diff --git a/Assets/Bundled/Games/FanClub/Prefabs/Arisa.prefab b/Assets/Bundled/Games/FanClub/Prefabs/Arisa.prefab
index 4e6125a31..568b38f11 100644
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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
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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
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diff --git a/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/FacePoser/EyeNorthRaised.anim b/Assets/Bundled/Games/FanClub/Sprites/Animations/Arisa/FacePoser/EyeNorthRaised.anim
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index 87d16fae1..d8a931c92 100644
--- a/Assets/Bundled/Games/KarateMan/Sprites/anime/karateman/Head/Face07.anim
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--- a/Assets/Bundled/Games/KarateMan/Sprites/anime/karateman/KarateMan.controller
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index 32ecc5ee9..28e21e9a2 100644
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diff --git a/Assets/Resources/Prefabs/Common/PauseMenu/PauseArrow.controller.meta b/Assets/Bundled/Games/KarateMan/Sprites/anime/karateman/UpperCutJump.anim.meta
similarity index 64%
rename from Assets/Resources/Prefabs/Common/PauseMenu/PauseArrow.controller.meta
rename to Assets/Bundled/Games/KarateMan/Sprites/anime/karateman/UpperCutJump.anim.meta
index b469ad518..76691c62a 100644
--- a/Assets/Resources/Prefabs/Common/PauseMenu/PauseArrow.controller.meta
+++ b/Assets/Bundled/Games/KarateMan/Sprites/anime/karateman/UpperCutJump.anim.meta
@@ -1,8 +1,8 @@
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+ mainObjectFileID: 7400000
userData:
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diff --git a/Assets/Bundled/Games/KarateMan/Sprites/karateman_main.png.meta b/Assets/Bundled/Games/KarateMan/Sprites/karateman_main.png.meta
index 5e99c5fe2..90a6237c5 100644
--- a/Assets/Bundled/Games/KarateMan/Sprites/karateman_main.png.meta
+++ b/Assets/Bundled/Games/KarateMan/Sprites/karateman_main.png.meta
@@ -2090,6 +2090,48 @@ TextureImporter:
indices:
edges: []
weights: []
+ - serializedVersion: 2
+ name: karateman_main_0
+ rect:
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+ x: 3416
+ y: 2950
+ width: 300
+ height: 614
+ alignment: 0
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+ internalID: -517717703
+ vertices: []
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+ weights: []
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karateman_legleft: 2707178694875014872
karateman_legright: -873041338737308662
+ karateman_main_0: -517717703
+ karateman_main_1: 290006370
karateman_object_shadow: -270761472599659251
karateman_pot: 8050164209934277894
karateman_rainy_0: -1722264585180191320
diff --git a/Assets/Bundled/Games/KarateMan/karateman.prefab b/Assets/Bundled/Games/KarateMan/karateman.prefab
index 74a4702e4..ccb0dd900 100644
--- a/Assets/Bundled/Games/KarateMan/karateman.prefab
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index 33274fa5d..572cadc5a 100644
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new file mode 100644
index 000000000..a56b7c77b
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similarity index 52%
rename from Assets/Resources/Models/Games/BuiltToScaleDS.meta
rename to Assets/Bundled/Games/Lockstep/Sprites/RenderTextures/Materials/SteppersDV.mat.meta
index b3fe2eeec..7e67d44ec 100644
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new file mode 100644
index 000000000..fb5c29745
--- /dev/null
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new file mode 100644
index 000000000..d512b7cba
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similarity index 67%
rename from Assets/Bundled/Games/Lockstep/Sprites/RenderTextures/Materials/SteppersTileable.mat
rename to Assets/Bundled/Games/Lockstep/Sprites/RenderTextures/Materials/SteppersNearTop.mat
index 55f99a0d6..326cea336 100644
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+++ b/Assets/Bundled/Games/Lockstep/Sprites/RenderTextures/Materials/SteppersNearTop.mat
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diff --git a/Assets/Bundled/Games/Lockstep/Sprites/RenderTextures/Materials/SteppersTileable.mat.meta b/Assets/Bundled/Games/Lockstep/Sprites/RenderTextures/Materials/SteppersNearTop.mat.meta
similarity index 81%
rename from Assets/Bundled/Games/Lockstep/Sprites/RenderTextures/Materials/SteppersTileable.mat.meta
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index 393b27525..be0da1a3f 100644
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@@ -4,5 +4,5 @@ NativeFormatImporter:
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new file mode 100644
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index db05ba5fc..c684493c7 100644
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index 62cbb7cda..7b61f2944 100644
--- a/Assets/Resources/Prefabs/GameView/GameTex.renderTexture
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@@ -14,8 +14,8 @@ RenderTexture:
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index 8d5f14078..994f54231 100644
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+++ /dev/null
@@ -1,8 +0,0 @@
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-folderAsset: yes
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diff --git a/Assets/Resources/Sprites/Games/Tambourine.meta b/Assets/Resources/Sprites/Games/Tambourine.meta
deleted file mode 100644
index a8771293c..000000000
--- a/Assets/Resources/Sprites/Games/Tambourine.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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-folderAsset: yes
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diff --git a/Assets/Resources/Sprites/Games/TapTrial.meta b/Assets/Resources/Sprites/Games/TapTrial.meta
deleted file mode 100644
index 0be308453..000000000
--- a/Assets/Resources/Sprites/Games/TapTrial.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Resources/Sprites/Games/TapTroupe.meta b/Assets/Resources/Sprites/Games/TapTroupe.meta
deleted file mode 100644
index 253c4801d..000000000
--- a/Assets/Resources/Sprites/Games/TapTroupe.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Resources/Sprites/Games/TheDazzles.meta b/Assets/Resources/Sprites/Games/TheDazzles.meta
deleted file mode 100644
index 0fcdfa57a..000000000
--- a/Assets/Resources/Sprites/Games/TheDazzles.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Resources/Sprites/Games/TossBoys.meta b/Assets/Resources/Sprites/Games/TossBoys.meta
deleted file mode 100644
index 346660cf1..000000000
--- a/Assets/Resources/Sprites/Games/TossBoys.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Resources/Sprites/Games/TramAndPauline.meta b/Assets/Resources/Sprites/Games/TramAndPauline.meta
deleted file mode 100644
index 626a0d3ce..000000000
--- a/Assets/Resources/Sprites/Games/TramAndPauline.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Resources/Sprites/Games/TrickClass.meta b/Assets/Resources/Sprites/Games/TrickClass.meta
deleted file mode 100644
index eaa1451d0..000000000
--- a/Assets/Resources/Sprites/Games/TrickClass.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Resources/Sprites/Games/Tunnel.meta b/Assets/Resources/Sprites/Games/Tunnel.meta
deleted file mode 100644
index f4ec75797..000000000
--- a/Assets/Resources/Sprites/Games/Tunnel.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Resources/Sprites/Games/WizardsWaltz.meta b/Assets/Resources/Sprites/Games/WizardsWaltz.meta
deleted file mode 100644
index 3a136341a..000000000
--- a/Assets/Resources/Sprites/Games/WizardsWaltz.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Resources/Sprites/Games/WorkingDough.meta b/Assets/Resources/Sprites/Games/WorkingDough.meta
deleted file mode 100644
index 278ee3301..000000000
--- a/Assets/Resources/Sprites/Games/WorkingDough.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
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diff --git a/Assets/Resources/Sprites/UI/Common/StudioDance/Anime/Arisa.controller b/Assets/Resources/Sprites/UI/Common/StudioDance/Anime/Arisa.controller
index 2c648a23c..ee9761ee1 100644
--- a/Assets/Resources/Sprites/UI/Common/StudioDance/Anime/Arisa.controller
+++ b/Assets/Resources/Sprites/UI/Common/StudioDance/Anime/Arisa.controller
@@ -1,5 +1,24 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
+--- !u!1107 &-8869700881810436437
+AnimatorStateMachine:
+ serializedVersion: 6
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: Head
+ m_ChildStates: []
+ 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: 0}
--- !u!1102 &-8389282425817426375
AnimatorState:
serializedVersion: 6
@@ -282,6 +301,18 @@ AnimatorController:
m_IKPass: 0
m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000}
+ - 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