPreloaded => soundSequences != null; @@ -662,6 +664,7 @@ namespace HeavenStudio public string tabName; public EventCallback function = delegate { }; public float defaultLength = 1; + public int defaultVersion = 0; public bool resizable = false; public List parameters = null; public bool hidden = false; @@ -685,7 +688,7 @@ namespace HeavenStudio /// What the block does when the GameManager seeks to this cue for pre-scheduling. /// Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline. /// Priority of this event. Higher priority events will be run first. - public GameAction(string actionName, string displayName, string tabName, float defaultLength = 1, bool resizable = false, List parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback preFunction = null, bool hidden = false, int priority = 0, float preFunctionLength = 2.0f) + public GameAction(string actionName, string displayName, string tabName, float defaultLength = 1, bool resizable = false, List parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback preFunction = null, bool hidden = false, int priority = 0, float preFunctionLength = 2.0f, int defaultVersion = 0) { this.actionName = actionName; this.displayName = string.IsNullOrEmpty(displayName) ? actionName : displayName; @@ -701,6 +704,7 @@ namespace HeavenStudio this.preFunction = preFunction ?? delegate { }; this.priority = priority; this.preFunctionLength = preFunctionLength; + this.defaultVersion = defaultVersion; } /// @@ -1213,26 +1217,6 @@ namespace HeavenStudio } }, - new GameAction("pixelQuad", "Pixelize", "VFX") - { - resizable = true, - parameters = new() - { - new("pixelSizeStart", new EntityTypes.Float(0.00f, 1f, 0.00f), "Start Pixel Size", "Set the pixel size at the start of the event."), - new("pixelSizeEnd", new EntityTypes.Float(0.00f, 1f, 0.5f), "End Pixel Size", "Set the pixel size at the end of the event."), - new("ratioStart", new EntityTypes.Float(0.2f, 5f, 1f), "Start Pixel Ratio", "Set the pixel ratio at the start of the event."), - new("ratioEnd", new EntityTypes.Float(0.2f, 5f, 1f), "End Pixel Ratio", "Set the pixel ratio at the end of the event."), - new("xScaleStart", new EntityTypes.Float(0.2f, 5f, 1f), "Start X Scale", "Set the X scale of the pixels at the start of the event."), - new("xScaleEnd", new EntityTypes.Float(0.2f, 5f, 1f), "End X Scale", "Set the X scale of the pixels at the end of the event."), - new("yScaleStart", new EntityTypes.Float(0.2f, 5f, 1f), "Start Y Scale", "Set the Y scale of the pixels at the start of the event."), - new("yScaleEnd", new EntityTypes.Float(0.2f, 5f, 1f), "End Y Scale", "Set the Y scale of the pixels at the end of the event."), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new() - { - new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "pixelSizeStart", "ratioStart", "xScaleStart", "yScaleStart" }) - }), - } - }, - new GameAction("retroTv", "Retro TV", "VFX") { resizable = true, diff --git a/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs b/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs index 473415231..5c3c3b0df 100644 --- a/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs +++ b/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs @@ -70,7 +70,7 @@ namespace HeavenStudio.Common MetreAnim.Play("NoPose", -1, 0f); } - public void MakeAccuracyVfx(double time, bool late = false) + public void MakeAccuracyVfx(double time, float pitch, double margin, bool late = false) { if (!OverlaysManager.OverlaysEnabled) return; GameObject it; @@ -87,12 +87,12 @@ namespace HeavenStudio.Common // SetArrowPos(time); // no Clamp() because double - time = System.Math.Max(Minigame.NgEarlyTime(), System.Math.Min(Minigame.NgLateTime(), time)); + time = System.Math.Max(Minigame.NgEarlyTime(pitch, margin), System.Math.Min(Minigame.NgLateTime(pitch, margin), time)); - if (time >= Minigame.AceEarlyTime() && time <= Minigame.AceLateTime()) + if (time >= Minigame.AceEarlyTime(pitch, margin) && time <= Minigame.AceLateTime(pitch, margin)) { type = Rating.Just; - frac = (float)((time - Minigame.AceEarlyTime()) / (Minigame.AceLateTime() - Minigame.AceEarlyTime())); + frac = (float)((time - Minigame.AceEarlyTime(pitch, margin)) / (Minigame.AceLateTime(pitch, margin) - Minigame.AceEarlyTime(pitch, margin))); y = barJustTransform.localScale.y * frac - (barJustTransform.localScale.y * 0.5f); } else @@ -100,32 +100,32 @@ namespace HeavenStudio.Common if (time > 1.0) { // goes "down" - if (time <= Minigame.JustLateTime()) + if (time <= Minigame.JustLateTime(pitch, margin)) { type = Rating.OK; - frac = (float)((time - Minigame.AceLateTime()) / (Minigame.JustLateTime() - Minigame.AceLateTime())); + frac = (float)((time - Minigame.AceLateTime(pitch, margin)) / (Minigame.JustLateTime(pitch, margin) - Minigame.AceLateTime(pitch, margin))); y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * frac) + barJustTransform.localScale.y; } else { type = Rating.NG; - frac = (float)((time - Minigame.JustLateTime()) / (Minigame.NgLateTime() - Minigame.JustLateTime())); + frac = (float)((time - Minigame.JustLateTime(pitch, margin)) / (Minigame.NgLateTime(pitch, margin) - Minigame.JustLateTime(pitch, margin))); y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * frac) + barOKTransform.localScale.y; } } else { // goes "up" - if (time >= Minigame.JustEarlyTime()) + if (time >= Minigame.JustEarlyTime(pitch, margin)) { type = Rating.OK; - frac = (float)((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime())); + frac = (float)((time - Minigame.JustEarlyTime(pitch, margin)) / (Minigame.AceEarlyTime(pitch, margin) - Minigame.JustEarlyTime(pitch, margin))); y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * -frac) - barJustTransform.localScale.y; } else { type = Rating.NG; - frac = (float)((time - Minigame.NgEarlyTime()) / (Minigame.JustEarlyTime() - Minigame.NgEarlyTime())); + frac = (float)((time - Minigame.NgEarlyTime(pitch, margin)) / (Minigame.JustEarlyTime(pitch, margin) - Minigame.NgEarlyTime(pitch, margin))); y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * -frac) - barOKTransform.localScale.y; } } diff --git a/Assets/Scripts/Util/AnimationHelpers.cs b/Assets/Scripts/Util/AnimationHelpers.cs index 03565169b..743a30931 100644 --- a/Assets/Scripts/Util/AnimationHelpers.cs +++ b/Assets/Scripts/Util/AnimationHelpers.cs @@ -11,6 +11,14 @@ namespace HeavenStudio.Util var stateInfo = anim.GetCurrentAnimatorStateInfo(0); return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(0); } + + public static bool IsAnimationNotPlaying(this Animator anim, int layer) + { + if (anim == null) return true; + var stateInfo = anim.GetCurrentAnimatorStateInfo(layer); + return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(layer); + } + /// /// Returns true if animName is currently playing on animator /// @@ -24,6 +32,19 @@ namespace HeavenStudio.Util return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying; } + /// + /// Returns true if animName is currently playing on animator on a specific layer + /// + /// Animator to check + /// name(s) of animation to look out for + public static bool IsPlayingAnimationNames(this Animator anim, int layer, params string[] animNames) + { + if (anim == null) return false; + var stateInfo = anim.GetCurrentAnimatorStateInfo(layer); + var isPlaying = Array.Exists(animNames, animName => stateInfo.IsName(animName)); + return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying; + } + /// /// Sets animator's progress on an animation based on current song beat between startTime and length /// function must be called in actor's Update loop to update properly @@ -43,6 +64,27 @@ namespace HeavenStudio.Util anim.speed = 1f; //not 0 so these can still play their script events } + /// + /// Sets animator's progress on a state based on current song beat between startTime and length + /// function must be called in actor's Update loop to update properly + /// also sets the speed of the state 1x speed + /// Animator must have a float parameter named "{state}_Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree + /// + /// Animator to update + /// name of animation to play + /// reference start time of animation (progress 0.0) + /// duration of animation (progress 1.0) + /// multiplier for animation progress (smaller values make animation slower) + /// animator layer to play animation on + public static void DoScaledState(this Animator anim, string state, double startTime, double length = 1, float timeScale = 1f, int animLayer = -1, bool clamp = false, bool ignoreSwing = true) + { + if (anim == null) return; + float pos = Conductor.instance.GetPositionFromBeat(startTime, length, ignoreSwing: ignoreSwing) * timeScale; + if (clamp) pos = Mathf.Clamp01(pos); + anim.Play(state, animLayer, pos); + anim.SetFloat($"{state}_Speed", 1); + } + /// /// Sets animator progress on an animation according to pos /// @@ -85,6 +127,36 @@ namespace HeavenStudio.Util anim.DoScaledAnimationAsync(animName, timeScale, pos, animLayer); } + /// + /// Sets the speed of an animation state on an animator, scaled to the BPM, then plays it + /// Animator must have a float parameter named "{state}Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree + /// + /// Animator to play animation on + /// name of animation to play + /// multiplier for animation speed + /// beat that this animation would start on + /// animator layer to play animation on + public static void DoScaledStateFromBeatAsync(this Animator anim, string animName, float timeScale = 1f, double startBeat = 0, int animLayer = -1) + { + if (anim == null) return; + float pos = 0; + if (!double.IsNaN(startBeat)) { + var cond = Conductor.instance; + var animClip = Array.Find(anim.runtimeAnimatorController.animationClips, x => x.name == animName); + if (animClip == null) { + Debug.LogError("Animation clip " + animName + " not found!"); + return; + } + double animLength = cond.SecsToBeats(animClip.length, cond.GetBpmAtBeat(startBeat)); + pos = cond.GetPositionFromBeat(startBeat, animLength) * timeScale; + } else { + Debug.LogWarning("DoScaledAnimationFromBeatAsync()'s startBeat was NaN; using DoScaledAnimationAsync() instead."); + } + anim.DoScaledStateAsync(animName, timeScale, pos, animLayer); + } + + + /// /// Plays animation on animator, scaling speed to song BPM /// call this function once, when playing an animation @@ -101,6 +173,21 @@ namespace HeavenStudio.Util anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale; } + /// + /// Sets the speed of an animation state on an animator, scaled to the BPM, then plays it + /// Animator must have a float parameter named "{state}Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree + /// + /// Animator to play animation on + /// name of animation to play + /// multiplier for animation speed + /// starting progress of animation + /// animator layer to play animation on + public static void DoScaledStateAsync(this Animator anim, string state, float timeScale = 1f, float startPos = 0f, int animLayer = -1) + { + if (anim == null) return; + anim.PlayStateAtSpeed(state, (1f / Conductor.instance.pitchedSecPerBeat) * timeScale, startPos, animLayer); + } + public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f) { if (anim == null) return; @@ -121,5 +208,21 @@ namespace HeavenStudio.Util anim.Play(animName, animLayer, startPos); anim.speed = 1f; } + + /// + /// Sets the speed of an animation state on an animator, then plays it + /// Animator must have a float parameter named "{state}_Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree + /// + /// Animator to play animation on + /// name of animation to play + /// multiplier for animation speed + /// starting progress of animation + /// animator layer to play animation on + public static void PlayStateAtSpeed(this Animator anim, string state, float timeScale = 1f, float startPos = 0f, int animLayer = -1) + { + if (anim == null) return; + anim.SetFloat($"{state}_Speed", timeScale); + anim.Play(state, animLayer, startPos); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Util/BeatAction.cs b/Assets/Scripts/Util/BeatAction.cs index 7ed802732..23069145f 100644 --- a/Assets/Scripts/Util/BeatAction.cs +++ b/Assets/Scripts/Util/BeatAction.cs @@ -15,9 +15,10 @@ namespace HeavenStudio.Util public double beat { get; set; } public EventCallback function { get; set; } - public Action(double beat, EventCallback function) + public Action(double beat, EventCallback function, bool ignoreSwing = false) { - this.beat = beat; + if (ignoreSwing) this.beat = Conductor.instance.GetSwungBeat(beat); + else this.beat = beat; this.function = function; } } diff --git a/Assets/Scripts/Util/MultiSound.cs b/Assets/Scripts/Util/MultiSound.cs index 2a3bc430f..cebcd336e 100644 --- a/Assets/Scripts/Util/MultiSound.cs +++ b/Assets/Scripts/Util/MultiSound.cs @@ -23,24 +23,27 @@ namespace HeavenStudio.Util public float volume { get; set; } public bool looping { get; set; } public double offset { get; set; } + public bool ignoreSwing {get; set; } - public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f) + public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f, bool ignoreSwing = false) { this.name = name; - this.beat = beat; + this.pitch = pitch; this.volume = volume; this.looping = looping; this.offset = offset; + if (ignoreSwing) this.beat = Conductor.instance.GetSwungBeat(beat); + else this.beat = beat; } } - public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false) + public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false) { - return Play(sounds.ToList(), game, forcePlay); + return Play(sounds.ToList(), game, forcePlay, ignoreSwing); } - public static MultiSound Play(List sounds, bool game = true, bool forcePlay = false) + public static MultiSound Play(List sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false) { if (Conductor.instance == null || sounds.Count < 1) return null; @@ -48,10 +51,12 @@ namespace HeavenStudio.Util MultiSound ms = go.AddComponent(); ms.sounds = sounds; - ms.startBeat = sounds[0].beat; + ms.game = game; ms.forcePlay = forcePlay; ms.commited = false; + if (ignoreSwing) ms.startBeat = Conductor.instance.GetSwungBeat(sounds[0].beat); + else ms.startBeat = sounds[0].beat; if (Conductor.instance.WaitingForDsp) { diff --git a/Assets/Scripts/Util/SoundByte.cs b/Assets/Scripts/Util/SoundByte.cs index 22260fa8a..7a4a4a2f3 100644 --- a/Assets/Scripts/Util/SoundByte.cs +++ b/Assets/Scripts/Util/SoundByte.cs @@ -285,7 +285,7 @@ namespace HeavenStudio.Util /// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object. /// Looped sounds return their created Sound object so they can be canceled after creation. /// - public static Sound PlayOneShot(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, double offset = 0f, bool ignoreConductorPause = false) + public static Sound PlayOneShot(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, double offset = 0f, bool ignoreConductorPause = false, bool ignoreSwing = false) { AudioClip clip = null; string soundName = name.Split('/')[^1]; @@ -329,13 +329,14 @@ namespace HeavenStudio.Util { Sound snd = GetAvailableScheduledSound(); - snd.clip = clip; - snd.beat = beat; + snd.clip = clip; snd.pitch = pitch; snd.volume = volume; snd.looping = looping; snd.offset = offset; snd.ignoreConductorPause = ignoreConductorPause; + if (ignoreSwing) snd.beat = Conductor.instance.GetSwungBeat(beat); + else snd.beat = beat; snd.Play(); return snd; @@ -350,6 +351,7 @@ namespace HeavenStudio.Util } oneShotAudioSource.PlayOneShot(clip, volume); + // Debug.Log("Played Sound"); return null; } } @@ -357,7 +359,7 @@ namespace HeavenStudio.Util /// /// Schedules a sound to be played at a specific time in seconds. /// - public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, bool ignoreConductorPause = false) + public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, bool ignoreConductorPause = false, bool ignoreSwing = false) { Sound snd = GetAvailableScheduledSound(); AudioClip clip = null; @@ -406,7 +408,8 @@ namespace HeavenStudio.Util snd.looping = looping; snd.scheduled = true; - snd.scheduledTime = targetTime; + if (ignoreSwing) snd.scheduledTime = Conductor.instance.GetSwungBeat(targetTime); + else snd.scheduledTime = targetTime; snd.ignoreConductorPause = ignoreConductorPause; snd.Play(); @@ -418,13 +421,13 @@ namespace HeavenStudio.Util /// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object. /// Looped sounds return their created Sound object so they can be canceled after creation. /// - public static Sound PlayOneShotGame(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, double offset = 0f, bool ignoreConductorPause = false) + public static Sound PlayOneShotGame(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, double offset = 0f, bool ignoreConductorPause = false, bool ignoreSwing = false) { string gameName = name.Split('/')[0]; var inf = GameManager.instance.GetGameInfo(gameName); if (GameManager.instance.currentGame == gameName || forcePlay) { - return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, offset, ignoreConductorPause); + return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, offset, ignoreConductorPause, ignoreSwing); } return null; @@ -434,13 +437,13 @@ namespace HeavenStudio.Util /// Schedules a sound to be played at a specific time in seconds. /// Audio clip is fetched from minigame resources /// - public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, bool ignoreConductorPause = false) + public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, bool ignoreConductorPause = false, bool ignoreSwing = false) { string gameName = name.Split('/')[0]; var inf = GameManager.instance.GetGameInfo(gameName); if (GameManager.instance.currentGame == gameName || forcePlay) { - return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, ignoreConductorPause); + return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, ignoreConductorPause, ignoreSwing); } return null; diff --git a/Assets/Resources/Prefabs/Games/CheerReaders.meta b/Assets/Shaders/Stencil.meta similarity index 77% rename from Assets/Resources/Prefabs/Games/CheerReaders.meta rename to Assets/Shaders/Stencil.meta index 11682f28b..d27c03e5e 100644 --- a/Assets/Resources/Prefabs/Games/CheerReaders.meta +++ b/Assets/Shaders/Stencil.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 16b9fb6c076f6284297ab1d37ce3a28c +guid: 08d6554125784be45898da3abecebe95 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Shaders/Stencil/CopyAlpha.shader b/Assets/Shaders/Stencil/CopyAlpha.shader new file mode 100644 index 000000000..4b25a0fcc --- /dev/null +++ b/Assets/Shaders/Stencil/CopyAlpha.shader @@ -0,0 +1,68 @@ +Shader "Custom/Copy Alpha" +{ + Properties + { + _Color ("Main Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + } + SubShader + { + Tags + { + "Queue"="Transparent+2" + "RenderType"="Transparent" + "PreviewType"="Plane" + } + + Stencil + { + Ref 1 + Comp equal + } + + Cull Off + Lighting Off + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float2 texcoord : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col = tex2D(_MainTex, i.texcoord); + + return col; + } + ENDCG + } + } + FallBack "Diffuse" +} \ No newline at end of file diff --git a/Assets/Shaders/Stencil/CopyAlpha.shader.meta b/Assets/Shaders/Stencil/CopyAlpha.shader.meta new file mode 100644 index 000000000..47136e3a8 --- /dev/null +++ b/Assets/Shaders/Stencil/CopyAlpha.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: cb054fcfa63e9a14688d9ae2b8fa43de +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Stencil/SetAlpha.shader b/Assets/Shaders/Stencil/SetAlpha.shader new file mode 100644 index 000000000..8bcd6c4da --- /dev/null +++ b/Assets/Shaders/Stencil/SetAlpha.shader @@ -0,0 +1,74 @@ +Shader "Custom/Set Alpha" +{ + Properties + { + _Color ("Main Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + } + SubShader + { + Tags + { + "Queue"="Transparent+1" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref 1 + Comp always + Pass replace + } + + Cull Off + Lighting Off + ZWrite Off + Blend One OneMinusSrcAlpha + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col = tex2D(_MainTex, i.texcoord); + + clip (col.a - 0.001); + return col; + } + ENDCG + } + } + FallBack "Diffuse" +} \ No newline at end of file diff --git a/Assets/Shaders/Stencil/SetAlpha.shader.meta b/Assets/Shaders/Stencil/SetAlpha.shader.meta new file mode 100644 index 000000000..2f671df84 --- /dev/null +++ b/Assets/Shaders/Stencil/SetAlpha.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: d7b4adf5fb5bbce47b388a2bcab80065 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json index ff2b76149..db96c52b7 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -3,6 +3,7 @@ "com.annulusgames.burst-linq": "https://github.com/AnnulusGames/BurstLinq.git?path=/Assets/BurstLinq", "com.coffee.softmask-for-ugui": "https://github.com/mob-sakai/SoftMaskForUGUI.git", "com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask", + "com.hfcred.animationrepathing": "https://github.com/hfcRed/Animation-Repathing.git", "com.nobi.roundedcorners": "https://github.com/kirevdokimov/Unity-UI-Rounded-Corners.git", "com.rheavenstudio.jukebox": "https://github.com/RHeavenStudio/Jukebox.git?path=/Assets/Scripts/Jukebox", "com.sator-imaging.alt-source-generator": "https://github.com/sator-imaging/Unity-AltSourceGenerator.git", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 733dd0cd9..cd93bd634 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -21,6 +21,13 @@ "dependencies": {}, "hash": "cfe509a55602ba5be6df7fa0468b10298b8a053d" }, + "com.hfcred.animationrepathing": { + "version": "https://github.com/hfcRed/Animation-Repathing.git", + "depth": 0, + "source": "git", + "dependencies": {}, + "hash": "1a83fe03039401941aa2560dd42917cd4e569d71" + }, "com.nobi.roundedcorners": { "version": "https://github.com/kirevdokimov/Unity-UI-Rounded-Corners.git", "depth": 0, diff --git a/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset b/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset index 1dfd82ad2..61fa2bb50 100644 --- a/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset +++ b/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset @@ -400,5 +400,8 @@ MonoBehaviour: - Assets/Scripts/Games/LoveLab/LoveLab.cs - Assets/Scripts/Games/LoveLab/LoveLabFlask.cs - Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs + - Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs + - Assets/Scripts/Util/BeatAction.cs + - Assets/Scripts/Games/FanClub/NtrIdolAri.cs PathsToSkipImportEvent: [] PathsToIgnoreOverwriteSettingOnAttribute: []