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color values so they can be reset when the Game stops running + #if UNITY_EDITOR + private Color redColorReset; + private Color greenColorReset; + private Color blueColorReset; + private Color alphaColorReset; + + void Start () + { + if (material != null) + { + //Store the original ColorMask color values + redColorReset = material.GetColor("_RedColor"); + greenColorReset = material.GetColor("_GreenColor"); + blueColorReset = material.GetColor("_BlueColor"); + alphaColorReset = material.GetColor("_AlphaColor"); + } + } + + void OnDestroy () + { + if (material != null) + { + //Reset to the original ColorMask color values + material.SetColor("_RedColor", redColorReset); + material.SetColor("_GreenColor", greenColorReset); + material.SetColor("_BlueColor", blueColorReset); + material.SetColor("_AlphaColor", alphaColorReset); + } + } + #endif + + + void Update () + { + //Esc Exit - PC Standalone Build + #if UNITY_STANDALONE_WIN + if (Input.GetKey("escape")) + Application.Quit(); + #endif + + if (material != null) + { + //Stores a value of time scaled + float value = Time.time * 0.12f; + + //Calculates cyclical invert and fade values between zero and one + float invert = Mathf.Pow (Mathf.Min(1f + Mathf.Sin(value * Mathf.PI), 1f), 7.5f); + float fade = Mathf.Max(invert, Mathf.Pow (Mathf.Min(1f + Mathf.Sin(value * 2f * Mathf.PI), 1f), 7.5f) ); + + //Converts value to a number between 0 and 1 which is converted to a color + //Also applies fade alpha value to red and green + Color redColor = ConvertValueToColor (value % 1f) * new Color(1f, 1f, 1f, fade); + Color greenColor = ConvertValueToColor ( (value + 0.03125f) % 1f) * new Color(0.5f, 0.5f, 0.5f, fade); + Color blueColor = ConvertValueToColor ( (value + 0.75f) % 1f); + Color alphaColor = ConvertValueToColor ( (value + 0.78125f) % 1f) * new Color(0.5f, 0.5f, 0.5f, 1f); + + //Invert set red and alpha colors when invert value approaches zero + redColor = Color.Lerp(new Color(1f - redColor.r, 1f - redColor.g, 1f - redColor.b, redColor.a), redColor, invert); + alphaColor = Color.Lerp(new Color(1f - alphaColor.r, 1f - alphaColor.g, 1f - alphaColor.b, alphaColor.a), alphaColor, invert); + + //Apply the new colors to the ColorMask material colors + material.SetColor("_RedColor", redColor); + material.SetColor("_GreenColor", greenColor); + material.SetColor("_BlueColor", blueColor); + material.SetColor("_AlphaColor", alphaColor); + } + + //If a static gameObject which uses a ColorMask shader affects another static gameObject(s)' Precomputed Realtime GI, then this code is necessary to see the updated GI + for (int i = 0; i < renderers.Count; i++) + { + if (renderers[i] != null) + { + RendererExtensions.UpdateGIMaterials(renderers[i]); + } + } + } + + //This converts a value between 0 and 1 to a color between Red, Yellow, Green, Cyan, Blue and Magenta + Color ConvertValueToColor (float value) + { + List Rainbow = new List(); + Rainbow.Add(Color.red); + Rainbow.Add(Color.yellow); + Rainbow.Add(Color.green); + Rainbow.Add(Color.cyan); + Rainbow.Add(Color.blue); + Rainbow.Add(Color.magenta); + Rainbow.Add(Color.red); + + float RainbowCount = Rainbow.Count - 1; + float idfloat = value * RainbowCount; + int id = (int)idfloat; + + return Color.Lerp(Rainbow[id], Rainbow[id + 1], (idfloat - (float)id) % 1f); + } +} diff --git a/Assets/ColorMask/Scripts/MaterialUpdateExample.cs.meta b/Assets/ColorMask/Scripts/MaterialUpdateExample.cs.meta new file mode 100644 index 000000000..defbdfd4a --- /dev/null +++ b/Assets/ColorMask/Scripts/MaterialUpdateExample.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2b78a7604e40eb145a9646472574ea25 +timeCreated: 1435095700 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders.meta b/Assets/ColorMask/Shaders.meta new file mode 100644 index 000000000..b2f45bab4 --- /dev/null +++ b/Assets/ColorMask/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 54ee3cd77fd9dd5459f496f931ec9367 +folderAsset: yes +timeCreated: 1435093421 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/ColorMaskStandard.shader b/Assets/ColorMask/Shaders/ColorMaskStandard.shader new file mode 100644 index 000000000..ae20e0a90 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandard.shader @@ -0,0 +1,342 @@ +Shader "ColorMask/Standard" +{ + Properties + { + _Color("Color", Color) = (1,1,1,1) + _MainTex("Albedo", 2D) = "white" {} + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _ColorMaskTex("Color Mask", 2D) = "black" {} + _RedColor("Red Color", Color) = (1,1,1,1) + _GreenColor("Green Color", Color) = (1,1,1,1) + _BlueColor("Blue Color", Color) = (1,1,1,1) + _AlphaColor("Alpha Color", Color) = (1,1,1,1) + + _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 + + [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 + + _BumpScale("Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _EmissionColor("Color", Color) = (0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale("Scale", Float) = 1.0 + _DetailNormalMap("Normal Map", 2D) = "bump" {} + + [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 + + + // Blending state + [HideInInspector] _Mode ("__mode", Float) = 0.0 + [HideInInspector] _SrcBlend ("__src", Float) = 1.0 + [HideInInspector] _DstBlend ("__dst", Float) = 0.0 + [HideInInspector] _ZWrite ("__zw", Float) = 1.0 + } + + CGINCLUDE + #define UNITY_SETUP_BRDF_INPUT MetallicSetup + ENDCG + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + + + // ------------------------------------------------------------------ + // Base forward pass (directional light, emission, lightmaps, ...) + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma vertex vertBase + #pragma fragment fragBase + #include "ColorMaskStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Additive forward pass (one light per pass) + Pass + { + Name "FORWARD_DELTA" + Tags { "LightMode" = "ForwardAdd" } + Blend [_SrcBlend] One + Fog { Color (0,0,0,0) } // in additive pass fog should be black + ZWrite Off + ZTest LEqual + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + + + #pragma vertex vertAdd + #pragma fragment fragAdd + #include "ColorMaskStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Shadow rendering pass + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma multi_compile_shadowcaster + + #pragma vertex vertShadowCaster + #pragma fragment fragShadowCaster + + #include "UnityStandardShadow.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Deferred pass + Pass + { + Name "DEFERRED" + Tags { "LightMode" = "Deferred" } + + CGPROGRAM + #pragma target 3.0 + #pragma exclude_renderers nomrt + + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile ___ UNITY_HDR_ON + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + + #pragma vertex vertDeferred + #pragma fragment fragDeferred + + #include "ColorMaskStandardCore.cginc" + + ENDCG + } + + // ------------------------------------------------------------------ + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags { "LightMode"="Meta" } + + Cull Off + + CGPROGRAM + #pragma target 2.5 + + #pragma vertex vert_meta + #pragma fragment frag_meta + + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature ___ _DETAIL_MULX2 + + #include "ColorMaskStandardMeta.cginc" + ENDCG + } + } + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 150 + + // ------------------------------------------------------------------ + // Base forward pass (directional light, emission, lightmaps, ...) + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 2.5 + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF + // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2 + // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP + + #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma vertex vertBase + #pragma fragment fragBase + #include "ColorMaskStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Additive forward pass (one light per pass) + Pass + { + Name "FORWARD_DELTA" + Tags { "LightMode" = "ForwardAdd" } + Blend [_SrcBlend] One + Fog { Color (0,0,0,0) } // in additive pass fog should be black + ZWrite Off + ZTest LEqual + + CGPROGRAM + #pragma target 2.5 + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP + #pragma skip_variants SHADOWS_SOFT + + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + + #pragma vertex vertAdd + #pragma fragment fragAdd + #include "ColorMaskStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Shadow rendering pass + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 2.0 + + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma skip_variants SHADOWS_SOFT + #pragma multi_compile_shadowcaster + + #pragma vertex vertShadowCaster + #pragma fragment fragShadowCaster + + #include "UnityStandardShadow.cginc" + + ENDCG + } + + // ------------------------------------------------------------------ + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags { "LightMode"="Meta" } + + Cull Off + + CGPROGRAM + #pragma target 2.5 + + #pragma vertex vert_meta + #pragma fragment frag_meta + + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature ___ _DETAIL_MULX2 + + #include "ColorMaskStandardMeta.cginc" + ENDCG + } + } + + + FallBack "VertexLit" + CustomEditor "ColorMaskStandardShaderGUI" +} diff --git a/Assets/ColorMask/Shaders/ColorMaskStandard.shader.meta b/Assets/ColorMask/Shaders/ColorMaskStandard.shader.meta new file mode 100644 index 000000000..60f9eaec1 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandard.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0179f1693b517f3428e6d259da489c15 +timeCreated: 1435093425 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardCore.cginc b/Assets/ColorMask/Shaders/ColorMaskStandardCore.cginc new file mode 100644 index 000000000..46e24eaa1 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardCore.cginc @@ -0,0 +1,694 @@ +#ifndef UNITY_STANDARD_CORE_INCLUDED +#define UNITY_STANDARD_CORE_INCLUDED + +#include "UnityCG.cginc" +#include "UnityShaderVariables.cginc" +#include "UnityInstancing.cginc" +#include "UnityStandardConfig.cginc" +#include "ColorMaskStandardInput.cginc" +#include "UnityPBSLighting.cginc" +#include "UnityStandardUtils.cginc" +#include "UnityGBuffer.cginc" +#include "UnityStandardBRDF.cginc" + +#include "AutoLight.cginc" +//------------------------------------------------------------------------------------- +// counterpart for NormalizePerPixelNormal +// skips normalization per-vertex and expects normalization to happen per-pixel +half3 NormalizePerVertexNormal (float3 n) // takes float to avoid overflow +{ + #if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE + return normalize(n); + #else + return n; // will normalize per-pixel instead + #endif +} + +half3 NormalizePerPixelNormal (half3 n) +{ + #if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE + return n; + #else + return normalize(n); + #endif +} + +//------------------------------------------------------------------------------------- +UnityLight MainLight () +{ + UnityLight l; + #if !defined(LIGHTMAP_ON) + l.color = _LightColor0.rgb; + l.dir = _WorldSpaceLightPos0.xyz; + l.ndotl = 0; // Not used + #else + // no light specified by the engine + // analytical light might be extracted from Lightmap data later on in the shader depending on the Lightmap type + // Should be ResetUnityLight() call but can't move the function to a UnityLightingCommon.cginc header because it break UBER shader on asset store... + l.color = half3(0, 0, 0); + l.dir = half3(0, 1, 0); // Irrelevant direction, just not null + l.ndotl = 0; // Not used + #endif + + return l; +} + +UnityLight AdditiveLight (half3 lightDir, half atten) +{ + UnityLight l; + + l.color = _LightColor0.rgb; + l.dir = lightDir; + #ifndef USING_DIRECTIONAL_LIGHT + l.dir = NormalizePerPixelNormal(l.dir); + #endif + + // shadow the light + l.color *= atten; + return l; +} + +UnityLight DummyLight () +{ + UnityLight l; + l.color = 0; + l.dir = half3 (0,1,0); + return l; +} + +UnityIndirect ZeroIndirect () +{ + UnityIndirect ind; + ind.diffuse = 0; + ind.specular = 0; + return ind; +} + +//------------------------------------------------------------------------------------- +// Common fragment setup + +// deprecated +half3 WorldNormal(half4 tan2world[3]) +{ + return normalize(tan2world[2].xyz); +} + +// deprecated +#ifdef _TANGENT_TO_WORLD + half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3]) + { + half3 t = tan2world[0].xyz; + half3 b = tan2world[1].xyz; + half3 n = tan2world[2].xyz; + + #if UNITY_TANGENT_ORTHONORMALIZE + n = NormalizePerPixelNormal(n); + + // ortho-normalize Tangent + t = normalize (t - n * dot(t, n)); + + // recalculate Binormal + half3 newB = cross(n, t); + b = newB * sign (dot (newB, b)); + #endif + + return half3x3(t, b, n); + } +#else + half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3]) + { + return half3x3(0,0,0,0,0,0,0,0,0); + } +#endif + +half3 PerPixelWorldNormal(float4 i_tex, half4 tangentToWorld[3]) +{ +#ifdef _NORMALMAP + half3 tangent = tangentToWorld[0].xyz; + half3 binormal = tangentToWorld[1].xyz; + half3 normal = tangentToWorld[2].xyz; + + #if UNITY_TANGENT_ORTHONORMALIZE + normal = NormalizePerPixelNormal(normal); + + // ortho-normalize Tangent + tangent = normalize (tangent - normal * dot(tangent, normal)); + + // recalculate Binormal + half3 newB = cross(normal, tangent); + binormal = newB * sign (dot (newB, binormal)); + #endif + + half3 normalTangent = NormalInTangentSpace(i_tex); + half3 normalWorld = NormalizePerPixelNormal(tangent * normalTangent.x + binormal * normalTangent.y + normal * normalTangent.z); // @TODO: see if we can squeeze this normalize on SM2.0 as well +#else + half3 normalWorld = normalize(tangentToWorld[2].xyz); +#endif + return normalWorld; +} + +#ifdef _PARALLAXMAP + #define IN_VIEWDIR4PARALLAX(i) NormalizePerPixelNormal(half3(i.tangentToWorldAndParallax[0].w,i.tangentToWorldAndParallax[1].w,i.tangentToWorldAndParallax[2].w)) + #define IN_VIEWDIR4PARALLAX_FWDADD(i) NormalizePerPixelNormal(i.viewDirForParallax.xyz) +#else + #define IN_VIEWDIR4PARALLAX(i) half3(0,0,0) + #define IN_VIEWDIR4PARALLAX_FWDADD(i) half3(0,0,0) +#endif + +#if UNITY_REQUIRE_FRAG_WORLDPOS + #define IN_WORLDPOS(i) i.posWorld +#else + #define IN_WORLDPOS(i) half3(0,0,0) +#endif + +#define IN_LIGHTDIR_FWDADD(i) half3(i.tangentToWorldAndLightDir[0].w, i.tangentToWorldAndLightDir[1].w, i.tangentToWorldAndLightDir[2].w) + +#define FRAGMENT_SETUP(x) FragmentCommonData x = \ + FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndParallax, IN_WORLDPOS(i)); + +#define FRAGMENT_SETUP_FWDADD(x) FragmentCommonData x = \ + FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, half3(0,0,0)); + +struct FragmentCommonData +{ + half3 diffColor, specColor; + // Note: smoothness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level. + // Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots. + half oneMinusReflectivity, smoothness; + half3 normalWorld, eyeVec, posWorld; + half alpha; + +#if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE + half3 reflUVW; +#endif + +#if UNITY_STANDARD_SIMPLE + half3 tangentSpaceNormal; +#endif +}; + +#ifndef UNITY_SETUP_BRDF_INPUT + #define UNITY_SETUP_BRDF_INPUT SpecularSetup +#endif + +inline FragmentCommonData SpecularSetup (float4 i_tex) +{ + half4 specGloss = SpecularGloss(i_tex.xy); + half3 specColor = specGloss.rgb; + half smoothness = specGloss.a; + + half oneMinusReflectivity; + half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular (Albedo(i_tex), specColor, /*out*/ oneMinusReflectivity); + + FragmentCommonData o = (FragmentCommonData)0; + o.diffColor = diffColor; + o.specColor = specColor; + o.oneMinusReflectivity = oneMinusReflectivity; + o.smoothness = smoothness; + return o; +} + +inline FragmentCommonData MetallicSetup (float4 i_tex) +{ + half2 metallicGloss = MetallicGloss(i_tex.xy); + half metallic = metallicGloss.x; + half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m. + + half oneMinusReflectivity; + half3 specColor; + half3 diffColor = DiffuseAndSpecularFromMetallic (Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); + + FragmentCommonData o = (FragmentCommonData)0; + o.diffColor = diffColor; + o.specColor = specColor; + o.oneMinusReflectivity = oneMinusReflectivity; + o.smoothness = smoothness; + return o; +} + +inline FragmentCommonData FragmentSetup (float4 i_tex, half3 i_eyeVec, half3 i_viewDirForParallax, half4 tangentToWorld[3], half3 i_posWorld) +{ + i_tex = Parallax(i_tex, i_viewDirForParallax); + + half alpha = Alpha(i_tex.xy); + #if defined(_ALPHATEST_ON) + clip (alpha - _Cutoff); + #endif + + FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex); + o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld); + o.eyeVec = NormalizePerPixelNormal(i_eyeVec); + o.posWorld = i_posWorld; + + // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) + o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha); + return o; +} + +inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light, bool reflections) +{ + UnityGIInput d; + d.light = light; + d.worldPos = s.posWorld; + d.worldViewDir = -s.eyeVec; + d.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i_ambientOrLightmapUV; + #else + d.ambient = i_ambientOrLightmapUV.rgb; + d.lightmapUV = 0; + #endif + + + d.probeHDR[0] = unity_SpecCube0_HDR; + d.probeHDR[1] = unity_SpecCube1_HDR; + #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION + d.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending + #endif + #if UNITY_SPECCUBE_BOX_PROJECTION + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + + if(reflections) + { + Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.smoothness, -s.eyeVec, s.normalWorld, s.specColor); + // Replace the reflUVW if it has been compute in Vertex shader. Note: the compiler will optimize the calcul in UnityGlossyEnvironmentSetup itself + #if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE + g.reflUVW = s.reflUVW; + #endif + + return UnityGlobalIllumination (d, occlusion, s.normalWorld, g); + } + else + { + return UnityGlobalIllumination (d, occlusion, s.normalWorld); + } +} + +inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light) +{ + return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, true); +} + + +//------------------------------------------------------------------------------------- +half4 OutputForward (half4 output, half alphaFromSurface) +{ + #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) + output.a = alphaFromSurface; + #else + UNITY_OPAQUE_ALPHA(output.a); + #endif + return output; +} + +inline half4 VertexGIForward(VertexInput v, float3 posWorld, half3 normalWorld) +{ + half4 ambientOrLightmapUV = 0; + // Static lightmaps + #ifdef LIGHTMAP_ON + ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + ambientOrLightmapUV.zw = 0; + // Sample light probe for Dynamic objects only (no static or dynamic lightmaps) + #elif UNITY_SHOULD_SAMPLE_SH + #ifdef VERTEXLIGHT_ON + // Approximated illumination from non-important point lights + ambientOrLightmapUV.rgb = Shade4PointLights ( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, posWorld, normalWorld); + #endif + + ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, ambientOrLightmapUV.rgb); + #endif + + #ifdef DYNAMICLIGHTMAP_ON + ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + return ambientOrLightmapUV; +} + +// ------------------------------------------------------------------ +// Base forward pass (directional light, emission, lightmaps, ...) + +struct VertexOutputForwardBase +{ + float4 pos : SV_POSITION; + float4 tex : TEXCOORD0; + half3 eyeVec : TEXCOORD1; + half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax] + half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV + SHADOW_COORDS(6) + UNITY_FOG_COORDS(7) + + // next ones would not fit into SM2.0 limits, but they are always for SM3.0+ + #if UNITY_REQUIRE_FRAG_WORLDPOS + float3 posWorld : TEXCOORD8; + #endif + + #if UNITY_OPTIMIZE_TEXCUBELOD + #if UNITY_REQUIRE_FRAG_WORLDPOS + half3 reflUVW : TEXCOORD9; + #else + half3 reflUVW : TEXCOORD8; + #endif + #endif + + UNITY_VERTEX_OUTPUT_STEREO +}; + +VertexOutputForwardBase vertForwardBase (VertexInput v) +{ + UNITY_SETUP_INSTANCE_ID(v); + VertexOutputForwardBase o; + UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float4 posWorld = mul(unity_ObjectToWorld, v.vertex); + #if UNITY_REQUIRE_FRAG_WORLDPOS + o.posWorld = posWorld.xyz; + #endif + o.pos = UnityObjectToClipPos(v.vertex); + + o.tex = TexCoords(v); + o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); + float3 normalWorld = UnityObjectToWorldNormal(v.normal); + #ifdef _TANGENT_TO_WORLD + float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + + float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); + o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0]; + o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1]; + o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2]; + #else + o.tangentToWorldAndParallax[0].xyz = 0; + o.tangentToWorldAndParallax[1].xyz = 0; + o.tangentToWorldAndParallax[2].xyz = normalWorld; + #endif + //We need this for shadow receving + TRANSFER_SHADOW(o); + + o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld); + + #ifdef _PARALLAXMAP + TANGENT_SPACE_ROTATION; + half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); + o.tangentToWorldAndParallax[0].w = viewDirForParallax.x; + o.tangentToWorldAndParallax[1].w = viewDirForParallax.y; + o.tangentToWorldAndParallax[2].w = viewDirForParallax.z; + #endif + + #if UNITY_OPTIMIZE_TEXCUBELOD + o.reflUVW = reflect(o.eyeVec, normalWorld); + #endif + + UNITY_TRANSFER_FOG(o,o.pos); + return o; +} + +half4 fragForwardBaseInternal (VertexOutputForwardBase i) +{ + FRAGMENT_SETUP(s) +#if UNITY_OPTIMIZE_TEXCUBELOD + s.reflUVW = i.reflUVW; +#endif + + UnityLight mainLight = MainLight (); + half atten = SHADOW_ATTENUATION(i); + + + half occlusion = Occlusion(i.tex.xy); + UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight); + + half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect); + c.rgb += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi); + c.rgb += Emission(i.tex.xy); + + UNITY_APPLY_FOG(i.fogCoord, c.rgb); + return OutputForward (c, s.alpha); +} + +half4 fragForwardBase (VertexOutputForwardBase i) : SV_Target // backward compatibility (this used to be the fragment entry function) +{ + return fragForwardBaseInternal(i); +} + +// ------------------------------------------------------------------ +// Additive forward pass (one light per pass) + +struct VertexOutputForwardAdd +{ + float4 pos : SV_POSITION; + float4 tex : TEXCOORD0; + half3 eyeVec : TEXCOORD1; + half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir] + LIGHTING_COORDS(5,6) + UNITY_FOG_COORDS(7) + + // next ones would not fit into SM2.0 limits, but they are always for SM3.0+ +#if defined(_PARALLAXMAP) + half3 viewDirForParallax : TEXCOORD8; +#endif + + UNITY_VERTEX_OUTPUT_STEREO +}; + +VertexOutputForwardAdd vertForwardAdd (VertexInput v) +{ + VertexOutputForwardAdd o; + UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAdd, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float4 posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); + + o.tex = TexCoords(v); + o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); + float3 normalWorld = UnityObjectToWorldNormal(v.normal); + #ifdef _TANGENT_TO_WORLD + float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + + float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); + o.tangentToWorldAndLightDir[0].xyz = tangentToWorld[0]; + o.tangentToWorldAndLightDir[1].xyz = tangentToWorld[1]; + o.tangentToWorldAndLightDir[2].xyz = tangentToWorld[2]; + #else + o.tangentToWorldAndLightDir[0].xyz = 0; + o.tangentToWorldAndLightDir[1].xyz = 0; + o.tangentToWorldAndLightDir[2].xyz = normalWorld; + #endif + //We need this for shadow receiving + TRANSFER_VERTEX_TO_FRAGMENT(o); + + float3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w; + #ifndef USING_DIRECTIONAL_LIGHT + lightDir = NormalizePerVertexNormal(lightDir); + #endif + o.tangentToWorldAndLightDir[0].w = lightDir.x; + o.tangentToWorldAndLightDir[1].w = lightDir.y; + o.tangentToWorldAndLightDir[2].w = lightDir.z; + + #ifdef _PARALLAXMAP + TANGENT_SPACE_ROTATION; + o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); + #endif + + UNITY_TRANSFER_FOG(o,o.pos); + return o; +} + +half4 fragForwardAddInternal (VertexOutputForwardAdd i) +{ + FRAGMENT_SETUP_FWDADD(s) + + UnityLight light = AdditiveLight (IN_LIGHTDIR_FWDADD(i), LIGHT_ATTENUATION(i)); + UnityIndirect noIndirect = ZeroIndirect (); + + half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, light, noIndirect); + + UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass + return OutputForward (c, s.alpha); +} + +half4 fragForwardAdd (VertexOutputForwardAdd i) : SV_Target // backward compatibility (this used to be the fragment entry function) +{ + return fragForwardAddInternal(i); +} + +// ------------------------------------------------------------------ +// Deferred pass + +struct VertexOutputDeferred +{ + float4 pos : SV_POSITION; + float4 tex : TEXCOORD0; + half3 eyeVec : TEXCOORD1; + half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax] + half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UVs + + #if UNITY_REQUIRE_FRAG_WORLDPOS + float3 posWorld : TEXCOORD6; + #endif + + #if UNITY_OPTIMIZE_TEXCUBELOD + #if UNITY_REQUIRE_FRAG_WORLDPOS + half3 reflUVW : TEXCOORD7; + #else + half3 reflUVW : TEXCOORD6; + #endif + #endif + + UNITY_VERTEX_OUTPUT_STEREO +}; + + +VertexOutputDeferred vertDeferred (VertexInput v) +{ + UNITY_SETUP_INSTANCE_ID(v); + VertexOutputDeferred o; + UNITY_INITIALIZE_OUTPUT(VertexOutputDeferred, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float4 posWorld = mul(unity_ObjectToWorld, v.vertex); + #if UNITY_REQUIRE_FRAG_WORLDPOS + o.posWorld = posWorld; + #endif + o.pos = UnityObjectToClipPos(v.vertex); + + o.tex = TexCoords(v); + o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); + float3 normalWorld = UnityObjectToWorldNormal(v.normal); + #ifdef _TANGENT_TO_WORLD + float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + + float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); + o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0]; + o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1]; + o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2]; + #else + o.tangentToWorldAndParallax[0].xyz = 0; + o.tangentToWorldAndParallax[1].xyz = 0; + o.tangentToWorldAndParallax[2].xyz = normalWorld; + #endif + + o.ambientOrLightmapUV = 0; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #elif UNITY_SHOULD_SAMPLE_SH + o.ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, o.ambientOrLightmapUV.rgb); + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #ifdef _PARALLAXMAP + TANGENT_SPACE_ROTATION; + half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); + o.tangentToWorldAndParallax[0].w = viewDirForParallax.x; + o.tangentToWorldAndParallax[1].w = viewDirForParallax.y; + o.tangentToWorldAndParallax[2].w = viewDirForParallax.z; + #endif + + #if UNITY_OPTIMIZE_TEXCUBELOD + o.reflUVW = reflect(o.eyeVec, normalWorld); + #endif + + return o; +} + +void fragDeferred ( + VertexOutputDeferred i, + out half4 outGBuffer0 : SV_Target0, + out half4 outGBuffer1 : SV_Target1, + out half4 outGBuffer2 : SV_Target2, + out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a) +) +{ + #if (SHADER_TARGET < 30) + outGBuffer0 = 1; + outGBuffer1 = 1; + outGBuffer2 = 0; + outEmission = 0; + return; + #endif + + FRAGMENT_SETUP(s) +#if UNITY_OPTIMIZE_TEXCUBELOD + s.reflUVW = i.reflUVW; +#endif + + // no analytic lights in this pass + UnityLight dummyLight = DummyLight (); + half atten = 1; + + // only GI + half occlusion = Occlusion(i.tex.xy); +#if UNITY_ENABLE_REFLECTION_BUFFERS + bool sampleReflectionsInDeferred = false; +#else + bool sampleReflectionsInDeferred = true; +#endif + + UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred); + + half3 emissiveColor = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb; + emissiveColor += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi); + + #ifdef _EMISSION + emissiveColor += Emission (i.tex.xy); + #endif + + #ifndef UNITY_HDR_ON + emissiveColor.rgb = exp2(-emissiveColor.rgb); + #endif + + UnityStandardData data; + data.diffuseColor = s.diffColor; + data.occlusion = occlusion; + data.specularColor = s.specColor; + data.smoothness = s.smoothness; + data.normalWorld = s.normalWorld; + + UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); + + // Emisive lighting buffer + outEmission = half4(emissiveColor, 1); +} + + +// +// Old FragmentGI signature. Kept only for backward compatibility and will be removed soon +// + +inline UnityGI FragmentGI( + float3 posWorld, + half occlusion, half4 i_ambientOrLightmapUV, half atten, half smoothness, half3 normalWorld, half3 eyeVec, + UnityLight light, + bool reflections) +{ + // we init only fields actually used + FragmentCommonData s = (FragmentCommonData)0; + s.smoothness = smoothness; + s.normalWorld = normalWorld; + s.eyeVec = eyeVec; + s.posWorld = posWorld; +#if UNITY_OPTIMIZE_TEXCUBELOD + s.reflUVW = reflect(eyeVec, normalWorld); +#endif + return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, reflections); +} +inline UnityGI FragmentGI ( + float3 posWorld, + half occlusion, half4 i_ambientOrLightmapUV, half atten, half smoothness, half3 normalWorld, half3 eyeVec, + UnityLight light) +{ + return FragmentGI (posWorld, occlusion, i_ambientOrLightmapUV, atten, smoothness, normalWorld, eyeVec, light, true); +} + +#endif // UNITY_STANDARD_CORE_INCLUDED diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardCore.cginc.meta b/Assets/ColorMask/Shaders/ColorMaskStandardCore.cginc.meta new file mode 100644 index 000000000..39fadad5f --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardCore.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e5dca6b2da6837042a45e61fa0082255 +timeCreated: 1435093423 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardCoreForward.cginc b/Assets/ColorMask/Shaders/ColorMaskStandardCoreForward.cginc new file mode 100644 index 000000000..25f26d1d6 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardCoreForward.cginc @@ -0,0 +1,24 @@ +#ifndef UNITY_STANDARD_CORE_FORWARD_INCLUDED +#define UNITY_STANDARD_CORE_FORWARD_INCLUDED + +#if defined(UNITY_NO_FULL_STANDARD_SHADER) +# define UNITY_STANDARD_SIMPLE 1 +#endif + +#include "UnityStandardConfig.cginc" + +#if UNITY_STANDARD_SIMPLE + #include "ColorMaskStandardCoreForwardSimple.cginc" + VertexOutputBaseSimple vertBase (VertexInput v) { return vertForwardBaseSimple(v); } + VertexOutputForwardAddSimple vertAdd (VertexInput v) { return vertForwardAddSimple(v); } + half4 fragBase (VertexOutputBaseSimple i) : SV_Target { return fragForwardBaseSimpleInternal(i); } + half4 fragAdd (VertexOutputForwardAddSimple i) : SV_Target { return fragForwardAddSimpleInternal(i); } +#else + #include "ColorMaskStandardCore.cginc" + VertexOutputForwardBase vertBase (VertexInput v) { return vertForwardBase(v); } + VertexOutputForwardAdd vertAdd (VertexInput v) { return vertForwardAdd(v); } + half4 fragBase (VertexOutputForwardBase i) : SV_Target { return fragForwardBaseInternal(i); } + half4 fragAdd (VertexOutputForwardAdd i) : SV_Target { return fragForwardAddInternal(i); } +#endif + +#endif // UNITY_STANDARD_CORE_FORWARD_INCLUDED diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardCoreForward.cginc.meta b/Assets/ColorMask/Shaders/ColorMaskStandardCoreForward.cginc.meta new file mode 100644 index 000000000..143110e73 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardCoreForward.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 62e4b8006c4d41942b2c870f78dd9402 +timeCreated: 1454275320 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardCoreForwardSimple.cginc b/Assets/ColorMask/Shaders/ColorMaskStandardCoreForwardSimple.cginc new file mode 100644 index 000000000..3b2202b53 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardCoreForwardSimple.cginc @@ -0,0 +1,354 @@ +#ifndef UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED +#define UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED + +#include "ColorMaskStandardCore.cginc" + +// Does not support: _PARALLAXMAP, DIRLIGHTMAP_COMBINED, DIRLIGHTMAP_SEPARATE +#define GLOSSMAP (defined(_SPECGLOSSMAP) || defined(_METALLICGLOSSMAP)) + +#ifndef SPECULAR_HIGHLIGHTS + #define SPECULAR_HIGHLIGHTS (!defined(_SPECULAR_HIGHLIGHTS_OFF)) +#endif + +struct VertexOutputBaseSimple +{ + float4 pos : SV_POSITION; + float4 tex : TEXCOORD0; + half4 eyeVec : TEXCOORD1; // w: grazingTerm + + half4 ambientOrLightmapUV : TEXCOORD2; // SH or Lightmap UV + SHADOW_COORDS(3) + UNITY_FOG_COORDS_PACKED(4, half4) // x: fogCoord, yzw: reflectVec + + half4 normalWorld : TEXCOORD5; // w: fresnelTerm + +#ifdef _NORMALMAP + half3 tangentSpaceLightDir : TEXCOORD6; + #if SPECULAR_HIGHLIGHTS + half3 tangentSpaceEyeVec : TEXCOORD7; + #endif +#endif +#if UNITY_REQUIRE_FRAG_WORLDPOS + float3 posWorld : TEXCOORD8; +#endif +}; + +// UNIFORM_REFLECTIVITY(): workaround to get (uniform) reflecivity based on UNITY_SETUP_BRDF_INPUT +half MetallicSetup_Reflectivity() +{ + return 1.0h - OneMinusReflectivityFromMetallic(_Metallic); +} + +half SpecularSetup_Reflectivity() +{ + return SpecularStrength(_SpecColor.rgb); +} + +#define JOIN2(a, b) a##b +#define JOIN(a, b) JOIN2(a,b) +#define UNIFORM_REFLECTIVITY JOIN(UNITY_SETUP_BRDF_INPUT, _Reflectivity) + + +#ifdef _NORMALMAP + +half3 TransformToTangentSpace(half3 tangent, half3 binormal, half3 normal, half3 v) +{ + // Mali400 shader compiler prefers explicit dot product over using a half3x3 matrix + return half3(dot(tangent, v), dot(binormal, v), dot(normal, v)); +} + +void TangentSpaceLightingInput(half3 normalWorld, half4 vTangent, half3 lightDirWorld, half3 eyeVecWorld, out half3 tangentSpaceLightDir, out half3 tangentSpaceEyeVec) +{ + half3 tangentWorld = UnityObjectToWorldDir(vTangent.xyz); + half sign = half(vTangent.w) * half(unity_WorldTransformParams.w); + half3 binormalWorld = cross(normalWorld, tangentWorld) * sign; + tangentSpaceLightDir = TransformToTangentSpace(tangentWorld, binormalWorld, normalWorld, lightDirWorld); + #if SPECULAR_HIGHLIGHTS + tangentSpaceEyeVec = normalize(TransformToTangentSpace(tangentWorld, binormalWorld, normalWorld, eyeVecWorld)); + #else + tangentSpaceEyeVec = 0; + #endif +} + +#endif // _NORMALMAP + +VertexOutputBaseSimple vertForwardBaseSimple (VertexInput v) +{ + UNITY_SETUP_INSTANCE_ID(v); + VertexOutputBaseSimple o; + UNITY_INITIALIZE_OUTPUT(VertexOutputBaseSimple, o); + + float4 posWorld = mul(unity_ObjectToWorld, v.vertex); +#if UNITY_REQUIRE_FRAG_WORLDPOS + o.posWorld = posWorld.xyz; +#endif + o.pos = UnityObjectToClipPos(v.vertex); + o.tex = TexCoords(v); + + half3 eyeVec = normalize(posWorld.xyz - _WorldSpaceCameraPos); + half3 normalWorld = UnityObjectToWorldNormal(v.normal); + + o.normalWorld.xyz = normalWorld; + o.eyeVec.xyz = eyeVec; + + #ifdef _NORMALMAP + half3 tangentSpaceEyeVec; + TangentSpaceLightingInput(normalWorld, v.tangent, _WorldSpaceLightPos0.xyz, eyeVec, o.tangentSpaceLightDir, tangentSpaceEyeVec); + #if SPECULAR_HIGHLIGHTS + o.tangentSpaceEyeVec = tangentSpaceEyeVec; + #endif + #endif + + //We need this for shadow receiving + TRANSFER_SHADOW(o); + + o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld); + + o.fogCoord.yzw = reflect(eyeVec, normalWorld); + + o.normalWorld.w = Pow4(1 - saturate(dot(normalWorld, -eyeVec))); // fresnel term + #if !GLOSSMAP + o.eyeVec.w = saturate(_Glossiness + UNIFORM_REFLECTIVITY()); // grazing term + #endif + + UNITY_TRANSFER_FOG(o, o.pos); + return o; +} + + +FragmentCommonData FragmentSetupSimple(VertexOutputBaseSimple i) +{ + half alpha = Alpha(i.tex.xy); + #if defined(_ALPHATEST_ON) + clip (alpha - _Cutoff); + #endif + + FragmentCommonData s = UNITY_SETUP_BRDF_INPUT (i.tex); + + // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) + s.diffColor = PreMultiplyAlpha (s.diffColor, alpha, s.oneMinusReflectivity, /*out*/ s.alpha); + + s.normalWorld = i.normalWorld.xyz; + s.eyeVec = i.eyeVec.xyz; + s.posWorld = IN_WORLDPOS(i); + s.reflUVW = i.fogCoord.yzw; + + #ifdef _NORMALMAP + s.tangentSpaceNormal = NormalInTangentSpace(i.tex); + #else + s.tangentSpaceNormal = 0; + #endif + + return s; +} + +UnityLight MainLightSimple(VertexOutputBaseSimple i, FragmentCommonData s) +{ + UnityLight mainLight = MainLight(); + return mainLight; +} + +half PerVertexGrazingTerm(VertexOutputBaseSimple i, FragmentCommonData s) +{ + #if GLOSSMAP + return saturate(s.smoothness + (1-s.oneMinusReflectivity)); + #else + return i.eyeVec.w; + #endif +} + +half PerVertexFresnelTerm(VertexOutputBaseSimple i) +{ + return i.normalWorld.w; +} + +#if !SPECULAR_HIGHLIGHTS +# define REFLECTVEC_FOR_SPECULAR(i, s) half3(0, 0, 0) +#elif defined(_NORMALMAP) +# define REFLECTVEC_FOR_SPECULAR(i, s) reflect(i.tangentSpaceEyeVec, s.tangentSpaceNormal) +#else +# define REFLECTVEC_FOR_SPECULAR(i, s) s.reflUVW +#endif + +half3 LightDirForSpecular(VertexOutputBaseSimple i, UnityLight mainLight) +{ + #if SPECULAR_HIGHLIGHTS && defined(_NORMALMAP) + return i.tangentSpaceLightDir; + #else + return mainLight.dir; + #endif +} + +half3 BRDF3DirectSimple(half3 diffColor, half3 specColor, half smoothness, half rl) +{ + #if SPECULAR_HIGHLIGHTS + return BRDF3_Direct(diffColor, specColor, Pow4(rl), smoothness); + #else + return diffColor; + #endif +} + +half4 fragForwardBaseSimpleInternal (VertexOutputBaseSimple i) +{ + FragmentCommonData s = FragmentSetupSimple(i); + + UnityLight mainLight = MainLightSimple(i, s); + + #if !defined(LIGHTMAP_ON) && defined(_NORMALMAP) + half ndotl = saturate(dot(s.tangentSpaceNormal, i.tangentSpaceLightDir)); + #else + half ndotl = saturate(dot(s.normalWorld, mainLight.dir)); + #endif + + half atten = SHADOW_ATTENUATION(i); + + half occlusion = Occlusion(i.tex.xy); + half rl = dot(REFLECTVEC_FOR_SPECULAR(i, s), LightDirForSpecular(i, mainLight)); + + UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight); + half3 attenuatedLightColor = gi.light.color * ndotl; + + half3 c = BRDF3_Indirect(s.diffColor, s.specColor, gi.indirect, PerVertexGrazingTerm(i, s), PerVertexFresnelTerm(i)); + c += BRDF3DirectSimple(s.diffColor, s.specColor, s.smoothness, rl) * attenuatedLightColor; + c += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi); + c += Emission(i.tex.xy); + + UNITY_APPLY_FOG(i.fogCoord, c); + + return OutputForward (half4(c, 1), s.alpha); +} + +half4 fragForwardBaseSimple (VertexOutputBaseSimple i) : SV_Target // backward compatibility (this used to be the fragment entry function) +{ + return fragForwardBaseSimpleInternal(i); +} + +struct VertexOutputForwardAddSimple +{ + float4 pos : SV_POSITION; + float4 tex : TEXCOORD0; + + LIGHTING_COORDS(1,2) + +#if !defined(_NORMALMAP) && SPECULAR_HIGHLIGHTS + UNITY_FOG_COORDS_PACKED(3, half4) // x: fogCoord, yzw: reflectVec +#else + UNITY_FOG_COORDS_PACKED(3, half1) +#endif + + half3 lightDir : TEXCOORD4; + +#if defined(_NORMALMAP) + #if SPECULAR_HIGHLIGHTS + half3 tangentSpaceEyeVec : TEXCOORD5; + #endif +#else + half3 normalWorld : TEXCOORD5; +#endif +}; + +VertexOutputForwardAddSimple vertForwardAddSimple (VertexInput v) +{ + VertexOutputForwardAddSimple o; + UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAddSimple, o); + + float4 posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); + o.tex = TexCoords(v); + + //We need this for shadow receiving + TRANSFER_VERTEX_TO_FRAGMENT(o); + + half3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w; + #ifndef USING_DIRECTIONAL_LIGHT + lightDir = NormalizePerVertexNormal(lightDir); + #endif + + #if SPECULAR_HIGHLIGHTS + half3 eyeVec = normalize(posWorld.xyz - _WorldSpaceCameraPos); + #endif + + half3 normalWorld = UnityObjectToWorldNormal(v.normal); + + #ifdef _NORMALMAP + #if SPECULAR_HIGHLIGHTS + TangentSpaceLightingInput(normalWorld, v.tangent, lightDir, eyeVec, o.lightDir, o.tangentSpaceEyeVec); + #else + half3 ignore; + TangentSpaceLightingInput(normalWorld, v.tangent, lightDir, 0, o.lightDir, ignore); + #endif + #else + o.lightDir = lightDir; + o.normalWorld = normalWorld; + #if SPECULAR_HIGHLIGHTS + o.fogCoord.yzw = reflect(eyeVec, normalWorld); + #endif + #endif + + UNITY_TRANSFER_FOG(o,o.pos); + return o; +} + +FragmentCommonData FragmentSetupSimpleAdd(VertexOutputForwardAddSimple i) +{ + half alpha = Alpha(i.tex.xy); + #if defined(_ALPHATEST_ON) + clip (alpha - _Cutoff); + #endif + + FragmentCommonData s = UNITY_SETUP_BRDF_INPUT (i.tex); + + // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) + s.diffColor = PreMultiplyAlpha (s.diffColor, alpha, s.oneMinusReflectivity, /*out*/ s.alpha); + + s.eyeVec = 0; + s.posWorld = 0; + + #ifdef _NORMALMAP + s.tangentSpaceNormal = NormalInTangentSpace(i.tex); + s.normalWorld = 0; + #else + s.tangentSpaceNormal = 0; + s.normalWorld = i.normalWorld; + #endif + + #if SPECULAR_HIGHLIGHTS && !defined(_NORMALMAP) + s.reflUVW = i.fogCoord.yzw; + #else + s.reflUVW = 0; + #endif + + return s; +} + +half3 LightSpaceNormal(VertexOutputForwardAddSimple i, FragmentCommonData s) +{ + #ifdef _NORMALMAP + return s.tangentSpaceNormal; + #else + return i.normalWorld; + #endif +} + +half4 fragForwardAddSimpleInternal (VertexOutputForwardAddSimple i) +{ + FragmentCommonData s = FragmentSetupSimpleAdd(i); + + half3 c = BRDF3DirectSimple(s.diffColor, s.specColor, s.smoothness, dot(REFLECTVEC_FOR_SPECULAR(i, s), i.lightDir)); + + #if SPECULAR_HIGHLIGHTS // else diffColor has premultiplied light color + c *= _LightColor0.rgb; + #endif + + c *= LIGHT_ATTENUATION(i) * saturate(dot(LightSpaceNormal(i, s), i.lightDir)); + + UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass + return OutputForward (half4(c, 1), s.alpha); +} + +half4 fragForwardAddSimple (VertexOutputForwardAddSimple i) : SV_Target // backward compatibility (this used to be the fragment entry function) +{ + return fragForwardAddSimpleInternal(i); +} + +#endif // UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardCoreForwardSimple.cginc.meta b/Assets/ColorMask/Shaders/ColorMaskStandardCoreForwardSimple.cginc.meta new file mode 100644 index 000000000..c9c469272 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardCoreForwardSimple.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c2b809316d7becd45948832df9d72af5 +timeCreated: 1454275320 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardInput.cginc b/Assets/ColorMask/Shaders/ColorMaskStandardInput.cginc new file mode 100644 index 000000000..200823875 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardInput.cginc @@ -0,0 +1,249 @@ +#ifndef UNITY_STANDARD_INPUT_INCLUDED +#define UNITY_STANDARD_INPUT_INCLUDED + +#include "UnityCG.cginc" +#include "UnityShaderVariables.cginc" +#include "UnityInstancing.cginc" +#include "UnityStandardConfig.cginc" +#include "UnityPBSLighting.cginc" // TBD: remove +#include "UnityStandardUtils.cginc" + +//--------------------------------------- +// Directional lightmaps & Parallax require tangent space too +#if (_NORMALMAP || DIRLIGHTMAP_COMBINED || DIRLIGHTMAP_SEPARATE || _PARALLAXMAP) + #define _TANGENT_TO_WORLD 1 +#endif + +#if (_DETAIL_MULX2 || _DETAIL_MUL || _DETAIL_ADD || _DETAIL_LERP) + #define _DETAIL 1 +#endif + +//--------------------------------------- +half4 _Color; +half _Cutoff; + +sampler2D _MainTex; +float4 _MainTex_ST; + +sampler2D _ColorMaskTex; +float4 _ColorMaskTex_ST; + +half4 _RedColor; +half4 _GreenColor; +half4 _BlueColor; +half4 _AlphaColor; + +sampler2D _DetailAlbedoMap; +float4 _DetailAlbedoMap_ST; + +sampler2D _BumpMap; +half _BumpScale; + +sampler2D _DetailMask; +sampler2D _DetailNormalMap; +half _DetailNormalMapScale; + +sampler2D _SpecGlossMap; +sampler2D _MetallicGlossMap; +half _Metallic; +half _Glossiness; +half _GlossMapScale; + +sampler2D _OcclusionMap; +half _OcclusionStrength; + +sampler2D _ParallaxMap; +half _Parallax; +half _UVSec; + +half4 _EmissionColor; +sampler2D _EmissionMap; + +//------------------------------------------------------------------------------------- +// Input functions + +struct VertexInput +{ + float4 vertex : POSITION; + half3 normal : NORMAL; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; +#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META) + float2 uv2 : TEXCOORD2; +#endif +#ifdef _TANGENT_TO_WORLD + half4 tangent : TANGENT; +#endif + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +float4 TexCoords(VertexInput v) +{ + float4 texcoord; + texcoord.xy = TRANSFORM_TEX(v.uv0, _MainTex); // Always source from uv0 + texcoord.zw = TRANSFORM_TEX(((_UVSec == 0) ? v.uv0 : v.uv1), _DetailAlbedoMap); + return texcoord; +} + +half DetailMask(float2 uv) +{ + return tex2D (_DetailMask, uv).a; +} + +half3 Albedo(float4 texcoords) +{ + + half3 albedo = tex2D (_MainTex, texcoords.xy).rgb; + + //4 channel color mask - Blend the albedo texture with the user defined colors using the color mask (rgba), then multiply the default color. + half4 cM = tex2D (_ColorMaskTex, texcoords.xy); + half total = cM.r + cM.g + cM.b + cM.a; + half mT = max(total, 0.002); + half4 blendColor = _RedColor * cM.r / mT + _GreenColor * cM.g / mT + _BlueColor * cM.b / mT + _AlphaColor * cM.a / mT; + //half4 blendColor = _RedColor * cM.r / mT + _GreenColor * cM.g / mT; + //half4 blendColor = cM; + albedo = lerp(albedo, blendColor.rgb, min(total, 1) * blendColor.a ) * _Color.rgb; + //albedo = cM.b + cM.a; + +#if _DETAIL + #if (SHADER_TARGET < 30) + // SM20: instruction count limitation + // SM20: no detail mask + half mask = 1; + #else + half mask = DetailMask(texcoords.xy); + #endif + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + #if _DETAIL_MULX2 + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, mask); + #elif _DETAIL_MUL + albedo *= LerpWhiteTo (detailAlbedo, mask); + #elif _DETAIL_ADD + albedo += detailAlbedo * mask; + #elif _DETAIL_LERP + albedo = lerp (albedo, detailAlbedo, mask); + #endif +#endif + return albedo; +} + +half Alpha(float2 uv) +{ +#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + return _Color.a; +#else + return tex2D(_MainTex, uv).a * _Color.a; +#endif +} + +half Occlusion(float2 uv) +{ +#if (SHADER_TARGET < 30) + // SM20: instruction count limitation + // SM20: simpler occlusion + return tex2D(_OcclusionMap, uv).g; +#else + half occ = tex2D(_OcclusionMap, uv).g; + return LerpOneTo (occ, _OcclusionStrength); +#endif +} + +half4 SpecularGloss(float2 uv) +{ + half4 sg; +#ifdef _SPECGLOSSMAP + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + sg.rgb = tex2D(_SpecGlossMap, uv).rgb; + sg.a = tex2D(_MainTex, uv).a; + #else + sg = tex2D(_SpecGlossMap, uv); + #endif + sg.a *= _GlossMapScale; +#else + sg.rgb = _SpecColor.rgb; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + sg.a = tex2D(_MainTex, uv).a * _GlossMapScale; + #else + sg.a = _Glossiness; + #endif +#endif + return sg; +} + +half2 MetallicGloss(float2 uv) +{ + half2 mg; + +#ifdef _METALLICGLOSSMAP + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + mg.r = tex2D(_MetallicGlossMap, uv).r; + mg.g = tex2D(_MainTex, uv).a; + #else + mg = tex2D(_MetallicGlossMap, uv).ra; + #endif + mg.g *= _GlossMapScale; +#else + mg.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + mg.g = tex2D(_MainTex, uv).a * _GlossMapScale; + #else + mg.g = _Glossiness; + #endif +#endif + return mg; +} + +half3 Emission(float2 uv) +{ +#ifndef _EMISSION + return 0; +#else + return tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb; +#endif +} + +#ifdef _NORMALMAP +half3 NormalInTangentSpace(float4 texcoords) +{ + half3 normalTangent = UnpackScaleNormal(tex2D (_BumpMap, texcoords.xy), _BumpScale); + // SM20: instruction count limitation + // SM20: no detail normalmaps +#if _DETAIL && !defined(SHADER_API_MOBILE) && (SHADER_TARGET >= 30) + half mask = DetailMask(texcoords.xy); + half3 detailNormalTangent = UnpackScaleNormal(tex2D (_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + #if _DETAIL_LERP + normalTangent = lerp( + normalTangent, + detailNormalTangent, + mask); + #else + normalTangent = lerp( + normalTangent, + BlendNormals(normalTangent, detailNormalTangent), + mask); + #endif +#endif + return normalTangent; +} +#endif + +float4 Parallax (float4 texcoords, half3 viewDir) +{ +// D3D9/SM30 supports up to 16 samplers, skip the parallax map in case we exceed the limit +#define EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT (defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_SEPARATE) && defined(SHADOWS_SCREEN) && defined(_NORMALMAP) && \ + defined(_EMISSION) && defined(_DETAIL) && (defined(_METALLICGLOSSMAP) || defined(_SPECGLOSSMAP))) + +#if !defined(_PARALLAXMAP) || (SHADER_TARGET < 30) || (defined(SHADER_API_D3D9) && EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT) + // SM20: instruction count limitation + // SM20: no parallax + return texcoords; +#else + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, viewDir); + return float4(texcoords.xy + offset, texcoords.zw + offset); +#endif + +#undef EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT +} + +#endif // UNITY_STANDARD_INPUT_INCLUDED diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardInput.cginc.meta b/Assets/ColorMask/Shaders/ColorMaskStandardInput.cginc.meta new file mode 100644 index 000000000..6d010f277 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardInput.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5d44df0214f7ed446bd641e3b25429a0 +timeCreated: 1435093423 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardMeta.cginc b/Assets/ColorMask/Shaders/ColorMaskStandardMeta.cginc new file mode 100644 index 000000000..b6e1548b7 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardMeta.cginc @@ -0,0 +1,56 @@ +#ifndef UNITY_STANDARD_META_INCLUDED +#define UNITY_STANDARD_META_INCLUDED + +// Functionality for Standard shader "meta" pass +// (extracts albedo/emission for lightmapper etc.) + +// define meta pass before including other files; they have conditions +// on that in some places +#define UNITY_PASS_META 1 + +#include "UnityCG.cginc" +#include "ColorMaskStandardInput.cginc" +#include "UnityMetaPass.cginc" +#include "ColorMaskStandardCore.cginc" + +struct v2f_meta +{ + float4 uv : TEXCOORD0; + float4 pos : SV_POSITION; +}; + +v2f_meta vert_meta (VertexInput v) +{ + v2f_meta o; + o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); + o.uv = TexCoords(v); + return o; +} + +// Albedo for lightmapping should basically be diffuse color. +// But rough metals (black diffuse) still scatter quite a lot of light around, so +// we want to take some of that into account too. +half3 UnityLightmappingAlbedo (half3 diffuse, half3 specular, half smoothness) +{ + half roughness = SmoothnessToRoughness(smoothness); + half3 res = diffuse; + res += specular * roughness * 0.5; + return res; +} + +float4 frag_meta (v2f_meta i) : SV_Target +{ + // we're interested in diffuse & specular colors, + // and surface roughness to produce final albedo. + FragmentCommonData data = UNITY_SETUP_BRDF_INPUT (i.uv); + + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); + + o.Albedo = UnityLightmappingAlbedo (data.diffColor, data.specColor, data.smoothness); + o.Emission = Emission(i.uv.xy); + + return UnityMetaFragment(o); +} + +#endif // UNITY_STANDARD_META_INCLUDED diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardMeta.cginc.meta b/Assets/ColorMask/Shaders/ColorMaskStandardMeta.cginc.meta new file mode 100644 index 000000000..154c64da2 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardMeta.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ef6599bf52ffb90459f0c70ac32ee0a4 +timeCreated: 1435099795 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardSpecular.shader b/Assets/ColorMask/Shaders/ColorMaskStandardSpecular.shader new file mode 100644 index 000000000..dfdd97910 --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardSpecular.shader @@ -0,0 +1,340 @@ +Shader "ColorMask/Standard (Specular setup)" +{ + Properties + { + _Color("Color", Color) = (1,1,1,1) + _MainTex("Albedo", 2D) = "white" {} + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _ColorMaskTex("Color Mask", 2D) = "black" {} + _RedColor("Red Color", Color) = (1,1,1,1) + _GreenColor("Green Color", Color) = (1,1,1,1) + _BlueColor("Blue Color", Color) = (1,1,1,1) + _AlphaColor("Alpha Color", Color) = (1,1,1,1) + + _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 + _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 + + _SpecColor("Specular", Color) = (0.2,0.2,0.2) + _SpecGlossMap("Specular", 2D) = "white" {} + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 + + _BumpScale("Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _EmissionColor("Color", Color) = (0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale("Scale", Float) = 1.0 + _DetailNormalMap("Normal Map", 2D) = "bump" {} + + [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 + + + // Blending state + [HideInInspector] _Mode ("__mode", Float) = 0.0 + [HideInInspector] _SrcBlend ("__src", Float) = 1.0 + [HideInInspector] _DstBlend ("__dst", Float) = 0.0 + [HideInInspector] _ZWrite ("__zw", Float) = 1.0 + } + + CGINCLUDE + #define UNITY_SETUP_BRDF_INPUT SpecularSetup + ENDCG + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + + + // ------------------------------------------------------------------ + // Base forward pass (directional light, emission, lightmaps, ...) + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _SPECGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma vertex vertBase + #pragma fragment fragBase + #include "ColorMaskStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Additive forward pass (one light per pass) + Pass + { + Name "FORWARD_DELTA" + Tags { "LightMode" = "ForwardAdd" } + Blend [_SrcBlend] One + Fog { Color (0,0,0,0) } // in additive pass fog should be black + ZWrite Off + ZTest LEqual + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _SPECGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + + #pragma vertex vertAdd + #pragma fragment fragAdd + #include "ColorMaskStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Shadow rendering pass + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _SPECGLOSSMAP + #pragma shader_feature _PARALLAXMAP + #pragma multi_compile_shadowcaster + + #pragma vertex vertShadowCaster + #pragma fragment fragShadowCaster + + #include "UnityStandardShadow.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Deferred pass + Pass + { + Name "DEFERRED" + Tags { "LightMode" = "Deferred" } + + CGPROGRAM + #pragma target 3.0 + #pragma exclude_renderers nomrt + + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _SPECGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile ___ UNITY_HDR_ON + #pragma multi_compile ___ LIGHTMAP_ON + #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile ___ DYNAMICLIGHTMAP_ON + + #pragma vertex vertDeferred + #pragma fragment fragDeferred + + #include "ColorMaskStandardCore.cginc" + + ENDCG + } + + // ------------------------------------------------------------------ + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags { "LightMode"="Meta" } + + Cull Off + + CGPROGRAM + #pragma target 2.5 + + #pragma vertex vert_meta + #pragma fragment frag_meta + + #pragma shader_feature _EMISSION + #pragma shader_feature _SPECGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature ___ _DETAIL_MULX2 + + #include "ColorMaskStandardMeta.cginc" + ENDCG + } + } + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 150 + + // ------------------------------------------------------------------ + // Base forward pass (directional light, emission, lightmaps, ...) + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 2.5 + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _SPECGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP + + #pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma vertex vertBase + #pragma fragment fragBase + #include "ColorMaskStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Additive forward pass (one light per pass) + Pass + { + Name "FORWARD_DELTA" + Tags { "LightMode" = "ForwardAdd" } + Blend [_SrcBlend] One + Fog { Color (0,0,0,0) } // in additive pass fog should be black + ZWrite Off + ZTest LEqual + + CGPROGRAM + #pragma target 2.5 + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _SPECGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP + #pragma skip_variants SHADOWS_SOFT + + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + + #pragma vertex vertAdd + #pragma fragment fragAdd + #include "ColorMaskStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Shadow rendering pass + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 2.5 + + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _SPECGLOSSMAP + #pragma skip_variants SHADOWS_SOFT + #pragma multi_compile_shadowcaster + + #pragma vertex vertShadowCaster + #pragma fragment fragShadowCaster + + #include "UnityStandardShadow.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags { "LightMode"="Meta" } + + Cull Off + + CGPROGRAM + #pragma target 2.5 + + #pragma vertex vert_meta + #pragma fragment frag_meta + + #pragma shader_feature _EMISSION + #pragma shader_feature _SPECGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature ___ _DETAIL_MULX2 + + #include "ColorMaskStandardMeta.cginc" + ENDCG + } + } + + FallBack "VertexLit" + CustomEditor "ColorMaskStandardShaderGUI" +} diff --git a/Assets/ColorMask/Shaders/ColorMaskStandardSpecular.shader.meta b/Assets/ColorMask/Shaders/ColorMaskStandardSpecular.shader.meta new file mode 100644 index 000000000..748ff339c --- /dev/null +++ b/Assets/ColorMask/Shaders/ColorMaskStandardSpecular.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bedf46e927dae18459dcdcdef5201a5f +timeCreated: 1435103330 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/Editor.meta b/Assets/ColorMask/Shaders/Editor.meta new file mode 100644 index 000000000..f407cfd12 --- /dev/null +++ b/Assets/ColorMask/Shaders/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 276cc93363e40514e8655de2514c9341 +folderAsset: yes +timeCreated: 1436031523 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ColorMask/Shaders/Editor/ColorMaskStandardShaderGUI.cs b/Assets/ColorMask/Shaders/Editor/ColorMaskStandardShaderGUI.cs new file mode 100644 index 000000000..b23aab3b3 --- /dev/null +++ b/Assets/ColorMask/Shaders/Editor/ColorMaskStandardShaderGUI.cs @@ -0,0 +1,469 @@ +using System; +using UnityEngine; + +namespace UnityEditor +{ +internal class ColorMaskStandardShaderGUI : ShaderGUI +{ + private enum WorkflowMode + { + Specular, + Metallic, + Dielectric + } + + public enum BlendMode + { + Opaque, + Cutout, + Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency + Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply + } + + public enum SmoothnessMapChannel + { + SpecularMetallicAlpha, + AlbedoAlpha, + } + + private static class Styles + { + public static GUIStyle optionsButton = "PaneOptions"; + public static GUIContent uvSetLabel = new GUIContent("UV Set"); + public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") }; + + public static string emptyTootip = ""; + public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)"); + public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); + public static GUIContent colorMaskText = new GUIContent("Color Mask", "Color Mask (R)"); + public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)"); + public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)"); + public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value"); + public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor"); + public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel"); + public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights"); + public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections"); + public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); + public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)"); + public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); + public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)"); + public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)"); + public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2"); + public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map"); + + public static string whiteSpaceString = " "; + public static string primaryMapsText = "Main Maps"; + public static string secondaryMapsText = "Secondary Maps"; + public static string forwardText = "Forward Rendering Options"; + public static string renderingMode = "Rendering Mode"; + public static GUIContent emissiveWarning = new GUIContent ("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive."); + public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect."); + public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode)); + } + + MaterialProperty blendMode = null; + MaterialProperty albedoMap = null; + MaterialProperty albedoColor = null; + MaterialProperty alphaCutoff = null; + MaterialProperty colorMaskMap = null; + MaterialProperty redColor = null; + MaterialProperty greenColor = null; + MaterialProperty blueColor = null; + MaterialProperty alphaColor = null; + MaterialProperty specularMap = null; + MaterialProperty specularColor = null; + MaterialProperty metallicMap = null; + MaterialProperty metallic = null; + MaterialProperty smoothness = null; + MaterialProperty smoothnessScale = null; + MaterialProperty smoothnessMapChannel = null; + MaterialProperty highlights = null; + MaterialProperty reflections = null; + MaterialProperty bumpScale = null; + MaterialProperty bumpMap = null; + MaterialProperty occlusionStrength = null; + MaterialProperty occlusionMap = null; + MaterialProperty heigtMapScale = null; + MaterialProperty heightMap = null; + MaterialProperty emissionColorForRendering = null; + MaterialProperty emissionMap = null; + MaterialProperty detailMask = null; + MaterialProperty detailAlbedoMap = null; + MaterialProperty detailNormalMapScale = null; + MaterialProperty detailNormalMap = null; + MaterialProperty uvSetSecondary = null; + + MaterialEditor m_MaterialEditor; + WorkflowMode m_WorkflowMode = WorkflowMode.Specular; + ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f); + + bool m_FirstTimeApply = true; + + public void FindProperties (MaterialProperty[] props) + { + blendMode = FindProperty ("_Mode", props); + albedoMap = FindProperty ("_MainTex", props); + albedoColor = FindProperty ("_Color", props); + alphaCutoff = FindProperty ("_Cutoff", props); + colorMaskMap = FindProperty ("_ColorMaskTex", props); + redColor = FindProperty ("_RedColor", props); + greenColor = FindProperty ("_GreenColor", props); + blueColor = FindProperty ("_BlueColor", props); + alphaColor = FindProperty ("_AlphaColor", props); + specularMap = FindProperty ("_SpecGlossMap", props, false); + specularColor = FindProperty ("_SpecColor", props, false); + metallicMap = FindProperty ("_MetallicGlossMap", props, false); + metallic = FindProperty ("_Metallic", props, false); + if (specularMap != null && specularColor != null) + m_WorkflowMode = WorkflowMode.Specular; + else if (metallicMap != null && metallic != null) + m_WorkflowMode = WorkflowMode.Metallic; + else + m_WorkflowMode = WorkflowMode.Dielectric; + smoothness = FindProperty ("_Glossiness", props); + smoothnessScale = FindProperty ("_GlossMapScale", props, false); + smoothnessMapChannel = FindProperty ("_SmoothnessTextureChannel", props, false); + highlights = FindProperty ("_SpecularHighlights", props, false); + reflections = FindProperty ("_GlossyReflections", props, false); + bumpScale = FindProperty ("_BumpScale", props); + bumpMap = FindProperty ("_BumpMap", props); + heigtMapScale = FindProperty ("_Parallax", props); + heightMap = FindProperty("_ParallaxMap", props); + occlusionStrength = FindProperty ("_OcclusionStrength", props); + occlusionMap = FindProperty ("_OcclusionMap", props); + emissionColorForRendering = FindProperty ("_EmissionColor", props); + emissionMap = FindProperty ("_EmissionMap", props); + detailMask = FindProperty ("_DetailMask", props); + detailAlbedoMap = FindProperty ("_DetailAlbedoMap", props); + detailNormalMapScale = FindProperty ("_DetailNormalMapScale", props); + detailNormalMap = FindProperty ("_DetailNormalMap", props); + uvSetSecondary = FindProperty ("_UVSec", props); + } + + public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props) + { + FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + m_MaterialEditor = materialEditor; + Material material = materialEditor.target as Material; + + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a standard shader. + // Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071) + if (m_FirstTimeApply) + { + MaterialChanged(material, m_WorkflowMode); + m_FirstTimeApply = false; + } + + ShaderPropertiesGUI (material); + } + + public void ShaderPropertiesGUI (Material material) + { + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + { + BlendModePopup(); + + // Primary properties + GUILayout.Label (Styles.primaryMapsText, EditorStyles.boldLabel); + DoAlbedoArea(material); + DoColorMaskArea(material); + DoSpecularMetallicArea(); + m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); + m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null); + m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null); + DoEmissionArea(material); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); + EditorGUI.BeginChangeCheck(); + m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); + if (EditorGUI.EndChangeCheck()) + colorMaskMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the color mask texture as well + + EditorGUI.BeginChangeCheck(); + m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); + if (EditorGUI.EndChangeCheck()) + emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake + + EditorGUILayout.Space(); + + // Secondary properties + GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale); + m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); + m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text); + + // Third properties + GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel); + if (highlights != null) + m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText); + if (reflections != null) + m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText); + + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendMode.targets) + MaterialChanged((Material)obj, m_WorkflowMode); + } + } + + internal void DetermineWorkflow(MaterialProperty[] props) + { + if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null) + m_WorkflowMode = WorkflowMode.Specular; + else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null) + m_WorkflowMode = WorkflowMode.Metallic; + else + m_WorkflowMode = WorkflowMode.Dielectric; + } + + public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader) + { + // _Emission property is lost after assigning Standard shader to the material + // thus transfer it before assigning the new shader + if (material.HasProperty("_Emission")) + { + material.SetColor("_EmissionColor", material.GetColor("_Emission")); + } + + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) + { + SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); + return; + } + + BlendMode blendMode = BlendMode.Opaque; + if (oldShader.name.Contains("/Transparent/Cutout/")) + { + blendMode = BlendMode.Cutout; + } + else if (oldShader.name.Contains("/Transparent/")) + { + // NOTE: legacy shaders did not provide physically based transparency + // therefore Fade mode + blendMode = BlendMode.Fade; + } + material.SetFloat("_Mode", (float)blendMode); + + DetermineWorkflow( MaterialEditor.GetMaterialProperties (new Material[] { material }) ); + MaterialChanged(material, m_WorkflowMode); + } + + void BlendModePopup() + { + EditorGUI.showMixedValue = blendMode.hasMixedValue; + var mode = (BlendMode)blendMode.floatValue; + + EditorGUI.BeginChangeCheck(); + mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames); + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); + blendMode.floatValue = (float)mode; + } + + EditorGUI.showMixedValue = false; + } + + void DoAlbedoArea(Material material) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); + if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)) + { + m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel+1); + } + } + + void DoColorMaskArea(Material material) + { + //4 channel color mask - Texture and colors + m_MaterialEditor.TexturePropertySingleLine(Styles.colorMaskText, colorMaskMap); + m_MaterialEditor.ColorProperty(redColor, "Red Color"); + m_MaterialEditor.ColorProperty(greenColor, "Green Color"); + m_MaterialEditor.ColorProperty(blueColor, "Blue Color"); + m_MaterialEditor.ColorProperty(alphaColor, "Alpha Color"); + } + + void DoEmissionArea(Material material) + { + bool showHelpBox = !HasValidEmissiveKeyword(material); + + bool hadEmissionTexture = emissionMap.textureValue != null; + + // Texture and HDR color controls + m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); + + // If texture was assigned and color was black set color to white + float brightness = emissionColorForRendering.colorValue.maxColorComponent; + if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) + emissionColorForRendering.colorValue = Color.white; + + // Emission for GI? + m_MaterialEditor.LightmapEmissionProperty (MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); + + if (showHelpBox) + { + EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning); + } + } + + void DoSpecularMetallicArea() + { + bool hasGlossMap = false; + if (m_WorkflowMode == WorkflowMode.Specular) + { + hasGlossMap = specularMap.textureValue != null; + m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor); + } + else if (m_WorkflowMode == WorkflowMode.Metallic) + { + hasGlossMap = metallicMap.textureValue != null; + m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic); + } + + bool showSmoothnessScale = hasGlossMap; + if (smoothnessMapChannel != null) + { + int smoothnessChannel = (int) smoothnessMapChannel.floatValue; + if (smoothnessChannel == (int) SmoothnessMapChannel.AlbedoAlpha) + showSmoothnessScale = true; + } + + int indentation = 2; // align with labels of texture properties + m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); + + ++indentation; + if (smoothnessMapChannel != null) + m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation); + } + + public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) + { + switch (blendMode) + { + case BlendMode.Opaque: + material.SetOverrideTag("RenderType", ""); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = -1; + break; + case BlendMode.Cutout: + material.SetOverrideTag("RenderType", "TransparentCutout"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.EnableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; + break; + case BlendMode.Fade: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.EnableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; + break; + case BlendMode.Transparent: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; + break; + } + } + + static SmoothnessMapChannel GetSmoothnessMapChannel(Material material) + { + int ch = (int) material.GetFloat("_SmoothnessTextureChannel"); + if (ch == (int) SmoothnessMapChannel.AlbedoAlpha) + return SmoothnessMapChannel.AlbedoAlpha; + else + return SmoothnessMapChannel.SpecularMetallicAlpha; + } + + static bool ShouldEmissionBeEnabled(Material mat, Color color) + { + var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0; + return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission; + } + + static void SetMaterialKeywords(Material material, WorkflowMode workflowMode) + { + // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation + // (MaterialProperty value might come from renderer material property block) + SetKeyword (material, "_NORMALMAP", material.GetTexture ("_BumpMap") || material.GetTexture ("_DetailNormalMap")); + if (workflowMode == WorkflowMode.Specular) + SetKeyword (material, "_SPECGLOSSMAP", material.GetTexture ("_SpecGlossMap")); + else if (workflowMode == WorkflowMode.Metallic) + SetKeyword (material, "_METALLICGLOSSMAP", material.GetTexture ("_MetallicGlossMap")); + SetKeyword (material, "_PARALLAXMAP", material.GetTexture ("_ParallaxMap")); + SetKeyword (material, "_DETAIL_MULX2", material.GetTexture ("_DetailAlbedoMap") || material.GetTexture ("_DetailNormalMap")); + + bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled (material, material.GetColor("_EmissionColor")); + SetKeyword (material, "_EMISSION", shouldEmissionBeEnabled); + + if (material.HasProperty("_SmoothnessTextureChannel")) + { + SetKeyword (material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha); + } + + // Setup lightmap emissive flags + MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags; + if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) + { + flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; + if (!shouldEmissionBeEnabled) + flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; + + material.globalIlluminationFlags = flags; + } + } + + bool HasValidEmissiveKeyword (Material material) + { + // Material animation might be out of sync with the material keyword. + // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. + // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) + bool hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION"); + if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue)) + return false; + else + return true; + } + + static void MaterialChanged(Material material, WorkflowMode workflowMode) + { + SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); + + SetMaterialKeywords(material, workflowMode); + } + + static void SetKeyword(Material m, string keyword, bool state) + { + if (state) + m.EnableKeyword (keyword); + else + m.DisableKeyword (keyword); + } +} + +} // namespace UnityEditor diff --git a/Assets/ColorMask/Shaders/Editor/ColorMaskStandardShaderGUI.cs.meta b/Assets/ColorMask/Shaders/Editor/ColorMaskStandardShaderGUI.cs.meta new file mode 100644 index 000000000..8337776f4 --- /dev/null +++ b/Assets/ColorMask/Shaders/Editor/ColorMaskStandardShaderGUI.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 57c815331559f6549a3f6d3c4f7102c1 +timeCreated: 1435093423 +licenseType: Store +MonoImporter: + 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a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_board.mat b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_board.mat index 84502d7e4..77a7c35e1 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_board.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_board.mat @@ -8,10 +8,10 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: airboy_board - m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: - - _EMISSION + m_Shader: {fileID: 4800000, guid: d71b68f2455a53f49a89b1116164a1e8, type: 3} + m_ValidKeywords: [] m_InvalidKeywords: + - _EMISSION - _METALLICGLOSSMAP m_LightmapFlags: 2 m_EnableInstancingVariants: 0 @@ -22,6 +22,10 @@ Material: m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _Albedo: + m_Texture: {fileID: 2800000, guid: b31d4f673c4dc0b498c0325fbece6d29, type: 3} + m_Scale: {x: 2, y: 3} + m_Offset: {x: 0, y: -2.2} - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -42,6 +46,10 @@ Material: m_Texture: {fileID: 2800000, guid: b31d4f673c4dc0b498c0325fbece6d29, type: 3} m_Scale: {x: 2, y: 3} m_Offset: {x: 0, y: -2.2} + - _EmissionTexture: + m_Texture: {fileID: 2800000, guid: b31d4f673c4dc0b498c0325fbece6d29, type: 3} + m_Scale: {x: 2, y: 3} + m_Offset: {x: 0, y: -2.2} - _MainTex: m_Texture: {fileID: 2800000, guid: b31d4f673c4dc0b498c0325fbece6d29, type: 3} m_Scale: {x: 2, y: 3} @@ -62,26 +70,44 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _Specular: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: - _BumpScale: 1 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _EmissionTextureGlow: 0 + - _EmissionTextureOpacity: 0 - _GlossMapScale: 1 - _Glossiness: 0.65 - _GlossyReflections: 1 + - _Glow: 5 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 + - _Smoothness: 65 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 - _UVSec: 0 - _ZWrite: 1 + - __dirty: 0 m_Colors: + - _AlbedoColor: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - - _EmissionColor: {r: 0.6766883, g: 0.6766883, b: 0.6766883, a: 1} + - _Emission: {r: 0.7843138, g: 0.6784314, b: 0.6784314, a: 1} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EmissionTextureAlpha: {r: 0, g: 0, b: 0, a: 1} + - _GlowColor: {r: 0.019607844, g: 0.019607844, b: 0.019607844, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + - _SpecularColor: {r: 0.2156863, g: 0.2156863, b: 0.2156863, a: 0} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_body.mat b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_body.mat index 11ffb9efc..94258a293 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_body.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_body.mat @@ -8,9 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: airboy_body - m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: - - _EMISSION + m_Shader: {fileID: 4800000, guid: d71b68f2455a53f49a89b1116164a1e8, type: 3} + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 2 m_EnableInstancingVariants: 0 @@ -21,10 +20,22 @@ Material: m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _Albedo: + m_Texture: {fileID: 2800000, guid: 9e8ea6638dfeae64283dd3e0d77aed0e, type: 3} + m_Scale: {x: 2, y: 1} + m_Offset: {x: 0, y: 0} + - _AmbientOcclusion: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _ColorMask: + m_Texture: {fileID: 2800000, guid: f181c9819c5bc7b488b3eedee117d8e0, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _Cube: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -41,10 +52,18 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _Emission: + m_Texture: {fileID: 2800000, guid: 9e8ea6638dfeae64283dd3e0d77aed0e, type: 3} + m_Scale: {x: 2, y: 1} + m_Offset: {x: 0, y: 0} - _EmissionMap: m_Texture: {fileID: 2800000, guid: 9e8ea6638dfeae64283dd3e0d77aed0e, type: 3} m_Scale: {x: 2, y: 1} m_Offset: {x: 0, y: 0} + - _EmissionTexture: + m_Texture: {fileID: 2800000, guid: 9e8ea6638dfeae64283dd3e0d77aed0e, type: 3} + m_Scale: {x: 2, y: 1} + m_Offset: {x: 0, y: 0} - _MainTex: m_Texture: {fileID: 2800000, guid: 9e8ea6638dfeae64283dd3e0d77aed0e, type: 3} m_Scale: {x: 2, y: 1} @@ -54,7 +73,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _OcclusionMap: - m_Texture: {fileID: 0} + m_Texture: {fileID: 2800000, guid: 9e8ea6638dfeae64283dd3e0d77aed0e, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _ParallaxMap: @@ -65,40 +84,73 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _Specular: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SpecularTexture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TextureSample0: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _ToonShade: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: - PixelSnap: 0 + - _ASEOutlineWidth: 0.0005 - _BumpScale: 1 - _CautionThreshold: 0.25 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - _DstBlend: 0 - - _GlossMapScale: 1 + - _EmissionTextureGlow: 0 + - _EmissionTextureOpacity: 0 + - _GlossMapScale: 0.65 - _Glossiness: 0.65 - _GlossyReflections: 1 + - _Glow: 50 - _GoodThreshold: 0.5 - _Metallic: 0 - _Mode: 0 - - _OcclusionStrength: 1 + - _OcclusionLevel: 0 + - _OcclusionStrength: 0 - _Outline: 0.005 - _Parallax: 0.02 + - _Smoothness: 50 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 - _Threshold: 0 - _UVSec: 0 - _ZWrite: 1 + - __dirty: 0 m_Colors: + - _ASEOutlineColor: {r: 0, g: 0, b: 0, a: 0} + - _AlbedoColor: {r: 1, g: 1, b: 1, a: 0} + - _BlueColor: {r: 0, g: 0, b: 1, a: 1} - _CautionColor: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color0: {r: 1, g: 1, b: 1, a: 0} - _CriticalColor: {r: 1, g: 1, b: 1, a: 1} - - _EmissionColor: {r: 0.6766883, g: 0.6766883, b: 0.6766883, a: 1} + - _Emission: {r: 0.78431374, g: 0.6784314, b: 0.6784314, a: 1} + - _EmissionColor: {r: 0.78431374, g: 0.6784314, b: 0.6784314, a: 0} + - _EmissionTextureAlpha: {r: 0, g: 0, b: 0, a: 1} + - _GlowColor: {r: 0.019607844, g: 0.019607844, b: 0.019607844, a: 1} - _GoodColor: {r: 1, g: 1, b: 1, a: 1} + - _GreenColor: {r: 0, g: 1, b: 0, a: 1} - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _RedColor: {r: 1, g: 0, b: 0, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 0.5} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + - _SpecularColor: {r: 0.21568628, g: 0.21568628, b: 0.21568628, a: 0} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_dead.mat b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_dead.mat index 1affd3b1c..5062c6ac9 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_dead.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_dead.mat @@ -81,6 +81,6 @@ Material: - _ZWrite: 1 m_Colors: - _Color: {r: 1, g: 1, b: 1, a: 1} - - _EmissionColor: {r: 0.6766883, g: 0.6766883, b: 0.6766883, a: 1} + - _EmissionColor: {r: 0.78431374, g: 0.6766883, b: 0.6766883, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_shadow.mat b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_shadow.mat index 4de09b979..11c916eb7 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_shadow.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_shadow.mat @@ -75,6 +75,6 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 1, g: 1, b: 1, a: 0.44705883} + - _Color: {r: 1, g: 1, b: 1, a: 0.78431374} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_shout.mat b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_shout.mat index 249a9c5ca..2eb1f7b9f 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_shout.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_shout.mat @@ -81,6 +81,6 @@ Material: - _ZWrite: 1 m_Colors: - _Color: {r: 1, g: 1, b: 1, a: 1} - - _EmissionColor: {r: 0.6766883, g: 0.6766883, b: 0.6766883, a: 1} + - _EmissionColor: {r: 0.78431374, g: 0.6766883, b: 0.6766883, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_smile.mat b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_smile.mat index 57a752fd3..1ea9774bb 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/airboy_smile.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/airboy_smile.mat @@ -8,10 +8,10 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: airboy_smile - m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: + m_Shader: {fileID: 4800000, guid: d71b68f2455a53f49a89b1116164a1e8, type: 3} + m_ValidKeywords: [] + m_InvalidKeywords: - _EMISSION - m_InvalidKeywords: [] m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -21,6 +21,10 @@ Material: m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _Albedo: + m_Texture: {fileID: 2800000, guid: c1489975cea6d494e8b5fb97a3df7420, type: 3} + m_Scale: {x: 2, y: 1} + m_Offset: {x: 0, y: 0} - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -41,6 +45,10 @@ Material: m_Texture: {fileID: 2800000, guid: c1489975cea6d494e8b5fb97a3df7420, type: 3} m_Scale: {x: 2, y: 1} m_Offset: {x: 0, y: 0} + - _EmissionTexture: + m_Texture: {fileID: 2800000, guid: c1489975cea6d494e8b5fb97a3df7420, type: 3} + m_Scale: {x: 2, y: 1} + m_Offset: {x: 0, y: 0} - _MainTex: m_Texture: {fileID: 2800000, guid: c1489975cea6d494e8b5fb97a3df7420, type: 3} m_Scale: {x: 2, y: 1} @@ -61,26 +69,44 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _Specular: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: - _BumpScale: 1 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _EmissionTextureGlow: 0 + - _EmissionTextureOpacity: 0 - _GlossMapScale: 1 - _Glossiness: 0.65 - _GlossyReflections: 1 + - _Glow: 50 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 + - _Smoothness: 65 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 - _UVSec: 0 - _ZWrite: 1 + - __dirty: 0 m_Colors: + - _AlbedoColor: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - - _EmissionColor: {r: 0.6766883, g: 0.6766883, b: 0.6766883, a: 1} + - _Emission: {r: 0.7843138, g: 0.6784314, b: 0.6784314, a: 1} + - _EmissionColor: {r: 0.78431374, g: 0.6766883, b: 0.6766883, a: 1} + - _EmissionTextureAlpha: {r: 0, g: 0, b: 0, a: 1} + - _GlowColor: {r: 0.019607844, g: 0.019607844, b: 0.019607844, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + - _SpecularColor: {r: 0.2156863, g: 0.2156863, b: 0.2156863, a: 0} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/block_shadow.mat b/Assets/Resources/Models/Games/Airboarder/Materials/block_shadow.mat index 01d6e413e..e4cedb60d 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/block_shadow.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/block_shadow.mat @@ -75,6 +75,6 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 0.78431374} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/clouds.mat b/Assets/Resources/Models/Games/Airboarder/Materials/clouds.mat index 8705590e2..1e01cc05d 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/clouds.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/clouds.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: clouds - m_Shader: {fileID: 10751, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: 6edf21a3fdd28154ab40e23fb0660133, type: 3} m_ValidKeywords: [] m_InvalidKeywords: - _ALPHATEST_ON diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/dog_shadow.mat b/Assets/Resources/Models/Games/Airboarder/Materials/dog_shadow.mat index 5608ebf7f..5aff342cb 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/dog_shadow.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/dog_shadow.mat @@ -80,7 +80,7 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 1, g: 1, b: 1, a: 0.5019608} + - _Color: {r: 1, g: 1, b: 1, a: 0.78431374} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Models/Games/Airboarder/Materials/floorspecular.mat b/Assets/Resources/Models/Games/Airboarder/Materials/floorspecular.mat index 9d00adfa0..8c0f4fb7c 100644 --- a/Assets/Resources/Models/Games/Airboarder/Materials/floorspecular.mat +++ b/Assets/Resources/Models/Games/Airboarder/Materials/floorspecular.mat @@ -8,10 +8,11 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: floorspecular - m_Shader: {fileID: 45, guid: 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--- a/Assets/Resources/Sfx/games/nightWalkAgb/fish3.wav.meta +++ b/Assets/Resources/Sfx/games/nightWalkAgb/fish3.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/nightWalkAgb/jump1.wav.meta b/Assets/Resources/Sfx/games/nightWalkAgb/jump1.wav.meta index 4dfcd316b..f27cb2824 100644 --- a/Assets/Resources/Sfx/games/nightWalkAgb/jump1.wav.meta +++ b/Assets/Resources/Sfx/games/nightWalkAgb/jump1.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/nightWalkAgb/jump2.wav.meta b/Assets/Resources/Sfx/games/nightWalkAgb/jump2.wav.meta index 086424e09..a6c1ad2da 100644 --- a/Assets/Resources/Sfx/games/nightWalkAgb/jump2.wav.meta +++ b/Assets/Resources/Sfx/games/nightWalkAgb/jump2.wav.meta @@ -18,5 +18,5 @@ AudioImporter: 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a/Assets/Resources/Sfx/games/sumoBrothers/miss.wav.meta b/Assets/Resources/Sfx/games/sumoBrothers/miss.wav.meta index f6bbdeb50..5f170990d 100644 --- a/Assets/Resources/Sfx/games/sumoBrothers/miss.wav.meta +++ b/Assets/Resources/Sfx/games/sumoBrothers/miss.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: agbexplode/common + assetBundleName: ctrsumou/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/sumoBrothers/pose.wav.meta b/Assets/Resources/Sfx/games/sumoBrothers/pose.wav.meta index 5bdd4fca9..f70f63381 100644 --- a/Assets/Resources/Sfx/games/sumoBrothers/pose.wav.meta +++ b/Assets/Resources/Sfx/games/sumoBrothers/pose.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: ctrsumou/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/sumoBrothers/poseSignal.wav.meta b/Assets/Resources/Sfx/games/sumoBrothers/poseSignal.wav.meta index 0a9f1ee57..feb0e4f4e 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@@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: ctrsumou/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/sumoBrothers/slapSignal.wav.meta b/Assets/Resources/Sfx/games/sumoBrothers/slapSignal.wav.meta index 0f2026e45..5f94265c4 100644 --- a/Assets/Resources/Sfx/games/sumoBrothers/slapSignal.wav.meta +++ b/Assets/Resources/Sfx/games/sumoBrothers/slapSignal.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: ctrsumou/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/sumoBrothers/stomp.wav.meta b/Assets/Resources/Sfx/games/sumoBrothers/stomp.wav.meta index 99451c332..42726cec7 100644 --- a/Assets/Resources/Sfx/games/sumoBrothers/stomp.wav.meta +++ b/Assets/Resources/Sfx/games/sumoBrothers/stomp.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: ctrsumou/common assetBundleVariant: diff --git 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b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/FlowerBarely.anim.meta index 162b5bf77..31f32183f 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/FlowerBarely.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/FlowerBarely.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Idle.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Idle.anim.meta index 8e8a3f32b..8601ee806 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Idle.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Idle.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: 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b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Kick.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Lollipop.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Lollipop.anim.meta index b1089e5ec..ec182e75d 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Lollipop.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Lollipop.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/LollipopBarely.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/LollipopBarely.anim.meta index c1d6d9a88..ef4842e1c 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/LollipopBarely.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/LollipopBarely.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Note.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Note.anim.meta index d585d7710..5e5c9a38e 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Note.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Note.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: 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@@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Umbrella.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Umbrella.anim.meta index 5c1aedd0a..8c7a90335 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Umbrella.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/Umbrella.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/UmbrellaBarely.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/UmbrellaBarely.anim.meta index 570ee4168..fb9ddc73e 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/UmbrellaBarely.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Platform/UmbrellaBarely.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Blink.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Blink.anim.meta index d626529d9..59321da06 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Blink.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Blink.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git 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mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/HighJump.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/HighJump.anim.meta index a468437f3..9a0ab6047 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/HighJump.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/HighJump.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Jump.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Jump.anim.meta index 1423ea02a..4f0ea600d 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Jump.anim.meta +++ 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index 147b1743b..3c8912501 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Roll.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Roll.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/RollShock.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/RollShock.anim.meta index 52d95bbba..74ffb9ba4 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/RollShock.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/RollShock.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git 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mainObjectFileID: 9100000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Walk.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Walk.anim.meta index 2eb544a5d..135d4f853 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Walk.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/Walk.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/playYanFall.controller.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/playYanFall.controller.meta index bbfdf7d58..98dabbeb5 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/PlayYan/playYanFall.controller.meta +++ 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9320edd89..ca80f04c8 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Blink2.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Blink2.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Blink3.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Blink3.anim.meta index 56fdf2608..cfb1dc50a 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Blink3.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Blink3.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Blink4.anim.meta 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b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Devolve4.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Devolve5.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Devolve5.anim.meta index d42370054..56a5685d2 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Devolve5.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Devolve5.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve1.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve1.anim.meta index af1b8bd43..a956d683e 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve1.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve1.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve2.anim.meta b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve2.anim.meta index 430f4b6a7..5f79c7f05 100644 --- a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve2.anim.meta +++ b/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve2.anim.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: - assetBundleName: + assetBundleName: agbnightwalk/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/NightWalkGBA/Animations/Star/Evolve3.anim.meta 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weightedMode: 0 @@ -606,7 +606,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, y: 0, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -631,7 +631,7 @@ AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, y: 0, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -640,7 +640,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 0, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -649,7 +649,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, y: 0, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -674,7 +674,7 @@ AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, 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AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, y: 180, z: -10} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -941,7 +941,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 180, z: -10} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -950,7 +950,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, y: 180, z: -10} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -975,7 +975,7 @@ AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, y: 180, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -984,7 +984,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 180, z: 0} - 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@@ -941,7 +941,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 180, z: -15} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -950,7 +950,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, y: 180, z: -15} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -975,7 +975,7 @@ AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, y: 180, z: -5} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -984,7 +984,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 180, z: -5} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -993,7 +993,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, 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outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -1070,7 +1070,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 180, z: 20} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -1079,7 +1079,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, y: 180, z: 20} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -1104,7 +1104,7 @@ AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, y: 0, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -1113,7 +1113,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 0, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -1122,7 +1122,7 @@ 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z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -846,7 +846,7 @@ AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, y: 180, z: -20} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -855,7 +855,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 180, z: -20} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -864,7 +864,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, y: 180, z: -20} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -889,7 +889,7 @@ AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, y: 180, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -898,7 +898,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 180, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -907,7 +907,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, y: 180, z: 0} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -932,7 +932,7 @@ AnimationClip: - serializedVersion: 3 time: 0.06666667 value: {x: 0, y: 180, z: 20} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -941,7 +941,7 @@ AnimationClip: - serializedVersion: 3 time: 0.46666667 value: {x: 0, y: 180, z: 20} - inSlope: {x: 0, y: 0, z: 0} + inSlope: {x: -0, y: -0, z: -0} outSlope: {x: 0, y: 0, z: 0} tangentMode: 0 weightedMode: 0 @@ -950,7 +950,7 @@ AnimationClip: - serializedVersion: 3 time: 0.48333332 value: {x: 0, y: 180, z: 20} - inSlope: 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UnityEditor.Build.IPreprocessBuild { private static readonly char[] LineDelimiter = {'\n', '\r'}; @@ -26,7 +26,7 @@ public class BuildNumberUpdater : UnityEditor.Build.IPreprocessBuildWithReport get { return 1; } } - void UnityEditor.Build.IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport _) { + void UnityEditor.Build.IPreprocessBuild.OnPreprocessBuild(UnityEditor.BuildTarget target, string path) { var scriptPath = GetScriptPath(AppInfoFileName); var version = IncVersion(); var time = DateTime.UtcNow; diff --git a/Assets/Scripts/Common/SuperScroll.cs b/Assets/Scripts/Common/SuperScroll.cs index 574817e4c..9e428c6fe 100644 --- a/Assets/Scripts/Common/SuperScroll.cs +++ b/Assets/Scripts/Common/SuperScroll.cs @@ -51,7 +51,7 @@ namespace HeavenStudio.Common _renderer.material.mainTextureOffset = new Vector2(NormalizedX, -NormalizedY) * Tile; if (AutoScroll) { - float songPos = Conductor.instance.songPositionInBeats/100; + float songPos = Conductor.instance.unswungSongPositionInBeats/100; NormalizedX = songPos*AutoScrollX; NormalizedY = songPos*AutoScrollY; } diff --git a/Assets/Scripts/Conductor.cs b/Assets/Scripts/Conductor.cs index e61e60dfe..4f2300f9f 100644 --- a/Assets/Scripts/Conductor.cs +++ b/Assets/Scripts/Conductor.cs @@ -96,9 +96,7 @@ namespace HeavenStudio private float timelineVolume = 1f; private float minigameVolume = 1f; - const bool doPitchResync = true; - - public void SetTimelinePitch(float pitch, bool resync = false) + public void SetTimelinePitch(float pitch) { if (isPaused || deferTimeKeeping) return; if (pitch != 0 && pitch != timelinePitch) @@ -111,17 +109,17 @@ namespace HeavenStudio if (musicSource != null && musicSource.clip != null) { musicSource.pitch = SongPitch; - if (doPitchResync && isPlaying && resync && !deferTimeKeeping) + if (isPlaying && !(isPaused || deferTimeKeeping)) { time = MapTimeToPitchChanges(absTime + absTimeAdjust); songPos = startPos + time; songPosBeat = GetBeatFromSongPos(songPos); - SeekMusicToTime(songPos, firstBeatOffset); + songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat); } } } - public void SetMinigamePitch(float pitch, bool resync = false) + public void SetMinigamePitch(float pitch) { if (isPaused || deferTimeKeeping || !isPlaying) return; if (pitch != 0 && pitch != minigamePitch) @@ -134,12 +132,12 @@ namespace HeavenStudio if (musicSource != null && musicSource.clip != null) { musicSource.pitch = SongPitch; - if (doPitchResync && isPlaying && resync && !deferTimeKeeping) + if (isPlaying && !(isPaused || deferTimeKeeping)) { time = MapTimeToPitchChanges(absTime + absTimeAdjust); songPos = startPos + time; songPosBeat = GetBeatFromSongPos(songPos); - SeekMusicToTime(songPos, firstBeatOffset); + songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat); } } } @@ -169,9 +167,11 @@ namespace HeavenStudio SeekMusicToTime(startPos, offset); + songPos = startPos; songPosBeat = GetBeatFromSongPos(time); + songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat); - gameManager.SetCurrentEventToClosest(beat); + gameManager.SetCurrentEventToClosest(beat, true); } public void PlaySetup(double beat) @@ -234,7 +234,6 @@ namespace HeavenStudio _metronomeTally = 0; startTime = DateTime.Now; - absTime = 0; absTimeAdjust = 0; deferTimeKeeping = musicSource.clip != null; @@ -253,7 +252,6 @@ namespace HeavenStudio deferTimeKeeping = false; // Debug.Log($"dsptime: {dsp}, deferred timekeeping for {DateTime.Now - startTime} seconds (delta dsp {dsp - dspStart})"); startTime = DateTime.Now; - absTime = 0; absTimeAdjust = 0; dspStart = dsp; } diff --git a/Assets/Scripts/EventCaller.cs b/Assets/Scripts/EventCaller.cs index 29e67d5b4..140b31f70 100644 --- a/Assets/Scripts/EventCaller.cs +++ b/Assets/Scripts/EventCaller.cs @@ -4,6 +4,7 @@ using BurstLinq; using System.Collections.Generic; using UnityEngine; using Jukebox; +using HeavenStudio.Games; namespace HeavenStudio { @@ -23,11 +24,8 @@ namespace HeavenStudio public Minigames.Minigame GetMinigame(string gameName) { - if (!minigames.ContainsKey(gameName)) - { - return null; - } - return minigames[gameName]; + minigames.TryGetValue(gameName, out var minigame); + return minigame; } public Minigames.GameAction GetGameAction(Minigames.Minigame game, string action) @@ -37,9 +35,9 @@ namespace HeavenStudio public Minigames.GameAction GetGameAction(string gameName, string action) { - if (minigames.ContainsKey(gameName)) + if (minigames.TryGetValue(gameName, out var minigame)) { - return minigames[gameName].actions.Find(c => c.actionName == action); + return minigame.actions.Find(c => c.actionName == action); } else { @@ -118,24 +116,22 @@ namespace HeavenStudio public static List GetAllInGameManagerList(string gameName, string[] include) { - List temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName); - List temp2 = new List(); - foreach (string s in include) + Predicate match = c => { - temp2.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s))); - } - return temp2; + string[] details = c.datamodel.Split('/'); + return details[0] == gameName && include.Contains(details[1]); + }; + return instance.gameManager.Beatmap.Entities.FindAll(match); } public static List GetAllInGameManagerListExclude(string gameName, string[] exclude) { - List temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName); - List temp2 = new List(); - foreach (string s in exclude) + Predicate match = c => { - temp2.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s))); - } - return temp2; + string[] details = c.datamodel.Split('/'); + return details[0] == gameName && !exclude.Contains(details[1]); + }; + return instance.gameManager.Beatmap.Entities.FindAll(match); } public static List FXOnlyGames() diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index a5a7b8bf3..237e174fe 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -22,7 +22,6 @@ namespace HeavenStudio [Header("Lists")] [NonSerialized] public RiqBeatmap Beatmap = new(); - private Dictionary cachedGamePrefabs = new(); [NonSerialized] public ObjectPool SoundObjects; [Header("Components")] @@ -182,15 +181,13 @@ namespace HeavenStudio if (!preLoaded) { - if (Beatmap.Entities.Count >= 1) + if (Beatmap.Entities.Count == 0) { - string game = Beatmap.Entities[0].datamodel.Split(0); - SetCurrentGame(game); - StartCoroutine(WaitAndSetGame(game)); + SetGame("noGame"); } else { - SetGame("noGame"); + SetCurrentEventToClosest(0, true); } } @@ -372,7 +369,7 @@ namespace HeavenStudio List entitiesAtSameBeat = ListPool.Get(); Minigames.Minigame inf; - //seek ahead to preload games that have assetbundles + // seek ahead to preload games that have assetbundles if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0) { if (start + seekTime >= allGameSwitches[currentPreSwitch].beat) @@ -381,7 +378,7 @@ namespace HeavenStudio inf = GetGameInfo(gameName); if (inf != null && !(inf.inferred || inf.fxOnly)) { - if (inf.usesAssetBundle && !(inf.AssetsLoaded || inf.AlreadyLoading)) + if (inf.UsesAssetBundle && !(inf.AssetsLoaded || inf.AlreadyLoading)) { gamesToPreload.Add(inf); Debug.Log($"ASYNC loading assetbundles for game {gameName}"); @@ -410,7 +407,7 @@ namespace HeavenStudio inf = GetGameInfo(gameName); if (inf != null && !(inf.inferred || inf.fxOnly)) { - if (inf.usesAssetBundle && !inf.AssetsLoaded) + if (inf.UsesAssetBundle && !inf.AssetsLoaded) { gamesToPreload.Add(inf); Debug.Log($"ASYNC loading assetbundles for game {gameName}"); @@ -446,13 +443,6 @@ namespace HeavenStudio foreach (RiqEntity entity in entitiesInRange) { - string gameName = entity.datamodel.Split('/')[0]; - var inf = GetGameInfo(gameName); - if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded) - { - // Debug.Log($"Preparing game {gameName}"); - PreloadGameSequences(gameName); - } eventCaller.CallPreEvent(entity); currentPreSequence++; } @@ -580,7 +570,7 @@ namespace HeavenStudio foreach (RiqEntity entity in entitiesInRange) { - // if game isn't loaded, preload game so whatever event that would be called will still run outside if needed + // if game isn't loaded, run inactive event if (entity.datamodel.Split('/')[0] != currentGame) { eventCaller.CallEvent(entity, false); @@ -629,13 +619,17 @@ namespace HeavenStudio { if (string.IsNullOrEmpty(name)) return; Sound sound; - if (game == "common") { + if (game == "common") + { sound = SoundByte.PlayOneShot(name, beat, pitch, volume, looping, null, (offset / 1000f)); - } else { + } + else + { SoundByte.PreloadGameAudioClips(game); sound = SoundByte.PlayOneShotGame(game + "/" + name, beat, pitch, volume, looping, true, (offset / 1000f)); } - if (looping) { + if (looping) + { BeatAction.New(null, new() { new(beat + length, () => sound.KillLoop(0)), }); @@ -645,7 +639,8 @@ namespace HeavenStudio public void PlayAnimationArbitrary(string animator, string animation, float scale) { Transform animTrans = minigameObj.transform.Find(animator); - if (animTrans != null && animTrans.TryGetComponent(out Animator anim)) { + if (animTrans != null && animTrans.TryGetComponent(out Animator anim)) + { anim.DoScaledAnimationAsync(animation, scale); } } @@ -723,7 +718,7 @@ namespace HeavenStudio conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]); conductor.firstBeatOffset = Beatmap.data.offset; conductor.PlaySetup(beat); - SetCurrentEventToClosest(beat); + SetCurrentEventToClosest(beat, true); Debug.Log("Playing at " + beat); KillAllSounds(); @@ -845,7 +840,7 @@ namespace HeavenStudio WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && BeatmapEntities() > 0); WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog)); WaitUntil yieldGame = null; - List gamesToPreload = SeekAheadAndPreload(beat, 4f); + List gamesToPreload = SetCurrentEventToClosest(beat, true); Debug.Log($"Preloading {gamesToPreload.Count} games"); if (gamesToPreload.Count > 0) { @@ -974,9 +969,10 @@ namespace HeavenStudio return 0; } - public void SetCurrentEventToClosest(double beat, bool canPreload = false) + public List SetCurrentEventToClosest(double beat, bool canPreload = false) { SortEventsList(); + List preload = new(); onBeatChanged?.Invoke(beat); if (Beatmap.Entities.Count > 0) { @@ -984,15 +980,13 @@ namespace HeavenStudio currentPreEvent = GetIndexAfter(eventBeats, beat); currentPreSequence = GetIndexAfter(eventBeats, beat); - var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split("/")[1] == "switchGame"); - string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0); - if (gameSwitchs.Count > 0) + if (allGameSwitches.Count > 0) { - int index = GetIndexBefore(gameSwitchs.Select(c => c.beat).ToList(), beat); + int index = GetIndexBefore(allGameSwitches.Select(c => c.beat).ToList(), beat); currentPreSwitch = index; - var closestGameSwitch = gameSwitchs[index]; + var closestGameSwitch = allGameSwitches[index]; if (closestGameSwitch.beat <= beat) { newGame = closestGameSwitch.datamodel.Split(2); @@ -1007,7 +1001,7 @@ namespace HeavenStudio { if (index - 1 >= 0) { - newGame = gameSwitchs[index - 1].datamodel.Split(2); + newGame = allGameSwitches[index - 1].datamodel.Split(2); } else { @@ -1015,20 +1009,19 @@ namespace HeavenStudio } } } - // newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == MathUtils.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2); } if (!GetGameInfo(newGame).fxOnly) { if (canPreload) { - StartCoroutine(WaitAndSetGame(newGame)); + Minigames.Minigame inf = GetGameInfo(newGame); + if (inf != null && inf.UsesAssetBundle && !inf.AssetsLoaded) + { + preload.Add(inf); + } } - else - { - SetGame(newGame); - } - SetCurrentGame(newGame); + StartCoroutine(WaitAndSetGame(newGame)); } List allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" }); @@ -1091,11 +1084,19 @@ namespace HeavenStudio } onSectionChange?.Invoke(currentSection, lastSection); - SeekAheadAndPreload(beat); + preload.AddRange(SeekAheadAndPreload(beat)); + return preload; } #endregion + /// + /// While playing a chart, switches the currently active game + /// Should only be called by chart entities + /// + /// name of the game to switch to + /// beat of the chart entity calling the switch + /// hide the screen during the switch public void SwitchGame(string game, double beat, bool flash) { if (game != currentGame) @@ -1124,7 +1125,7 @@ namespace HeavenStudio } } - while (beat + 0.25 > Math.Max(conductor.songPositionInBeatsAsDouble, 0)) + while (conductor.GetUnSwungBeat(beat + 0.25) > Math.Max(conductor.unswungSongPositionInBeatsAsDouble, 0)) { if (!conductor.isPlaying) { @@ -1139,11 +1140,16 @@ namespace HeavenStudio SetAmbientGlowToCurrentMinigameColor(); } + /// + /// Immediately sets the current minigame to the specified game + /// + /// + /// private void SetGame(string game, bool useMinigameColor = true) { ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus - GameObject prefab = GetGame(game); + GameObject prefab = GetGamePrefab(game); if (prefab == null) return; Destroy(minigameObj); @@ -1163,47 +1169,60 @@ namespace HeavenStudio SetCurrentGame(game, useMinigameColor); } - public void DestroyGame() - { - cachedGamePrefabs.Clear(); - SoundByte.UnloadAudioClips(); - SetGame("noGame"); - } - + string currentGameRequest = null; + /// + /// Waits for a given game to preload, then sets it as the current game + /// + /// + /// + /// private IEnumerator WaitAndSetGame(string game, bool useMinigameColor = true) { + if (game == currentGameRequest) + { + yield break; + } + currentGameRequest = game; var inf = GetGameInfo(game); - if (inf != null && inf.usesAssetBundle) + if (inf != null && inf.UsesAssetBundle) { if (!(inf.AssetsLoaded || inf.AlreadyLoading)) { // Debug.Log($"ASYNC loading assetbundles for game {game}"); inf.LoadAssetsAsync().Forget(); + yield return new WaitUntil(() => inf.AssetsLoaded); } - yield return new WaitUntil(() => inf.AssetsLoaded); SetGame(game, useMinigameColor); + currentGameRequest = null; } else { SetGame(game, useMinigameColor); + currentGameRequest = null; } } - public void PreloadGameSequences(string game) + public void DestroyGame() { - var gameInfo = GetGameInfo(game); - //load the games' sound sequences - // TODO: sound sequences sould be stored in a ScriptableObject - if (gameInfo != null && gameInfo.LoadedSoundSequences == null) - gameInfo.LoadedSoundSequences = GetGame(game).GetComponent().SoundSequences; + SoundByte.UnloadAudioClips(); + SetGame("noGame"); } - public GameObject GetGame(string name) + /// + /// Get the game prefab for a given game name + /// + /// + /// + public GameObject GetGamePrefab(string name) { - var gameInfo = GetGameInfo(name); + if (name is null or "" or "noGame") + { + return Resources.Load($"Games/noGame"); + } + + Minigames.Minigame gameInfo = GetGameInfo(name); if (gameInfo != null) { - GameObject prefab; if (gameInfo.inferred) { return Resources.Load($"Games/noGame"); @@ -1226,31 +1245,26 @@ namespace HeavenStudio return Resources.Load($"Games/noGame"); } } - if (gameInfo.usesAssetBundle) + + GameObject prefab; + if (gameInfo.UsesAssetBundle) { //game is packed in an assetbundle, load from that instead if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab; - // couldn't load cached prefab, try loading from assetbundle - try + // couldn't load cached prefab, try loading from resources (usually indev games with mispacked assetbundles) + Debug.LogWarning($"Failed to load prefab for game {name} from assetbundle, trying Resources..."); + prefab = Resources.Load($"Games/{name}"); + if (prefab != null) { - Debug.LogWarning($"Game prefab wasn't cached, loading from assetbundle for game {name}"); - return gameInfo.LoadGamePrefab(); + return prefab; } - catch (Exception e) + else { - Debug.LogWarning($"Failed to load assetbundle for game {name}, using sync loading: {e.Message}"); - prefab = Resources.Load($"Games/{name}"); - if (prefab != null) - { - return prefab; - } - else - { - Debug.LogWarning($"Game {name} not found, using noGame"); - return Resources.Load($"Games/noGame"); - } + Debug.LogWarning($"Game {name} not found, using noGame"); + return Resources.Load($"Games/noGame"); } } + // games with no assetbundle (usually indev games) prefab = Resources.Load($"Games/{name}"); if (prefab != null) { @@ -1276,10 +1290,13 @@ namespace HeavenStudio public bool TryGetMinigame(out T mg) where T : Minigame { - if (minigame is T tempMinigame) { + if (minigame is T tempMinigame) + { mg = tempMinigame; return true; - } else { + } + else + { mg = null; return false; } diff --git a/Assets/Scripts/Games/AirRally/AirRally.cs b/Assets/Scripts/Games/AirRally/AirRally.cs index 8c4aa6091..275fe4ed0 100644 --- a/Assets/Scripts/Games/AirRally/AirRally.cs +++ b/Assets/Scripts/Games/AirRally/AirRally.cs @@ -173,7 +173,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Amount", "Set how many snowflakes should be spawned per second."), + new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Count", "Set how many snowflakes should be spawned per second."), new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change fow fast the snowflakes are moving at the start of the event."), new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the snowflakes are moving at the end of the event."), new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") diff --git a/Assets/Scripts/Games/Airboarder/Airboarder.cs b/Assets/Scripts/Games/Airboarder/Airboarder.cs index 0f066e70b..3fc84562f 100644 --- a/Assets/Scripts/Games/Airboarder/Airboarder.cs +++ b/Assets/Scripts/Games/Airboarder/Airboarder.cs @@ -103,13 +103,30 @@ namespace HeavenStudio.Games.Loaders new GameAction("fade background", "Background Color") { - function = delegate {Airboarder.instance.BackgroundColor(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["colorStart"], eventCaller.currentEntity["colorEnd"], eventCaller.currentEntity["ease"]); }, + function = delegate {Airboarder.instance.BackgroundColor(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["colorStart"], eventCaller.currentEntity["colorEnd"], eventCaller.currentEntity["cloudStart"], eventCaller.currentEntity["cloudEnd"], eventCaller.currentEntity["ease"]); }, defaultLength = 4f, resizable = true, parameters = new List() { - new Param("colorStart", Color.white, "Start Color", "Set the color at the start of the event."), - new Param("colorEnd", Airboarder.defaultBGColor, "End Color", "Set the color at the end of the event."), + new Param("colorStart", Airboarder.defaultBGColor, "Sky Start Color", "Set the sky color at the start of the event."), + new Param("colorEnd", Airboarder.defaultBGColor, "Sky End Color", "Set the sky color at the end of the event."), + new Param("cloudStart", Color.white, "Cloud Start Color", "Set the cloud color at the start of the event."), + new Param("cloudEnd", Color.white, "Cloud End Color", "Set the cloud color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") + } + }, + + new GameAction("fade floor", "Floor Color") + { + function = delegate {Airboarder.instance.FloorColor(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["colorStart"], eventCaller.currentEntity["colorEnd"], eventCaller.currentEntity["stripeStart"], eventCaller.currentEntity["stripeEnd"], eventCaller.currentEntity["ease"]);}, + defaultLength = 4f, + resizable = true, + parameters = new List() + { + new Param("colorStart", Color.white, "Wide Stripe Start Color", "Set the color of the wide stripes at the start of the event."), + new Param("colorEnd", Color.white, "Wide Stripe End Color", "Set the color of the wide stripes at the end of the event."), + new Param("stripeStart", Airboarder.defaultStripeColor, "Thin Stripe Start Color", "Set the color of the thin stripes at the start of the event."), + new Param("stripeEnd", Airboarder.defaultStripeColor, "Thin Stripe End Color", "Set the color of the thin stripes at the end of the event."), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, @@ -159,12 +176,20 @@ namespace HeavenStudio.Games public static Airboarder instance; public static Color defaultBGColor = new Color(0.9921569f, 0.7686275f, 0.9921569f); + public static Color defaultFloorColor = Color.white; + public static Color defaultStripeColor = new Color(0.8274511f, 0.1254902f, 0.8078432f); + public static Color defaultCloudColor = Color.white; + + private ColorEase bgColorEase = new(defaultBGColor); + private ColorEase cloudColorEase = new(defaultCloudColor); + private ColorEase[] colorEases = new ColorEase[2]; public bool wantsCrouch; [Header("Materials")] [SerializeField] private Material bgMaterial; [SerializeField] private Material fadeMaterial; - [SerializeField] private Material[] floorMaterial; + [SerializeField] private Material floorMaterial; + [SerializeField] private Material cloudMaterial; [Header("Camera")] [SerializeField] Transform cameraPivot; @@ -204,6 +229,10 @@ namespace HeavenStudio.Games private void Awake() { + colorEases = new ColorEase[] { + new(Color.white), + new(new Color (0.8274511F, 0.1254902F, 0.8078432F)), + }; instance = this; SetupBopRegion("airboarder", "bop", "auto"); wantsCrouch = false; @@ -234,6 +263,7 @@ namespace HeavenStudio.Games foreach (var e in blockEvents) { + double unswungBeat = Conductor.instance.GetUnSwungBeat(e.beat); switch (e.datamodel) { case "airboarder/duck": RequestArch(e.beat - 25, false); @@ -254,6 +284,8 @@ namespace HeavenStudio.Games EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble); bgMaterial.color = defaultBGColor; fadeMaterial.color = defaultBGColor; + cloudMaterial.color = defaultCloudColor; + } void EntityPreCheck(double beat) @@ -304,8 +336,9 @@ namespace HeavenStudio.Games public void Update() { var cond = Conductor.instance; - var currentBeat = cond.songPositionInBeatsAsDouble; - BackgroundColorUpdate(); + var currentBeat = cond.unswungSongPositionInBeatsAsDouble; + + ColorUpdate(); float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 5f); @@ -313,9 +346,6 @@ namespace HeavenStudio.Games Floor.speed = 0; Dog.Play("run", 0, normalizedBeat*7.5f); Dog.Play("wag",1,normalizedBeat*2.5f); - CPU1.Play("hover",0,normalizedBeat); - CPU2.Play("hover",0,normalizedBeat); - Player.Play("hover",0,normalizedBeat); if (cond.isPlaying && !cond.isPaused){ @@ -348,7 +378,10 @@ namespace HeavenStudio.Games { Player.DoScaledAnimationAsync("jump",1f, 0, 1); SoundByte.PlayOneShotGame("airboarder/jump"); - playerCantBop = false;} + BeatAction.New(this, new() { + new(currentBeat, ()=>playerCantBop = true), + new(currentBeat+1.5f, ()=>playerCantBop = false)}); + } } } @@ -356,20 +389,32 @@ namespace HeavenStudio.Games } - private ColorEase bgColorEase = new(defaultBGColor); + //call this in update - private void BackgroundColorUpdate() + private void ColorUpdate() { bgMaterial.color = bgColorEase.GetColor(); fadeMaterial.color = bgColorEase.GetColor(); - + cloudMaterial.color = cloudColorEase.GetColor(); + floorMaterial.SetColor("_BlueColor", colorEases[0].GetColor()); + floorMaterial.SetColor("_RedColor", colorEases[1].GetColor()); + } - public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease) + + public void BackgroundColor(double beat, float length, Color startColor, Color endColor, Color startCloud, Color endCloud, int ease) { bgColorEase = new(beat, length, startColor, endColor, ease); + cloudColorEase = new(beat, length, startCloud, endCloud, ease); } + public void FloorColor(double beat, float length, Color startColor, Color endColor, Color startStripe, Color endStripe, int ease) + { + colorEases = new ColorEase[] { + new(beat, length, startColor, endColor, ease), + new(beat, length, startStripe, endStripe, ease), + }; + } private void PersistColor(double beat) { @@ -378,7 +423,15 @@ namespace HeavenStudio.Games { allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case var lastEvent = allEventsBeforeBeat[^1]; - BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]); + BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["cloudStart"], lastEvent["cloudEnd"], lastEvent["ease"]); + } + + var allEventsBeforeBeatF = EventCaller.GetAllInGameManagerList("airboarder", new string[] { "fade floor" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeatF.Count > 0) + { + allEventsBeforeBeatF.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEventF = allEventsBeforeBeatF[^1]; + FloorColor(lastEventF.beat, lastEventF.length, lastEventF["colorStart"], lastEventF["colorEnd"], lastEventF["stripeStart"], lastEventF["stripeEnd"], lastEventF["ease"]); } } @@ -461,15 +514,28 @@ namespace HeavenStudio.Games if(voiceOn) { BeatAction.New(instance, new List(){ + new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/start1");}), new BeatAction.Action(beat + 6.5, delegate {SoundByte.PlayOneShotGame("airboarder/start2");}), new BeatAction.Action(beat + 7, delegate {SoundByte.PlayOneShotGame("airboarder/start3");}), }); } BeatAction.New(instance, new List(){ - new BeatAction.Action(beat, delegate {CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);}), - new BeatAction.Action(beat, delegate {CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1);}), - new BeatAction.Action(beat, delegate {Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1);}) + + new BeatAction.Action(beat, delegate { + cpu1CantBop = true; + cpu2CantBop = true; + playerCantBop = true; + CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1); + CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1); + Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1); + }), + + new BeatAction.Action(beat+7, delegate { + cpu1CantBop = false; + cpu2CantBop = false; + playerCantBop = false; + }) } ); diff --git a/Assets/Scripts/Games/BasketballGirls.meta b/Assets/Scripts/Games/BasketballGirls.meta new file mode 100644 index 000000000..ee6676336 --- /dev/null +++ b/Assets/Scripts/Games/BasketballGirls.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7f5754c28d2ba9441814255c52bf93e5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BasketballGirls/Ball.cs b/Assets/Scripts/Games/BasketballGirls/Ball.cs new file mode 100644 index 000000000..05bb5bf41 --- /dev/null +++ b/Assets/Scripts/Games/BasketballGirls/Ball.cs @@ -0,0 +1,104 @@ +using System; +using System.Linq; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; + +namespace HeavenStudio.Games.Scripts_BasketballGirls +{ + public class Ball : MonoBehaviour + { + public double startBeat; + [SerializeField] private Animator ballAnim; + + private BasketballGirls game; + + public void Init() + { + game = BasketballGirls.instance; + ballAnim.DoScaledAnimationAsync("prepare", 0.5f); + game.ScheduleInput(startBeat, 1, BasketballGirls.InputAction_Catch, JustCatch, MissCatch, Empty); + } + + void JustCatch(PlayerActionEvent caller, float state) + { + game.girlRightNoBopIntervals.Add(new Interval(startBeat + 1, startBeat + 2)); + + if (state <= -1f || state >= 1f) + { + SoundByte.PlayOneShotGame("basketballGirls/catch"); + MultiSound.Play( + new MultiSound.Sound[] { + new MultiSound.Sound("basketballGirls/throw", startBeat + 1.5), + new MultiSound.Sound("basketballGirls/6", startBeat + 2), + } + ); + + ballAnim.DoScaledAnimationAsync("catch", 0.5f); + game.girlLeftAnim.DoScaledAnimationAsync("pass", 0.5f); + game.girlRightAnim.DoScaledAnimationAsync("catch", 0.5f); + BeatAction.New(this, new List() + { + new BeatAction.Action(startBeat + 1.5, delegate { + ballAnim.DoScaledAnimationAsync("shootBarely", 0.5f); + game.girlRightAnim.DoScaledAnimationAsync("shoot", 0.5f); + }), + new BeatAction.Action(startBeat + 2, delegate { + ballAnim.DoScaledAnimationAsync("barely", 0.5f); + game.goalAnim.DoScaledAnimationAsync("barely", 0.5f); + }), + new BeatAction.Action(startBeat + 3, delegate { + Destroy(gameObject); + }), + }); + return; + } + SoundByte.PlayOneShotGame("basketballGirls/catch"); + MultiSound.Play( + new MultiSound.Sound[] { + new MultiSound.Sound("basketballGirls/throw", startBeat + 1.5), + new MultiSound.Sound("basketballGirls/dunk", startBeat + 2), + new MultiSound.Sound("basketballGirls/ok1", startBeat + 2.5), + new MultiSound.Sound("basketballGirls/ok2", startBeat + 3), + } + ); + + ballAnim.DoScaledAnimationAsync("catch", 0.5f); + if (!game.girlLeftNoBopIntervals.Any(x => x.Start == (startBeat + 1))) game.girlLeftAnim.DoScaledAnimationAsync("pass", 0.5f); + game.girlRightAnim.DoScaledAnimationAsync("catch", 0.5f); + BeatAction.New(this, new List() + { + new BeatAction.Action(startBeat + 1.5, delegate { + ballAnim.DoScaledAnimationAsync("shootJust", 0.5f); + game.girlRightAnim.DoScaledAnimationAsync("shoot", 0.5f); + }), + new BeatAction.Action(startBeat + 2, delegate { + ballAnim.DoScaledAnimationAsync("just", 0.5f); + game.goalAnim.DoScaledAnimationAsync("just", 0.5f); + }), + new BeatAction.Action(startBeat + 3, delegate { + Destroy(gameObject); + }), + }); + } + + void MissCatch(PlayerActionEvent caller) + { + SoundByte.PlayOneShotGame("basketballGirls/" + UnityEngine.Random.Range(1,2).ToString()); + ballAnim.DoScaledAnimationAsync("hit", 0.5f); + game.girlLeftAnim.DoScaledAnimationAsync("shock", 0.5f); + game.girlRightAnim.DoScaledAnimationAsync("hit", 0.5f); + game.girlRightNoBopIntervals.Add(new Interval(startBeat + 1, startBeat + 2)); + BeatAction.New(this, new List() + { + new BeatAction.Action(startBeat + 3, delegate { + Destroy(gameObject); + }), + }); + } + + void Empty(PlayerActionEvent caller) { } + } +} diff --git a/Assets/Scripts/Games/BasketballGirls/Ball.cs.meta b/Assets/Scripts/Games/BasketballGirls/Ball.cs.meta new file mode 100644 index 000000000..3f3736f36 --- /dev/null +++ b/Assets/Scripts/Games/BasketballGirls/Ball.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 118bbd422c37f2a4eafcb0c2fc904392 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BasketballGirls/BasketballGirls.cs b/Assets/Scripts/Games/BasketballGirls/BasketballGirls.cs new file mode 100644 index 000000000..4e0d1d768 --- /dev/null +++ b/Assets/Scripts/Games/BasketballGirls/BasketballGirls.cs @@ -0,0 +1,294 @@ +using System; +using System.Linq; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; + +using Jukebox; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + public static class RvlBasketLoader + { + public static Minigame AddGame(EventCaller eventCaller) + { + return new Minigame("basketballGirls", "Basketball Girls", "ffffff", false, false, new List() + { + new("bop", "Bop") + { + function = delegate { var e = eventCaller.currentEntity; BasketballGirls.instance.ToggleBop(e.beat, e.length, e["toggle"], e["auto"]);}, + resizable = true, + parameters = new() + { + new("toggle", true, "Bop"), + new("auto", false, "Bop (Auto)") + } + }, + new GameAction("ball", "Ball") + { + function = delegate {var e = eventCaller.currentEntity; BasketballGirls.instance.SpawnBall(e.beat); }, + defaultLength = 2f, + }, + new GameAction("zoom", "Zoom In/Out") + { + function = delegate { var e = eventCaller.currentEntity; BasketballGirls.instance.ToggleZoom(e.beat, e.length, e["ease"], e["toggle"]);}, + defaultLength = 4f, + resizable = true, + parameters = new List() + { + new Param("toggle", true, "Zoom In", "Toggle if the camera should zoom in."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), + } + }, + new GameAction("background appearance", "Background Appearance") + { + function = delegate { + var e = eventCaller.currentEntity; + BasketballGirls.instance.BackgroundColorSet(e.beat, e.length, e["colorBGStart"], e["colorBGEnd"], e["ease"]); + }, + defaultLength = 0.5f, + resizable = true, + parameters = new List() + { + new Param("colorBGStart", new Color(1f, 0.937f, 0.224f), "Start BG Color", "Set the color at the start of the event."), + new Param("colorBGEnd", new Color(1f, 0.937f, 0.224f), "End BG Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."), + } + }, + }, + new List() { "rvl", "normal" }, + "rvlbasket", "en", + new List() {}, + chronologicalSortKey: 105 + ); + } + } +} + +namespace HeavenStudio.Games +{ + using Scripts_BasketballGirls; + public class BasketballGirls : Minigame + { + public Transform baseBall; + public Animator girlLeftAnim, girlRightAnim; + [NonSerialized] public List girlLeftNoBopIntervals = new(), + girlRightNoBopIntervals = new(); + public Animator goalAnim; + + public Transform[] CameraPosition; + double cameraMoveBeat = double.MaxValue; + double cameraMoveLength; + Util.EasingFunction.Ease cameraMoveEase; + bool cameraMoveIn; + + [SerializeField] private SpriteRenderer BGPlane; + + private ColorEase bgColorEase = new(new Color(1f, 0.937f, 0.224f)); + + public static BasketballGirls instance; + + const int IAAltDownCat = IAMAXCAT; + + protected static bool IA_BatonAltPress(out double dt) + { + return PlayerInput.GetSqueezeDown(out dt); + } + + public static PlayerInput.InputAction InputAction_Catch = + new("RvlBasketCatch", new int[] { IAPressCat, IAPressCat, IAAltDownCat }, + IA_PadBasicPress, IA_TouchBasicPress, IA_BatonAltPress); + + private void Awake() + { + instance = this; + SetupBopRegion("basketballGirls", "bop", "auto"); + HandleBops(); + } + + public override void OnLateBeatPulse(double beat) + { + if (BeatIsInBopRegion(beat)) { Bop(beat);} + } + + private void Update() + { + var cond = Conductor.instance; + if (cond.isPlaying && !cond.isPaused) + { + if (PlayerInput.GetIsAction(InputAction_Catch) && !IsExpectingInputNow(InputAction_Catch)) + { + if (!girlRightAnim.IsPlayingAnimationNames("blank") && !girlRightNoBopIntervals.Any(x => x.Contains(cond.songPositionInBeatsAsDouble))) + { + SoundByte.PlayOneShotGame("basketballGirls/A"); + girlRightAnim.DoScaledAnimationAsync("blank", 0.5f); + } + } + + UpdateCamera(cond.songPositionInBeatsAsDouble); + UpdateBackgroundColor(); + } + } + + private void HandleBops() + { + List events = EventCaller.GetAllInGameManagerList("basketballGirls", new string[] { "ball" }); + + foreach (var e in events) + { + girlLeftNoBopIntervals.Add(new Interval(e.beat, e.beat + 2)); + } + } + public void ToggleBop(double beat, float length, bool bopOrNah, bool autoBop) + { + if (bopOrNah) + { + for (int i = 0; i < length; i++) + { + var currentBeat = beat + i; + BeatAction.New(instance, new List() + { + new BeatAction.Action(currentBeat, delegate { Bop(currentBeat);}) + }); + } + } + } + private void Bop(double beat) + { + if (!girlLeftNoBopIntervals.Any(x => x.Contains(beat))) + { + MultiSound.Play( + new MultiSound.Sound[] { + new MultiSound.Sound("basketballGirls/dribble" + UnityEngine.Random.Range(1,3).ToString(), beat), + new MultiSound.Sound("basketballGirls/dribbleEcho" + UnityEngine.Random.Range(1,4).ToString(), beat + 0.5), + } + ); + girlLeftAnim.DoScaledAnimationAsync("dribble", 0.5f); + } + if (!girlRightNoBopIntervals.Any(x => x.Contains(beat))) + { + girlRightAnim.DoScaledAnimationAsync("bop", 0.5f); + } + } + + public void SpawnBall(double beat) + { + var newBall = Instantiate(baseBall, transform).GetComponent(); + newBall.startBeat = beat; + + SoundByte.PlayOneShotGame("basketballGirls/voice"); + girlLeftAnim.DoScaledAnimationAsync("prepare", 0.5f); + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { + newBall.gameObject.SetActive(true); + newBall.Init(); + }), + new BeatAction.Action(beat+2, delegate { + }), + }); + } + + public void ToggleZoom(double beat, double length, int ease, bool toggle) + { + cameraMoveBeat = beat; + cameraMoveLength = length; + cameraMoveEase = (Util.EasingFunction.Ease)ease; + cameraMoveIn = toggle; + } + private void UpdateCamera(double beat) + { + Vector3 cameraPosition; + + if (beat >= cameraMoveBeat) + { + Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cameraMoveEase); + float prog = conductor.GetPositionFromBeat(cameraMoveBeat, cameraMoveLength, true); + prog = Mathf.Clamp01(prog); + if (cameraMoveIn) + { + cameraPosition.x = func(CameraPosition[0].position.x, CameraPosition[1].position.x, prog); + cameraPosition.y = func(CameraPosition[0].position.y, CameraPosition[1].position.y, prog); + cameraPosition.z = func(CameraPosition[0].position.z, CameraPosition[1].position.z, prog); + } + else + { + cameraPosition.x = func(CameraPosition[1].position.x, CameraPosition[0].position.x, prog); + cameraPosition.y = func(CameraPosition[1].position.y, CameraPosition[0].position.y, prog); + cameraPosition.z = func(CameraPosition[1].position.z, CameraPosition[0].position.z, prog); + } + } + else + { + if (cameraMoveIn) cameraPosition = CameraPosition[1].position; + else cameraPosition = CameraPosition[0].position; + } + + GameCamera.AdditionalPosition = cameraPosition - GameCamera.defaultPosition; + } + + public void BackgroundColorSet(double beat, float length, Color BGStart, Color BGEnd, int colorEaseSet) + { + bgColorEase = new(beat, length, BGStart, BGEnd, colorEaseSet); + + UpdateBackgroundColor(); + } + private void UpdateBackgroundColor() + { + BGPlane.color = bgColorEase.GetColor(); + } + + //call this in OnPlay(double beat) and OnGameSwitch(double beat) + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("basketballGirls", new string[] { "background appearance" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBGStart"], lastEvent["colorBGEnd"], lastEvent["ease"]); + } + } + + public override void OnPlay(double beat) + { + PersistColor(beat); + } + + public override void OnGameSwitch(double beat) + { + PersistColor(beat); + } + } +} + + +// How should Bop's on/off be managed? +namespace HeavenStudio.Games.Scripts_BasketballGirls +{ + public class Interval + { + private readonly double _start; + private readonly double _end; + private readonly Func _leftComparer; + private readonly Func _rightComparer; + + public double Start => _start; + public double End => _end; + + public Interval(double start, double end, bool isLeftClosed = true, bool isRightClosed = false) + { + _start = start; + _end = end; + + _leftComparer = isLeftClosed ? (value, boundary) => value >= boundary : (value, boundary) => value > boundary; + _rightComparer = isRightClosed ? (value, boundary) => value <= boundary : (value, boundary) => value < boundary; + } + + public bool Contains(double value) => _leftComparer(value, _start) && _rightComparer(value, _end); + } +} diff --git a/Assets/Scripts/Games/BasketballGirls/BasketballGirls.cs.meta b/Assets/Scripts/Games/BasketballGirls/BasketballGirls.cs.meta new file mode 100644 index 000000000..f452db0cd --- /dev/null +++ b/Assets/Scripts/Games/BasketballGirls/BasketballGirls.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bd41ea1e783b5f043b24b752b4133444 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BlueBear/BlueBear.cs b/Assets/Scripts/Games/BlueBear/BlueBear.cs index 7a544072a..290cc05a8 100644 --- a/Assets/Scripts/Games/BlueBear/BlueBear.cs +++ b/Assets/Scripts/Games/BlueBear/BlueBear.cs @@ -84,7 +84,7 @@ namespace HeavenStudio.Games.Loaders { new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "Set how many treats Beary needs to eat for the right crumb to appear."), new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "Set how many treats Beary needs to eat for the left crumb to appear."), - new Param("reset", false, "Reset Treats Eaten", "Toggle if the current amount of treats eaten (and crumbs) should be reset.") + new Param("reset", false, "Reset Treats Eaten", "Toggle if the current number of treats eaten (and crumbs) should be reset.") } } }, diff --git a/Assets/Scripts/Games/BoardMeeting/BMExecutive.cs b/Assets/Scripts/Games/BoardMeeting/BMExecutive.cs index 6e4577760..1fad560cf 100644 --- a/Assets/Scripts/Games/BoardMeeting/BMExecutive.cs +++ b/Assets/Scripts/Games/BoardMeeting/BMExecutive.cs @@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Scripts_BoardMeeting { if (rollLoop != null) { - rollLoop.Stop(); + rollLoop.KillLoop(); } } diff --git a/Assets/Scripts/Games/BonOdori/BonOdori.cs b/Assets/Scripts/Games/BonOdori/BonOdori.cs index 38de92bc8..2053aa810 100644 --- a/Assets/Scripts/Games/BonOdori/BonOdori.cs +++ b/Assets/Scripts/Games/BonOdori/BonOdori.cs @@ -48,11 +48,11 @@ namespace HeavenStudio.Games.Loaders new((x, _) => (int)x == 1, new string[] { "variationPa"}), new((x, _) => (int)x == 2, new string[] { "variationPa_n"}), }), - new Param("variationPan", BonOdori.variationPan.PanC, "Pan Type", "Set the variation of the voice line."), - new Param("variationPa", BonOdori.variationPa.PaG, "Pa Type", "Set the variation of the voice line."), - new Param("variationPa_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."), + new Param("variationPan", new EntityTypes.NoteSampleDropdown(BonOdori.variationPan.PanC, BonOdori.GetSample, "semitone"), "Pan Type", "Set the variation of the voice line."), + new Param("variationPa", new EntityTypes.NoteSampleDropdown(BonOdori.variationPa.PaG, BonOdori.GetSample, "semitone"), "Pa Type", "Set the variation of the voice line."), + new Param("variationPa_n", new EntityTypes.NoteSampleDropdown(BonOdori.variationPa_n.Pa_nA, BonOdori.GetSample, "semitone") , "Pa-n Type", "Set the variation of the voice line."), new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap."), - new Param("semitone", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."), + new Param("semitone", new EntityTypes.Note(offsetToC: false), "Semitone", "Set the number of semitones up or down this note should be pitched."), }, }, @@ -71,10 +71,10 @@ namespace HeavenStudio.Games.Loaders new((x, _) => (int)x == 1, new string[] { "variationDo"}), new((x, _) => (int)x == 2, new string[] { "variationDo_n"}), }), - new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."), - new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."), - new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."), - new Param("semitone", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."), + new Param("variationDon", new EntityTypes.NoteSampleDropdown(BonOdori.variationDon.DonA, BonOdori.GetSample, "semitone"), "Don Type", "Set the variation of the voice line."), + new Param("variationDo", new EntityTypes.NoteSampleDropdown(BonOdori.variationDo.DoC, BonOdori.GetSample, "semitone"), "Do Type", "Set the variation of the voice line."), + new Param("variationDo_n", new EntityTypes.NoteSampleDropdown(BonOdori.variationDo_n.Do_nA, BonOdori.GetSample, "semitone"), "Do-n Type", "Set the variation of the voice line."), + new Param("semitone", new EntityTypes.Note(offsetToC: false), "Semitone", "Set the number of semitones up or down this note should be pitched."), }, }, @@ -151,7 +151,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 1f, parameters = new List() { - new Param("toggle", true, "Darken Background", "Darkens the background"), + new Param("toggle", true, "Darken Background", "Darkens the background."), } }, }, @@ -251,6 +251,29 @@ namespace HeavenStudio.Games DoG = 1 } + public static readonly Dictionary NoteSamples = new() + { + { variationPan.PanC, new("bonOdori/pan1", 3, 4) }, + { variationPan.PanE, new("bonOdori/pan2", 7, 4) }, + { variationPan.PanA, new("bonOdori/pan3", 0, 4) }, + { variationPa_n.Pa_nA, new("bonOdori/pa_n1", 0, 4) }, + { variationPa_n.Pa_nC, new("bonOdori/pa_n2", 3, 4) }, + { variationPa.PaG, new("bonOdori/pa1", 7, 4) }, + { variationDon.DonA, new("bonOdori/don1", 0, 4) }, + { variationDon.DonD, new("bonOdori/don2", 5, 4) }, + { variationDon.DonC, new("bonOdori/don3", 3, 4) }, + { variationDon.DonG, new("bonOdori/don4", 10, 4) }, + { variationDo_n.Do_nA, new("bonOdori/do_n1", 0, 4) }, + { variationDo_n.Do_nG, new("bonOdori/do_n2", 7, 4) }, + { variationDo.DoC, new("bonOdori/do1", 3, 4) }, + { variationDo.DoG, new("bonOdori/do2", 7, 4) } + }; + + public static NoteSample GetSample(object sampleEnum) + { + return NoteSamples[sampleEnum]; + } + public static BonOdori instance { get; set; } public void Awake() diff --git a/Assets/Scripts/Games/BouncyRoad.meta b/Assets/Scripts/Games/BouncyRoad.meta new file mode 100644 index 000000000..cd4474507 --- /dev/null +++ b/Assets/Scripts/Games/BouncyRoad.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b101fa9860bf48443839aa02aace64a9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BouncyRoad/Ball.cs b/Assets/Scripts/Games/BouncyRoad/Ball.cs new file mode 100644 index 000000000..e4822e68b --- /dev/null +++ b/Assets/Scripts/Games/BouncyRoad/Ball.cs @@ -0,0 +1,136 @@ +using System.Collections.Generic; +using UnityEngine; +using NaughtyBezierCurves; + +namespace HeavenStudio.Games.Scripts_BouncyRoad +{ + using HeavenStudio.Util; + public class Ball : MonoBehaviour + { + [System.NonSerialized] public double startBeat, lengthBeat; + private double currentBeat; + + [System.NonSerialized] public BezierCurve3D[] curve; + private BezierCurve3D currentCurve; + + public Color color; + [System.NonSerialized] public bool goal; + + private bool isMiss; + + private BouncyRoad game; + + public void Init() + { + game = BouncyRoad.instance; + + GetComponent().color = color; + Bounce(); + } + void Update() + { + var cond = Conductor.instance; + + if (currentCurve is not null) + { + float curveProg = cond.GetPositionFromBeat(currentBeat, lengthBeat); + if (isMiss) { + curveProg = cond.GetPositionFromBeat(currentBeat, lengthBeat/2); + } else { + // curveProg /= (float)(1 + BouncyRoad.ngLateTime); + if (curveProg >= 1) curveProg = 1; + } + transform.position = currentCurve.GetPoint(curveProg); + } + } + + private void Bounce() + { + game.PlayBounceSound(startBeat, lengthBeat); + + var actions = new List(); + + actions.Add(new BeatAction.Action(startBeat - lengthBeat, delegate { + currentCurve = curve[0]; + currentBeat = startBeat - lengthBeat; + })); + for (int i = 0; i < 12 ; i++) + { + int currentItr = i; + actions.Add(new BeatAction.Action(startBeat + currentItr * lengthBeat, delegate { + game.ThingsAnim[currentItr].Play("podium", 0, 0); + currentCurve = curve[1+currentItr]; + currentBeat = startBeat + currentItr * lengthBeat; + })); + } + BeatAction.New(game, actions); + + game.ScheduleInput(startBeat + 11 * lengthBeat, lengthBeat, BouncyRoad.InputAction_Right, RightSuccess, RightMiss, Empty); + } + + public void RightSuccess(PlayerActionEvent caller, float state) + { + SoundByte.PlayOneShotGame("bouncyRoad/ballRight"); + game.ThingsAnim[12].Play("podium", 0, 0); + currentCurve = curve[1+12]; + currentBeat = startBeat + 12 * lengthBeat; + + game.ScheduleInput(startBeat + 12 * lengthBeat, lengthBeat, BouncyRoad.InputAction_Left, LeftSuccess, LeftMiss, Empty); + } + + public void RightMiss(PlayerActionEvent caller) + { + SoundByte.PlayOneShotGame("bouncyRoad/ballBounce"); + currentCurve = curve[^2]; + currentBeat = Conductor.instance.songPositionInBeats; + isMiss = true; + BeatAction.New(game, new List() + { + new BeatAction.Action(currentBeat + lengthBeat / 2, delegate + { + Destroy(gameObject); + }), + }); + } + + public void LeftSuccess(PlayerActionEvent caller, float state) + { + SoundByte.PlayOneShotGame("bouncyRoad/ballLeft"); + game.ThingsAnim[13].Play("podium", 0, 0); + currentCurve = curve[1+13]; + currentBeat = startBeat + 13 * lengthBeat; + + if (goal) SoundByte.PlayOneShotGame("bouncyRoad/goal", startBeat + 14 * lengthBeat); + BeatAction.New(game, new List() + { + new BeatAction.Action(startBeat + 14 * lengthBeat, delegate + { + game.ThingsAnim[14].Play("podium", 0, 0); + currentCurve = curve[1+14]; + currentBeat = startBeat + 14 * lengthBeat; + }), + new BeatAction.Action(startBeat + 15 * lengthBeat, delegate + { + Destroy(gameObject); + }), + }); + } + + public void LeftMiss(PlayerActionEvent caller) + { + SoundByte.PlayOneShotGame("bouncyRoad/ballBounce"); + currentCurve = curve[^1]; + currentBeat = Conductor.instance.songPositionInBeats; + isMiss = true; + BeatAction.New(game, new List() + { + new BeatAction.Action(currentBeat + lengthBeat / 2, delegate + { + Destroy(gameObject); + }), + }); + } + + public void Empty(PlayerActionEvent caller) { } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/BouncyRoad/Ball.cs.meta b/Assets/Scripts/Games/BouncyRoad/Ball.cs.meta new file mode 100644 index 000000000..d46a33477 --- /dev/null +++ b/Assets/Scripts/Games/BouncyRoad/Ball.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 632739a1ddc985249adeaeccbd66de58 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs b/Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs new file mode 100644 index 000000000..2af35787d --- /dev/null +++ b/Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs @@ -0,0 +1,389 @@ +using System.Linq; +using System.Collections.Generic; +using UnityEngine; +using NaughtyBezierCurves; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + + public static class AgbBouncyRoadLoader + { + public static Minigame AddGame(EventCaller eventCaller) + { + return new Minigame("bouncyRoad", "Bouncy Road", "0296FF", false, false, new List() + { + new GameAction("ball", "Ball") + { + defaultLength = 1f, + resizable = true, + parameters = new List() + { + new Param("goal", true, "Play Goal Sound"), + new Param("color", Color.white, "Color", "Choose the color of the ball."), + } + }, + new GameAction("background appearance", "Background Appearance") + { + function = delegate { + var e = eventCaller.currentEntity; + BouncyRoad.instance.BackgroundColorSet(e.beat, e.length, e["colorBG1Start"], e["colorBG1End"], e["colorBG2Start"], e["colorBG2End"], e["ease"]); + }, + defaultLength = 0.5f, + resizable = true, + parameters = new List() + { + new Param("colorBG1Start", new Color(0.004f, 0.596f, 0.996f), "Start BG Color", "Set top-most color of the background gradient at the start of the event."), + new Param("colorBG1End", new Color(0.004f, 0.596f, 0.996f), "End BG Color", "Set top-most color of the background gradient at the end of the event."), + new Param("colorBG2Start", Color.black, "Start BG Color", "Set bottom-most color of the background gradient at the start of the event."), + new Param("colorBG2End",Color.black, "End BG Color", "Set bottom-most color of the background gradient at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."), + } + }, + // new GameAction("object appearance", "Object Appearance") + // { + // function = delegate { + // var e = eventCaller.currentEntity; + // BouncyRoad.instance.ObjectColorSet(e["color1"], e["color2"], e["color3"]); + // }, + // defaultLength = 0.5f, + // parameters = new List() + // { + // new Param("color1", new Color(1, 1, 1), "Color 1"), + // new Param("color2", new Color(1, 1, 1), "Color 2"), + // new Param("color3", new Color(1, 1, 1), "Color 3"), + // } + // }, + }, + new List() { "agb", "normal" }, + "agbbouncy", "en", + new List() { }, + chronologicalSortKey: 24 + ); + } + } +} + +namespace HeavenStudio.Games +{ + using Scripts_BouncyRoad; + public class BouncyRoad : Minigame + { + [SerializeField] GameObject baseBall; + [SerializeField] GameObject baseBounceCurve; + [SerializeField] Transform CurveHolder; + + [SerializeField] Transform ThingsTrans; + [System.NonSerialized] public Animator[] ThingsAnim; + [System.NonSerialized] public Dictionary CurveCache; + [SerializeField] BezierCurve3D PosCurve; + + [SerializeField] float fallY; + + [SerializeField] private SpriteRenderer BGGradient, BGHigh, BGLow; + private ColorEase[] colorEases = new ColorEase[2]; + + const double BALL_SEEK_TIME = 1.0; + private struct ScheduledBall + { + public double beat; + public double length; + public bool goal; + public Color color; + } + List scheduledBalls = new(); + int ballIndex; + + public static BouncyRoad instance; + + const int IALeft = 0; + const int IARight = 1; + + protected static bool IA_PadLeft(out double dt) + { + return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt); + } + protected static bool IA_TouchLeft(out double dt) + { + return PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt); + } + + protected static bool IA_PadRight(out double dt) + { + return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt); + } + protected static bool IA_TouchRight(out double dt) + { + return PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt); + } + + public static PlayerInput.InputAction InputAction_Left = + new("AgbBouncyLeft", new int[] { IALeft, IALeft, IALeft }, + IA_PadLeft, IA_TouchLeft, IA_BatonBasicPress); + + public static PlayerInput.InputAction InputAction_Right = + new("AgbBouncyRight", new int[] { IARight, IARight, IAEmptyCat }, + IA_PadRight, IA_TouchRight, IA_Empty); + + void Awake() + { + instance = this; + + colorEases = new ColorEase[] { + new(new Color(0.004f, 0.596f, 0.996f)), + new(Color.black), + }; + + ThingsAnim = new Animator[ThingsTrans.childCount]; + int childIndex = 0; + foreach (Transform child in ThingsTrans) + { + // var prog = (float)childIndex/(ThingsTrans.childCount-1); + // child.transform.localPosition = PosCurve.GetPoint(prog); + ThingsAnim[childIndex++] = child.GetComponent(); + } + + var newCurves = new BezierCurve3D[ThingsTrans.childCount + 3]; + // for (var i = 0; i < ThingsAnim.Length + 1; ++i) + // { + // var prog1 = (float)(i-1)/(ThingsTrans.childCount-1); + // var prog2 = (float)(i)/(ThingsTrans.childCount-1); + // var pos1 = PosCurve.GetPoint(prog1); + // var pos2 = PosCurve.GetPoint(prog2); + + // var newCurve = GenerateInitCurve(pos1, pos2); + + // newCurves[i] = newCurve.GetComponent(); + // } + { + Vector3 pos1, pos2; + pos1 = PosCurve.GetPoint((float)(-1)/(ThingsAnim.Length-1)); + pos2 = PosCurve.GetPoint(0); + newCurves[0] = GenerateInitCurve(pos1, pos2).GetComponent(); + + for (var i = 0; i < ThingsAnim.Length-1; ++i) + { + pos1 = ThingsTrans.GetChild(i).transform.localPosition; + pos2 = ThingsTrans.GetChild(i+1).transform.localPosition; + + var newCurve = GenerateInitCurve(pos1, pos2); + + newCurves[1+i] = newCurve.GetComponent(); + } + + pos1 = PosCurve.GetPoint(1); + pos2 = PosCurve.GetPoint((float)(ThingsAnim.Length)/(ThingsAnim.Length-1)); + newCurves[ThingsAnim.Length] = GenerateInitCurve(pos1, pos2).GetComponent(); + } + newCurves[^2] = GenerateMissCurve(13).GetComponent(); + newCurves[^1] = GenerateMissCurve(14).GetComponent(); + + CurveCache = new Dictionary(); + CurveCache.Add(1, newCurves); + } + + public override void OnGameSwitch(double beat) + { + + PersistColor(beat); + + double gameStartBeat = beat, gameEndBeat = double.MaxValue; + var firstEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(x => x.beat > gameStartBeat); + gameEndBeat = firstEnd?.beat ?? gameEndBeat; + + + scheduledBalls.Clear(); + ballIndex = 0; + var events = EventCaller.GetAllInGameManagerList("bouncyRoad", new string[] { "ball" }).FindAll(x => x.beat >= gameStartBeat && x.beat < gameEndBeat); + foreach (var e in events) + { + if (e.length == 0) continue; + var ball = new ScheduledBall + { + beat = e.beat, + length = e.length, + goal = e["goal"], + color = e["color"], + }; + scheduledBalls.Add(ball); + } + scheduledBalls.Sort((x, y) => (x.beat - x.length).CompareTo(y.beat - y.length)); + } + public override void OnPlay(double beat) + { + OnGameSwitch(beat); + } + + void Update() + { + var cond = Conductor.instance; + if (!cond.isPlaying || cond.isPaused) return; + + if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right)) + { + ThingsAnim[12].Play("podium", 0, 0); + } + if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left)) + { + ThingsAnim[13].Play("podium", 0, 0); + } + + UpdateBalls(); + UpdateBackgroundColor(); + } + + void UpdateBalls() + { + double beat = conductor.songPositionInBeatsAsDouble; + while(ballIndex < scheduledBalls.Count) + { + var ball = scheduledBalls[ballIndex]; + if (ball.beat - ball.length < beat + BALL_SEEK_TIME) + { + SpawnBall(ball.beat, ball.length, ball.goal, ball.color); + ballIndex++; + } + else + { + break; + } + } + } + + public void SpawnBall(double beat, double length, bool goal, Color color) + { + var newBall = Instantiate(baseBall, transform).GetComponent(); + + newBall.startBeat = beat; + newBall.lengthBeat = length; + newBall.goal = goal; + newBall.color = color; + + newBall.curve = GetHeightCurve((float)length); + + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat - length, delegate + { + newBall.Init(); + newBall.gameObject.SetActive(true); + }) + }); + } + + List bounceBeats = new(); + public void PlayBounceSound(double beat, double length) + { + var sounds = new List(); + for (int i = 0; i < 12 ; i++) + { + var bounceBeat = beat + i * length; + if (!bounceBeats.Contains(bounceBeat)) sounds.Add(new MultiSound.Sound("bouncyRoad/ballBounce", bounceBeat)); + bounceBeats.Add(bounceBeat); + } + MultiSound.Play(sounds.ToArray()); + } + + private Transform GenerateInitCurve(Vector3 pos1, Vector3 pos2) + { + float dist = Vector3.Distance(pos1, pos2); + float angle = Mathf.Atan2(pos1.z - pos2.z, pos1.x - pos2.x) * Mathf.Rad2Deg; + + var newCurve = Instantiate(baseBounceCurve, CurveHolder).transform; + + var point0 = newCurve.GetChild(0); + var point1 = newCurve.GetChild(1); + + point0.transform.localPosition = pos1; + point0.transform.localEulerAngles = new Vector3(0, -angle, 0); + point0.transform.localScale = new Vector3(dist, 1, 1); + point1.transform.localPosition = pos2; + point1.transform.localEulerAngles = new Vector3(0, -angle, 0); + point1.transform.localScale = new Vector3(dist, 1, 1); + + return newCurve; + } + + private Transform GenerateMissCurve(int number) + { + var curve = CurveHolder.GetChild(number); + + var newCurve = Instantiate(curve, CurveHolder).transform; + + var point0 = newCurve.GetChild(0); + var point1 = newCurve.GetChild(1); + + Vector3 pos1 = point1.transform.localPosition; + point1.transform.localPosition = pos1 + new Vector3(0, fallY, 0); + + return newCurve; + } + + private BezierCurve3D[] GetHeightCurve(float length) + { + BezierCurve3D[] newCurves; + CurveCache.TryGetValue(length, out newCurves); + + if (newCurves is null) + { + var newCurveHolder = Instantiate(CurveHolder, transform); + newCurveHolder.name = $"CurveHolder_{length}"; + var newCurvesTrans = newCurveHolder.transform; + + newCurves = new BezierCurve3D[newCurvesTrans.childCount]; + int childIndex = 0; + foreach (Transform child in newCurvesTrans) + { + var point0 = child.GetChild(0); + var point1 = child.GetChild(1); + + Vector3 scale = point0.transform.localScale; + point0.transform.localScale = new Vector3(scale.x, length * scale.y, scale.z); + point1.transform.localScale = new Vector3(scale.x, length * scale.y, scale.z); + newCurves[childIndex++] = child.GetComponent(); + } + CurveCache.Add(length, newCurves); + } + + return newCurves; + } + + public void BackgroundColorSet(double beat, float length, Color BG1Start, Color BG1End, Color BG2Start, Color BG2End, int colorEaseSet) + { + colorEases = new ColorEase[] { + new(beat, length, BG1Start, BG1End, colorEaseSet), + new(beat, length, BG2Start, BG2End, colorEaseSet), + }; + + UpdateBackgroundColor(); + } + public void ObjectColorSet(Color Color1, Color Color2, Color Color3) + { + + } + private void UpdateBackgroundColor() + { + BGGradient.material.SetColor("_ColorAlpha", colorEases[0].GetColor()); + BGGradient.material.SetColor("_ColorDelta", colorEases[1].GetColor()); + BGHigh.color = colorEases[0].GetColor(); + BGLow.color = colorEases[1].GetColor(); + } + + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("bouncyRoad", new string[] { "background appearance" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBG1Start"], lastEvent["colorBG1End"], lastEvent["colorBG2Start"], lastEvent["colorBG2End"], lastEvent["ease"]); + } + } + } +} diff --git a/Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs.meta b/Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs.meta new file mode 100644 index 000000000..b00ee12c5 --- /dev/null +++ b/Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad2e36698feab2c44a4b72a4d69c49c2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs index 4ce680f64..fc48e2228 100644 --- a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs +++ b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs @@ -26,12 +26,12 @@ namespace HeavenStudio.Games.Loaders { new Param.CollapseParam((x, _) => !(bool)x, new string[] { "note1", "note2", "note3", "note4", "note5", "note6"}) }), - new Param("note1", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 3, 4, "builtToScaleDS/PianoPreview"), "1st note", "Set the number of semitones up or down this note should be pitched."), - new Param("note2", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 2, 3, 4, "builtToScaleDS/PianoPreview"), "2nd note", "Set the number of semitones up or down this note should be pitched."), - new Param("note3", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 4, 3, 4, "builtToScaleDS/PianoPreview"), "3rd note", "Set the number of semitones up or down this note should be pitched."), - new Param("note4", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 5, 3, 4, "builtToScaleDS/PianoPreview"), "4th note", "Set the number of semitones up or down this note should be pitched."), - new Param("note5", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 7, 3, 4, "builtToScaleDS/PianoPreview"), "5th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 6th note."), - new Param("note6", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 12, 3, 4, "builtToScaleDS/PianoPreview"), "6th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 5th note."), + new Param("note1", new EntityTypes.Note(0, 3, 4, "builtToScaleDS/Piano"), "1st note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Note(2, 3, 4, "builtToScaleDS/Piano"), "2nd note", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Note(4, 3, 4, "builtToScaleDS/Piano"), "3rd note", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Note(5, 3, 4, "builtToScaleDS/Piano"), "4th note", "Set the number of semitones up or down this note should be pitched."), + new Param("note5", new EntityTypes.Note(7, 3, 4, "builtToScaleDS/Piano"), "5th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 6th note."), + new Param("note6", new EntityTypes.Note(12, 3, 4, "builtToScaleDS/Piano"), "6th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 5th note."), } }, new GameAction("play piano", "Play Note") @@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("type", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 3, 4, "builtToScaleDS/PianoPreview"), "Semitones", "Set the number of semitones up or down this note should be pitched.") + new Param("type", new EntityTypes.Note(0, 3, 4, "builtToScaleDS/Piano"), "Semitones", "Set the number of semitones up or down this note should be pitched.") }, }, new GameAction("color", "Color Palette") diff --git a/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs b/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs index 91c786c8d..4f1ca8e17 100644 --- a/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs +++ b/Assets/Scripts/Games/BuiltToScaleRvl/BuiltToScaleRvl.cs @@ -43,7 +43,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 1f, parameters = new List() { - new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to out."), + new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to bounce out the side."), }, }, new GameAction("custom spawn", "Custom Spawn Rod") @@ -53,7 +53,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."), - new Param("target", BuiltToScaleRvl.TargetBlock.First, "Target", "Set the target in which the rod will bounce."), + new Param("target", BuiltToScaleRvl.TargetBlock.First, "Target", "Set the target where the rod will bounce first."), new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."), }, }, @@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 1f, parameters = new List() { - new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target in which the rod will bounce."), + new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target that the rod will bounce to."), new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to bounce."), }, }, diff --git a/Assets/Scripts/Games/Cannery/Cannery.cs b/Assets/Scripts/Games/Cannery/Cannery.cs index 35b210753..0953df7c7 100644 --- a/Assets/Scripts/Games/Cannery/Cannery.cs +++ b/Assets/Scripts/Games/Cannery/Cannery.cs @@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("toggle", true, "Bop", "Toggle if the alarm should bop for the duration of this event."), - new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."), + new Param("auto", false, "Bop (Auto)", "Toggle if the alarm should automatically bop until another Bop event is reached."), } }, new GameAction("can", "Can") diff --git a/Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs b/Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs index e46aca7a6..c325147bf 100644 --- a/Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs +++ b/Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs @@ -33,10 +33,10 @@ namespace HeavenStudio.Games.Loaders }), new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."), new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."), - new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."), + new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "The number of beats to wait before changing to the next scene."), new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."), new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."), - new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List() + new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" }) }), @@ -58,10 +58,10 @@ namespace HeavenStudio.Games.Loaders }), new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."), new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."), - new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."), + new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Number of beats to wait before changing to the next scene."), new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."), new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."), - new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List() + new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" }) }), @@ -84,10 +84,10 @@ namespace HeavenStudio.Games.Loaders }), new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."), new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."), - new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."), + new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Number of beats to wait before changing to the next scene."), new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."), new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."), - new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List() + new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" }) }), @@ -109,16 +109,16 @@ namespace HeavenStudio.Games.Loaders }), new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."), new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."), - new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."), - new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."), + new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to move to."), + new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to move to."), new Param("doRotate", false, "Rotate", "Select this option if you want to rotate Ann.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ), new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }), new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" }) }), - new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."), - new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."), + new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the number of degrees at which to begin rotating."), + new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the number of degrees at which to finish rotating."), new Param("doScale", false, "Scale", "Select this option if you want to change Ann's scale.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ), diff --git a/Assets/Scripts/Games/Chameleon.meta b/Assets/Scripts/Games/Chameleon.meta new file mode 100644 index 000000000..8e537725e --- /dev/null +++ b/Assets/Scripts/Games/Chameleon.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: da337eb792108b247ad5917f68d408f2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/Chameleon/Chameleon.cs b/Assets/Scripts/Games/Chameleon/Chameleon.cs new file mode 100644 index 000000000..0014028bc --- /dev/null +++ b/Assets/Scripts/Games/Chameleon/Chameleon.cs @@ -0,0 +1,321 @@ +using System; +using System.Linq; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; + +using Jukebox; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + public static class RvlChameleonLoader + { + public static Minigame AddGame(EventCaller eventCaller) + { + return new Minigame("chameleon", "Chameleon", "ffffff", false, false, new List() + { + new GameAction("far", "Far Fly") + { + preFunction = delegate { + var e = eventCaller.currentEntity; + Chameleon.PreSpawnFly(e.beat, e.length - 4, (int)Scripts_Chameleon.FlyType.Far); + if (e["countIn"]) Chameleon.CountIn(e.beat, e.length - 4); + }, + defaultLength = 8f, + resizable = true, + parameters = new List() + { + new Param("countIn", false, "Count-In"), + } + }, + new GameAction("close", "Close Fly") + { + preFunction = delegate { + var e = eventCaller.currentEntity; + Chameleon.PreSpawnFly(e.beat, e.length - 4, (int)Scripts_Chameleon.FlyType.Close); + if (e["countIn"]) Chameleon.CountIn(e.beat, e.length - 4); + }, + defaultLength = 8f, + resizable = true, + parameters = new List() + { + new Param("countIn", false, "Count-In"), + } + }, + new GameAction("background appearance", "Background Appearance") + { + function = delegate { + var e = eventCaller.currentEntity; + Chameleon.instance.BackgroundColorSet(e.beat, e.length, e["colorBG1Start"], e["colorBG1End"], e["colorBG2Start"], e["colorBG2End"], e["ease"]); + }, + defaultLength = 0.5f, + resizable = true, + parameters = new List() + { + new Param("colorBG1Start", new Color(0.204f, 0.385f, 0.064f), "Start BG Color", "Set top-most color of the background gradient at the start of the event."), + new Param("colorBG1End", new Color(0.204f, 0.385f, 0.064f), "End BG Color", "Set top-most color of the background gradient at the end of the event."), + new Param("colorBG2Start", new Color(0.07f, 0.133f, 0.02f), "Start BG Color", "Set bottom-most color of the background gradient at the start of the event."), + new Param("colorBG2End", new Color(0.07f, 0.133f, 0.02f), "End BG Color", "Set bottom-most color of the background gradient at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."), + } + }, + new GameAction("modifiers", "Modifiers") + { + function = delegate { + var e = eventCaller.currentEntity; + Chameleon.Modifiers(e["enableCrown"]); + }, + defaultLength = 0.5f, + parameters = new List() + { + new Param("enableCrown", true, "Enable Crown", "Toggle if the crown should appear or not."), + }, + }, + }, + new List() { "rvl", "normal" }, + "rvlchameleon", "en", + new List() {}, + chronologicalSortKey: 107 + ); + } + } +} + +namespace HeavenStudio.Games +{ + using Scripts_Chameleon; + public class Chameleon : Minigame + { + public Transform baseFly; + public Animator chameleonAnim; + [SerializeField] Transform chameleonEye; + [SerializeField] GameObject Crown; + [System.NonSerialized] public Fly currentFly; + + [SerializeField] SpriteRenderer gradient; + [SerializeField] SpriteRenderer bgHigh; + [SerializeField] SpriteRenderer bgLow; + + private ColorEase[] colorEases = new ColorEase[2]; + + static bool enableCrown; + + float moveEyeTimeThreshold = 0.01f; + float moveEyeTime = 0; + + private struct QueuedFly + { + public double beat; + public double length; + public int type; + } + private static List queuedFlys = new(); + + public static Chameleon instance; + + const int IAAltDownCat = IAMAXCAT; + + protected static bool IA_PadAltPress(out double dt) + { + return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt); + } + protected static bool IA_BatonAltPress(out double dt) + { + return PlayerInput.GetSqueezeDown(out dt); + } + + public static PlayerInput.InputAction InputAction_Close = + new("RvlChameleonClose", new int[] { IAPressCat, IAPressCat, IAPressCat }, + IA_PadBasicPress, IA_TouchFlick, IA_BatonBasicPress); + + public static PlayerInput.InputAction InputAction_Far = + new("RvlChameleonFar", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat }, + IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress); + + + private void Awake() + { + instance = this; + + Crown.SetActive(enableCrown); + colorEases = new ColorEase[] { + new(new Color(0.204f, 0.385f, 0.064f)), + new(new Color(0.07f, 0.133f, 0.02f)), + }; + } + + public override void OnPlay(double beat) + { + PersistColor(beat); + + if (queuedFlys.Count > 0) queuedFlys.Clear(); + foreach (var evt in scheduledInputs) + { + evt.Disable(); + } + } + + private void OnDestroy() + { + if (queuedFlys.Count > 0) queuedFlys.Clear(); + foreach (var evt in scheduledInputs) + { + evt.Disable(); + } + } + + private void Update() + { + var cond = Conductor.instance; + if (cond.isPlaying && !cond.isPaused) + { + if (queuedFlys.Count > 0) + { + foreach (var queuedFly in queuedFlys) + { + SpawnFly(queuedFly.beat, queuedFly.length, queuedFly.type); + } + queuedFlys.Clear(); + } + if (PlayerInput.GetIsAction(InputAction_Close) && !IsExpectingInputNow(InputAction_Close)) + { + chameleonAnim.DoScaledAnimationAsync("tongueClose", 0.5f); + SoundByte.PlayOneShotGame("chameleon/blankClose"); + } + else if (PlayerInput.GetIsAction(InputAction_Far) && !IsExpectingInputNow(InputAction_Far)) + { + chameleonAnim.DoScaledAnimationAsync("tongueFar", 0.5f); + SoundByte.PlayOneShotGame("chameleon/blankFar"); + } + + moveEyeTime += Time.deltaTime; + if (moveEyeTime >= moveEyeTimeThreshold) + { + moveEyeTime = 0; + if (currentFly is not null) + { + if (cond.songPositionInBeatsAsDouble >= currentFly.startBeat + 1) + { + Vector3 relative = currentFly.gameObject.transform.InverseTransformPoint(chameleonEye.transform.position); + float currentAngle = chameleonEye.eulerAngles.z; + currentAngle = currentAngle > 180 ? currentAngle - 360 : currentAngle; + float nextAngle = 165 + Mathf.Atan2(relative.y, relative.x) * Mathf.Rad2Deg; + nextAngle = nextAngle > 180 ? nextAngle - 360 : nextAngle; + if (currentFly.isFall) + { + nextAngle = currentFly.flyType switch { + FlyType.Far => (nextAngle < -70) ? -70 : nextAngle, + FlyType.Close => (nextAngle < -100) ? -100 : nextAngle, + _ => throw new System.NotImplementedException() + }; + } + float angle = Mathf.Lerp(currentAngle, nextAngle, 0.05f); + chameleonEye.eulerAngles = new Vector3(0, 0, angle); + } + } + else + { + float currentAngle = chameleonEye.eulerAngles.z; + float angle = Mathf.LerpAngle(currentAngle, 15, 0.1f); + chameleonEye.eulerAngles = new Vector3(0, 0, angle); + } + } + + UpdateBackgroundColor(); + } + } + + public static void PreSpawnFly(double beat, double length, int type) + { + if (GameManager.instance.currentGame == "chameleon") + { + instance.SpawnFly(beat, length, type); + } + else + { + queuedFlys.Add(new QueuedFly + { + beat = beat, + length = length, + type = type, + }); + } + } + + + public void SpawnFly(double beat, double length, int type) + { + if (length < 0) length = 4; + var newFly = Instantiate(baseFly, transform).GetComponent(); + newFly.startBeat = beat; + newFly.lengthBeat = length; + newFly.flyType = (FlyType)type; + + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { + currentFly = newFly; + currentFly.gameObject.SetActive(true); + currentFly.Init(); + }), + }); + } + + public static void CountIn(double beat, double length) + { + if (length < 0) length = 4; + MultiSound.Play(new MultiSound.Sound[]{ + new MultiSound.Sound("count-ins/three2", beat + length), + new MultiSound.Sound("count-ins/two2", beat + length + 1), + new MultiSound.Sound("count-ins/one2", beat + length + 2), + }, forcePlay: true, game: false); + } + + + public void BackgroundColorSet(double beat, float length, Color BG1Start, Color BG1End, Color BG2Start, Color BG2End, int colorEaseSet) + { + colorEases = new ColorEase[] { + new(beat, length, BG1Start, BG1End, colorEaseSet), + new(beat, length, BG2Start, BG2End, colorEaseSet), + }; + + UpdateBackgroundColor(); + } + private void UpdateBackgroundColor() + { + gradient.color = colorEases[0].GetColor(); + bgHigh.color = colorEases[0].GetColor(); + bgLow.color = colorEases[1].GetColor(); + } + + public static void Modifiers(bool enableCrown) + { + Chameleon.enableCrown = enableCrown; + + if (GameManager.instance.currentGame == "chameleon") + Chameleon.instance.Crown.SetActive(enableCrown); + } + + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("chameleon", new string[] { "background appearance" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBG1Start"], lastEvent["colorBG1End"], lastEvent["colorBG2Start"], lastEvent["colorBG2End"], lastEvent["ease"]); + } + } + + public override void OnGameSwitch(double beat) + { + PersistColor(beat); + } + + + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/Chameleon/Chameleon.cs.meta b/Assets/Scripts/Games/Chameleon/Chameleon.cs.meta new file mode 100644 index 000000000..99c5e8948 --- /dev/null +++ b/Assets/Scripts/Games/Chameleon/Chameleon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e69a1f275f5a3384a8e889b234a3e511 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/Chameleon/Fly.cs b/Assets/Scripts/Games/Chameleon/Fly.cs new file mode 100644 index 000000000..02efe94a6 --- /dev/null +++ b/Assets/Scripts/Games/Chameleon/Fly.cs @@ -0,0 +1,199 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; + +namespace HeavenStudio.Games.Scripts_Chameleon +{ + public enum FlyType + { + Close, + Far, + } + + public class Fly : MonoBehaviour + { + public double startBeat, lengthBeat; + private double currentBeat; + [System.NonSerialized] public FlyType flyType; + [SerializeField] private Animator flyAnim, wingAnim; + public bool isFall { get; private set; } + + private Sound loopSound; + + float randomAngle = 0; + Vector2 moveCurrentPos, moveNextPos, moveEndPos; + bool moveFast; + + private Chameleon game; + + public void Init() + { + game = Chameleon.instance; + + string typePrefix = flyType switch + { + FlyType.Far => "Far", + FlyType.Close => "Close", + _ => throw new System.NotImplementedException() + }; + + moveCurrentPos = flyType switch + { + FlyType.Far => new Vector2(-4.5f, 5.4f), + FlyType.Close => new Vector2(-6, 5.4f), + _ => throw new System.NotImplementedException() + }; + moveEndPos = flyType switch + { + FlyType.Far => new Vector2(5.15f, 1.6f), + FlyType.Close => new Vector2(1.5f, -0.25f), + _ => throw new System.NotImplementedException() + }; + randomAngle = UnityEngine.Random.Range(0, 2 * Mathf.PI); + moveNextPos = new Vector2(Mathf.Cos(randomAngle), Mathf.Sin(randomAngle)) + moveEndPos; + + currentBeat = startBeat; + + loopSound = SoundByte.PlayOneShotGame("chameleon/fly" + typePrefix + "Loop", -1, 1, 1, true); + MultiSound.Play( + new MultiSound.Sound[] { + new MultiSound.Sound("chameleon/fly" + typePrefix + "1", startBeat + lengthBeat), + new MultiSound.Sound("chameleon/fly" + typePrefix + "2", startBeat + lengthBeat + 1), + new MultiSound.Sound("chameleon/fly" + typePrefix + "3", startBeat + lengthBeat + 2), + } + ); + + flyAnim.enabled = false; + BeatAction.New(game, new List() + { + // new BeatAction.Action(startBeat, delegate { + // var currentBeat = Conductor.instance.songPositionInBeatsAsDouble; + // flyAnim.DoScaledAnimationAsync("move" + typePrefix, 0.5f, (float)((currentBeat - startBeat)/8)); + // }), + new BeatAction.Action(startBeat + lengthBeat, delegate { + loopSoundRelease(); + }), + new BeatAction.Action(startBeat + lengthBeat + 3, delegate { + if (!flyAnim.enabled) + { + flyAnim.enabled = true; + flyAnim.DoScaledAnimationAsync("moveEnd" + typePrefix, 0.5f); + } + }), + }); + + var InputAction = flyType switch + { + FlyType.Far => Chameleon.InputAction_Far, + FlyType.Close => Chameleon.InputAction_Close, + _ => throw new System.NotImplementedException() + }; + game.ScheduleInput(startBeat + lengthBeat, 3, InputAction, JustCatch, MissCatch, Empty); + + BeatAction.New(this, new List() + { + new BeatAction.Action(startBeat + lengthBeat + 6, delegate { + Destroy(); + }), + }); + } + + private void Update() + { + var cond = Conductor.instance; + if (cond.isPlaying && !cond.isPaused) + { + if (!flyAnim.enabled) + { + float startBeatPosition = Conductor.instance.GetPositionFromBeat(startBeat, 2, ignoreSwing: true); + + if (startBeatPosition <= 1) + { + startBeatPosition = (startBeatPosition < 0.5) ? 0 : startBeatPosition * 2 - 1; + transform.position = Vector2.Lerp(moveCurrentPos, moveNextPos, startBeatPosition); + } + else + { + float currentBeatPosition = Conductor.instance.GetPositionFromBeat(currentBeat, moveFast ? 0.17: 0.5, ignoreSwing: true);; + if (currentBeatPosition > 1) + { + if (startBeatPosition > 1.5) moveFast = true; + + currentBeat = cond.songPositionInBeatsAsDouble; + moveCurrentPos = moveNextPos; + randomAngle = randomAngle + UnityEngine.Random.Range(0.7f, 1.3f * Mathf.PI); + moveNextPos = (moveFast ? 0.5f : 1) * new Vector2(Mathf.Cos(randomAngle), Mathf.Sin(randomAngle)) + moveEndPos; + } + else + { + float newPosX = EasingFunction.EaseInOutSine(moveCurrentPos.x, moveNextPos.x, currentBeatPosition); + float newPosY = EasingFunction.EaseInOutSine(moveCurrentPos.y, moveNextPos.y, currentBeatPosition); + transform.position = new Vector2(newPosX, newPosY); + } + } + } + } + } + + void JustCatch(PlayerActionEvent caller, float state) + { + string typePrefix = flyType switch + { + FlyType.Far => "Far", + FlyType.Close => "Close", + _ => throw new System.NotImplementedException() + }; + flyAnim.enabled = true; + game.chameleonAnim.DoScaledAnimationAsync("tongue" + typePrefix, 0.5f); + if (state <= -1f || state >= 1f) + { + isFall = true; + flyAnim.DoScaledAnimationAsync("fall" + typePrefix, 0.5f); + return; + } + game.currentFly = null; + SoundByte.PlayOneShotGame("chameleon/eatCatch"); + SoundByte.PlayOneShotGame("chameleon/eatGulp", startBeat + lengthBeat + 3.25); + wingAnim.Play("idle", 0, 0); + flyAnim.DoScaledAnimationAsync("catch" + typePrefix, 0.5f); + BeatAction.New(game, new List() + { + new BeatAction.Action(startBeat + lengthBeat + 3.25, delegate { + game.chameleonAnim.DoScaledAnimationAsync("gurp", 0.5f); + }), + }); + } + + void MissCatch(PlayerActionEvent caller) + { + string typePrefix = flyType switch + { + FlyType.Far => "Far", + FlyType.Close => "Close", + _ => throw new System.NotImplementedException() + }; + flyAnim.enabled = true; + flyAnim.DoScaledAnimationAsync("gone" + typePrefix, 0.5f); + } + + void Empty(PlayerActionEvent caller) { } + + private void loopSoundRelease() + { + if (loopSound != null) + { + loopSound.KillLoop(0); + loopSound = null; + } + } + + private void Destroy() + { + if (game.currentFly == this) game.currentFly = null; + Destroy(gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/Chameleon/Fly.cs.meta b/Assets/Scripts/Games/Chameleon/Fly.cs.meta new file mode 100644 index 000000000..a4be184d6 --- /dev/null +++ b/Assets/Scripts/Games/Chameleon/Fly.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3c9a2a52c2f6539469d21046c1320b64 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs b/Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs index dc94f0013..8439ee350 100644 --- a/Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs +++ b/Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs @@ -848,7 +848,7 @@ namespace HeavenStudio.Games Conductor.instance.FadeMinigameVolume(0, 0, 1); drumTempVolume = 1; - if (isWhirringPlaying) { whirring.Stop(); isWhirringPlaying = false; } + if (isWhirringPlaying) { whirring.KillLoop(); isWhirringPlaying = false; } } //make sure music volume resetting can be remembered between blastoffs diff --git a/Assets/Scripts/Games/ClapTrap/ClapTrap.cs b/Assets/Scripts/Games/ClapTrap/ClapTrap.cs index c04405e46..c70a87f7d 100644 --- a/Assets/Scripts/Games/ClapTrap/ClapTrap.cs +++ b/Assets/Scripts/Games/ClapTrap/ClapTrap.cs @@ -380,5 +380,35 @@ namespace HeavenStudio.Games spotlightMaterial.SetColor("_ColorDelta", bottomSpot); } + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("clapTrap", new string[] { "background color" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + BackgroundColor(lastEvent["bgColor"], lastEvent["bgColorEnd"], lastEvent["ease"], lastEvent.length, lastEvent.beat); + } + + var allEventsBeforeBeatHand = EventCaller.GetAllInGameManagerList("clapTrap", new string[] { "hand color" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeatHand.Count > 0) + { + allEventsBeforeBeatHand.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEventHand = allEventsBeforeBeatHand[^1]; + ChangeHandColor(lastEventHand["left"], lastEventHand["right"], lastEventHand["spotlightBottom"], lastEventHand["spotlightTop"], lastEventHand["spotlightGlow"]); + } + } + + public override void OnGameSwitch(double beat) + { + PersistColor(beat); + } + + public override void OnPlay(double beat) + { + PersistColor(beat); + } + + } } \ No newline at end of file diff --git a/Assets/Scripts/Games/CropStomp/CropStomp.cs b/Assets/Scripts/Games/CropStomp/CropStomp.cs index 08bc77baa..7a982fbce 100644 --- a/Assets/Scripts/Games/CropStomp/CropStomp.cs +++ b/Assets/Scripts/Games/CropStomp/CropStomp.cs @@ -43,7 +43,7 @@ namespace HeavenStudio.Games.Loaders { parameters = new List() { - new Param("mute", true, "Toggle if Stomp Farmer should stopp humming.") + new Param("mute", true, "Toggle if Stomp Farmer should stop humming.") } }, new GameAction("plantCollect", "Set Veggie Collection Thresholds") @@ -55,12 +55,12 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("threshold", new EntityTypes.Integer(1, 80, 8), "Threshold", "Set how many veggies it takes for a new plant to appear in the collection bag."), - new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "Set the limit for the amount of plants to be collected and count towards the threshold."), - new Param("force", false, "Set Amount Of Collected Plants", "Toggle if this event should automatically set the collected plants to a certain number.", new List() + new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "Set the limit for the number of plants to be collected and count towards the threshold."), + new Param("force", false, "Set Number Of Collected Plants", "Toggle if this event should automatically set the collected plants to a certain number.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "forceAmount" }) }), - new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Amount", "Set the amount of plants to be collected automatically.") + new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Number", "Set the number of plants to be collected automatically.") } } }, diff --git a/Assets/Scripts/Games/DoubleDate/DoubleDate.cs b/Assets/Scripts/Games/DoubleDate/DoubleDate.cs index 7ea8d4257..9778a1bd0 100644 --- a/Assets/Scripts/Games/DoubleDate/DoubleDate.cs +++ b/Assets/Scripts/Games/DoubleDate/DoubleDate.cs @@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Loaders new("b", false, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.") } }, - new GameAction("basket", "Basket Ball") + new GameAction("basket", "Basketball") { preFunction = delegate { var e = eventCaller.currentEntity; DoubleDate.QueueBasketBall(e.beat, e["b"]); }, preFunctionLength = 1f, diff --git a/Assets/Scripts/Games/FanClub/FanClub.cs b/Assets/Scripts/Games/FanClub/FanClub.cs index 8ea1eb00f..71f57d597 100644 --- a/Assets/Scripts/Games/FanClub/FanClub.cs +++ b/Assets/Scripts/Games/FanClub/FanClub.cs @@ -61,7 +61,7 @@ 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("play idol animation", "Idol Coreography") + new GameAction("play idol animation", "Idol Choreography") { function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e["type"], e["who"]); }, resizable = true, diff --git a/Assets/Scripts/Games/Fillbots/Fillbots.cs b/Assets/Scripts/Games/Fillbots/Fillbots.cs index b84575fa6..618579ec5 100644 --- a/Assets/Scripts/Games/Fillbots/Fillbots.cs +++ b/Assets/Scripts/Games/Fillbots/Fillbots.cs @@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders new Param("practice", false, "Count-In"), new Param("alt", false, "Alternate OK"), new Param("type", Scripts_Fillbots.EndAnim.Both, "Success Reaction", "Set the reaction of the Robot."), - new Param("stop", false, "Stop Conveyer", "Toggle if the conveyer should be stopped when finished."), + new Param("stop", false, "Stop Conveyor", "Toggle if the conveyor should be stopped when finished."), new Param("color", false, "Custom Color", "Toggle if the robot color should be changed.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "colorFuel", "colorLampOff", "colorLampOn" }), @@ -145,7 +145,7 @@ namespace HeavenStudio.Games.Loaders new Param("colorLampOn", new Color(1f, 1f, 0.42f), "On Lamp Color", "Set the color of the on lamp."), new Param("colorImpact", new Color(1f, 0.59f, 0.01f), "Impact Color", "Set the color of the impact."), new Param("colorFiller", Color.white, "Filler Color", "Set the color of the filler."), - new Param("colorConveyer", Color.white, "Conveyer Color", "Set the color of the conveyer."), + new Param("colorConveyer", Color.white, "Conveyor Color", "Set the color of the conveyor."), } }, }, @@ -238,6 +238,7 @@ namespace HeavenStudio.Games public override void OnPlay(double beat) { + PersistColor(beat); if (queuedBots.Count > 0) queuedBots.Clear(); foreach (var evt in scheduledInputs) { @@ -548,6 +549,37 @@ namespace HeavenStudio.Games metersFuel[i].color = colorEases[i+1].GetColor(); } } + + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("fillbots", new string[] { "background appearance" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBGStart"], lastEvent["colorBGEnd"], lastEvent["colorMetersStart"], + lastEvent["colorMeter1Start"], lastEvent["colorMeter2Start"], + lastEvent["colorMeter3Start"], lastEvent["colorMeter4Start"], + lastEvent["colorMeter5Start"], lastEvent["colorMeter6Start"], + lastEvent["colorMetersEnd"], lastEvent["colorMeter1End"], + lastEvent["colorMeter2End"], lastEvent["colorMeter3End"], + lastEvent["colorMeter4End"], lastEvent["colorMeter5End"], lastEvent["colorMeter6End"], + lastEvent["separate"], lastEvent["ease"]); + } + + var allEventsBeforeBeatObj = EventCaller.GetAllInGameManagerList("fillbots", new string[] { "object appearance" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeatObj.Count > 0) + { + allEventsBeforeBeatObj.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEventObj = allEventsBeforeBeatObj[^1]; + ObjectColorSet(lastEventObj["colorFuel"], lastEventObj["colorLampOff"], lastEventObj["colorLampOn"], lastEventObj["colorImpact"], lastEventObj["colorFiller"], lastEventObj["colorConveyor"]); + } + } + + public override void OnGameSwitch(double beat) + { + PersistColor(beat); + } } } diff --git a/Assets/Scripts/Games/Fireworks/Fireworks.cs b/Assets/Scripts/Games/Fireworks/Fireworks.cs index 862149bd0..7b70bdca2 100644 --- a/Assets/Scripts/Games/Fireworks/Fireworks.cs +++ b/Assets/Scripts/Games/Fireworks/Fireworks.cs @@ -32,7 +32,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List() { - new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."), + new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this sparkler should spawn on."), new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this sparkler should explode into."), new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."), new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the vertical offset for this sparkler."), diff --git a/Assets/Scripts/Games/FirstContact/FirstContact.cs b/Assets/Scripts/Games/FirstContact/FirstContact.cs index 48251ed39..a2d1898cd 100644 --- a/Assets/Scripts/Games/FirstContact/FirstContact.cs +++ b/Assets/Scripts/Games/FirstContact/FirstContact.cs @@ -35,7 +35,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount Of Spaces", "Choose the amount of spaces to add before the icon."), + new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Number Of Spaces", "Choose the number of spaces to add before the icon."), new Param("dotdotdot", false, "Ellipses", "Toggle if the symbol should have \"...\" before it."), new Param("newline", false, "New line", "Toggle if this text starts a new line."), new Param("dialogue", "", "Translation", "Set the text that this syllable will translate to. Spaces will not be automatically added.") diff --git a/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs b/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs index 489947a46..22a126a85 100644 --- a/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs +++ b/Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs @@ -134,7 +134,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("enter", true, "Enter", "Choose the sign should enter or exit."), + new Param("enter", true, "Enter", "Choose whether the sign should enter or exit."), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), } }, @@ -176,16 +176,16 @@ namespace HeavenStudio.Games.Loaders }), new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."), new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."), - new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."), - new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."), + new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to move to."), + new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to move to."), new Param("doRotate", false, "Rotate", "Select this option if you want to rotate T.J.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ), new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }), new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" }) }), - new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."), - new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."), + new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the number of degrees at which to begin rotating."), + new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the number of degrees at which to finish rotating."), new Param("doScale", false, "Scale", "Select this option if you want to change T.J.'s scale.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ), diff --git a/Assets/Scripts/Games/FrogHop.meta b/Assets/Scripts/Games/FrogHop.meta new file mode 100644 index 000000000..4d855dd95 --- /dev/null +++ b/Assets/Scripts/Games/FrogHop.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3c21be4f603d603469a5f6424d62f0ee +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/FrogHop/FrogHop.cs b/Assets/Scripts/Games/FrogHop/FrogHop.cs new file mode 100644 index 000000000..0affdb5ea --- /dev/null +++ b/Assets/Scripts/Games/FrogHop/FrogHop.cs @@ -0,0 +1,881 @@ +using System; +using System.Linq; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; + +using Jukebox; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + public static class NtrFrogHopLoader + { + public static Minigame AddGame(EventCaller eventCaller) + { + return new Minigame("frogHop", "Frog Hop", "195A23", false, false, new List() + { + new GameAction("bop", "Bop") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.Bop(e.beat, e.length, e["blue"], e["orange"], e["greens"]); + } + }, + parameters = new List() + { + new Param("blue", true, "Blue Bops", "Make Blue Frog bop during this event."), + new Param("orange", true, "Orange Bops", "Make Orange Frog bop during this event."), + new Param("greens", true, "Group Bops", "Make the frogs in the back bop during this event."), + }, + resizable = true, + }, + new GameAction("count", "Count In") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.Count(e.beat, e["start"]); + } + }, + preFunction = delegate { + var e = eventCaller.currentEntity; + FrogHop.CountVox(e.beat); + }, + preFunctionLength = 0, + parameters = new List() + { + new Param("start", true, "Start Shaking", "Start shaking after the count in."), + }, + defaultLength = 4.0f, + }, + new GameAction("hop", "Start Shaking") + { + preFunction = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.Hop(e.beat); + } + }, + preFunctionLength = 1, + }, + new GameAction("stop", "Stop Shaking") + { + preFunction = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.Stop(e.beat); + } + }, + }, + new GameAction("twoshake", "Ya-hoo!") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.TwoHop(e.beat, e["spotlights"], e["jazz"]); + } + }, + preFunction = delegate { + var e = eventCaller.currentEntity; + FrogHop.TwoHopVox(e.beat, e["enabled"]); + }, + preFunctionLength = 0, + parameters = new List() + { + new Param("enabled", true, "Cue Sound", "Choose whether to play the cue sound for this event."), + new Param("spotlights", true, "Automatic Spotlights", "Handles spotlight switching automatically."), + new Param("jazz", false, "Jumpin' Jazz", "Mouth animations will be based on Frog Hop 2."), + }, + defaultLength = 4.0f, + }, + new GameAction("threeshake", "Yeah yeah yeah!") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.ThreeHop(e.beat, e["spotlights"], e["jazz"]); + } + }, + preFunction = delegate { + var e = eventCaller.currentEntity; + FrogHop.ThreeHopVox(e.beat, e["enabled"]); + }, + preFunctionLength = 0, + parameters = new List() + { + new Param("enabled", true, "Cue Sound", "Choose whether to play the cue sound for this event."), + new Param("spotlights", true, "Automatic Spotlights", "Handles spotlight switching automatically."), + new Param("jazz", false, "Jumpin' Jazz", "Mouth animations will be based on Frog Hop 2."), + }, + defaultLength = 4.0f, + }, + new GameAction("spin", "Spin it Boys!") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.SpinItBoys(e.beat, e["spotlights"], e["jazz"]); + } + }, + preFunction = delegate { + var e = eventCaller.currentEntity; + FrogHop.SpinItBoysVox(e.beat, e["enabled"]); + }, + preFunctionLength = 0, + parameters = new List() + { + new Param("enabled", true, "Cue Sound", "Choose whether to play the cue sound for this event."), + new Param("spotlights", true, "Automatic Spotlights", "Handles spotlight switching automatically."), + new Param("jazz", false, "Jumpin' Jazz", "Mouth animations will be based on Frog Hop 2."), + }, + defaultLength = 4.0f, + }, + new GameAction("thankyou", "Thank you... verrry much-a!") + { + preFunction = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.ThankYou(e.beat, e["pitched"]); + } + }, + parameters = new List() + { + new Param("pitched", false, "Enable Pitching", "Makes the frog voices pitch up and down based on the song's tempo."), + }, + defaultLength = 6.0f, + }, + new GameAction("mouthwide", "Open Mouth (Wide)") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.Sing("Wide", e.beat + e.length - 0.5, e["blue"], e["orange"], e["greens"]); + } + }, + parameters = new List() + { + new Param("blue", true, "Blue Sings", "Make Blue Frog sing during this event."), + new Param("orange", false, "Orange Sings", "Make Orange Frog sing during this event."), + new Param("greens", false, "Group Sings", "Make the frogs in the back sing during this event."), + }, + defaultLength = 0.5f, + resizable = true, + }, + new GameAction("mouthnarrow", "Open Mouth (Narrow)") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.Sing("Narrow", e.beat + e.length - 0.5, e["blue"], e["orange"], e["greens"]); + } + }, + parameters = new List() + { + new Param("blue", true, "Blue Sings", "Make Blue Frog sing during this event."), + new Param("orange", false, "Orange Sings", "Make Orange Frog sing during this event."), + new Param("greens", false, "Group Sings", "Make the frogs in the back sing during this event."), + }, + defaultLength = 0.5f, + resizable = true, + }, + new GameAction("spotlights", "Spotlights") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.Spotlights(e["front"], e["back"], e["dark"]); + } + }, + parameters = new List() + { + new Param("front", true, "Front Lights", "Enables the spotlights on the front frogs."), + new Param("back", false, "Back Lights", "Enables the spotlights on the back frogs."), + new Param("dark", true, "Darken Stage", "Darkens the stage, allowing the spotlights to be seen."), + }, + defaultLength = 0.5f, + }, + new GameAction("force", "Force Hop") + { + preFunction = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.ForceHop(e.beat, e.length, e["front"], e["back"]); + } + }, + parameters = new List() + { + new Param("front", true, "Front Frogs", "Make the frogs in the front sing during this event."), + new Param("back", true, "Back Frogs", "Make the frogs in the back sing during this event."), + }, + resizable = true, + defaultLength = 4.0f, + }, + new GameAction("pitching", "Enable Pitched Voices") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) { + instance.Pitching(e["enabled"]); + } + }, + parameters = new List() + { + new Param("enabled", true, "Enable Pitching", "Makes the frog voices pitch up and down based on the song's tempo."), + }, + defaultLength = 0.5f, + }, + } + ); + } + } +} + +namespace HeavenStudio.Games +{ + using HeavenStudio.Games.Loaders; + using Scripts_FrogHop; + public class FrogHop : Minigame + { + //definitions + #region Definitions + + [SerializeField] public ntrFrog PlayerFrog; + [SerializeField] public List OtherFrogs = new List(); + [SerializeField] public ntrFrog LeaderFrog; + [SerializeField] public ntrFrog SingerFrog; + [SerializeField] public GameObject Darkness; + [SerializeField] public GameObject SpotlightFront; + [SerializeField] public GameObject SpotlightBack; + [SerializeField] public SpriteRenderer Mike; + List AllFrogs = new(); + List FrontFrogs = new(); + List BackFrogs = new(); + List whoToInputKTB = new(); + + int globalAnimSide = -1; + + double wantHop = double.MinValue; + List queuedHops = new(); + bool keepHopping; + double startBackHop = double.MinValue; + double startNoHop = double.MinValue; + double startRegularHop = double.MinValue; + + static float globalPitch = 1; + bool usesGlobalePitch = false; //oops i spelled global wrong lmao + + const int IAAltDownCat = IAMAXCAT; + const int IAAltUpCat = IAMAXCAT + 1; + + protected static bool IA_PadAltPress(out double dt) + { + return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt); + } + protected static bool IA_BatonAltPress(out double dt) + { + return PlayerInput.GetSqueezeDown(out dt); + } + + protected static bool IA_PadAltRelease(out double dt) + { + return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt); + } + protected static bool IA_BatonAltRelease(out double dt) + { + return PlayerInput.GetSqueezeUp(out dt); + } + + public static PlayerInput.InputAction InputAction_AltPress = + new("NtrFrogHopAltPress", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat }, + IA_PadAltPress, IA_TouchBasicPress, IA_BatonAltPress); + public static PlayerInput.InputAction InputAction_AltRelease = + new("NtrFrogHopAltRelease", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat }, + IA_PadAltRelease, IA_TouchFlick, IA_BatonAltRelease); + public static PlayerInput.InputAction InputAction_TouchRelease = + new("NtrFrogHopTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat }, + IA_Empty, IA_TouchBasicRelease, IA_Empty); + + #endregion + + //global methods + #region Global Methods + + public void Awake() + { + globalPitch = (float)Conductor.instance.GetBpmAtBeat(Conductor.instance.songPositionInBeatsAsDouble) / 156; + + PersistThings(Conductor.instance.songPositionInBeatsAsDouble); + + AllFrogs.Add(PlayerFrog); + AllFrogs.AddRange(OtherFrogs); + AllFrogs.Add(LeaderFrog); + AllFrogs.Add(SingerFrog); + + FrontFrogs.Add(LeaderFrog); + FrontFrogs.Add(SingerFrog); + + BackFrogs.Add(PlayerFrog); + BackFrogs.AddRange(OtherFrogs); + + whoToInputKTB = AllFrogs; + } + + public override void OnGameSwitch(double beat) + { + foreach (var entity in GameManager.instance.Beatmap.Entities) + { + if (entity.beat >= beat && entity.beat <= beat + 1) + { + if (entity.datamodel == "frogHop/hop") + Hop(entity.beat); + continue; + } + + if (entity.beat >= beat || entity.beat < beat - 4) continue; + + if (entity.datamodel == "frogHop/count") + { + var e = entity; + Count(e.beat, e["start"]); + continue; + } + + if (entity.beat < beat - 2) continue; + + switch (entity.datamodel) + { + case "frogHop/twoshake": + { + var e = entity; + TwoHop(e.beat, e["spotlights"], e["jazz"], beat - e.beat); + continue; + } + case "frogHop/threeshake": + { + var e = entity; + ThreeHop(e.beat, e["spotlights"], e["jazz"], beat - e.beat); + continue; + } + case "frogHop/spinitboys": + { + var e = entity; + SpinItBoys(e.beat, e["spotlights"], e["jazz"], beat - e.beat); + continue; + } + } + } + } + + public void Update() + { + //voice pitch stuff below + + globalPitch = (float)Conductor.instance.GetBpmAtBeat(Conductor.instance.songPositionInBeatsAsDouble) / 156; + + //whiff stuff below + + if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) + { + if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || !IsExpectingInputNow(InputAction_AltPress)) + { + PlayerFrog.Hop(); + SoundByte.PlayOneShot("miss"); + LightMiss(true); + } + } + + if (PlayerInput.GetIsAction(InputAction_AltPress) && !IsExpectingInputNow(InputAction_AltPress) && PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch) + { + PlayerFrog.Charge(); + SoundByte.PlayOneShot("miss"); + LightMiss(true); + } + + if (PlayerInput.GetIsAction(InputAction_AltRelease) && !IsExpectingInputNow(InputAction_AltRelease)) + { + PlayerFrog.Spin(); + SoundByte.PlayOneShotGame("frogHop/sigh", volume: 1.5f); + LightMiss(true); + } + } + + public void LateUpdate() + { + //ktb stuff below + + if (wantHop != double.MinValue) + { + queuedHops.Add(wantHop); + keepHopping = true; + wantHop = double.MinValue; + } + + if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) + { + if (queuedHops.Count > 0) + { + foreach (var hop in queuedHops) + { + var actions = new List(); + + bool betweenHopValues = hop + 1 < startRegularHop && hop + 1 >= startNoHop; + if (!betweenHopValues) ScheduleInput(hop, 1, InputAction_BasicPress, PlayerHopNormal, PlayerMiss, Nothing); + + betweenHopValues = hop + 1 < startRegularHop && hop + 1 >= startNoHop; + if (!betweenHopValues) actions.Add(new BeatAction.Action(hop + 1, delegate { NPCHop(BackFrogs); })); + + betweenHopValues = hop + 1 < startRegularHop && hop + 1 >= startBackHop; + if (!betweenHopValues) actions.Add(new BeatAction.Action(hop + 1, delegate { + betweenHopValues = hop + 1 < startRegularHop && hop + 1 >= startBackHop; + if (!betweenHopValues) { NPCHop(FrontFrogs); SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_E_BEAT"); } + })); + + if (keepHopping) actions.Add(new BeatAction.Action(hop, delegate { queuedHops.Add(hop + 1); })); + + BeatAction.New(this, actions); + } + queuedHops.Clear(); + } + } + } + + #endregion + + //frog hop methods + #region Frog Hop Methods + + public void Bop(double beat, float length, bool blue, bool orange, bool greens) + { + var FrogsToBop = new List(); + + if (blue) FrogsToBop.Add(SingerFrog); + if (orange) FrogsToBop.Add(LeaderFrog); + if (greens) FrogsToBop.AddRange(BackFrogs); + + var actions = new List(); + + for (int i = 0; i < length; i++) + { + actions.Add(new(beat + i, delegate { BopAnimation(FrogsToBop); })); + } + + BeatAction.New(this, actions); + } + + public void BopAnimation(List FrogsToBop) + { + foreach (var a in FrogsToBop) { a.Bop(); } + } + + public void Count(double beat, bool start) + { + var actions = new List(); + + actions.Add(new(beat + 0.0, delegate { Talk(new List() { LeaderFrog }, "Wide", beat); })); + actions.Add(new(beat + 1.0, delegate { Talk(new List() { LeaderFrog }, "Wide", beat); })); + actions.Add(new(beat + 2.0, delegate { Talk(new List() { LeaderFrog }, "Wide", beat); })); + actions.Add(new(beat + 3.0, delegate { Talk(new List() { LeaderFrog }, "Wide", beat); })); + + BeatAction.New(this, actions); + + if (start) Hop(beat + 4.0); + } + + public static void CountVox(double beat) + { + globalPitch = (float)Conductor.instance.GetBpmAtBeat(Conductor.instance.songPositionInBeatsAsDouble) / 156; + bool usesGlobalePitch = GetPitched(Conductor.instance.songPositionInBeatsAsDouble); + + var sounds = new List(); + + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_COUNT1", beat + 0.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_COUNT2", beat + 1.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_COUNT3", beat + 2.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_COUNT4", beat + 3.0, usesGlobalePitch ? globalPitch : 1)); + + MultiSound.Play(sounds, forcePlay: true); + } + + public void Hop (double beat) + { + wantHop = beat - 1; + } + + public void Stop (double beat) + { + keepHopping = false; + } + + public void Pitching(bool enabled) + { + usesGlobalePitch = enabled; + } + + public void ForceHop(double beat, double length, bool front, bool back) + { + var actions = new List(); + + for (int i = 0; i < length; i++) + { + if (front) + { + actions.Add(new BeatAction.Action(beat + i, delegate { NPCHop(FrontFrogs); })); + } + if (back) + { + actions.Add(new BeatAction.Action(beat + i, delegate { + NPCHop(BackFrogs); + SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_E_BEAT"); + })); + ScheduleInput(beat - 1, i + 1, InputAction_BasicPress, PlayerHopNormal, PlayerMiss, Nothing); + } + } + + BeatAction.New(this, actions); + } + + public void TwoHop (double beat, bool spotlights, bool jumpinJazz, double start = 0) + { + CueCommon(beat, spotlights); + + var actions = new List(); + var sounds = new List(); + + //call + if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCHop(FrontFrogs); Talk(new List() { LeaderFrog }, "Wide", beat); })); + if (start <= 0.5) actions.Add(new(beat + 0.5, delegate { NPCHop(FrontFrogs, true); Talk(new List() { LeaderFrog }, "Narrow", jumpinJazz ? beat + 2.5 : beat + 1.5); })); + + //response + actions.Add(new(beat + 2.0, delegate { NPCHop(BackFrogs); Talk(BackFrogs, "Wide", beat); })); + actions.Add(new(beat + 2.5, delegate { NPCHop(BackFrogs, true); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 4.5 : beat + 3.5); })); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_HA", beat + 2.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_HAAI", beat + 2.5, usesGlobalePitch ? globalPitch : 1)); + + //inputs + ScheduleInput(beat, 2.0, InputAction_BasicPress, PlayerHopYa, PlayerMiss, Nothing); + ScheduleInput(beat, 2.5, InputAction_BasicPress, PlayerHopHoo, PlayerMiss, Nothing); + + BeatAction.New(this, actions); + MultiSound.Play(sounds); + } + + public static void TwoHopVox(double beat, bool enabled) + { + if (!enabled) return; + globalPitch = (float)Conductor.instance.GetBpmAtBeat(Conductor.instance.songPositionInBeatsAsDouble) / 156; + bool usesGlobalePitch = GetPitched(Conductor.instance.songPositionInBeatsAsDouble); + + var sounds = new List(); + + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_HA", beat, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_POP_DEFAULT", beat)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_HAAI", beat + 0.5, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_POP_HAAI", beat + 0.5)); + + MultiSound.Play(sounds, forcePlay: true); + } + + public void ThreeHop (double beat, bool spotlights, bool jumpinJazz, double start = 0) + { + CueCommon(beat, spotlights); + + var actions = new List(); + var sounds = new List(); + + //call + if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCHop(FrontFrogs); Talk(new List() { LeaderFrog }, "Narrow", jumpinJazz ? beat + 2.5 : beat); })); + if (start <= 0.5) actions.Add(new(beat + 0.5, delegate { NPCHop(FrontFrogs); if (!jumpinJazz) Talk(new List() { LeaderFrog }, "Narrow", beat); })); + if (start <= 1.0) actions.Add(new(beat + 1.0, delegate { NPCHop(FrontFrogs, true); if (!jumpinJazz) Talk(new List() { LeaderFrog }, "Narrow", beat); })); + + //response + actions.Add(new(beat + 2.0, delegate { NPCHop(BackFrogs); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 4.5 : beat); })); + actions.Add(new(beat + 2.5, delegate { NPCHop(BackFrogs); if (!jumpinJazz) Talk(BackFrogs, "Narrow", beat); })); + actions.Add(new(beat + 3.0, delegate { NPCHop(BackFrogs, true); if (!jumpinJazz) Talk(BackFrogs, "Narrow", beat); })); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_HAI", beat + 2.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_HAI", beat + 2.5, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_HAI", beat + 3.0, usesGlobalePitch ? globalPitch : 1)); + + //inputs + ScheduleInput(beat, 2.0, InputAction_BasicPress, PlayerHopYeah, PlayerMiss, Nothing); + ScheduleInput(beat, 2.5, InputAction_BasicPress, PlayerHopYeah, PlayerMiss, Nothing); + ScheduleInput(beat, 3.0, InputAction_BasicPress, PlayerHopYeahAccent, PlayerMiss, Nothing); + + BeatAction.New(this, actions); + MultiSound.Play(sounds); + } + + public static void ThreeHopVox(double beat, bool enabled) + { + if (!enabled) return; + globalPitch = (float)Conductor.instance.GetBpmAtBeat(Conductor.instance.songPositionInBeatsAsDouble) / 156; + bool usesGlobalePitch = GetPitched(Conductor.instance.songPositionInBeatsAsDouble); + + var sounds = new List(); + + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_HAI", beat, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_POP_DEFAULT", beat)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_HAI", beat + 0.5, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_POP_DEFAULT", beat + 0.5)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_HAI", beat + 1.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_POP_DEFAULT", beat + 1.0)); + + MultiSound.Play(sounds, forcePlay: true); + } + + public void SpinItBoys (double beat, bool spotlights, bool jumpinJazz, double start = 0) + { + CueCommon(beat, spotlights); + + var actions = new List(); + var sounds = new List(); + + //call + if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCCharge(FrontFrogs); Talk(new List() { LeaderFrog }, "Narrow", beat); })); + if (start <= 1.0) actions.Add(new(beat + 1.0, delegate { NPCSpin(FrontFrogs); Talk(new List() { LeaderFrog }, "Wide", beat); })); + + //response + actions.Add(new(beat + 2.0, delegate { NPCCharge(BackFrogs); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 3.0 : beat); })); + actions.Add(new(beat + 3.0, delegate { NPCSpin(BackFrogs); Talk(BackFrogs, "Wide", beat); })); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_KURU_1", beat + 2.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_KURU_2", beat + 2.5, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_LIN", beat + 3.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_SPIN", beat + 3.0)); + + //inputs + ScheduleInput(beat, 2.0, InputAction_AltPress, PlayerHopCharge, PlayerMiss, Nothing); + ScheduleInput(beat, 3.0, InputAction_AltRelease, PlayerSpin, PlayerMissNoFlip, Nothing); + + BeatAction.New(this, actions); + MultiSound.Play(sounds); + } + + public static void SpinItBoysVox(double beat, bool enabled) + { + if (!enabled) return; + globalPitch = (float)Conductor.instance.GetBpmAtBeat(Conductor.instance.songPositionInBeatsAsDouble) / 156; + bool usesGlobalePitch = GetPitched(Conductor.instance.songPositionInBeatsAsDouble); + + var sounds = new List(); + + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_KURU_1", beat, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_KURU_2", beat + 0.5, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_LIN", beat + 1.0, usesGlobalePitch ? globalPitch : 1)); + sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_T_SPIN", beat + 1.0)); + + MultiSound.Play(sounds, forcePlay: true); + } + + public void CueCommon(double beat, bool spotlights = true) + { + startBackHop = beat; + startNoHop = beat + 2; + startRegularHop = beat + 4; + + if (!spotlights) return; + + var actions = new List(); + + actions.Add(new(beat + 1.5, delegate { Spotlights(false, true); })); + actions.Add(new(beat + 3.5, delegate { Spotlights(true, false); })); + + BeatAction.New(this, actions); + } + + public void Spotlights(bool front, bool back, bool dark = true) + { + foreach (var a in FrontFrogs) { a.Darken(front || !dark); } + + if (front || !dark) Mike.color = new Color(1, 1, 1, 1); + else Mike.color = new Color(0.5f, 0.5f, 0.5f, 1); + + Darkness.SetActive(dark); + SpotlightFront.SetActive(front); + SpotlightBack.SetActive(back); + } + + public void ThankYou(double beat, bool stretchToTempo) + { + float pitch = stretchToTempo ? globalPitch * Conductor.instance.TimelinePitch : 1; + double offset = stretchToTempo ? (.2 / ((Conductor.instance.GetBpmAtBeat(beat) * Conductor.instance.TimelinePitch) / 156)) : .2; + + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("frogHop/tyvm", beat, pitch: pitch, offset: offset), + }); + + var actions = new List(); + var BlueFrog = new List() { SingerFrog }; + double stretch = stretchToTempo ? 1 : 1 / (globalPitch * Conductor.instance.TimelinePitch); + + actions.Add(new(beat, delegate { BopAnimation(BlueFrog); })); + + actions.Add(new(beat + (0.00 / stretch), delegate { Talk(BlueFrog, "Narrow", beat); })); //"thank" + actions.Add(new(beat + (0.50 / stretch), delegate { Talk(BlueFrog, "Narrow", beat); })); //"you" + actions.Add(new(beat + (2.00 / stretch), delegate { Talk(BlueFrog, "Wide", beat + (4.00 / stretch)); })); //"verrry" + actions.Add(new(beat + (4.50 / stretch), delegate { Talk(BlueFrog, "Narrow", beat); })); //"much" + actions.Add(new(beat + (5.50 / stretch), delegate { Talk(BlueFrog, "Narrow", beat); })); //"-a!" + + BeatAction.New(this, actions); + + Debug.Log(offset); + } + + public void Talk(List FrogsToTalk, string syllable, double animEnd) + { + foreach (var a in FrogsToTalk) { a.Talk(syllable, animEnd); } + } + + public void Sing(string syllable, double animEnd, bool blue, bool orange, bool greens) + { + var FrogsToTalk = new List(); + + if (blue) FrogsToTalk.Add(SingerFrog); + if (orange) FrogsToTalk.Add(LeaderFrog); + if (greens) FrogsToTalk.AddRange(BackFrogs); + + Talk(FrogsToTalk, syllable, animEnd); + } + + public void NPCHop(List FrogsToHop, bool isThisLong = false) + { + foreach (var a in FrogsToHop) { if (a != PlayerFrog) a.Hop(isLong: isThisLong); } + } + + public void NPCCharge(List FrogsToHop) + { + foreach (var a in FrogsToHop) { if (a != PlayerFrog) a.Charge(); } + } + + public void NPCSpin(List FrogsToHop) + { + foreach (var a in FrogsToHop) { if (a != PlayerFrog) a.Spin(); } + } + + public void PlayerHopNormal(PlayerActionEvent caller, float state) + { + if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); } + else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_BEAT"); + PlayerHop(); + } + + public void PlayerHopYa(PlayerActionEvent caller, float state) + { + SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HA", pitch: usesGlobalePitch ? globalPitch : 1); + if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); } + else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_POP_DEFAULT"); + PlayerHop(); + } + + public void PlayerHopHoo(PlayerActionEvent caller, float state) + { + SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAAI", pitch: usesGlobalePitch ? globalPitch : 1); + if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); } + else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_POP_HAAI"); + PlayerHop(true); + } + + public void PlayerHopYeah(PlayerActionEvent caller, float state) + { + SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAI", pitch: usesGlobalePitch ? globalPitch : 1); + if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); } + else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_POP_DEFAULT"); + PlayerHop(); + } + + public void PlayerHopYeahAccent(PlayerActionEvent caller, float state) + { + SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAI", pitch: usesGlobalePitch ? globalPitch : 1); + if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); } + else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_POP_DEFAULT"); + PlayerHop(true); + } + + public void PlayerHop(bool isLong = false) + { + globalAnimSide *= -1; + PlayerFrog.Hop(globalAnimSide, isLong); + } + + public void PlayerHopCharge(PlayerActionEvent caller, float state) + { + double beat = caller.startBeat + caller.timer; + + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_P_KURU_1", beat, usesGlobalePitch ? globalPitch : 1), + new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_P_KURU_2", beat + 0.5, usesGlobalePitch ? globalPitch : 1) + }); + + if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); } + globalAnimSide *= -1; + PlayerFrog.Charge(globalAnimSide); + } + + public void PlayerSpin(PlayerActionEvent caller, float state) + { + SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_LIN", pitch: usesGlobalePitch ? globalPitch : 1); + if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(); } + PlayerFrog.Spin(); + } + + public void PlayerMiss(PlayerActionEvent caller) + { + globalAnimSide *= -1; + LightMiss(); + + if (globalAnimSide > 0) PlayerFrog.Bump(); + } + + public void PlayerMissNoFlip(PlayerActionEvent caller) + { + LightMiss(); + PlayerFrog.Bump(); + } + + public void LightMiss(bool whiff = false, bool sweat = false) + { + if (whiff) ScoreMiss(0.5f); + if (sweat) PlayerFrog.Sweat(); + else { foreach (var a in OtherFrogs) { a.Glare(); } } + } + + public void Nothing(PlayerActionEvent caller) { } + + private void PersistThings(double beat) + { + var allEvents = GameManager.instance.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] is "frogHop"); + var eventsBefore = allEvents.FindAll(e => e.beat < beat); + + var lastPersistEvent = eventsBefore.FindLast(e => e.datamodel == "frogHop/pitching"); + if (lastPersistEvent != null) + { + var e = lastPersistEvent; + Pitching(e["enabled"]); + } + } + + public static bool GetPitched(double beat) + { + var allEvents = GameManager.instance.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] is "frogHop"); + var eventsBefore = allEvents.FindAll(e => e.beat < beat); + + bool isPitched = false; + + var lastPersistEvent = eventsBefore.FindLast(e => e.datamodel == "frogHop/pitching"); + if (lastPersistEvent != null) + { + var e = lastPersistEvent; + isPitched = e["enabled"]; + } + + return isPitched; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/FrogHop/FrogHop.cs.meta b/Assets/Scripts/Games/FrogHop/FrogHop.cs.meta new file mode 100644 index 000000000..780cdf2d1 --- /dev/null +++ b/Assets/Scripts/Games/FrogHop/FrogHop.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a529235f820584440a08dd9328f94eca +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/FrogHop/ntrFrog.cs b/Assets/Scripts/Games/FrogHop/ntrFrog.cs new file mode 100644 index 000000000..d3ae8816c --- /dev/null +++ b/Assets/Scripts/Games/FrogHop/ntrFrog.cs @@ -0,0 +1,133 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; + +namespace HeavenStudio.Games.Scripts_FrogHop +{ + public class ntrFrog : MonoBehaviour + { + //definitions + #region Definitions + + [SerializeField] public Animator FrogAnim; + [SerializeField] public List SpriteParts = new(); + [SerializeField] public Transform MissFace; + [SerializeField] public SpriteRenderer Head; + + [NonSerialized] public int animSide = -1; + [NonSerialized] public float scaleConstant = 1; + [NonSerialized] public string loopAnim = null; + [NonSerialized] public bool isBumped = false; + + #endregion + + //global methods + #region Global Methods + + public void Start() + { + scaleConstant = FrogAnim.transform.localScale.x; + } + + #endregion + + //frog methods + #region Frog Methods + + public void Bop() + { + FrogAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); + isBumped = false; + } + + public void Update() + { + if (loopAnim != null) FrogAnim.DoScaledAnimationAsync("Talk" + loopAnim, 0.5f, 0.5f, 1); + } + + public void Talk(string type, double animEnd) + { + SpriteRenderer isMissing = null; + if (MissFace != null) + { + isMissing = MissFace.GetComponent(); + if (isMissing.enabled) return; + } + + loopAnim = type; + BeatAction.New(this, new List() + { new BeatAction.Action(animEnd, delegate { FrogAnim.DoScaledAnimationAsync("Talk" + type, 0.5f, 0.5f, 1); loopAnim = null; }) }); + } + + public void Hop(int side = 0, bool isLong = false) + { + SwapSide(side); + + FrogAnim.transform.localScale = new Vector3(animSide * scaleConstant, scaleConstant, 1); + FrogAnim.DoScaledAnimationAsync(isLong ? "LongHop" : "Hop", 0.5f, animLayer: 0); + + isBumped = false; + } + + public void Charge(int side = 0) + { + SwapSide(side); + + FrogAnim.transform.localScale = new Vector3(animSide * scaleConstant, scaleConstant, 1); + FrogAnim.DoScaledAnimationAsync("Charge", 0.5f, animLayer: 0); + + isBumped = false; + } + + public void Spin() + { + FrogAnim.DoScaledAnimationAsync("Spin", 0.5f, animLayer: 0); + + isBumped = false; + } + + public void Glare() + { + FrogAnim.DoScaledAnimationAsync("Glare", 0.5f, 0.5f, 1); + } + + public void Sweat() + { + FrogAnim.DoScaledAnimationAsync("Sweat", 0.5f, 0.5f, animLayer: 2); + } + + public void Bump() + { + if (!isBumped) + { + isBumped = true; + FrogAnim.transform.localScale = new Vector3(scaleConstant, scaleConstant, 1); + + FrogAnim.DoScaledAnimationAsync("Ouch", 0.5f, 0.5f, 1); + FrogAnim.DoScaledAnimationAsync("Bump", 0.5f, animLayer: 0); + + SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_MISS"); + SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_MISS_BOING"); + } + } + + public void SwapSide(int side) + { + if (side != 0) animSide = side; + else animSide *= -1; + if (MissFace != null) MissFace.localScale = new Vector3(animSide, 1, 1); + Head.flipX = animSide > 0; + } + + public void Darken(bool reverse = false) + { + if (!reverse) foreach (var a in SpriteParts) { a.color = new Color(0.5f, 0.5f, 0.5f, 1); } + else foreach (var a in SpriteParts) { a.color = new Color(1, 1, 1, 1); } + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/FrogHop/ntrFrog.cs.meta b/Assets/Scripts/Games/FrogHop/ntrFrog.cs.meta new file mode 100644 index 000000000..a9ddc824c --- /dev/null +++ b/Assets/Scripts/Games/FrogHop/ntrFrog.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0e0eaeeca4e3edd4c805affbf0a8264e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/FrogPrincess/FrogPrincess.cs b/Assets/Scripts/Games/FrogPrincess/FrogPrincess.cs index 6fd1fe3f4..fcd29e395 100644 --- a/Assets/Scripts/Games/FrogPrincess/FrogPrincess.cs +++ b/Assets/Scripts/Games/FrogPrincess/FrogPrincess.cs @@ -111,6 +111,7 @@ namespace HeavenStudio.Games void JustHold(PlayerActionEvent caller, float state) { var currentBeat = caller.timer + caller.startBeat; + isJust = false; ScheduleInput(currentBeat, 1, InputAction_FlickRelease, JustJump, MissJump, Empty, CanJump); if (state >= 1f || state <= -1f) @@ -132,6 +133,7 @@ namespace HeavenStudio.Games void JustJump(PlayerActionEvent caller, float state) { var currentBeat = caller.timer + caller.startBeat; + isJust = true; if (state >= 1f || state <= -1f) { @@ -147,7 +149,8 @@ namespace HeavenStudio.Games JumpMissAnim(caller.timer + caller.startBeat); } - bool CanJump() { return isHold && !isGone;} + bool isJust = false; // not fundamental solution + bool CanJump() { return isHold && !isGone || isJust;} void Empty(PlayerActionEvent caller) { } @@ -376,5 +379,26 @@ namespace HeavenStudio.Games { BGPlane.color = bgColorEase.GetColor(); } + + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("frogPrincess", new string[] { "background appearance" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBGStart"], lastEvent["colorBGEnd"], lastEvent["ease"]); + } + } + + public override void OnPlay(double beat) + { + PersistColor(beat); + } + + public override void OnGameSwitch(double beat) + { + PersistColor(beat); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/GleeClub/ChorusKid.cs b/Assets/Scripts/Games/GleeClub/ChorusKid.cs index 3b8e374e0..f79c0c74b 100644 --- a/Assets/Scripts/Games/GleeClub/ChorusKid.cs +++ b/Assets/Scripts/Games/GleeClub/ChorusKid.cs @@ -74,7 +74,7 @@ namespace HeavenStudio.Games.Scripts_GleeClub anim.SetBool("Mega", true); anim.Play("OpenMouth", 0, 0); shouldMegaClose = true; - if (currentSound != null) currentSound.Stop(); + if (currentSound != null) currentSound.KillLoop(); SoundByte.PlayOneShotGame("gleeClub/LoudWailStart"); currentSound = SoundByte.PlayOneShotGame("gleeClub/LoudWailLoop", -1, currentPitch, 1f, true); BeatAction.New(game, new List() @@ -95,7 +95,7 @@ namespace HeavenStudio.Games.Scripts_GleeClub anim.SetBool("Mega", false); shouldMegaClose = false; anim.Play("OpenMouth", 0, 0); - if (currentSound != null) currentSound.Stop(); + if (currentSound != null) currentSound.KillLoop(); currentSound = SoundByte.PlayOneShotGame("gleeClub/WailLoop", -1, currentPitch, 1f, true); } @@ -104,7 +104,8 @@ namespace HeavenStudio.Games.Scripts_GleeClub if (!singing || disappeared) return; singing = false; anim.Play(mega ? "MegaCloseMouth" : "CloseMouth", 0, 0); - if (currentSound != null) currentSound.Stop(); + if (currentSound != null) currentSound.KillLoop(); + currentSound = null; if (playSound) SoundByte.PlayOneShotGame("gleeClub/StopWail"); } } diff --git a/Assets/Scripts/Games/GleeClub/GleeClub.cs b/Assets/Scripts/Games/GleeClub/GleeClub.cs index 7b2e213aa..862fab5b9 100644 --- a/Assets/Scripts/Games/GleeClub/GleeClub.cs +++ b/Assets/Scripts/Games/GleeClub/GleeClub.cs @@ -26,17 +26,17 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("semiTones", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -5, 4, 5, "gleeClub/WailPreview"), "Semitones", "Set the number of semitones up or down this note should be pitched."), - new Param("semiTones1", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -1, 4, 5, "gleeClub/WailPreview"), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), - new Param("semiTonesPlayer", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 2, 4, 5, "gleeClub/WailPreview"), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones", new EntityTypes.Note(-5, 11, 4, "gleeClub/WailLoop"), "Semitones", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones1", new EntityTypes.Note(-1, 11, 4, "gleeClub/WailLoop"), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesPlayer", new EntityTypes.Note(2, 11, 4, "gleeClub/WailLoop"), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."), new Param("close", GleeClub.MouthOpenClose.Both, "Close/Open Mouth", "Choose if the chorus kids should close or open their mouth."), new Param("repeat", false, "Repeating", "Toggle if the left and middle chorus kid should repeat this singing cue.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "semiTonesLeft2", "semiTonesLeft3", "semiTonesMiddle2" }) }), - new Param("semiTonesLeft2", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 4, 5, "gleeClub/WailPreview"), "Semitones (Repeat Left First)", "Set the number of semitones up or down this note should be pitched."), - new Param("semiTonesLeft3", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 4, 5, "gleeClub/WailPreview"), "Semitones (Repeat Left Last)", "Set the number of semitones up or down this note should be pitched."), - new Param("semiTonesMiddle2", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 4, 5, "gleeClub/WailPreview"), "Semitones (Repeat Middle)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesLeft2", new EntityTypes.Note(0, 11, 4, "gleeClub/WailLoop"), "Semitones (Repeat Left First)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesLeft3", new EntityTypes.Note(0, 11, 4, "gleeClub/WailLoop"), "Semitones (Repeat Left Last)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesMiddle2", new EntityTypes.Note(0, 11, 4, "gleeClub/WailLoop"), "Semitones (Repeat Middle)", "Set the number of semitones up or down this note should be pitched."), } }, new GameAction("baton", "Baton") @@ -50,9 +50,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("semiTones", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -1, 4, 5, "gleeClub/WailPreview"), "Semitones", "Set the number of semitones up or down this note should be pitched."), - new Param("semiTones1", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 4, 4, 5, "gleeClub/WailPreview"), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), - new Param("semiTonesPlayer", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 10, 4, 5, "gleeClub/WailPreview"), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones", new EntityTypes.Note(-1, 11, 4, "gleeClub/WailLoop"), "Semitones", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones1", new EntityTypes.Note(4, 11, 4, "gleeClub/WailLoop"), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesPlayer", new EntityTypes.Note(10, 11, 4, "gleeClub/WailLoop"), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."), new Param("pitch", new EntityTypes.Float(0f, 5f, 1f), "Conductor Voice Pitch", "Choose the pitch of the conductor's voice. 1 is normal pitch.") } }, @@ -62,9 +62,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("semiTones", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 4, 5, "gleeClub/WailPreview"), "Semitones", "Set the number of semitones up or down this note should be pitched."), - new Param("semiTones1", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 4, 5, "gleeClub/WailPreview"), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), - new Param("semiTonesPlayer", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 4, 5, "gleeClub/WailPreview"), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones", new EntityTypes.Note(0, 11, 4, "gleeClub/WailLoop"), "Semitones", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones1", new EntityTypes.Note(0, 11, 4, "gleeClub/WailLoop"), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesPlayer", new EntityTypes.Note(0, 11, 4, "gleeClub/WailLoop"), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."), } }, new GameAction("presence", "Toggle Chorus Kids") diff --git a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs index 59c8e88ce..5c5829496 100644 --- a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs +++ b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs @@ -20,10 +20,10 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("offset", new EntityTypes.Float(-1, 2, -1), "Spawn Offset", "Set when the rocket should rise up."), - new Param("note1", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 2, 0,4, "launchParty/rocket_note"), "1st Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note2", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 4, 0,4, "launchParty/rocket_note"), "2nd Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note3", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 5, 0,4, "launchParty/rocket_note"), "3rd Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note4", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 7, 0,4, "launchParty/rocket_note"), "4th Note", "Set the number of semitones up or down this note should be pitched.") + new Param("note1", new EntityTypes.Note(2, 0, 4, "launchParty/rocket_note"), "1st Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Note(4, 0, 4, "launchParty/rocket_note"), "2nd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Note(5, 0, 4, "launchParty/rocket_note"), "3rd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Note(7, 0, 4, "launchParty/rocket_note"), "4th Note", "Set the number of semitones up or down this note should be pitched.") } }, new GameAction("partyCracker", "Party-Popper") @@ -33,12 +33,12 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."), - new Param("note1", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 4, 0, 4, "launchParty/popper_note"), "1st Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note2", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 5, 0, 4, "launchParty/popper_note"), "2nd Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note3", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 7, 0, 4, "launchParty/popper_note"), "3rd Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note4", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 9, 0, 4, "launchParty/popper_note"), "4th Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note5", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 11, 0, 4, "launchParty/popper_note"), "5th Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note6", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 12, 0, 4, "launchParty/popper_note"), "6th Note", "Set the number of semitones up or down this note should be pitched.") + new Param("note1", new EntityTypes.Note(4, 0, 4, "launchParty/popper_note"), "1st Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Note(5, 0, 4, "launchParty/popper_note"), "2nd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Note(7, 0, 4, "launchParty/popper_note"), "3rd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Note(9, 0, 4, "launchParty/popper_note"), "4th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note5", new EntityTypes.Note(11, 0, 4, "launchParty/popper_note"), "5th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note6", new EntityTypes.Note(12, 0, 4, "launchParty/popper_note"), "6th Note", "Set the number of semitones up or down this note should be pitched.") } }, new GameAction("bell", "Bell") @@ -49,15 +49,15 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."), - new Param("note1", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 0, 4, "launchParty/bell_note"), "1st Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note2", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 2, 0, 4, "launchParty/bell_short"), "2nd Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note3", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 4, 0, 4, "launchParty/bell_short"), "3rd Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note4", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 5, 0, 4, "launchParty/bell_short"), "4th Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note5", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 7, 0, 4, "launchParty/bell_short"), "5th Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note6", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 9, 0, 4, "launchParty/bell_short"), "6th Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note7", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 11, 0, 4, "launchParty/bell_short"), "7th Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note8", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 12, 0, 4, "launchParty/bell_short"), "8th Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note9", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 0, 4, "launchParty/bell_blast"), "9th Note (Launch)", "Set the number of semitones up or down this note should be pitched."), + new Param("note1", new EntityTypes.Note(0, 0, 4, "launchParty/bell_note"), "1st Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Note(2, 0, 4, "launchParty/bell_short"), "2nd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Note(4, 0, 4, "launchParty/bell_short"), "3rd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Note(5, 0, 4, "launchParty/bell_short"), "4th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note5", new EntityTypes.Note(7, 0, 4, "launchParty/bell_short"), "5th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note6", new EntityTypes.Note(9, 0, 4, "launchParty/bell_short"), "6th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note7", new EntityTypes.Note(11, 0, 4, "launchParty/bell_short"), "7th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note8", new EntityTypes.Note(12, 0, 4, "launchParty/bell_short"), "8th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note9", new EntityTypes.Note(0, 0, 4, "launchParty/bell_blast"), "9th Note (Launch)", "Set the number of semitones up or down this note should be pitched."), } }, new GameAction("bowlingPin", "Bowling Pin") @@ -68,21 +68,21 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."), - new Param("note1", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 5, 0, 4, "launchParty/pin"), "1st Note", "Set the number of semitones up or down this note should be pitched."), - new Param("note2", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -1, 0, 4, "launchParty/flute"), "2nd Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note3", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 0, 4, "launchParty/flute"), "3rd Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note4", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -1, 0, 4, "launchParty/flute"), "4th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note5", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 0, 4, "launchParty/flute"), "5th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note6", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -1, 0, 4, "launchParty/flute"), "6th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note7", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 0, 4, "launchParty/flute"), "7th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note8", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -1, 0, 4, "launchParty/flute"), "8th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note9", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 0, 4, "launchParty/flute"), "9th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note10", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -1, 0, 4, "launchParty/flute"), "10th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note11", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 0, 4, "launchParty/flute"), "11th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note12", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, -1, 0, 4, "launchParty/flute"), "12th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note13", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0, 0, 4, "launchParty/flute"), "13th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note14", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 7, 0, 4, "launchParty/flute"), "14th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), - new Param("note15", new EntityTypes.Note(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 7, 0, 4, "launchParty/pin"), "15th Note", "The number of semitones up or down this note should be pitched") + new Param("note1", new EntityTypes.Note(5, 0, 4, "launchParty/pin"), "1st Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Note(-1, 0, 4, "launchParty/flute"), "2nd Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Note(0, 0, 4, "launchParty/flute"), "3rd Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Note(-1, 0, 4, "launchParty/flute"), "4th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note5", new EntityTypes.Note(0, 0, 4, "launchParty/flute"), "5th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note6", new EntityTypes.Note(-1, 0, 4, "launchParty/flute"), "6th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note7", new EntityTypes.Note(0, 0, 4, "launchParty/flute"), "7th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note8", new EntityTypes.Note(-1, 0, 4, "launchParty/flute"), "8th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note9", new EntityTypes.Note(0, 0, 4, "launchParty/flute"), "9th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note10", new EntityTypes.Note(-1, 0, 4, "launchParty/flute"), "10th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note11", new EntityTypes.Note(0, 0, 4, "launchParty/flute"), "11th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note12", new EntityTypes.Note(-1, 0, 4, "launchParty/flute"), "12th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note13", new EntityTypes.Note(0, 0, 4, "launchParty/flute"), "13th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note14", new EntityTypes.Note(7, 0, 4, "launchParty/flute"), "14th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note15", new EntityTypes.Note(7, 0, 4, "launchParty/pin"), "15th Note", "The number of semitones up or down this note should be pitched") } }, new GameAction("posMove", "Change Launch Pad Position") diff --git a/Assets/Scripts/Games/Lockstep/Lockstep.cs b/Assets/Scripts/Games/Lockstep/Lockstep.cs index d6f0fcb4c..6fd96aa3c 100644 --- a/Assets/Scripts/Games/Lockstep/Lockstep.cs +++ b/Assets/Scripts/Games/Lockstep/Lockstep.cs @@ -291,7 +291,7 @@ namespace HeavenStudio.Games private void PersistColors(double beat) { - var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat); + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "set colours" }).FindAll(x => x.beat < beat); if (allEventsBeforeBeat.Count > 0) { allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); @@ -307,14 +307,15 @@ namespace HeavenStudio.Games public override void OnGameSwitch(double beat) { QueueSwitchBGs(beat); - PersistColors(beat); + } public override void OnPlay(double beat) { + queuedInputs.Clear(); QueueSwitchBGs(beat); - PersistColors(beat); + } private void QueueSwitchBGs(double beat) @@ -346,6 +347,9 @@ namespace HeavenStudio.Games stepperMaterial.SetColor("_ColorBravo", stepperDark); stepperMaterial.SetColor("_ColorDelta", stepperLight); + EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble); + + masterSprite = masterStepperSprite.sprite; stepswitcherLeft.gameObject.SetActive(lessSteppers); stepswitcherRight.gameObject.SetActive(lessSteppers); @@ -358,6 +362,11 @@ namespace HeavenStudio.Games cameraDV.Render(); } + void EntityPreCheck(double beat) + { + PersistColors(beat); + } + void UpdateAndRenderSlaves() { foreach (var stepper in slaveSteppers) diff --git a/Assets/Scripts/Games/LoveLab.meta b/Assets/Scripts/Games/LoveLab.meta new file mode 100644 index 000000000..eeba0d049 --- /dev/null +++ b/Assets/Scripts/Games/LoveLab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dc4f7ee2586e5d04ba53c5338fb257b0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/LoveLab/LoveLab.cs b/Assets/Scripts/Games/LoveLab/LoveLab.cs new file mode 100644 index 000000000..2f25e2231 --- /dev/null +++ b/Assets/Scripts/Games/LoveLab/LoveLab.cs @@ -0,0 +1,1655 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; +using UnityEngine.Sprites; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + public static class NtrLabLoader +{ + public static Minigame AddGame(EventCaller e) + { + return new Minigame("loveLab", "Love Lab", "b5ffff", false, false, new List() + { + new GameAction("bop", "Bop") + { + function = delegate { LoveLab.instance.Bop(e.currentEntity.beat, e.currentEntity.length, + e.currentEntity["toggle"], e.currentEntity["toggle2"]); }, + resizable = true, + parameters = new List() + { + new Param("toggle", true, "Bop", "Whether both will bop to the beat or not"), + new Param("toggle2", false, "Bop (Auto)", "Whether both will bop automatically to the beat or not") + } + }, + + new GameAction("beat intervals", "Start Interval") + { + preFunction = delegate { LoveLab.PreInterval(e.currentEntity.beat, e.currentEntity.length, e.currentEntity["auto"]); }, + parameters = new List() + { + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.") + }, + preFunctionLength = .9f, + defaultLength = 4f, + resizable = true, + priority = 2, + }, + new GameAction("boy shakes", "Boy Shakes") + { + parameters = new List() + { + new Param("speed", LoveLab.throwFlaskSpeedType.fastFlask, "Flask Speed", "How fast should the boy throw the flasks to the girl?") + }, + defaultLength = 1f, + resizable = true, + priority = 1 + }, + + new GameAction("girl blush", "Girl Blush") + { + function = delegate { LoveLab.instance.girlBlush(e.currentEntity["toggle"]); }, + defaultLength = .5f, + parameters = new List() + { + new Param("toggle", false, "Auto", "Blush automatically?") + } + + }, + + new GameAction("boxGuy", "Box Guy") + { + function = delegate { LoveLab.instance.mainBoxGuy(e.currentEntity.beat, e.currentEntity["type"]); }, + defaultLength = 2f, + resizable = false, + parameters = new List() + { + new Param("type", LoveLab.boxGuyAction.takeAway, "Action", "Box Guy's Actions") + } + }, + + new GameAction("set object colors", "Object Colors") + { + function = delegate { + LoveLab.instance.UpdateMaterialColor(e.currentEntity["colorA"], e.currentEntity["colorB"], e.currentEntity["colorC"]); + }, + defaultLength = 0.5f, + parameters = new List() + { + new Param("colorA", new Color(0.02909997f, 0.4054601f, 0.97f), "1st Flask Color", "1st Flask Color to show"), + new Param("colorB", new Color(0.81f, 0.2984211f, 0f), "2nd Flask Color", "2nd Flask Color to show"), + new Param("colorC", new Color(0.8313726f, 0.2039216f, 0.5058824f), "3rd Flask Color", "3rd Flask Color to show") + }, + priority = 2 + }, + + new GameAction("set time of day", "Time of Day") + { + function = delegate + { + LoveLab.instance.setTimeOfDay(e.currentEntity["type"]); + }, + defaultLength = .5f, + parameters = new List() + { + new Param("type", LoveLab.timeOfDay.sunset, "Time", "Set the time of day") + } + }, + + new GameAction("clouds", "Clouds") + { + function = delegate { LoveLab.instance.cloudMove(e.currentEntity["toggle"]); }, + defaultLength = .5f, + parameters = new List() + { + new Param("toggle", true, "Move", "Move Clouds?") + } + }, + + new GameAction("spotlight", "Spotlight") + { + function = delegate { LoveLab.instance.spotlight(e.currentEntity["toggle"], e.currentEntity["spotType"], e.currentEntity["posType"]); }, + defaultLength = .5f, + parameters = new List() + { + new Param("toggle", false, "Spotlight", "Activate Spotlight?"), + new Param("spotType", LoveLab.spotlightType.normal, "Spotlight Type", "Normal or Coned?"), + new Param("posType", LoveLab.spotlightPos.boy, "Spotlight Position", "(For cone) under the Boy or the Girl?") + }, + priority = 1 + } + } + //new List() { "ntr", "repeat" }, + //"ntrlab", "en", + //new List() { "en" } + //chronologicalSortKey: 19 + ); + } +} +} + +namespace HeavenStudio.Games +{ + using DG.Tweening; + using Jukebox; + using Scripts_LoveLab; + using UnityEngine.UIElements; + + public class LoveLab : Minigame + { + public static LoveLab instance { get; set; } + + #region varibles + components + [Header("Lab Guy")] + [SerializeField] Animator labGuy; + [SerializeField] Animator labGuyHead; + [SerializeField] Animator labGuyArm; + + [Header("Lab Girl")] + [SerializeField] Animator labGirl; + [SerializeField] Animator labGirlHead; + [SerializeField] Animator labGirlArm; + + [Header("Lab Weird")] + [SerializeField] Animator labAssistant; + [SerializeField] Animator labAssistantHead; + [SerializeField] Animator labAssistantArm; + + [Header("Flask")] + public GameObject flask; + [SerializeField] GameObject labFlaskObj; + public GameObject labGirlFlaskObj; + [SerializeField] ParticleSystem boyFlaskBreak; + [SerializeField] ParticleSystem girlFlaskBreak; + [SerializeField] Material flaskMatForBoy; + [SerializeField] Material flaskMatForGirl; + [SerializeField] Material flaskMatForWeird; + [SerializeField] Color boyLiquidColor = new Color(0.02909997f, 0.4054601f, 0.97f); //216, 97, 97 0868F8 + [SerializeField] Color girlLiquidColor = new Color(0.972549f, 0.3764706f, 0.03137255f); //F86008 + [SerializeField] Color weirdLiquidColor = new Color(0.8313726f, 0.2039216f, 0.5058824f); //331, 75, 83 D43481 + [SerializeField] SpriteRenderer flaskSpriteRend; + [SerializeField] SpriteRenderer girlFlaskSpriteRend; + [SerializeField] SpriteRenderer weirdFlaskSpriteRend; + [SerializeField] List flaskArcToBoy = new List(); + [SerializeField] List flaskArcToGirl = new List(); + + [Header("Misc")] + [SerializeField] Animator heartBox; + [SerializeField] GameObject spotlightShader; + [SerializeField] GameObject spotlightShaderCone; + [SerializeField] GameObject spotlightCone; + [SerializeField] GameObject labHeartBox; + [SerializeField] Animator boxPerson; + [SerializeField] Animator boxPersonDay; + [SerializeField] GameObject heartContainer; + [SerializeField] GameObject labGuyFlask; + [SerializeField] GameObject labGirlFlask; + public static List queuedFlask = new List(); + //public List boyInstantiatedFlask = new List(); //blank to boy + public List girlInstantiatedFlask = new List(); //boy to girl + public List weirdInstantiatedFlask = new List(); //girl to weird + + [Header("Variables")] + public bool hasMissed = false; + bool canBop = false; + public bool bopRight = false; + public bool isHoldingWhiff = false; + bool isHoldingWhiffAlt = false; + bool isHoldingWhiffPressed = false; + public bool canCallForFlask = true; + bool isDay = false; + bool hasStartedInterval; + [SerializeField] bool isHolding; + public int counter = 0; + bool isLong = false; + int isLongCount = 0; + bool canCloudsMove = true; + bool hasShakenUp = false; + public double startBeat; + + [Header("Clouds")] + [SerializeField] GameObject clouds; + [SerializeField] float cloudSpeed; + [SerializeField] float cloudDistance; + + [Header("Time Of Day")] + [SerializeField] GameObject sunsetBG; + [SerializeField] GameObject dayBG; + [SerializeField] Material girlShader; + [SerializeField] GameObject girlHeaderShader; + [SerializeField] Material boyShader; + [SerializeField] GameObject boyHeaderShader; + [SerializeField] Material weirdShader; + [SerializeField] GameObject weirdHeaderShader; + + [Header("Hearts")] + //public List warningSprites = new List(); + public float speedForHearts = 0.00069f; + public float speedForHeartsMultiplier = 3f; + public float speedForHeartsMinimizer = .001f; + public List reqHeartsContainer = new List(); + [SerializeField] Transform heartHolder; + [SerializeField] GameObject guyHeartObj; + [SerializeField] GameObject girlHeartObj; + [SerializeField] GameObject completeHeartObj; + public List guyHearts; + public List girlHearts; + public List completeHearts; + List currentEvents; + [SerializeField] List currentHearts; + [SerializeField] Transform endPoint; + [SerializeField] Vector3 spawnPoint; + #endregion + + + #region time of day + public enum timeOfDay + { + sunset, + day + } + + public void defaultShaders() + { + sunsetBG.SetActive(true); + dayBG.SetActive(false); + + getShaderColors(0); + + girlHeaderShader.SetActive(true); + + boyHeaderShader.SetActive(true); + + weirdHeaderShader.SetActive(true); + + isDay = false; + } + + public void getShaderColors(int tod) + { + float[,] wantShader; + + wantShader = (int)timeOfDay.sunset == tod ? shaderColorsForSunset : shaderColorsForDay; + + for (int x = 0; x < 3; x++) + { + girlShader.SetColor(shaderColorsDebug[x], new Color(wantShader[x, 0], wantShader[x, 1], wantShader[x, 2])); + boyShader.SetColor(shaderColorsDebug[x], new Color(wantShader[x + 3, 0], wantShader[x + 3, 1], wantShader[x + 3, 2])); + weirdShader.SetColor(shaderColorsDebug[x], new Color(wantShader[x + 6, 0], wantShader[x + 6, 1], wantShader[x + 6, 2])); + } + } + + public float[,] shaderColorsForDay = new float[,] + { + //girl + { 0.8470589f, 0.9725491f, 0.8784314f }, + { 0.01176471f, 0.7686275f, 0.2431373f }, + { 0.9686275f, 0.7529413f, 0.654902f }, + //boy + { 1f, 1f, 1f }, + { 0.3921569f, 0.4039216f, 0.3921569f }, + { 0.9686275f, 0.7254902f, 0.5686275f }, + //weird + { 1f, 1f, 1f }, + { 0.754717f, 0.5786163f, 0f }, + { 0.9686275f, 0.3803922f, 0.03137255f }, + }; + + public float[,] shaderColorsForSunset = new float[,] + { + //girl + { 1f, 0.937255f, 0.3529412f }, + { 0.01176471f, 0.7686275f, 0.2431373f }, + { 0.9960785f, 0.6588235f, 0.5176471f }, + //boy + { 1f, 0.8392158f, 0.4196079f }, + { 0.6862745f, 0.4078432f, 0.4196079f }, + { 0.8901961f, 0.4627451f, 0.2039216f }, + //weird + { 0.9725491f, 0.7843138f, 0.4078432f }, + { 0.972549f, 0.7529412f, 0.03137255f }, + { 0.8941177f, 0.1882353f, 0f }, + }; + + public string[] shaderColorsDebug = new string[] + { + "_ColorAlpha", + "_ColorBravo", + "_ColorDelta", + }; + + public void setTimeOfDay(int tod) + { + if(tod == (int)timeOfDay.sunset) + { + defaultShaders(); + getShaderColors(tod); + } + else + { + sunsetBG.SetActive(false); + dayBG.SetActive(true); + + getShaderColors(tod); + + girlHeaderShader.SetActive(false); + + boyHeaderShader.SetActive(false); + + weirdHeaderShader.SetActive(false); + + isDay = true; + } + } + #endregion + + #region intervals + float smthPreteval; + bool smthAutoPass; + + public Transform getHeartHolder() + { + return heartHolder; + } + public void playFlaskBreak(int whichFlask) + { + if(whichFlask == 0) //guy + { + boyFlaskBreak.Play(); + } + else + { + girlFlaskBreak.Play(); + } + } + + public void labGuyIdleState() + { + labGuyHead.DoScaledAnimationAsync("GuyFaceIdle"); + + if (labGuyArm.IsAnimationNotPlaying()) + { + labGuyArm.Play("ArmIdle"); + } + } + + public void labGirlIdleState() + { + instance.labGirlHead.Play("GirlIdleFace"); + if (instance.labGirlArm.IsAnimationNotPlaying()) + { + instance.labGirlArm.DoScaledAnimationAsync("ArmIdle"); + } + } + public void labWeirdEndState(double beat, float addBeat, GameObject flaskObj) + { + BeatAction.New(LoveLab.instance, new List() + { + new BeatAction.Action(beat + addBeat, delegate + { + Destroy(flaskObj); + weirdInstantiatedFlask.RemoveAt(0); + + labAssistantArm.DoScaledAnimationAsync("MittenGrabStart", 1f); + }), + + new BeatAction.Action(beat + (addBeat+1f), delegate + { + + labAssistantArm.DoScaledAnimationAsync("MittenGrab", 1f); + }), + + + new BeatAction.Action(beat + (addBeat + 1.5f), delegate + { + labAssistantArm.DoScaledAnimationAsync("MittenLetGo", .5f); + }), + }); + } + public enum throwFlaskSpeedType + { + fastFlask, + slowFlask, + midSlowFlask + } + private struct queuedInterval + { + public double beat; + public float interval; + public bool autoPassTurn; + } + private static List queuedIntervals = new List(); + + public static void PreInterval(double beat, float interval, bool autoPassTurn) + { + instance.smthPreteval = interval; + instance.smthAutoPass = autoPassTurn; + + if (GameManager.instance.currentGame == "loveLab") + { + instance.SetIntervalStart(beat, interval, beat, autoPassTurn); + } + else + { + queuedIntervals.Add(new queuedInterval + { + beat = beat, + interval = interval, + autoPassTurn = autoPassTurn + }); + } + } + + private void SetIntervalStart(double beat, float interval, double gameSwitchBeat, bool autoPassTurn) + { + //List shakeEvents = GetAllFlaskBetween(beat, beat + interval); + ////Debug.LogWarning(shakeEvents.Count); + //shakeEvents.Sort((x, y) => x.beat.CompareTo(y.beat)); + + + //for (int x = 0; x < shakeEvents.Count; x++) + //{ + // var a = shakeEvents[x]; + // boyShake(a.beat, a.length, beat, beat + interval, interval, a["speed"]); + //} + + + //string reqArc = ""; + + //reqArc = shakeEvents[shakeEvents.Count - 1]["speed"] == 0 ? flaskArcToBoy[0] : flaskArcToBoy[1]; + + //spawnCustomFlask(shakeEvents[0].beat, reqArc); + + //this.counter = shakeEvents.Count; + + //List queuedFlasks = new() + //{ + // new BeatAction.Action(beat, delegate + // { + // instance.hasMissed = false; + + // if (autoPassTurn) + // { + // BoyPassToGirl(beat + interval, beat, beat + interval, 1, 0); + // } + // }) + //}; + //BeatAction.New(this, queuedFlasks); + + + #region stuff that worked + List reqShakeEvents = GetAllFlaskBetween(beat, beat + interval); + reqShakeEvents.Sort((x, y) => x.beat.CompareTo(y.beat)); + + currentHearts.Add(reqShakeEvents.Count); + //howManyShakes.Add(reqShakeEvents.Count); + //howManyShakesCounter.Add(0); + instance.hasMissed = false; + + string reqArc = ""; + + reqArc = reqShakeEvents[reqShakeEvents.Count - 1]["speed"] == 0 ? flaskArcToBoy[0] : flaskArcToBoy[1]; + + spawnCustomFlask(reqShakeEvents[0].beat, reqArc); + + this.counter = reqShakeEvents.Count; + + List queuedFlasks = new() + { + new BeatAction.Action(beat, delegate + { + //initial shakes + instance.hasMissed = false; + + if (autoPassTurn) + { + //pass to girl + BoyPassToGirl(beat + interval, beat, beat + interval, 1, 0); + } + }) + }; + for (int i = 0; i < reqShakeEvents.Count; i++) + { + RiqEntity shakeEventToCheck = reqShakeEvents[i]; + if (shakeEventToCheck.beat >= gameSwitchBeat) + { + queuedFlasks.Add(new BeatAction.Action(shakeEventToCheck.beat, delegate + { + //lab boy shake + boyShake(shakeEventToCheck.beat, shakeEventToCheck.length, beat, beat + interval, interval, shakeEventToCheck["speed"]); + })); + } + } + BeatAction.New(this, queuedFlasks); + #endregion + } + + private void PersistObjects(double beat) + { + List allIntervals = EventCaller.GetAllInGameManagerList("loveLab", new string[] { "beat intervals" }).FindAll(x => x.beat < beat); + //List shakeEvents = EventCaller.GetAllInGameManagerList("loveLab", new string[] { "boy shakes" }).FindAll(x => x.beat < beat && x.beat + x.length > beat); + RiqEntity lastInterval = allIntervals[allIntervals.Count - 1]; + Debug.LogWarning("Last Interval Beat: " + lastInterval.beat); + Debug.LogWarning("Last Interval Length: " + lastInterval.length); + List shakeEvents = GetAllFlaskBetween(beat, lastInterval.beat + lastInterval.length); + + Debug.LogWarning("Shake Event Count: "+ shakeEvents.Count); + + + if(allIntervals.Count != 0) + { + hasStartedInterval = true; + Debug.LogWarning("pre existing intervals"); + } + + for (int x = 0; x < shakeEvents.Count; x++) + { + var a = shakeEvents[x]; + boyShake(a.beat, a.length, beat, beat + lastInterval.length, lastInterval.length, a["speed"]); + } + } + + private List GetAllFlaskBetween(double beat, double endBeat) + { + List speakEvents = EventCaller.GetAllInGameManagerList("loveLab", new string[] { "boy shakes" }); + List tempEvents = new(); + + foreach (var entity in speakEvents) + { + if (entity.beat >= beat && entity.beat < endBeat) + { + tempEvents.Add(entity); + } + } + + return tempEvents; + } + + private void girlLook(double beat, double length) + { + float speedLook = 0; + speedLook = length <= .5f ? 0 : .5f; + + labGuyHead.DoScaledAnimationAsync("GuyRightFace"); + + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat + speedLook, delegate + { + labGirlHead.Play("GirlLeftFace"); + }) + }); + } + + private void boyShake(double beat, double length, double firstBeatOfInterval, double lastBeatOfInterval, double intervalLength, int speedType) + { + #region debug stuff + //Debug.LogWarning("Beat: " + beat); + //Debug.LogWarning("Length: " + (beat + length)); + //Debug.LogWarning("First Beat: " + firstBeatOfInterval); + //Debug.LogWarning("Last Beat: " + lastBeatOfInterval); + //Debug.LogWarning("Speed Type: " + speedType); + #endregion + + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { + girlLook(beat, intervalLength); + + if (!hasStartedInterval) + { + SoundByte.PlayOneShotGame("loveLab/LeftCatch", beat, forcePlay: true); + labGuyArm.Play("GrabFlask"); + hasStartedInterval = true; + LoveLabHearts bh = Instantiate(guyHeartObj, instance.heartHolder).GetComponent(); + bh.heartBeat = beat; + bh.length = length; + bh.heartCount = girlHearts.Count != 0 ? 0 : guyHearts.Count; + bh.intervalSpeed = intervalLength; + bh.addPos = length <= .5f && instance.currentHearts[instance.currentHearts.Count - 1] <= 1 ? 1.5f : 2.5f; + + guyHearts.Add(bh); + //spawnCustomFlask(beat); + } + else if(beat > firstBeatOfInterval) + { + SoundByte.PlayOneShotGame("loveLab/shakeDown"); + labGuyArm.Play("ShakeFlaskDown"); + } + }), + + new BeatAction.Action(beat + length, delegate { + if(lastBeatOfInterval > beat + length) + { + SoundByte.PlayOneShotGame("loveLab/shakeUp"); + labGuyArm.Play("ShakeFlaskUp"); + + LoveLabHearts bh = Instantiate(guyHeartObj, instance.heartHolder).GetComponent(); + bh.heartBeat = (beat + length); + bh.length = length; + bh.heartCount = guyHearts.Count; + bh.intervalSpeed = intervalLength; + + guyHearts.Add(bh); + + heartUp(guyHearts); + } + else + { + SoundByte.PlayOneShotGame("loveLab/leftThrow"); + labGuyArm.Play("ThrowFlask"); + spawnFlaskForGirlCustom((beat + length) + 1f, speedType); + + foreach(LoveLabHearts h in guyHearts) + { + h.stop = true; + } + } + }), + }); + } + + public List howManyShakes = new List(); + public List howManyShakesCounter = new List(); + public List howManyShakesEndBeat = new List(); + + public void clearShakeList() + { + howManyShakes.RemoveAt(0); + howManyShakesCounter.RemoveAt(0); + howManyShakesEndBeat.RemoveAt(0); + } + + + + private void BoyPassToGirl(double beat, double intervalBeat, double endBeat, float length, int counter) + { + var inputs = GetAllFlaskBetween(intervalBeat, endBeat); + inputs.Sort((x, y) => x.beat.CompareTo(y.beat)); + + howManyShakes.Add(inputs.Count); + + float addDelay = 0f; + + inputs[0]["speed"] = inputs[inputs.Count - 1]["speed"]; + + #region debug stuff + //Debug.LogWarning("Beat: " + beat); + //Debug.LogWarning("Length: " + (beat + length)); + //Debug.LogWarning("First Beat: " + intervalBeat); + //Debug.LogWarning("Last Beat: " + endBeat); + //Debug.LogWarning("Speed Type: " + speedType); + #endregion + + if (inputs[0]["speed"] == 0) + { + addDelay = 0f; + } + else if (inputs[0]["speed"] == 2) + { + addDelay = .5f; + } + else + { + addDelay = 1f; + } + + for (int i = 0; i < inputs.Count; i++) + { + var input = inputs[i]; + double relativeBeat = input.beat - intervalBeat; + double addForEndBeat = (input.beat + input.length) - intervalBeat; + if(i == 0) + { + ScheduleInput(beat, (length + relativeBeat) + addDelay, InputAction_BasicPressing, onCatch, onMiss, onEmpty); + } + else + { + ScheduleAutoplayInput(beat, (length + relativeBeat) + addDelay, InputAction_Alt, onDownAuto, onMiss, onEmpty); + //ScheduleUserInput(beat, (length + relativeBeat) + addDelay, IA_DPadRelease, onDownAuto, onMiss, onEmpty); + } + + if ((inputs[i].beat + inputs[i].length) >= endBeat) + { + ScheduleInput(beat, (length + addForEndBeat) + addDelay, IA_FlickRelease, onRelease, onMiss, onEmpty); + } + else + { + ScheduleInput(beat, (length + addForEndBeat) + addDelay, IA_DPadPressing, onUp, onMiss, onEmpty); + } + + } + + BeatAction.New(this, new List() + { + new BeatAction.Action(beat, delegate + { + hasMissed = false; + + }), + new BeatAction.Action(endBeat + 1f, delegate + { + labGuyHead.Play("GuyFaceIdle"); + if (labGuyArm.IsAnimationNotPlaying()) + { + labGuyArm.Play("ArmIdle"); + } + }) + }); + } + + + public static void onCatch(PlayerActionEvent caller, float beat) + { + instance.labGirlHead.Play("GirlIdleFace"); + LoveLabHearts gh = Instantiate(instance.girlHeartObj, instance.heartHolder).GetComponent(); + gh.heartBeat = (caller.startBeat + caller.timer); + gh.heartCount = instance.girlHearts.Count; + gh.length = instance.guyHearts[0].length; + gh.addPos = gh.length <= .5f && instance.currentHearts[instance.currentHearts.Count - 1] <= 1 ? 1.5f : 2.5f; + gh.intervalSpeed = instance.guyHearts[0].intervalSpeed; + instance.girlHearts.Add(gh); + + if (!instance.isHolding) + { + instance.isHolding = true; + SoundByte.PlayOneShotGame("loveLab/RightCatch"); + instance.labGirlArm.DoScaledAnimationAsync("GrabFlask"); + LoveLab.instance.girlInstantiatedFlask[0].GetComponent().destroyThisObj(); + } + + else if (instance.currentHearts[0] > 1 && instance.isHolding) + { + SoundByte.PlayOneShotGame("loveLab/shakeDown"); + instance.labGirlArm.DoScaledAnimationAsync("ShakeFlaskDown"); + } + } + + public void heartUp(List hearts) + { + var heartCount = hearts.Count; + var constant = 1.3f; //1.5f + + if (hearts[heartCount - 1].getHeartType() == 1) + { + hearts[heartCount - 1].intervalSpeed = guyHearts[heartCount - 1].intervalSpeed; + } + + for (int x = 0; x < heartCount - 1; x++) + { + hearts[x].nextHeartBeat = hearts[x + 1].heartBeat; + + } + + for (int x = 0; x < heartCount; x++) + { + if (x > 0) + { + hearts[x].prevHeartBeat = hearts[x - 1].heartBeat; + } + } + + var max = hearts.Count - 1; + //Debug.LogWarning(max); + + for (int x = 0; x < heartCount; x++) + { + if (hearts.Count > 1) //should only check if hearts is more than 1 + { + hearts[x].onlyOne = false; + if (x == 0) + { + //Debug.LogWarning((float)(guyHearts[max].nextHeartBeat)); + //Debug.LogWarning((float)(guyHearts[max].heartBeat)); + if (hearts[max].nextHeartBeat == 0) + { + hearts[x].addPos += (float)(hearts[max].heartBeat - hearts[max].prevHeartBeat) * constant; + //hearts[x]._step = (float)(hearts[max].heartBeat - hearts[max].prevHeartBeat); + //hearts[x].updateBeat(); + } + else + { + hearts[0].addPos += (float)(hearts[max].nextHeartBeat - hearts[max].heartBeat) * constant; + //hearts[0]._step = (float)(hearts[max].nextHeartBeat - hearts[max].heartBeat); + //hearts[x].updateBeat(); + } + + } + else if (x == max) + { + continue; + } + else + { + hearts[x].addPos += (float)(hearts[max].heartBeat - hearts[max].prevHeartBeat) * constant; + //hearts[x]._step = (float)(hearts[max].heartBeat - hearts[max].prevHeartBeat); + //hearts[x].updateBeat(); + } + + /* 4.5 //only in 0 (next heart - heart) + 4 (prev heart - heart) + 3.5 (prev heart - heart) + 2.5 (prev heart - heart) + 2 (nothing) + + should use the current heart spacing + */ + } + } + } + + public static void onUp(PlayerActionEvent caller, float beat) + { + instance.hasShakenUp = true; + SoundByte.PlayOneShotGame("loveLab/shakeUp"); + instance.labGirlArm.DoScaledAnimationAsync("ShakeFlaskUp"); + LoveLabHearts gh = Instantiate(instance.girlHeartObj, instance.heartHolder).GetComponent(); + gh.heartBeat = (caller.startBeat + caller.timer); + gh.heartCount = instance.girlHearts.Count; + gh.length = instance.guyHearts[gh.heartCount].length; + instance.girlHearts.Add(gh); + + instance.heartUp(instance.girlHearts); + } + + public static void onDownAuto(PlayerActionEvent caller, float beat) + { + instance.hasShakenUp = false; + SoundByte.PlayOneShotGame("loveLab/shakeDown"); + instance.labGirlArm.DoScaledAnimationAsync("ShakeFlaskDown"); + } + + public static void onRelease(PlayerActionEvent caller, float beat) + { + instance.hasShakenUp = false; + instance.labGirlHead.DoScaledAnimationAsync("GirlIdleFace"); + SoundByte.PlayOneShotGame("loveLab/rightThrowNoShake"); + instance.labGirlArm.DoScaledAnimationAsync("ThrowFlask"); + instance.isHolding = false; + instance.hasStartedInterval = false; + + //instance.clearShakeList(); + + foreach (LoveLabHearts h in instance.girlHearts) + { + h.stop = true; + } + + instance.spawnFlaskForWeird((caller.startBeat + caller.timer)); + + var lastCounter = instance.currentHearts[0]; + + BeatAction.New(instance, new List() + { + new BeatAction.Action((caller.startBeat + caller.timer) + 1f, delegate + { + instance.labGirlIdleState(); + + SoundByte.PlayOneShotGame("loveLab/heartsCombine"); + + foreach(LoveLabHearts h in instance.girlHearts) + { + h.stop = true; + } + + var additionalHearts = 0.063f; + + for(int x = 0; x < instance.currentHearts[0]; x++) + { + instance.guyHearts[0].heartAnim.Play("HeartMerge"); + instance.girlHearts[0].heartAnim.Play("HeartGirlMerge"); + + LoveLabHearts a = Instantiate(instance.completeHeartObj, instance.heartHolder).GetComponent(); + a.transform.position = new Vector2(a.transform.position.x, instance.girlHearts[0].transform.position.y); + var additionalHeartLength = (0.063f * instance.girlHearts.Count); + a.heartBeat = caller.startBeat + caller.timer + 1f; + a.dropStart = a.transform.position; + a.end = instance.endPoint.position; + instance.completeHearts.Add(a); + a.timer = (2.25f + additionalHeartLength); + a.isWaiting = false; + //a.goDown(); + + instance.guyHearts.RemoveAt(0); + instance.girlHearts.RemoveAt(0); + } + + instance.currentHearts.RemoveAt(0); + + + + //for(int x = 0; x < lastCounter, x++) + //{ + //Debug.LogWarning(2.25f + (additionalHearts * x)); + //instance.completeHearts[x].dropStart = instance.completeHearts[x].transform.position; + + //instance.completeHearts[x].timer = (2.25f + (additionalHearts * x)); + //instance.completeHearts[x].isWaiting = false; + //} + + + + //instance.currentHearts.Clear(); + }), + }); + + for (int x = 0; x < lastCounter; x++) + { + #region debug stuff + //Debug.LogWarning("Add: " + (2.75f + (additionalHearts * (x)))); + //Debug.LogWarning("Pitch: " + (1f + (pitchHearts * (x)))); + //Debug.LogWarning("x: " + x); + #endregion + var additionalHearts = 0.063f; + var a = x; + + + + BeatAction.New(instance, new List() + { + new BeatAction.Action((caller.startBeat + caller.timer) + (2.25f + (additionalHearts * a)), delegate + { + if(lastCounter == 1) + { + SoundByte.PlayOneShotGame("loveLab/bagHeartLast"); + instance.heartBox.DoScaledAnimationAsync("HeartBoxSquish"); + } + else + { + instance.bagHeartSound(a); + } + }) + + }); + } + } + + public static void onMiss(PlayerActionEvent caller) + { + //SoundByte.PlayOneShot("miss"); + if (instance.hasMissed) return; + + instance.hasShakenUp = false; + instance.isHolding = false; + instance.hasMissed = true; + instance.labGuyHead.DoScaledAnimationAsync("GuyIdleFace"); + //if (instance.labGuyArm.IsAnimationNotPlaying()) + //{ + // instance.labGuyArm.Play("ArmIdle"); + //} + + //instance.reqHeartsContainer.RemoveAt(0); + + //Destroy(instance.girlInstantiatedFlask[0].gameObject); + instance.boyFlaskBreak.Play(); + + //if(instance.girlInstantiatedFlask[0] != null) + //{ + // instance.girlInstantiatedFlask.RemoveAt(0); + //} + + if (instance.reqHeartsContainer.Count > 0) + { + instance.reqHeartsContainer.RemoveAt(0); + } + + foreach(LoveLabHearts bh in instance.guyHearts) + { + bh.deadHeart(); + } + + if(instance.girlHearts.Count != 0) + { + foreach(LoveLabHearts gh in instance.girlHearts) + { + gh.deadHeart(); + } + } + } + + public static void onMissWhenHold(PlayerActionEvent caller) + { + Debug.LogWarning(caller.timer); + instance.reqHeartsContainer.RemoveAt(0); + LoveLabFlask spawnedFlask = Instantiate(instance.labGirlFlaskObj, instance.transform).AddComponent(); + spawnedFlask.onMissWhenHold((caller.startBeat + caller.timer) + 1f); + } + + public static void onEmpty(PlayerActionEvent caller) + { + //empty + } + + public void bagHeartSound(int x) + { + var pitchHearts = 0.14f; + SoundByte.PlayOneShotGame("loveLab/bagHeart", pitch: 1f + (pitchHearts * x)); + instance.heartBox.DoScaledAnimationAsync("HeartBoxSquish"); + } + + public void onDownFlaskCustom() //for the player not autoplay + { + SoundByte.PlayOneShotGame("loveLab/shakeDown"); + labGirlArm.DoScaledAnimationAsync("ShakeFlaskDown"); + } + + public void spawnFlaskForGirlCustom(double beat, int flaskHeart) //boy to girl + { + //flaskMatForBoy.SetColor("_ColorAlpha", instance.boyLiquidColor); + LoveLabFlask spawnedFlask = Instantiate(labFlaskObj, instance.transform).AddComponent(); + + switch (flaskHeart) + { + case 0: + spawnedFlask.girlArc(beat, flaskArcToGirl[0]); + break; + case 1: + spawnedFlask.girlArc(beat, flaskArcToGirl[1]); + break; + case 2: + spawnedFlask.girlArc(beat, flaskArcToGirl[2]); + break; + } + + girlInstantiatedFlask.Add(spawnedFlask.GetComponent()); + } + + public void spawnCustomFlask(double beat, string reqArc) //wall to boy + { + LoveLabFlask spawnedFlask = Instantiate(labFlaskObj, instance.transform).AddComponent(); + spawnedFlask.customShakes(beat, reqArc); + } + + public void cloudMove(bool canMove) + { + canCloudsMove = canMove; + } + #endregion + + //make a smooth transition to day to sunset and vice versa + + /* + * would be nice if there were visual warnings for the next game + * head of dj and student for the hearts + * balls of munchy monk + * fruits for catchy tune + * balls for double date + * pots for karate man + * shuttlecock for air rally + * farmer head for second contact + * etc. + * + */ + + /* generic's girl blush logic + * during shake down girl will look at guy + * before the end of the shakedown (.5f) girl goes idle look + * + * original girl blush logic + * random blushes and/or force a look blush + */ + + /* + * particle effect + * when someone grabs a flask do an arc with either 2/3/4 hearts popping both left and right + * + */ + + /* + * box guy + * sleeves are not tinted for sunset + * + */ + + /* + * bops + * check for offbeat bops (auto) + * beat 0 weird bug + */ + + public void girlBlush(bool autoBlush) + { + if (!autoBlush) + { + labGirlHead.Play("GirlBlushFace"); + } + else + { + labGirlHead.Play("GirlBlushFace"); + } + } + [SerializeField] SuperCurveObject.Path[] flaskBouncePath; + + public void spotlight(bool active, int whichType, int whichPos) + { + if(active == true) + { + if (whichType == (int)spotlightType.normal) + { + spotlightShader.SetActive(true); + spotlightShaderCone.SetActive(false); + } + else + { + spotlightShader.SetActive(false); + spotlightShaderCone.SetActive(true); + + if (whichPos == (int)spotlightPos.boy) + { + spotlightCone.transform.position = new Vector2(0, 0); + } + else + { + spotlightCone.transform.position = new Vector2(5f, 0); + } + } + } + else + { + spotlightShader.SetActive(false); + spotlightShaderCone.SetActive(false); + } + } + + public enum spotlightType + { + normal, + cone + } + + public enum spotlightPos + { + boy, + girl + } + + public void UpdateMaterialColor(Color liquidCol, Color liquid2Col, Color liquid3Col) + { + boyLiquidColor = liquidCol; + girlLiquidColor = liquid2Col; + weirdLiquidColor = liquid3Col; + + LoveLab.instance.flaskMatForBoy.SetColor("_ColorAlpha", boyLiquidColor); + LoveLab.instance.flaskMatForGirl.SetColor("_ColorAlpha", girlLiquidColor); + LoveLab.instance.flaskMatForWeird.SetColor("_ColorAlpha", weirdLiquidColor); + } + + public override void OnGameSwitch(double beat) + { + preChecks(beat); + //PersistObjects(beat); + } + + public override void OnPlay(double beat) + { + preChecks(beat); + queuedFlask.Clear(); + } + + private void OnDestroy() + { + //preChecks(0f); + queuedFlask.Clear(); + //destroyAllFlasks(); + foreach (var evt in scheduledInputs) + { + evt.Disable(); + } + } + + void preChecks(double beat) + { + List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "loveLab"); + RiqEntity obj = prevEntities.FindLast(c => c.beat <= beat && c.datamodel == "loveLab/set object colors"); + + if (obj != null) + { + UpdateMaterialColor(obj["colorA"], obj["colorB"], obj["colorC"]); + } + else + { + UpdateMaterialColor(new Color(0.02909997f, 0.4054601f, 0.97f), new Color(0.972549f, 0.3764706f, 0.03137255f), new Color(0.8313726f, 0.2039216f, 0.5058824f)); + } + + getShaderColors(0); + + try + { + RiqEntity obj2 = prevEntities.FindLast(c => c.beat <= beat && c.datamodel == "loveLab/bop"); + + if (obj2 != null) + { + Bop(obj2.beat, obj2.length, obj2["toggle"], obj2["toggle2"]); + } + else + { + Bop(0, 0, false, false); + } + } + catch { } + } + + protected static bool IA_TouchDpadPress(out double dt) + { + + return PlayerInput.GetSlide(out dt) && !instance.hasShakenUp; + } + protected static bool IA_TouchDpadRelease(out double dt) + { + + return PlayerInput.GetSlide(out dt) && instance.hasShakenUp; + } + + + + + #region IA + const int IA_AltPress = IAMAXCAT; + + public static PlayerInput.InputAction IA_FlickPress = + new("NtrLabFlickPress", new int[] { IAPressCat, IAFlickCat, IAPressCat }, + IA_PadBasicPress, IA_TouchBasicPressing, IA_BatonBasicPress); + public static PlayerInput.InputAction IA_FlickRelease = + new("NtrLabFlickRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat }, + IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease); + public static PlayerInput.InputAction IA_DPadRelease = + new("NtrLabDPadRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat }, + IA_PadAnyUp, IA_TouchDpadRelease, IA_BatonBasicRelease); + public static PlayerInput.InputAction IA_DPadPressing = + new("NtrLabDPadPress", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat }, + IA_PadAnyPressingDown, IA_TouchDpadPress, IA_BatonBasicPressing); + + protected static bool IA_TouchNrmPress(out double dt) + { + return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt) + && !instance.IsExpectingInputNow(InputAction_Alt); + } + + protected static bool IA_PadAnyDown(out double dt) + { + return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt); + } + + protected static bool IA_PadAnyUp(out double dt) + { + return PlayerInput.GetPadUp(InputController.ActionsPad.Up, out dt) + || PlayerInput.GetPadUp(InputController.ActionsPad.Down, out dt) + || PlayerInput.GetPadUp(InputController.ActionsPad.Left, out dt) + || PlayerInput.GetPadUp(InputController.ActionsPad.Right, out dt); + } + + protected static bool IA_PadAnyPressingDown(out double dt) + { + dt = 0; + + return PlayerInput.GetPadDown(InputController.ActionsPad.Up) + || PlayerInput.GetPadDown(InputController.ActionsPad.Down) + || PlayerInput.GetPadDown(InputController.ActionsPad.Left) + || PlayerInput.GetPadDown(InputController.ActionsPad.Right); + } + + + protected static bool IA_PadNorthDown(out double dt) + { + dt = 0; + return PlayerInput.GetPadDown(InputController.ActionsPad.Up); + } + + protected static bool IA_PadSouthDown(out double dt) + { + dt = 0; + return PlayerInput.GetPadDown(InputController.ActionsPad.Down); + } + + //make a down and up stuff for shake + + protected static bool IA_PadAltPress(out double dt) + { + return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt); + } + protected static bool IA_BatonAltPress(out double dt) + { + return PlayerInput.GetSqueezeDown(out dt); + } + protected static bool IA_TouchAltPress(out double dt) + { + return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt) + && instance.IsExpectingInputNow(InputAction_Alt); + } + + protected static bool IA_PadAltPressing(out double dt) + { + dt = 0; + return PlayerInput.GetPad(InputController.ActionsPad.South); + } + protected static bool IA_TouchAltPressing(out double dt) + { + dt = 0; + return PlayerInput.GetTouch(InputController.ActionsTouch.Tap); + } + protected static bool IA_BatonAltPressing(out double dt) + { + dt = 0; + return PlayerInput.GetBaton(InputController.ActionsBaton.Face); + } + + public static PlayerInput.InputAction InputAction_TouchRelease = + new("NtrLabRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat }, + IA_Empty, IA_TouchBasicRelease, IA_Empty); + + + public static PlayerInput.InputAction InputAction_Nrm = + new("NtrLabAlt", new int[] { IAPressCat, IAPressCat, IAPressCat }, + IA_PadBasicPress, IA_TouchNrmPress, IA_BatonBasicPress); + public static PlayerInput.InputAction InputAction_Alt = + new("NtrLabAlt", new int[] { IA_AltPress, IA_AltPress, IA_AltPress }, + IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress); + public static PlayerInput.InputAction InputAction_AltPressing = + new("NtrLabAlt", new int[] { IA_AltPress, IA_AltPress, IA_AltPress }, + IA_PadAltPressing, IA_TouchAltPressing, IA_BatonAltPressing); + public static PlayerInput.InputAction InputAction_DPad = + new("NtrLabAlt", new int[] { IAPressCat, IAPressCat, IAPressCat }, + IA_PadAnyDown, IA_TouchNrmPress, IA_BatonBasicPress); + + public static PlayerInput.InputAction InputAction_DPadNorth = + new("NtrLabAlt", new int[] { IAPressCat, IAPressCat, IAPressCat }, + IA_PadNorthDown, IA_TouchNrmPress, IA_BatonBasicPress); + public static PlayerInput.InputAction InputAction_DPadSouth = + new("NtrLabAlt", new int[] { IAPressCat, IAPressCat, IAPressCat }, + IA_PadSouthDown, IA_TouchNrmPress, IA_BatonBasicPress); + + #endregion + + private void Awake() + { + instance = this; + + labGuyHead.DoScaledAnimation("GuyFaceIdle", 1f); + labAssistantHead.DoScaledAnimation("WeirdFaceIdle", 1f); + + flaskSpriteRend.material = flaskMatForBoy; + girlFlaskSpriteRend.material = flaskMatForGirl; + weirdFlaskSpriteRend.material = flaskMatForWeird; + } + + private void Start() + { + if (canCloudsMove) clouds.transform.position = Vector3.left * ((Time.realtimeSinceStartup * cloudSpeed) % cloudDistance); + else clouds.transform.position = new Vector2(0, 0); + } + + // Editor gizmo to draw trajectories + new void OnDrawGizmos() + { + base.OnDrawGizmos(); + foreach (SuperCurveObject.Path path in flaskBouncePath) + { + if (path.preview) + { + try + { + labFlaskObj.GetComponent().DrawEditorGizmo(path); + } + catch { } + } + } + } + + public SuperCurveObject.Path GetPath(string name) + { + foreach (SuperCurveObject.Path path in flaskBouncePath) + { + if (path.name == name) + { + return path; + } + } + return default(SuperCurveObject.Path); + } + + #region Spawn Flasks + public enum flaskHeart + { + oneHeart, + oneOffHeart, + twoHeart, + threeHeart, + fiveHeart + } + + public struct QueuedFlask //for the offscreen stuff + { + public double beat; + public flaskHeart type; + } + + public struct heartDetails + { + public flaskHeart heartType; + public int heartCounter; + } + + public void spawnFlaskForWeird(double beat) + { + LoveLabFlask spawnedFlask = Instantiate(labGirlFlaskObj, instance.transform).AddComponent(); + spawnedFlask.ForWeirdInit(beat + 1f); + weirdInstantiatedFlask.Add(spawnedFlask.GetComponent()); + } + #endregion + + private void Update() + { + var cond = Conductor.instance; + var songPos = cond.songPositionInBeatsAsDouble; + + float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 5f); + + if (!cond.isPlaying) + { + preChecks(songPos); + } + + if (cond.isPlaying && !cond.isPaused) + { + if (queuedFlask.Count != 0) + { + foreach (QueuedFlask flask in queuedFlask) + { + //switch (flask.type) + //{ + // + //} + } + queuedFlask.Clear(); + } + } + else + { + if ((!cond.isPaused) && queuedFlask.Count != 0) + { + queuedFlask.Clear(); + } + } + + #region whiff grab + if (PlayerInput.GetIsAction(InputAction_BasicPressing) && !IsExpectingInputNow(InputAction_BasicPressing) && !isHolding) + { + Debug.LogWarning("whiff"); + labGirlArm.DoScaledAnimationAsync("WhiffGrab"); + + isHolding = true; + + + } + else if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease)) + { + labGirlArm.DoScaledAnimationAsync("ArmIdle"); + instance.hasShakenUp = false; + isHolding = false; + } + + #endregion + + + + #region whiff up and down + if (PlayerInput.GetIsAction(IA_DPadPressing) && PlayerInput.GetIsAction(InputAction_BasicPressing) && (!IsExpectingInputNow(IA_DPadPressing) && !IsExpectingInputNow(IA_DPadRelease))) + { + + onWhiffUp(); + + if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) + { + instance.hasShakenUp = true; + } + + } + else if (PlayerInput.GetIsAction(IA_DPadRelease) && PlayerInput.GetIsAction(InputAction_BasicPressing) && (!IsExpectingInputNow(IA_DPadRelease) && !IsExpectingInputNow(IA_DPadPressing))) + { + + onWhiffDown(); + + if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) + { + instance.hasShakenUp = false; + } + + } + #endregion + + if (canCloudsMove) clouds.transform.position = Vector3.left * ((Time.realtimeSinceStartup * cloudSpeed) % cloudDistance); + else clouds.transform.position = new Vector2(0, 0); + } + + #region Bops + public void Bopping() + { + if (bopRight && labGuy.IsAnimationNotPlaying()) + { + labGuy.DoScaledAnimationAsync("GuyBopRight", .5f); + labGirl.DoScaledAnimationAsync("GirlBopRight", .5f); + labAssistant.DoScaledAnimationAsync("AssistantBopRight", .5f); + } + else + { + labGuy.DoScaledAnimationAsync("GuyBopLeft", .5f); + labGirl.DoScaledAnimationAsync("GirlBopLeft", .5f); + labAssistant.DoScaledAnimationAsync("AssistantBopLeft", .5f); + } + bopRight = !bopRight; + } + public void Bop(double beat, float length, bool bop, bool autoBop) + { + if (bop) + { + for (int i = 0; i < length; i++) + { + var a = i; + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat + a, delegate + { + Bopping(); + }) + }); + } + } + if (autoBop) + { + ToggleBop(true); + } + else + { + ToggleBop(false); + } + } + + public override void OnLateBeatPulse(double beat) + { + if (BeatIsInBopRegion(beat)) SingleBop(); + } + + public void ToggleBop(bool go) + { + canBop = go; + } + + void SingleBop() + { + if (canBop) + { + Bopping(); + } + } + + #endregion + + #region Box Guy + + public enum boxGuyAction + { + takeAway, + putBack, + noBox, + instaBox + } + + public void mainBoxGuy(double beat, int reqAction) + { + Animator box; + + if (!isDay) + { + box = boxPerson; + } + else + { + box = boxPersonDay; + } + + switch (reqAction) + { + case 0: + box.DoScaledAnimationAsync("BoxTakeAway", .5f); + break; + case 1: + box.DoScaledAnimationAsync("BoxPutBack", .5f); + break; + case 2: + box.DoScaledAnimationAsync("NoBox", 0f); + break; + case 3: + box.DoScaledAnimationAsync("BoxIdle", 0f); + break; + default: + box.DoScaledAnimationAsync("BoxTakeAway", .5f); + break; + } + } + + + #endregion + + #region Lab Girl Actions + public void onWhiffUp() + { + if (hasShakenUp && PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) return; + labGirlArm.DoScaledAnimationAsync("WhiffUp", 0.75f); + } + + public void onWhiffDown() + { + if (!hasShakenUp && PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) return; + labGirlArm.DoScaledAnimationAsync("WhiffDown", 0.75f); + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/LoveLab/LoveLab.cs.meta b/Assets/Scripts/Games/LoveLab/LoveLab.cs.meta new file mode 100644 index 000000000..2dae7f173 --- /dev/null +++ b/Assets/Scripts/Games/LoveLab/LoveLab.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e5ba4526fa4d9454992ee6120732dfbb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/LoveLab/LoveLabFlask.cs b/Assets/Scripts/Games/LoveLab/LoveLabFlask.cs new file mode 100644 index 000000000..759406e3e --- /dev/null +++ b/Assets/Scripts/Games/LoveLab/LoveLabFlask.cs @@ -0,0 +1,109 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; + + +namespace HeavenStudio.Games.Scripts_LoveLab +{ + public class LoveLabFlask : SuperCurveObject + { + private LoveLab game; + [SerializeField] private SuperCurveObject.Path path; + private double pathStartBeat = double.MinValue; + private Conductor conductor; + public LoveLab.flaskHeart heartType; + + void Awake() + { + game = LoveLab.instance; + conductor = Conductor.instance; + } + + void Update() + { + double beat = conductor.songPositionInBeatsAsDouble; + double height = 0f; + if (pathStartBeat > double.MinValue) + { + Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, pathStartBeat), out height, pathStartBeat); + transform.position = pos; + float rot = GetPathValue("rot"); + transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f / conductor.pitchedSecPerBeat))); + } + } + + public void customShakes(double beat, string reqArc) + { + path = game.GetPath(reqArc); + UpdateLastRealPos(); + pathStartBeat = beat - 1f; + + Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat); + transform.position = pos; + + gameObject.SetActive(true); + + BeatAction.New(game, new List + { + new BeatAction.Action(beat, delegate + { + Destroy(this.gameObject); + }), + }); + } + + public void girlArc(double beat, string reqArc) + { + path = game.GetPath(reqArc); + UpdateLastRealPos(); + pathStartBeat = beat - 1f; + + Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat); + transform.position = pos; + + gameObject.SetActive(true); + } + + public void ForWeirdInit(double beat) + { + path = game.GetPath("WeirdFlaskIn"); + UpdateLastRealPos(); + pathStartBeat = beat - 1f; + + Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat); + transform.position = pos; + + gameObject.SetActive(true); + + game.labWeirdEndState(beat, 1f, this.gameObject); + } + + + public void onMissWhenHold(double beat) + { + path = game.GetPath("GirlFlaskMiss"); + UpdateLastRealPos(); + pathStartBeat = beat - 1f; + + Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat); + transform.position = pos; + + gameObject.SetActive(true); + + BeatAction.New(game, new List() + { + new BeatAction.Action(beat, delegate { + game.playFlaskBreak(1); + Destroy(this.gameObject); }) + }); + } + + public void destroyThisObj() + { + LoveLab.instance.girlInstantiatedFlask.RemoveAt(0); + Destroy(this.gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/LoveLab/LoveLabFlask.cs.meta b/Assets/Scripts/Games/LoveLab/LoveLabFlask.cs.meta new file mode 100644 index 000000000..8b1a5a716 --- /dev/null +++ b/Assets/Scripts/Games/LoveLab/LoveLabFlask.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 32c7639974ad3bd40af10000d068432c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs b/Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs new file mode 100644 index 000000000..e1c7a22f3 --- /dev/null +++ b/Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using System.Threading.Tasks; +using UnityEngine; + + +namespace HeavenStudio.Games.Scripts_LoveLab +{ + public class LoveLabHeartMisc : MonoBehaviour + { + [SerializeField] GameObject heart; + [SerializeField] GameObject completeHeart; + public async void destroyObj() + { + await Task.Delay(100); + Destroy(heart); + } + + public void createHeart() + { + Debug.Log("heart"); + //LoveLabHearts ch = Instantiate(completeHeart, LoveLab.instance.getHeartHolder()).GetComponent(); + } + } +} + diff --git a/Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs.meta b/Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs.meta new file mode 100644 index 000000000..179a97174 --- /dev/null +++ b/Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 44f9f0118afe6e14688990c6135f2735 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/LoveLab/LoveLabHearts.cs b/Assets/Scripts/Games/LoveLab/LoveLabHearts.cs new file mode 100644 index 000000000..e51293a6a --- /dev/null +++ b/Assets/Scripts/Games/LoveLab/LoveLabHearts.cs @@ -0,0 +1,294 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using System; +using System.Threading.Tasks; +using DG.Tweening; +using HeavenStudio.Editor.Track; + +namespace HeavenStudio.Games.Scripts_LoveLab +{ + public class LoveLabHearts : MonoBehaviour + { + [SerializeField] heartType whatHeartType; + public double prevHeartBeat; + public double heartBeat; + public double nextHeartBeat; + public Animator heartAnim; + [SerializeField] ParticleSystem death; + [SerializeField] GameObject outline; + [SerializeField] GameObject fill; + LoveLab game; + Conductor cond; + Timeline timeLine; + //public double counter; + public bool stop; + //float testContainer; + //public float testSmth; + //float speed; + Vector3 origPos; + public float addPos = 0; + float speedMultiplier; + public float startPos = 0f; + public double length; + double duration; + double startTime; + double endTime; + public int heartCount; + public bool hasChecked; + public float playBackSpeed; + public double intervalSpeed; + public float _step; + public bool tweenComplete; + Tween movePos; + public bool onlyOne = true; + public Vector3 end; + public double timer; + public bool isWaiting = true; + SpriteRenderer heartRenderer; + public Vector3 dropStart; + public double currentBeat; + + //y = 0 (endpoint) + + public int getHeartType() + { + return (int)whatHeartType; + } + + enum heartType + { + guyHeart, + girlHeart, + completeHeart + } + + private void Awake() + {if (whatHeartType != heartType.completeHeart) + { + if(heartCount == 0) + { + transform.position = new Vector2(transform.position.x, transform.position.y + 2f); + } + else + { + transform.position = new Vector2(transform.position.x, transform.position.y + 4f); + } + } + + playBackSpeed = Timeline.instance.PlaybackSpeed.value; + addPos = 2.5f; //3f + heartRenderer = this.GetComponent(); + //dropStart = new Vector3 (transform.position.x, origPos.y+(addPos), transform.position.z); + + } + + void Start() + { + DOTween.SetTweensCapacity(2000, 100); + game = LoveLab.instance; + cond = Conductor.instance; + timeLine = Timeline.instance; + origPos = transform.position; + //Debug.LogWarning(testContainer); + speedMultiplier = game.speedForHeartsMultiplier; + //end.position = new Vector2(-2.7f, -3f); + //test = (((float)intervalSpeed / cond.GetBpmAtBeat(heartBeat)) * playBackSpeed); + + //var currentBeat = cond.songPositionInBeatsAsDouble; + //if (whatHeartType == heartType.completeHeart) + //{ + // tempDestroy(currentBeat+1.25f); //temporary until I can get the drop to work -- Wook + //} + + if(heartCount == 0) + { + _step = 1; + } + //test = .2f * ((60 / cond.GetBpmAtBeat(heartBeat) * _step) * playBackSpeed); + //Debug.LogWarning(test); + + //DOTween.timeScale = 1f * playBackSpeed; + //DOTween.timeScale = (float)((intervalSpeed / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed; + //Debug.LogWarning("Sec per beat: " + cond.secPerBeat); + + //if (length <= .5f && onlyOne) + //{ + // addPos = 1.5f; + //} + //DOTween.timeScale = playBackSpeed; + var a = (float)(length * cond.secPerBeat) / playBackSpeed; + //Debug.LogWarning("Length: " + length); + //Debug.LogWarning("Sec per beat: " + cond.secPerBeat); + //Debug.LogWarning("Playback: " + playBackSpeed); + //debugSmth(ref a); + endValue = transform.position.y + addPos; + upTween = transform.DOMoveY(endValue, (float)((length * cond.secPerBeat) / playBackSpeed)).SetEase(Ease.OutBack); + //.OnComplete(restartTween); + + //s + } + + public void debugSmth(ref T idk) + { + //Debug.LogWarning(idk); + } + + public void startDrop() + { + + } + + public void updateBeat() + { + //test = .2f * ((60 / cond.GetBpmAtBeat(heartBeat) * _step) * playBackSpeed); + } + + public void continousUp() + { + transform.position = new Vector3(transform.position.x, transform.position.y + .1f * playBackSpeed); + } + + + + public Tweener upTween; + public float endValue; + + void FixedUpdate() + { + currentBeat = cond.songPositionInBeatsAsDouble; + + if(!stop && whatHeartType != heartType.completeHeart) + { + //DOTween.timeScale = .7f * playBackSpeed; + //DOTween.timeScale = (float)cond.secPerBeat * playBackSpeed; + //transform.DOMoveY(origPos.y + (1 + game.guyHearts.Count * .5f), 2 * (float)((length / cond.GetBpmAtBeat(heartBeat)) * 60)).SetEase(Ease.OutBack); + //transform.DOMoveY(origPos.y + (addPos), (float)((length / cond.GetBpmAtBeat(heartBeat)) * 60 )).SetEase(Ease.OutBack); + //transform.position = new Vector3(transform.position.x, transform.position.y + .1f * playBackSpeed); + //transform.position = new Vector3(transform.position.x , (transform.position.y + (float)(intervalSpeed / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed); + //transform.DOMoveY(origPos.y + (addPos), (float)((intervalSpeed / cond.GetBpmAtBeat(heartBeat)) * 60)).SetEase(Ease.OutBack); + //transform.DOMoveY(origPos.y + (addPos), (float)((intervalSpeed * cond.secPerBeat / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed).SetEase(Ease.OutBack); + //transform.DOMoveY(origPos.y + (addPos), (float)((intervalSpeed * cond.secPerBeat / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed).SetEase(Ease.OutBack); + goUp((float)((intervalSpeed * cond.secPerBeat / cond.GetBpmAtBeat(heartBeat)) * 60) * playBackSpeed); + //goUp((float)((length*cond.secPerBeat))/playBackSpeed); + //DOTween.timeScale = playBackSpeed; + //DOTween.timeScale = cond.pitchedSecPerBeat; + //float normalizedBeat = Conductor.instance.GetPositionFromBeat(heartBeat, length); + //if (normalizedBeat <= 1) goUp((float)(((length * cond.secPerBeat)) / playBackSpeed)); + //upTween.ChangeEndValue(new Vector3(transform.position.x, endValue, transform.position.z)); + //var t = ((float)cond.secPerBeat * length) * (transform.position.y - origPos.y) / addPos; + //upTween.Goto((float)t, true); + } + else if (!isWaiting) + { + + float normalizedBeat = Conductor.instance.GetPositionFromBeat(heartBeat, ((timer/2)*playBackSpeed)); + + float newPosY = EasingFunction.EaseInQuad(dropStart.y, end.y, normalizedBeat); + + if (normalizedBeat<=1) transform.position = new Vector2(dropStart.x, newPosY); + else Destroy(this.gameObject); + //else destroyWhenDone(); + + //if (normalizedBeat >= 1) {destroyWhenDone();} + //transform.position = Vector2.Lerp(dropStart, end.position, newPosY); + //transform.position = new Vector2(transform.position.x, newPosY); + + //if (isWaiting) + //{ + + //transform.DOMoveY(transform.position.y, (float)(cond.secPerBeat / intervalSpeed) * playBackSpeed).SetEase(Ease.InBack); + //} + //else if (!isWaiting) + //{ + //DOTween.timeScale = cond.songPositionInBeats; + + //HandleHeartDrop( (float)timer); + //} + //transform.DOMoveY(transform.position.y, (float)(cond.secPerBeat / intervalSpeed) * playBackSpeed).SetEase(Ease.InBack); + //goDown(); + + } + //else {transform.position = new Vector2(dropStart.x, dropStart.y);} + + //transform.position = Vector3.Lerp(origPos, new Vector3(origPos.x, origPos.y + addPos), Mathf.SmoothStep(0, 1, testContainer)); + } + + public void goUp(float timer) + { + + transform.DOMoveY(origPos.y + (addPos), timer).SetEase(Ease.OutBack); + //float newPosY = EasingFunction.EaseInQuad(origPos.y, (origPos.y+(addPos)), timer); + //transform.position = new Vector2(transform.position.x, newPosY); + } + + public void goDown() + { + //DOTween.timeScale = cond.pitchedSecPerBeat; + //transform.DOLocalMoveY(end.position.y, (float)timer).From(true).SetEase(Ease.InBack); + //Debug.LogWarning("go down"); + + //DOTween.timeScale = playBackSpeed; + //DOTween.timeScale = cond.secPerBeat * playBackSpeed; + //double fallingTimeScale = cond.secPerBeat * playBackSpeed; + + //transform.DOMoveY(end.position.y, 2.25f).SetEase(Ease.InBack); + //sorting layer = 1020 + } + + public void HandleHeartDrop(float fallDuration, double currentBeat) + { + + + + + //float dropTimeScale = length * cond.pitchedSecPerBeat; + //float newYValue = Mathf.Lerp(dropStart.y, end.position.y, dropTimeScale); + //transform.position = new Vector3 (transform.position.x, newYValue, transform.position.z); + //heartRenderer.sortingOrder = 1020; + //float dropTimeScale = (length/cond.secPerBeat)/playBackSpeed; + //transform.DOMove (new Vector2 (transform.position.x, end.position.y), ((length*cond.pitchedSecPerBeat)), false).SetEase(Ease.InQuad); + //if (transform.position.y == end.position.y) destroyWhenDone(); + + //var currentBeat = cond.songPositionInBeatsAsDouble; + //float currentBeatPosition = ((float)currentBeat*fallDuration); + ////float newPosY = EasingFunction.EaseInSine(dropStart.y, end.position.y, currentBeatPosition); + //transform.position = new Vector2(transform.position.x, newPosY); + + } + + + public void destroyWhenDone() + { + Destroy(this.gameObject); + } + + public void tempDestroy(double startBeat) + { + BeatAction.New(game, new List() + { + new BeatAction.Action(startBeat + 1f, delegate + {Destroy(this.gameObject);}),}); + + } + + public async void deadHeart() + { + //just instantiate this shit idk + outline.SetActive(false); + fill.SetActive(false); + death.Play(); + + await Task.Delay(500); + destroyWhenDone(); + } + + private void OnDestroy() + { + DOTween.KillAll(); + } + } +} + diff --git a/Assets/Scripts/Games/LoveLab/LoveLabHearts.cs.meta b/Assets/Scripts/Games/LoveLab/LoveLabHearts.cs.meta new file mode 100644 index 000000000..11b9092e0 --- /dev/null +++ b/Assets/Scripts/Games/LoveLab/LoveLabHearts.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ac4985fbd444824ba80ae18fc8d0fc6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs b/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs index 9b9c85557..70d9f8585 100644 --- a/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs +++ b/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs @@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("text", "Mannequin Factory", "Text", "The text to be displayed on the sign"), + new Param("text", "Mannequin Factory", "Text", "The text to be displayed on the sign."), } }, new GameAction("bgColor", "Change Background Color") @@ -79,7 +79,7 @@ namespace HeavenStudio.Games.Loaders { new Param("colorStart", new Color(0.97f, 0.94f, 0.51f, 1f), "Start Color", "The color to start fading from."), new Param("colorEnd", new Color(0.97f, 0.94f, 0.51f, 1f), "End Color", "The color to end the fade."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease to use for color fade", new() { + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease to use for color fade.", new() { new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "colorStart" }), }), }, diff --git a/Assets/Scripts/Games/Manzai/Manzai.cs b/Assets/Scripts/Games/Manzai/Manzai.cs index 708eb6571..ec04fe346 100644 --- a/Assets/Scripts/Games/Manzai/Manzai.cs +++ b/Assets/Scripts/Games/Manzai/Manzai.cs @@ -36,9 +36,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops"), - new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not"), - new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically"), + new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops."), + new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not."), + new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically."), } }, new GameAction("pun", "Pun") @@ -106,9 +106,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("goToSide", Manzai.WhichSide.Outside, "Go to Which Side?", "Which side of the stage the birds will move to?"), + new Param("goToSide", Manzai.WhichSide.Outside, "Go to Which Side?", "Which side of the stage will the birds will move to?"), new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Which ease should the movement have?"), - new Param("animation", true, "Play Animation?", "Whether the birds will use the slide animation"), + new Param("animation", true, "Play Animation?", "Whether the birds will use the slide animation."), }, }, new GameAction("lights", "Toggle Lights") @@ -120,7 +120,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on"), + new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on."), }, }, new GameAction("crowd", "Crowd Animations") @@ -134,7 +134,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("animation", Manzai.CrowdAnimationList.Bop, "Animation", "What animation the crowd will play."), - new Param("loop", new EntityTypes.Integer(1, 16, 4), "Loop Interval (x4)", "How many quarter-beats the animation will wait before looping"), + new Param("loop", new EntityTypes.Integer(1, 16, 4), "Loop Interval (x4)", "How many quarter-beats the animation will wait before looping."), }, }}, new List() { "rvl", "normal" }, @@ -572,7 +572,7 @@ namespace HeavenStudio.Games if (crowdSound != null) { - crowdSound.Stop(); + crowdSound.KillLoop(); } } @@ -588,7 +588,7 @@ namespace HeavenStudio.Games { if (crowdSound != null) { - crowdSound.Stop(); + crowdSound.KillLoop(); } crowdSound = SoundByte.PlayOneShotGame("manzai/disappointed"); @@ -774,7 +774,7 @@ namespace HeavenStudio.Games if (crowdSound != null) { - crowdSound.Stop(); + crowdSound.KillLoop(); } } @@ -782,7 +782,7 @@ namespace HeavenStudio.Games { if (crowdSound != null) { - crowdSound.Stop(); + crowdSound.KillLoop(); } if (!missedWithWrongButton) diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index e3fed6f29..9f1a56aeb 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -146,7 +146,7 @@ namespace HeavenStudio.Games.Loaders new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Set the color of the pipes' outline."), new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Set the color of the pipes' shading."), new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Set the color of the pipes."), - new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyer belt."), + new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyor belt."), new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Set the conveyor's trim color."), } }, diff --git a/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs b/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs index 7cb7e9c32..d7dde564c 100644 --- a/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs +++ b/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs @@ -13,14 +13,14 @@ namespace HeavenStudio.Games.Loaders public static Minigame AddGame(EventCaller eventCaller) { List reactionParams = new() { - new Param("tackReaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List() { + new Param("tackReaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should Tack do?", new List() { new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "tackReactionBeats" }), }), - new Param("tackReactionBeats", new EntityTypes.Float(0.5f, 10, 1), "Tack React After", "The amount of beats to wait until tack reacts"), - new Param("bossReaction", MeatGrinder.BossExpressions.None, "Boss Reaction", "If this is hit, what expression should boss do?", new List() { + new Param("tackReactionBeats", new EntityTypes.Float(0.5f, 10, 1), "Tack React After", "The number of beats to wait until Tack reacts"), + new Param("bossReaction", MeatGrinder.BossExpressions.None, "Boss Reaction", "If this is hit, what expression should Boss do?", new List() { new((x, y) => (int)x != (int)MeatGrinder.BossExpressions.None, new string[] { "bossReactionBeats" }), }), - new Param("bossReactionBeats", new EntityTypes.Float(0, 10, 0), "Boss React After", "The amount of beats to wait until boss reacts"), + new Param("bossReactionBeats", new EntityTypes.Float(0, 10, 0), "Boss React After", "The number of beats to wait until Boss reacts"), }; return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List() diff --git a/Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs b/Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs index 5c3151fc9..b5a7b70cc 100644 --- a/Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs +++ b/Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs @@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List() { - new Param("min", new EntityTypes.Integer(0, 59, 0), "Set Starting Second", "A second is equivalent to one monkey.") + new Param("min", new EntityTypes.Integer(0, 59, 0), "Starting Second", "A second is equivalent to one monkey.") } }, new GameAction("off", "Pink Monkeys") @@ -99,7 +99,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("instant", false, "Instant"), - new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"), + new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a specific time."), new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"), new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute") } @@ -115,7 +115,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("instant", false, "Instant"), - new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"), + new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a specific time."), new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"), new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute") } diff --git a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs index f2ed813a8..e7179b233 100644 --- a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs +++ b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs @@ -10,7 +10,8 @@ namespace HeavenStudio.Games.Loaders using static Minigames; public static class AgbUpbeatLoader { - public static Minigame AddGame(EventCaller eventCaller) { + public static Minigame AddGame(EventCaller eventCaller) + { RiqEntity BackgroundUpdater(string datamodel, RiqEntity e) { if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease")) @@ -96,7 +97,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("letter", "", "Letter To Appear", "Set the letter to appear on the blip."), - new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antennashould grow on every blip"), + new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antenna should grow on every blip"), new Param("resetBlip", false, "Reset Antenna", "Toggle if Mr. Upbeat's antenna should reset"), new Param("shouldBlip", true, "Should Blip", "Toggle if Mr. Upbeat's antenna should blip every offbeat."), new Param("blipLength", new EntityTypes.Integer(0, 4, 4), "Text Blip Requirement", "Set how many blips it will take for the text to appear on Mr. Upbeat’s antenna."), @@ -133,9 +134,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, }, }, - new List() {"agb", "keep"}, + new List() { "agb", "keep" }, "agboffbeat", "en", - new List() {}, + new List() { }, chronologicalSortKey: 101 ); } @@ -193,11 +194,19 @@ namespace HeavenStudio.Games } } + public override void OnPlay(double beat) + { + PersistColor(beat); + } + + public override void OnGameSwitch(double beat) { + PersistColor(beat); List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat"); - if (beat >= startBlippingBeat) { + if (beat >= startBlippingBeat) + { double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1); BeatAction.New(instance, new List() { new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); }) @@ -209,17 +218,22 @@ namespace HeavenStudio.Games var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat); var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat); - if (bgColorEntity != null) { + if (bgColorEntity != null) + { bg.color = bgColorEntity["end"]; } - - if (upbeatColorEntity != null) { + + if (upbeatColorEntity != null) + { blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]); Color shadowColor = upbeatColorEntity["shadowColor"]; - if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) { - shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1); - } - } else { + if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) + { + shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1); + } + } + else + { blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0)); } } @@ -227,32 +241,38 @@ namespace HeavenStudio.Games public void Update() { bg.color = bgColorEase.GetColor(); - if (conductor.isPlaying && !conductor.isPaused) { - var songPos = conductor.songPositionInBeatsAsDouble; + if (conductor.isPlaying && !conductor.isPaused) + { + double songPos = conductor.songPositionInBeatsAsDouble; - if (songPos >= startSteppingBeat - 2) { + if (songPos >= startSteppingBeat - 2) + { man.canStep = true; } - if (songPos >= startSteppingBeat) { + if (songPos >= startSteppingBeat) + { RecursiveStepping(startSteppingBeat); startSteppingBeat = double.MaxValue; } - if (songPos >= startBlippingBeat) { + if (songPos >= startBlippingBeat) + { man.RecursiveBlipping(startBlippingBeat); startBlippingBeat = double.MaxValue; } + } + } - if (songPos > metronomeBeat + 1) - { - metronomeAnim.Play("MetronomeGo" + currentMetronomeDir, -1, 1); - metronomeAnim.speed = 0; - } - else if (songPos >= metronomeBeat) - { - metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, ignoreSwing: false); - } + void LateUpdate() + { + if (conductor.isPlaying && !conductor.isPaused && metronomeBeat != double.MaxValue) + { + double songPos = conductor.songPositionInBeatsAsDouble; + currentMetronomeDir = songPos >= metronomeBeat && songPos <= metronomeBeat + 1 + ? (stepIterate % 2 == 0) ? "Right" : "Left" + : (stepIterate % 2 == 1) ? "Right" : "Left"; + metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, clamp: true, ignoreSwing: false); } } @@ -282,7 +302,8 @@ namespace HeavenStudio.Games public static void PrePrepare(double beat, float length, bool mrDownbeat) { bool isGame = GameManager.instance.currentGame == "mrUpbeat"; - if (!mrDownbeat) { + if (!mrDownbeat) + { beat = Mathf.Floor((float)beat) + 0.5; length = Mathf.Round(length); } @@ -299,12 +320,12 @@ namespace HeavenStudio.Games private void RecursiveStepping(double beat) { - if (stopStepping) { + if (stopStepping) + { stopStepping = false; return; } - currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left"; - SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}"); + SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}"); metronomeBeat = beat; ScheduleStep(beat); BeatAction.New(this, new List() { @@ -319,9 +340,9 @@ namespace HeavenStudio.Games for (int i = 0; i < length; i++) { ScheduleStep(beat + i); - actions.Add(new BeatAction.Action(beat + i, delegate { - currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left"; - SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}"); + actions.Add(new BeatAction.Action(beat + i, delegate + { + SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}"); metronomeBeat = beat + i; stepIterate++; })); @@ -335,7 +356,8 @@ namespace HeavenStudio.Games if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return; List inactiveBlips = new(); - for (int i = 0; i < gameSwitch.beat - beat; i++) { + for (int i = 0; i < gameSwitch.beat - beat; i++) + { inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i)); } @@ -362,9 +384,10 @@ namespace HeavenStudio.Games { blipMaterial.SetColor("_ColorBravo", blipColor); - if (setShadow) foreach (var shadow in shadowSr) { - shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1); - } + if (setShadow) foreach (var shadow in shadowSr) + { + shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1); + } } public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip, int blipLength) @@ -384,14 +407,35 @@ namespace HeavenStudio.Games public static void CountIn(double beat, float length, bool a) { var sound = new List(); - if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4)))); - for (int i = 0; i < 4; i++) { + if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length / 4)))); + for (int i = 0; i < 4; i++) + { sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0)); } - + MultiSound.Play(sound.ToArray(), forcePlay: true); } public void Nothing(PlayerActionEvent caller) { } + + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "changeBG" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]); + } + + var allEventsBeforeBeatObj = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "upbeatColors" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeatObj.Count > 0) + { + allEventsBeforeBeatObj.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEventObj = allEventsBeforeBeatObj[^1]; + UpbeatColors(lastEventObj["blipColor"], lastEventObj["setShadow"], lastEventObj["shadowColor"]); + } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Games/NailCarpenter/NailCarpenter.cs b/Assets/Scripts/Games/NailCarpenter/NailCarpenter.cs index c895aab4f..37cbd2ce0 100644 --- a/Assets/Scripts/Games/NailCarpenter/NailCarpenter.cs +++ b/Assets/Scripts/Games/NailCarpenter/NailCarpenter.cs @@ -14,26 +14,31 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("nailCarpenter", "Nail Carpenter", "fab96e", false, false, new List() { - new GameAction("puddingNail", "Pudding Nail") + + new GameAction("puddingNailNew", "Pudding Nail") { defaultLength = 8f, resizable = true }, - new GameAction("cherryNail", "Cherry Nail") + + new GameAction("cherryNailNew", "Cherry Nail") { defaultLength = 4f, resizable = true }, - new GameAction("cakeNail", "Cake Nail") + + new GameAction("cakeNailNew", "Cake Nail") { defaultLength = 4f, resizable = true }, - new GameAction("cakeLongNail", "Cake Long Nail") + new GameAction("cakeLongNailNew", "Cake Long Nail") { defaultLength = 4f, resizable = true }, + + new GameAction("slideFusuma", "Slide Shoji") { function = delegate { @@ -49,6 +54,29 @@ namespace HeavenStudio.Games.Loaders new Param("mute", false, "Mute", "Toggle if the cue should be muted.") } }, + new GameAction("puddingNail", "Pudding Nail (Legacy)") + { + defaultLength = 8f, + resizable = true, + hidden = true, + }, + + new GameAction("cherryNail", "Cherry Nail (Legacy)") + { + defaultLength = 4f, + resizable = true, + hidden = true, + }, + new GameAction("cakeNail", "Cake Nail (Legacy)") + { + defaultLength = 4f, + resizable = true, hidden = true, + }, + new GameAction("cakeLongNail", "Cake Long Nail (Legacy)") + { + defaultLength = 4f, + resizable = true, hidden = true, + }, }, new List() { "pco", "normal" }, @@ -102,6 +130,10 @@ namespace HeavenStudio.Games Cherry, Cake, CakeLong, + PuddingOld, + CherryOld, + CakeOld, + CakeLongOld, None } @@ -109,7 +141,12 @@ namespace HeavenStudio.Games [SerializeField] ObjectPatternItem[] cherryPattern; [SerializeField] ObjectPatternItem[] cakePattern; [SerializeField] ObjectPatternItem[] cakeLongPattern; + [SerializeField] ObjectPatternItem[] puddingPatternOld; + [SerializeField] ObjectPatternItem[] cherryPatternOld; + [SerializeField] ObjectPatternItem[] cakePatternOld; + [SerializeField] ObjectPatternItem[] cakeLongPatternOld; [SerializeField] float scrollMetresPerBeat = 4f; + [SerializeField] float legacyScrollMultiplier = 2; [SerializeField] float boardWidth = 19.2f; public GameObject baseNail; @@ -195,6 +232,7 @@ namespace HeavenStudio.Games double slideBeat = double.MaxValue; double slideLength; double cachedPatternLengthPudding, cachedPatternLengthCherry, cachedPatternLengthCake, cachedPatternLengthCakeLong; + double cachedPatternLengthPuddingOld, cachedPatternLengthCherryOld, cachedPatternLengthCakeOld, cachedPatternLengthCakeLongOld; Util.EasingFunction.Ease slideEase; float slideRatioLast = 0, slideRatioNext = 0; @@ -249,6 +287,11 @@ namespace HeavenStudio.Games cachedPatternLengthCherry = cherryPattern[^1].beat; cachedPatternLengthCake = cakePattern[^1].beat; cachedPatternLengthCakeLong = cakeLongPattern[^1].beat; + cachedPatternLengthPuddingOld = puddingPatternOld[^1].beat; + cachedPatternLengthCherryOld = cherryPatternOld[^1].beat; + cachedPatternLengthCakeOld = cakePatternOld[^1].beat; + cachedPatternLengthCakeLongOld = cakeLongPatternOld[^1].beat; + float legacyScrollSpeed = (scrollMetresPerBeat*legacyScrollMultiplier); double endBeat = double.MaxValue; var entities = gameManager.Beatmap.Entities; @@ -259,19 +302,27 @@ namespace HeavenStudio.Games RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > gameStartBeat); endBeat = firstEnd?.beat ?? endBeat; - List events = entities.FindAll(v => (v.datamodel is "nailCarpenter/puddingNail" or "nailCarpenter/cherryNail" or "nailCarpenter/cakeNail" or "nailCarpenter/cakeLongNail") && v.beat >= gameStartBeat && v.beat < endBeat); + List events = entities.FindAll(v => (v.datamodel is "nailCarpenter/puddingNail" or "nailCarpenter/cherryNail" or "nailCarpenter/cakeNail" or "nailCarpenter/cakeLongNail" or "nailCarpenter/puddingNailNew" or "nailCarpenter/cherryNailNew" or "nailCarpenter/cakeNailNew" or "nailCarpenter/cakeLongNailNew") && v.beat >= gameStartBeat && v.beat < endBeat); + scheduledPatterns.Clear(); patternIndex = 0; + bool hasChecked = false; + + foreach (var evt in events) { if (evt.length == 0) continue; int patternDivisions = (int)Math.Ceiling(evt.length / PATTERN_SEEK_TIME); PatternType patternType = evt.datamodel switch { - "nailCarpenter/puddingNail" => PatternType.Pudding, - "nailCarpenter/cherryNail" => PatternType.Cherry, - "nailCarpenter/cakeNail" => PatternType.Cake, - "nailCarpenter/cakeLongNail" => PatternType.CakeLong, + "nailCarpenter/puddingNail" => PatternType.PuddingOld, + "nailCarpenter/cherryNail" => PatternType.CherryOld, + "nailCarpenter/cakeNail" => PatternType.CakeOld, + "nailCarpenter/cakeLongNail" => PatternType.CakeLongOld, + "nailCarpenter/puddingNailNew" => PatternType.Pudding, + "nailCarpenter/cherryNailNew" => PatternType.Cherry, + "nailCarpenter/cakeNailNew" => PatternType.Cake, + "nailCarpenter/cakeLongNailNew" => PatternType.CakeLong, _ => throw new NotImplementedException() }; for (int i = 0; i < patternDivisions; i++) @@ -284,7 +335,19 @@ namespace HeavenStudio.Games }; scheduledPatterns.Add(pattern); } + if (evt.datamodel is "nailCarpenter/puddingNail" or "nailCarpenter/cherryNail" or "nailCarpenter/cakeNail" or "nailCarpenter/cakeLongNail") + { + if (hasChecked == false) + { + scrollMetresPerBeat = legacyScrollSpeed; + hasChecked = true; + } + } + } + + + } public override void OnPlay(double beat) @@ -355,6 +418,10 @@ namespace HeavenStudio.Games PatternType.Cherry => cachedPatternLengthCherry, PatternType.Cake => cachedPatternLengthCake, PatternType.CakeLong => cachedPatternLengthCakeLong, + PatternType.PuddingOld => cachedPatternLengthPuddingOld, + PatternType.CherryOld => cachedPatternLengthCherryOld, + PatternType.CakeOld => cachedPatternLengthCakeOld, + PatternType.CakeLongOld => cachedPatternLengthCakeLongOld, _ => throw new NotImplementedException() }; patternType = pattern; @@ -367,6 +434,11 @@ namespace HeavenStudio.Games PatternType.Cherry => cherryPattern, PatternType.Cake => cakePattern, PatternType.CakeLong => cakeLongPattern, + PatternType.PuddingOld => puddingPatternOld, + PatternType.CherryOld => cherryPatternOld, + PatternType.CakeOld => cakePatternOld, + PatternType.CakeLongOld => cakeLongPatternOld, + _ => throw new NotImplementedException() }); lastPatternType = patternType; @@ -405,10 +477,18 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("nailCarpenter/one", itemBeat, forcePlay: true); sweetType = Sweet.sweetsType.Pudding; break; + case PatternType.PuddingOld: + SoundByte.PlayOneShotGame("nailCarpenter/one", itemBeat, forcePlay: true); + sweetType = Sweet.sweetsType.Pudding; + break; case PatternType.Cherry: SoundByte.PlayOneShotGame("nailCarpenter/three", itemBeat, forcePlay: true); sweetType = Sweet.sweetsType.CherryPudding; break; + case PatternType.CherryOld: + SoundByte.PlayOneShotGame("nailCarpenter/three", itemBeat, forcePlay: true); + sweetType = Sweet.sweetsType.CherryPudding; + break; case PatternType.Cake: SoundByte.PlayOneShotGame("nailCarpenter/alarm", itemBeat, forcePlay: true); sweetType = Sweet.sweetsType.ShortCake; @@ -420,6 +500,17 @@ namespace HeavenStudio.Games }) }); break; + case PatternType.CakeOld: + SoundByte.PlayOneShotGame("nailCarpenter/alarm", itemBeat, forcePlay: true); + sweetType = Sweet.sweetsType.ShortCake; + BeatAction.New(instance, new List() + { + new BeatAction.Action(itemBeat, delegate + { + EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.25f); + }) + }); + break; case PatternType.CakeLong: SoundByte.PlayOneShotGame("nailCarpenter/signal1", itemBeat, forcePlay: true); sweetType = Sweet.sweetsType.LayerCake; @@ -431,6 +522,17 @@ namespace HeavenStudio.Games }), }); break; + case PatternType.CakeLongOld: + SoundByte.PlayOneShotGame("nailCarpenter/signal1", itemBeat, forcePlay: true); + sweetType = Sweet.sweetsType.LayerCake; + BeatAction.New(instance, new List() + { + new BeatAction.Action(itemBeat, delegate + { + EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.25f); + }), + }); + break; default: break; } @@ -438,6 +540,10 @@ namespace HeavenStudio.Games { SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.Cherry); } + else if (lastPatternType == PatternType.CakeOld) + { + SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.Cherry); + } else if (sweetType != Sweet.sweetsType.None) { SpawnSweet(itemBeat, startbeat, sweetType); diff --git a/Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs b/Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs index c12868bec..14005ff1e 100644 --- a/Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs +++ b/Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs @@ -114,6 +114,8 @@ namespace HeavenStudio.Games.Loaders }, }, new List() {"agb", "keep"}, + "agbnightwalk", "en", + new List() {}, chronologicalSortKey: 20); } } diff --git a/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs b/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs index 74832afcc..c1a6a68f4 100644 --- a/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs +++ b/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs @@ -20,8 +20,8 @@ namespace HeavenStudio.Games.Loaders OctopusMachine.instance.Bop(e.length, e["whichBop"], e["singleBop"], e["keepBop"]); }, parameters = new List() { - new Param("singleBop", true, "Bop", "Toggle if the octopodes should bop for the duration of this event. Since this event is not stretchable, they will only bop once."), - new Param("keepBop", false, "Bop (Auto)", "Toggle if the octopodes should automatically bop until another Bop event is reached."), + new Param("singleBop", true, "Bop", "Toggle if the Octo-Pops should bop for the duration of this event. Since this event is not stretchable, they will only bop once."), + new Param("keepBop", false, "Bop (Auto)", "Toggle if the Octo-Pops should automatically bop until another Bop event is reached."), new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Set the type of bop."), }, }, @@ -42,11 +42,11 @@ namespace HeavenStudio.Games.Loaders }, resizable = true, parameters = new List() { - new Param("shouldPrep", true, "Prepare", "Toggle if the octopodes should automatically prepare for this cue.", new List() + new Param("shouldPrep", true, "Prepare", "Toggle if the Octo-Pops should automatically prepare for this cue.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "prepBeats" }) }), - new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "Set how many beats before the cue the octopodes should prepare."), + new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "Set how many beats before the cue the Octo-Pops should prepare."), }, preFunctionLength = 4f, preFunction = delegate { @@ -81,7 +81,7 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { new Param("forceBop", true, "Force Bop", "Toggle if a bop should be forced to play, even if an animation is already playing."), - new Param("autoBop", true, "Hit/Miss Bop", "Toggle if the octopodes should bop depending on if you hit or missed the cues."), + new Param("autoBop", true, "Hit/Miss Bop", "Toggle if the Octo-Pops should bop depending on if you hit or missed the cues."), new Param("autoText", true, "Display Text", "Toggle if text should display depending on if you hit or missed the cues.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "hitText", "missText" }) @@ -135,8 +135,8 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("color1", new Color(1f, 0.87f, 0.24f), "Start BG Color", "Set the color at the start of the event."), new Param("color2", new Color(1f, 0.87f, 0.24f), "End BG Color", "Set the color at the end of the event."), - new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octopodes' Color", "Set the octopodes' colors."), - new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed."), + new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octo-Pops' Color", "Set the Octo-Pops' colors."), + new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the Octo-Pops' colors when they're squeezed."), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), }, resizable = true, diff --git a/Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs b/Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs index c4763d2b4..fece6aab6 100644 --- a/Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs +++ b/Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs @@ -24,8 +24,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("bop", true, "Bop", "Toggle if the paddlers should bop for the duration of this event."), - new Param("bopAuto", false, "Bop (Auto)", "Toggle if the paddlers should automatically bop until another Bop event is reached.") + new Param("bop", true, "Bop", "Toggle if the hand should bop for the duration of this event."), + new Param("bopAuto", false, "Bop (Auto)", "Toggle if the hand should automatically bop until another Bop event is reached.") } }, new GameAction("re", "Re (レ)") @@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); }, parameters = new List() { - new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"), + new Param("korean", false, "Korean Version", "Change the character to the Korean version. (つ3ニハ○○ムし)"), }, defaultLength = 12f, }, diff --git a/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs b/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs index ecf1cc677..83dcdc1cd 100644 --- a/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs +++ b/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs @@ -1,8 +1,10 @@ using System; +using System.Text; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEngine; +using TMPro; using HeavenStudio.Util; using HeavenStudio.InputSystem; @@ -37,21 +39,31 @@ namespace HeavenStudio.Games.Loaders return new Minigame("rhythmTestGBA", "Rhythm Test (GBA) \n(Rhythm-kan Check)", "2DD816", false, false, new List() { - new GameAction("countin", "Start Beeping") + new GameAction("countin", "Change Screen Beeping Properties") { - function = delegate { RhythmTestGBA.instance.KeepTheBeep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]); }, + function = delegate { RhythmTestGBA.instance.KTBPrep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"], + eventCaller.currentEntity["image"], + eventCaller.currentEntity["textFlash"], eventCaller.currentEntity["textDisplay"], eventCaller.currentEntity["hasSound"]); }, defaultLength = 1f, resizable = true, parameters = new List() { - new Param("toggle", true, "Toggle", "Toggle the automatic beeping on or off."), + new Param("toggle", true, "Toggle", "Toggle the beeping on or off."), new Param("auto", false, "Auto", "Toggle if the machine should beep automatically."), + new Param("image", RhythmTestGBA.PulseOption.Note, "Screen Image", "Set what appears on the machine's screen.", new List() + { + new Param.CollapseParam((x, _) => (int)x == (int)RhythmTestGBA.PulseOption.Text, new string[] { "textFlash", "textDisplay" }), + }), + new Param("textDisplay", "Get ready...", "Text to Display", "Changes the text displayed on the screen."), + new Param("textFlash", true, "Text Flash", "Toggle if the text on the screen pulses to the beat."), + new Param("hasSound", true, "Has Sound", "Toggle if the beeping plays sound or not.") + }, }, new GameAction("button", "Start Keep-the-Beat") { - function = delegate { var e = eventCaller.currentEntity; RhythmTestGBA.StartKeepbeat(e.beat); }, + preFunction = delegate { var e = eventCaller.currentEntity; RhythmTestGBA.PreStartKeepbeat(e.beat, e.length); }, defaultLength = 1f, resizable = false, @@ -59,12 +71,17 @@ namespace HeavenStudio.Games.Loaders new GameAction("stopktb", "Stop Keep-the-Beat") { - preFunction = delegate { RhythmTestGBA.instance.PreStopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["mutecue"]); }, + preFunction = delegate { RhythmTestGBA.instance.PreStopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["mutecue"], eventCaller.currentEntity["finishText"], eventCaller.currentEntity["textDisplay"]); }, defaultLength = 4f, resizable = false, parameters = new List() { new Param("mutecue", false, "Mute Cue", "Mute the sound cue signifying the end of the keep-the-beat section."), + new Param("finishText", true, "Finish Text", "Set if text appears once the keep-the-bet section is finished.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "textDisplay" }), + }), + new Param("textDisplay", "Test complete!", "Text to Display", "Changes the text displayed on the screen."), } }, @@ -105,25 +122,40 @@ namespace HeavenStudio.Games { /// This class handles the minigame logic. /// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override. + using Scripts_RhythmTestGBA; public class RhythmTestGBA : Minigame { public static RhythmTestGBA instance; static List queuedButton = new(); bool goBeep; - //bool stopBeep; Unused value - Marc + bool stopAutoBeep; bool keepPressing; bool shouldmute; bool disableCount; + bool beatPulseTextFlash = false; + bool beepHasSound; + bool canBeep = false; + //bool isBeeping = false; + + int screenFXType; private double numberSelect; private float countLength; + [NonSerialized] public List noBopIntervals = new(), + noBeepIntervals = new(); + + [Header("Objects")] + [SerializeField] GameObject noteFlash; + [SerializeField] TMP_Text screenText; + [Header("Animators")] [SerializeField] Animator buttonAnimator; [SerializeField] Animator flashAnimator; [SerializeField] Animator numberBGAnimator; [SerializeField] Animator numberAnimator; + [SerializeField] Animator textAnimator; [Header("Properties")] //private static double startBlippingBeat = double.MaxValue; Unused value - Marc @@ -136,18 +168,36 @@ namespace HeavenStudio.Games GameEvent button = new GameEvent(); double lastButton = double.MaxValue; - - // public struct QueuedButton - // { -// public double beat; -// public float length; - // } -// static List queuedButton = new List(); + + public enum PulseOption + { + Note, + Text + } + + public enum BeepNoise: int + { + defaultBeep = 0, + highBeep = 1, + dingBeep = 2 + } + + public int beepType = 0; + //public struct QueuedButton + //{ + // public double beat; + // public float length; + //} + //static List queuedButton = new List(); private void Awake() { instance = this; - + screenText.text = ""; + SetupBopRegion("rhythmTestGBA", "countin", "auto"); + var currentBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble; + KeepTheBeep(currentBeat, 1f, false, false, 0, true); + HandleBeeps(); } void OnDestroy() @@ -208,119 +258,318 @@ namespace HeavenStudio.Games } } - public void KeepTheBeep(double beat, float length, bool shouldBeep, bool autoBeep) + //public override void OnGameSwitch (double beat) + //{ + + // var actions = GameManager.instance.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] == "rhythmTestGBA"); + // var tempStops = actions.FindAll(e => e.datamodel == "rhythmTestGBA/stopktb"); + + // foreach (var e in tempStops.FindAll(e => e.beat < beat && e.beat + 2 > beat)) { + // PreStopKeepbeat(e.beat, e.length, e["mutecue"], e["textFlash"]); + // } + //} + + private void HandleBeeps() { - //stopBeep = false; Unused value - Marc - if (!shouldBeep) { goBeep = false; return;} - goBeep = autoBeep; - if (shouldBeep) + List events = EventCaller.GetAllInGameManagerList("rhythmTestGBA", new string[] { "countin" }); + + foreach (var e in events) { - for (int i = 0; i < length; i++) - { - BeatAction.New(instance, new List() - { - new BeatAction.Action(beat + i, delegate - { - PlayFlashFX(); - SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); - - }) - }); - - } + noBopIntervals.Add(new Interval(e.beat, e.beat + 1)); + } + + foreach (var v in events) + { + noBeepIntervals.Add(new Interval(v.beat, v.beat + v.length)); } } + public void KTBPrep(double beat, float length, bool shouldBeep, bool autoBeep, int type, bool textFlash, string textDisplay, bool hasSound) + { + canBeep = true; + if (type == 1) + { + screenText.text = textDisplay; + } + beepType = 0; + screenFXType = type; + beepHasSound = hasSound; + KeepTheBeep(beat, length, shouldBeep, autoBeep, type, textFlash); + } + + public void KeepTheBeep(double beat, float length, bool shouldBeep, bool autoBeep, int type, bool textFlash) + { + + beatPulseTextFlash = textFlash; + if (beepHasSound) + { + switch (beepType) + { + case (int)BeepNoise.defaultBeep: + SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); + break; + case (int)BeepNoise.highBeep: + SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); + break; + case (int)BeepNoise.dingBeep: + SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding"); + break; + }} + + if (shouldBeep) + { + PlayFakeFlashFX(type, textFlash); + List beeps = new List(); + for (int i = 0; i < length; i++) + { + beeps.Add(new BeatAction.Action(beat + i, delegate { + PlayFlashFX();} + + )); + } + BeatAction.New(instance, beeps); + } + } + + + //goBeep = autoBeep; + //if (autoBeep) + //{ + // PlayFlashFX(beatPulseTextFlash, type); + // SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); + //} + + // if (shouldBeep && !autoBeep) + // { + + //if (!isBeeping) + // { + // PlayFlashFX(beatPulseTextFlash, type); + // SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); + // isBeeping = true; + // } + // for (int i = 0; i < length; i++) + // { + // BeatAction.New(instance, new List() + // { + // new BeatAction.Action(beat + i, delegate + // { + // PlayFlashFX(beatPulseTextFlash, type); + + // SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); + // }) + // }); + + // } + // } + // } + public void PlayFlashFX() { numberAnimator.Play("Idle"); numberBGAnimator.Play("Idle"); - flashAnimator.Play("KTBPulse", 0 ,0); + var currentBeat = Conductor.instance.songPositionInBeatsAsDouble; + if (!noBopIntervals.Any(x => x.Contains(currentBeat))) + + if (beepHasSound){ + if(!noBeepIntervals.Any(x => x.Contains(currentBeat))) + { + { + switch (beepType) + { + case (int)BeepNoise.defaultBeep: + SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); + break; + case (int)BeepNoise.highBeep: + SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); + break; + case (int)BeepNoise.dingBeep: + SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding"); + break; + } + } + }} + if (screenFXType == 0) + { + + noteFlash.SetActive(true); + flashAnimator.DoScaledAnimationAsync("KTBPulse", 0.5f); + screenText.text = ""; + } + else if (beatPulseTextFlash){ + + noteFlash.SetActive(false); + textAnimator.DoScaledAnimationAsync("TextFlash", 0.5f); + } + else + { + + noteFlash.SetActive(false); + textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f); + } + + BeatAction.New(instance, new List() + { + new BeatAction.Action(currentBeat+0.9f, delegate {noteFlash.SetActive(false);}) + }); } + public void PlayFakeFlashFX(int fakeFXType, bool textFlash) + { + numberAnimator.Play("Idle"); + numberBGAnimator.Play("Idle"); + + var currentBeat = Conductor.instance.songPositionInBeatsAsDouble; + if (fakeFXType == 0) + { + + noteFlash.SetActive(true); + flashAnimator.DoScaledAnimationAsync("KTBPulse", 0.5f); + screenText.text = ""; + + + } + else if (textFlash){ + + noteFlash.SetActive(false); + textAnimator.DoScaledAnimationAsync("TextFlash", 0.5f); + } + else + { + + noteFlash.SetActive(false); + textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f); + } + + BeatAction.New(instance, new List() + { + //new BeatAction.Action(beat-1, delegate {KillBeeps(beat);}), + new BeatAction.Action(currentBeat+0.9f, delegate {noteFlash.SetActive(false);}) + }); + } + + + public void ChangeText(double beat, string newText, bool newTextFlash) + { + screenText.text = newText; + beatPulseTextFlash = newTextFlash; + } public void PressButton() { SoundByte.PlayOneShotGame("rhythmTestGBA/press"); - buttonAnimator.Play("Press", 0, 0); + buttonAnimator.DoScaledAnimationAsync("Press", 0.5f); } - public void PreStopKeepbeat(double beat, float length, bool muted) + public void PreStopKeepbeat(double beat, float length, bool muted, bool hasFinish, string finishText) { + noBeepIntervals.Add(new Interval(beat, beat + length)); + + shouldmute = muted; + noBeepIntervals.Add(new Interval(beat, beat + length)); + + noBeepIntervals.Add(new Interval(beat, beat + length)); BeatAction.New(instance, new List() { - new BeatAction.Action(beat-1, delegate {killBeeps(beat);}), - new BeatAction.Action(beat, delegate {StopKeepbeat(beat, shouldmute);}) + + new BeatAction.Action(beat, delegate {StopKeepbeat(beat, length, shouldmute, hasFinish, finishText); + canBeep = false; + }) + }); + } - public void StopKeepbeat(double beat, bool shouldmute) + public void StopKeepbeat(double beat, float length, bool shouldmute, bool hasFinish, string finishText) { - - keepPressing = false; + ScheduleInput(beat, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); ScheduleInput(beat, 2f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); ScheduleInput(beat, 3f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); + - - BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate {PlayFlashFX();}), - new BeatAction.Action(beat+1, delegate {PlayFlashFX();}), + new BeatAction.Action(beat+1, delegate {PlayFlashFX();}), - new BeatAction.Action(beat+2, delegate {PlayFlashFX();}), + new BeatAction.Action(beat+2, delegate {PlayFlashFX();}), - new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);}) + + + new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true); + + if (hasFinish) + { + screenText.text = finishText; + textAnimator.DoScaledAnimationAsync("TextIdle", 0.5f); + } + + }) }); + if (!shouldmute) { - SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); - BeatAction.New(instance, new List() - { - new BeatAction.Action(beat+1, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}), - new BeatAction.Action(beat+2, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}) - }); - + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("rhythmTestGBA/blip2", beat), + new MultiSound.Sound("rhythmTestGBA/blip2", beat+1), + new MultiSound.Sound("rhythmTestGBA/blip2", beat+2), + + }); } - } - - - public void StopKeepbeatInput(double beat) - { - ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); - PlayFlashFX(); + + + } public override void OnBeatPulse(double beat) { - if (goBeep) + if (BeatIsInBopRegion(beat) && canBeep) { PlayFlashFX(); - SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); } } - public void killBeeps(double beat) + //public void KillBeeps(double beat) + //{ + // goBeep = false; + //isBeeping = false; + //} + + public static void PreStartKeepbeat(double beat, float length) { - goBeep = false; + if (GameManager.instance.currentGame == "rhythmTestGBA") + { + StartKeepbeat(beat, length); + } + else + { + BeatAction.New(instance, new List() + { + + new BeatAction.Action(beat, delegate {queuedButton.Add(wantButton);}), + } + ); + } } + + - public static void StartKeepbeat(double beat) + public static void StartKeepbeat(double beat, float length) { RhythmTestGBA.wantButton = beat-1; @@ -328,6 +577,7 @@ namespace HeavenStudio.Games } + public void PreCountDown(double startBeat, float length, int countdownNumber) { if (keepPressing) return; @@ -498,8 +748,8 @@ namespace HeavenStudio.Games { if (disableCount != true) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("Nine"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("Nine", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -513,8 +763,8 @@ namespace HeavenStudio.Games { if (!disableCount) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("Eight"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("Eight", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -528,8 +778,8 @@ namespace HeavenStudio.Games { if (!disableCount) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("Seven"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("Seven", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -543,8 +793,8 @@ namespace HeavenStudio.Games { if (!disableCount) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("Six"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("Six", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -558,8 +808,8 @@ namespace HeavenStudio.Games { if (!disableCount) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("Five"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("Five", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -573,8 +823,8 @@ namespace HeavenStudio.Games { if (!disableCount) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("Four"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("Four", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -588,8 +838,8 @@ namespace HeavenStudio.Games { if (!disableCount) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("Three"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("Three", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -603,8 +853,8 @@ namespace HeavenStudio.Games { if (!disableCount) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("Two"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("Two", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -618,8 +868,8 @@ namespace HeavenStudio.Games { if (!disableCount) { - numberBGAnimator.Play("FlashBG", -1, 0); - numberAnimator.Play("One"); + numberBGAnimator.DoScaledAnimationAsync("FlashBG", 0.5f); + numberAnimator.DoScaledAnimationAsync("One", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else @@ -632,8 +882,8 @@ namespace HeavenStudio.Games public void FlashZero(double beat) { - numberBGAnimator.Play("FlashHit"); - numberAnimator.Play("Zero"); + numberBGAnimator.DoScaledAnimationAsync("FlashHit", 0.5f); + numberAnimator.DoScaledAnimationAsync("Zero", 0.5f); SoundByte.PlayOneShotGame("rhythmTestGBA/blip3"); } @@ -667,3 +917,29 @@ namespace HeavenStudio.Games } } + +namespace HeavenStudio.Games.Scripts_RhythmTestGBA +{ + public class Interval + { + private readonly double _start; + private readonly double _end; + private readonly Func _leftComparer; + private readonly Func _rightComparer; + + public double Start => _start; + public double End => _end; + + public Interval(double start, double end, bool isLeftClosed = true, bool isRightClosed = false) + { + _start = start; + _end = end; + + _leftComparer = isLeftClosed ? (value, boundary) => value >= boundary : (value, boundary) => value > boundary; + _rightComparer = isRightClosed ? (value, boundary) => value <= boundary : (value, boundary) => value < boundary; + } + + public bool Contains(double value) => _leftComparer(value, _start) && _rightComparer(value, _end); + } +} + diff --git a/Assets/Scripts/Games/RhythmTweezers/LongHair.cs b/Assets/Scripts/Games/RhythmTweezers/LongHair.cs index e6b627f7d..40b5875f5 100644 --- a/Assets/Scripts/Games/RhythmTweezers/LongHair.cs +++ b/Assets/Scripts/Games/RhythmTweezers/LongHair.cs @@ -66,7 +66,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers tweezers.hitOnFrame++; if (pullSound != null) - pullSound.Stop(); + pullSound.KillLoop(); pluckState = -1; } @@ -78,7 +78,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers tweezers.anim.Play("Tweezers_Idle", 0, 0); if (pullSound != null) - pullSound.Stop(); + pullSound.KillLoop(); pluckState = -1; game.ScoreMiss(); diff --git a/Assets/Scripts/Games/Rockers/Rockers.cs b/Assets/Scripts/Games/Rockers/Rockers.cs index 67a954e28..96b2265e2 100644 --- a/Assets/Scripts/Games/Rockers/Rockers.cs +++ b/Assets/Scripts/Games/Rockers/Rockers.cs @@ -35,25 +35,25 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("respond", true, "Respond", "Toggle if this guitar riff will have to be responded to by Soshi (the player)."), - new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."), - new Param("pitchSampleJJ", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("1JJ", new EntityTypes.Note(-1, 24, 0, 7, 2, offsetToC: false), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("2JJ", new EntityTypes.Note(-1, 24, 0, 0, 2, offsetToC: false), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("3JJ", new EntityTypes.Note(-1, 24, 0, 5, 3, offsetToC: false), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("4JJ", new EntityTypes.Note(-1, 24, 0, 10, 3, offsetToC: false), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("5JJ", new EntityTypes.Note(-1, 24, 0, 2, 3, offsetToC: false), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("6JJ", new EntityTypes.Note(-1, 24, 0, 7, 4, offsetToC: false), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("sampleJJ", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.None, Rockers.GetSample, "pitchSampleJJ"), "Premade Sample (JJ)", "Set if this riff should use a premade sample."), + new Param("pitchSampleJJ", new EntityTypes.Note(offsetToC: false), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."), new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."), - new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."), - new Param("pitchSampleS", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("1S", new EntityTypes.Note(-1, 24, 0, 7, 2, offsetToC: false), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("2S", new EntityTypes.Note(-1, 24, 0, 0, 2, offsetToC: false), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("3S", new EntityTypes.Note(-1, 24, 0, 5, 3, offsetToC: false), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("4S", new EntityTypes.Note(-1, 24, 0, 10, 3, offsetToC: false), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("5S", new EntityTypes.Note(-1, 24, 0, 2, 3, offsetToC: false), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("6S", new EntityTypes.Note(-1, 24, 0, 7, 4, offsetToC: false), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("sampleS", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.None, Rockers.GetSample, "pitchSampleS"), "Premade Sample (Soshi)", "Set if this riff should use a premade sample."), + new Param("pitchSampleS", new EntityTypes.Note(offsetToC: false), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."), new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.") - }, + } }, new GameAction("bend", "Bend") { @@ -125,22 +125,22 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle."), - new Param("JJ1", Rockers.PremadeSamples.ChordG5, "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."), - new Param("pJJ1", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."), - new Param("JJ2", Rockers.PremadeSamples.ChordG5, "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."), - new Param("pJJ2", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."), - new Param("JJ3", Rockers.PremadeSamples.ChordG5, "Premade Sample 3 (JJ)", "Set the sample to use for the 3rd riff."), - new Param("pJJ3", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."), - new Param("JJ4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (JJ)", "Set the sample to use for the final riff."), - new Param("pJJ4", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 4 (JJ)", "Set how many semitones the premade sample should be pitched up."), - new Param("S1", Rockers.PremadeSamples.ChordG, "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."), - new Param("pS1", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."), - new Param("S2", Rockers.PremadeSamples.ChordG, "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."), - new Param("pS2", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."), - new Param("S3", Rockers.PremadeSamples.ChordG, "Premade Sample 3 (Soshi)", "Set the sample to use for the 3rd riff."), - new Param("pS3", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."), - new Param("S4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (Soshi)", "Set the sample to use for the final riff."), - new Param("pS4", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 4 (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("JJ1", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordG5, Rockers.GetSample, "pJJ1"), "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."), + new Param("pJJ1", new EntityTypes.Note(offsetToC: false), "Sample Semitones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("JJ2", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordG5, Rockers.GetSample, "pJJ2"), "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."), + new Param("pJJ2", new EntityTypes.Note(offsetToC: false), "Sample Semitones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("JJ3", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordG5, Rockers.GetSample, "pJJ3"), "Premade Sample 3 (JJ)", "Set the sample to use for the 3rd riff."), + new Param("pJJ3", new EntityTypes.Note(offsetToC: false), "Sample Semitones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("JJ4", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordA, Rockers.GetSample, "pJJ4"), "Premade Sample 4 (JJ)", "Set the sample to use for the final riff."), + new Param("pJJ4", new EntityTypes.Note(offsetToC: false), "Sample Semitones 4 (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("S1", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordG, Rockers.GetSample, "pS1"), "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."), + new Param("pS1", new EntityTypes.Note(offsetToC: false), "Sample Semitones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("S2", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordG, Rockers.GetSample, "pS2"), "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."), + new Param("pS2", new EntityTypes.Note(offsetToC: false), "Sample Semitones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("S3", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordG, Rockers.GetSample, "pS3"), "Premade Sample 3 (Soshi)", "Set the sample to use for the 3rd riff."), + new Param("pS3", new EntityTypes.Note(offsetToC: false), "Sample Semitones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("S4", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordA, Rockers.GetSample, "pS4"), "Premade Sample 4 (Soshi)", "Set the sample to use for the final riff."), + new Param("pS4", new EntityTypes.Note(offsetToC: false), "Sample Semitones 4 (Soshi)", "Set how many semitones the premade sample should be pitched up."), } }, new GameAction("lastOne", "Last One!") @@ -171,18 +171,18 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle."), - new Param("JJ1", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."), - new Param("pJJ1", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."), - new Param("JJ2", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."), - new Param("pJJ2", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."), - new Param("JJ3", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 3 (JJ)", "Set the sample to use for the final riff."), - new Param("pJJ3", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."), - new Param("S1", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."), - new Param("pS1", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."), - new Param("S2", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."), - new Param("pS2", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."), - new Param("S3", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 3 (Soshi)", "Set the sample to use for the final riff."), - new Param("pS3", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("JJ1", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordAsus4, Rockers.GetSample, "pJJ1"), "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."), + new Param("pJJ1", new EntityTypes.Note(offsetToC: false), "Sample Semitones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("JJ2", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordAsus4, Rockers.GetSample, "pJJ2"), "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."), + new Param("pJJ2", new EntityTypes.Note(offsetToC: false), "Sample Semitones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("JJ3", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordAsus4, Rockers.GetSample, "pJJ3"), "Premade Sample 3 (JJ)", "Set the sample to use for the final riff."), + new Param("pJJ3", new EntityTypes.Note(offsetToC: false), "Sample Semitones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("S1", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordDmaj9, Rockers.GetSample, "pS1"), "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."), + new Param("pS1", new EntityTypes.Note(offsetToC: false), "Sample Semitones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("S2", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordDmaj9, Rockers.GetSample, "pS2"), "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."), + new Param("pS2", new EntityTypes.Note(offsetToC: false), "Sample Semitones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("S3", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.ChordDmaj9, Rockers.GetSample, "pS3"), "Premade Sample 3 (Soshi)", "Set the sample to use for the final riff."), + new Param("pS3", new EntityTypes.Note(offsetToC: false), "Sample Semitones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."), } }, new GameAction("count", "Count") @@ -240,23 +240,23 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."), - new Param("pitchSampleJJ", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("1JJ", new EntityTypes.Note(-1, 24, 0, 7, 2, offsetToC: false), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("2JJ", new EntityTypes.Note(-1, 24, 0, 0, 2, offsetToC: false), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("3JJ", new EntityTypes.Note(-1, 24, 0, 5, 3, offsetToC: false), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("4JJ", new EntityTypes.Note(-1, 24, 0, 10, 3, offsetToC: false), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("5JJ", new EntityTypes.Note(-1, 24, 0, 2, 3, offsetToC: false), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("6JJ", new EntityTypes.Note(-1, 24, 0, 7, 4, offsetToC: false), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("sampleJJ", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.None, Rockers.GetSample, "pitchSampleJJ"), "Premade Sample (JJ)", "Set if this riff should use a premade sample."), + new Param("pitchSampleJJ", new EntityTypes.Note(offsetToC: false), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."), new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."), - new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."), - new Param("pitchSampleS", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("1S", new EntityTypes.Note(-1, 24, 0, 7, 2, offsetToC: false), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("2S", new EntityTypes.Note(-1, 24, 0, 0, 2, offsetToC: false), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("3S", new EntityTypes.Note(-1, 24, 0, 5, 3, offsetToC: false), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("4S", new EntityTypes.Note(-1, 24, 0, 10, 3, offsetToC: false), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("5S", new EntityTypes.Note(-1, 24, 0, 2, 3, offsetToC: false), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("6S", new EntityTypes.Note(-1, 24, 0, 7, 4, offsetToC: false), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("sampleS", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.None, Rockers.GetSample, "pitchSampleS"), "Premade Sample (Soshi)", "Set if this riff should use a premade sample."), + new Param("pitchSampleS", new EntityTypes.Note(offsetToC: false), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."), new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.") } }, @@ -265,23 +265,23 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."), - new Param("pitchSampleJJ", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."), + new Param("1JJ", new EntityTypes.Note(-1, 24, 0, 7, 2, offsetToC: false), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("2JJ", new EntityTypes.Note(-1, 24, 0, 0, 2, offsetToC: false), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("3JJ", new EntityTypes.Note(-1, 24, 0, 5, 3, offsetToC: false), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("4JJ", new EntityTypes.Note(-1, 24, 0, 10, 3, offsetToC: false), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("5JJ", new EntityTypes.Note(-1, 24, 0, 2, 3, offsetToC: false), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("6JJ", new EntityTypes.Note(-1, 24, 0, 7, 4, offsetToC: false), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("sampleJJ", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.None, Rockers.GetSample, "pitchSampleJJ"), "Premade Sample (JJ)", "Set if this riff should use a premade sample."), + new Param("pitchSampleJJ", new EntityTypes.Note(offsetToC: false), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."), new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."), - new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), - new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."), - new Param("pitchSampleS", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."), + new Param("1S", new EntityTypes.Note(-1, 24, 0, 7, 2, offsetToC: false), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("2S", new EntityTypes.Note(-1, 24, 0, 0, 2, offsetToC: false), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("3S", new EntityTypes.Note(-1, 24, 0, 5, 3, offsetToC: false), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("4S", new EntityTypes.Note(-1, 24, 0, 10, 3, offsetToC: false), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("5S", new EntityTypes.Note(-1, 24, 0, 2, 3, offsetToC: false), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("6S", new EntityTypes.Note(-1, 24, 0, 7, 4, offsetToC: false), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."), + new Param("sampleS", new EntityTypes.NoteSampleDropdown(Rockers.PremadeSamples.None, Rockers.GetSample, "pitchSampleS"), "Premade Sample (Soshi)", "Set if this riff should use a premade sample."), + new Param("pitchSampleS", new EntityTypes.Note(offsetToC: false), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."), new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.") } }, @@ -341,6 +341,58 @@ namespace HeavenStudio.Games DoremiNoteA2, DoremiNoteE2 } + + public static readonly Dictionary NoteSamples = new() + { + { PremadeSamples.None, new NoteSample() }, + { PremadeSamples.BendG5, new("rockers/BendG5", 10, 5) }, + { PremadeSamples.BendC6, new("rockers/BendC6", 3, 6) }, + { PremadeSamples.ChordA, new("rockers/rocker/rockerChordA", 0, 4) }, + { PremadeSamples.ChordAsus4, new("rockers/rocker/rockerChordAsus4", 0, 4) }, + { PremadeSamples.ChordBm, new("rockers/rocker/rockerChordBm", 2, 4) }, + { PremadeSamples.ChordCSharpm7, new("rockers/rocker/rockerChordC#m7", 4, 4) }, + { PremadeSamples.ChordDmaj7, new("rockers/rocker/rockerChordDmaj7", 5, 4) }, + { PremadeSamples.ChordDmaj9, new("rockers/rocker/rockerChordDmaj9", 5, 4) }, + { PremadeSamples.ChordFSharp5, new("rockers/rocker/rockerChordF#5", 9, 4) }, + { PremadeSamples.ChordG, new("rockers/rocker/rockerChordG", 10, 4) }, + { PremadeSamples.ChordG5, new("rockers/rocker/rockerChordG5", 10, 4) }, + { PremadeSamples.ChordGdim7, new("rockers/rocker/rockerChordGdim7", 10, 4) }, + { PremadeSamples.ChordGm, new("rockers/rocker/rockerChordGm", 10, 4) }, + { PremadeSamples.NoteASharp4, new("rockers/rocker/rockerNoteA#4", 1, 4) }, + { PremadeSamples.NoteA5, new("rockers/rocker/rockerNoteA5", 0, 5) }, + { PremadeSamples.PracticeChordD, new("rockers/rocker/rockerPracticeChordD", 5, 4) }, + { PremadeSamples.Remix6ChordA, new("rockers/rocker/rockerRemix6ChordA", 0, 4) }, + { PremadeSamples.Remix10ChordD, new("rockers/rocker/rockerRemix10ChordD", 5, 4) }, + { PremadeSamples.Remix10ChordFSharpm, new("rockers/rocker/rockerRemix10ChordF#m", 9, 4) }, + { PremadeSamples.DoremiChordA7, new("rockers/doremi/doremiChordA7", 0, 4) }, + { PremadeSamples.DoremiChordAm7, new("rockers/doremi/doremiChordAm7", 0, 4) }, + { PremadeSamples.DoremiChordC, new("rockers/doremi/doremiChordC", 3, 4) }, + { PremadeSamples.DoremiChordC7, new("rockers/doremi/doremiChordC7", 3, 4) }, + { PremadeSamples.DoremiChordCadd9, new("rockers/doremi/doremiChordCadd9", 3, 4) }, + { PremadeSamples.DoremiChordDm, new("rockers/doremi/doremiChordDm", 5, 4) }, + { PremadeSamples.DoremiChordDm7, new("rockers/doremi/doremiChordDm7", 5, 4) }, + { PremadeSamples.DoremiChordEm, new("rockers/doremi/doremiChordEm", 7, 4) }, + { PremadeSamples.DoremiChordF, new("rockers/doremi/doremiChordF", 8, 4) }, + { PremadeSamples.DoremiChordFadd9, new("rockers/doremi/doremiChordFadd9", 8, 4) }, + { PremadeSamples.DoremiChordFm, new("rockers/doremi/doremiChordFm", 8, 4) }, + { PremadeSamples.DoremiChordG, new("rockers/doremi/doremiChordG", 10, 4) }, + { PremadeSamples.DoremiChordG7, new("rockers/doremi/doremiChordG7", 10, 4) }, + { PremadeSamples.DoremiChordGm, new("rockers/doremi/doremiChordGm", 10, 4) }, + { PremadeSamples.DoremiChordGsus4, new("rockers/doremi/doremiChordGsus4", 10, 4) }, + { PremadeSamples.DoremiNoteA2, new("rockers/doremi/doremiNoteA2", 0, 2) }, + { PremadeSamples.DoremiNoteE2, new("rockers/doremi/doremiNoteE2", 7, 2) }, + }; + + public static NoteSample GetSample(object sampleEnum) + { + return NoteSamples[sampleEnum]; + } + + public static NoteSample GetSample(int sampleIndex) + { + return NoteSamples[(PremadeSamples)sampleIndex]; + } + public enum WhoMutes { JJ, @@ -700,7 +752,7 @@ namespace HeavenStudio.Games }), new BeatAction.Action(beat + 3, delegate { - JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[0], JJPitches[0]); + JJ.StrumStrings(false, new int[6], GetSample(JJSamples[0]), JJPitches[0]); }), new BeatAction.Action(beat + 3.5f, delegate { @@ -708,7 +760,7 @@ namespace HeavenStudio.Games }), new BeatAction.Action(beat + 4.5f, delegate { - JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[1], JJPitches[1]); + JJ.StrumStrings(false, new int[6], GetSample(JJSamples[1]), JJPitches[1]); }), new BeatAction.Action(beat + 5f, delegate { @@ -716,7 +768,7 @@ namespace HeavenStudio.Games }), new BeatAction.Action(beat + 6, delegate { - JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[2], JJPitches[2]); + JJ.StrumStrings(false, new int[6], GetSample(JJSamples[2]), JJPitches[2]); }), new BeatAction.Action(beat + 6.5f, delegate { @@ -724,15 +776,15 @@ namespace HeavenStudio.Games }), }); RockersInput riffComp = Instantiate(rockerInputRef, transform); - riffComp.Init(false, new int[6], beat, 3, (PremadeSamples)SoshiSamples[0], SoshiPitches[0]); + riffComp.Init(false, new int[6], beat, 3, GetSample(SoshiSamples[0]), SoshiPitches[0]); ScheduleInput(beat, 3.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); RockersInput riffComp2 = Instantiate(rockerInputRef, transform); - riffComp2.Init(false, new int[6], beat, 4.5f, (PremadeSamples)SoshiSamples[1], SoshiPitches[1]); + riffComp2.Init(false, new int[6], beat, 4.5f, GetSample(SoshiSamples[1]), SoshiPitches[1]); ScheduleInput(beat, 5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); RockersInput riffComp3 = Instantiate(rockerInputRef, transform); - riffComp3.Init(false, new int[6], beat, 6, (PremadeSamples)SoshiSamples[2], SoshiPitches[2]); + riffComp3.Init(false, new int[6], beat, 6, GetSample(SoshiSamples[2]), SoshiPitches[2]); ScheduleInput(beat, 6.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty); } @@ -755,7 +807,7 @@ namespace HeavenStudio.Games }), new BeatAction.Action(beat + 3, delegate { - JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[0], JJPitches[0]); + JJ.StrumStrings(false, new int[6], GetSample(JJSamples[0]), JJPitches[0]); }), new BeatAction.Action(beat + 4, delegate { @@ -763,7 +815,7 @@ namespace HeavenStudio.Games }), new BeatAction.Action(beat + 4.5f, delegate { - JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[1], JJPitches[1]); + JJ.StrumStrings(false, new int[6], GetSample(JJSamples[1]), JJPitches[1]); }), new BeatAction.Action(beat + 5.5f, delegate { @@ -771,7 +823,7 @@ namespace HeavenStudio.Games }), new BeatAction.Action(beat + 6, delegate { - JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[2], JJPitches[2]); + JJ.StrumStrings(false, new int[6], GetSample(JJSamples[2]), JJPitches[2]); }), new BeatAction.Action(beat + 6.5, delegate { @@ -779,7 +831,7 @@ namespace HeavenStudio.Games }), new BeatAction.Action(beat + 7, delegate { - JJ.StrumStrings(false, new int[6], (PremadeSamples)JJSamples[3], JJPitches[3], false, true); + JJ.StrumStrings(false, new int[6], GetSample(JJSamples[3]), JJPitches[3], false, true); }), new BeatAction.Action(beat + 10, delegate { @@ -787,19 +839,19 @@ namespace HeavenStudio.Games }), }); RockersInput riffComp = Instantiate(rockerInputRef, transform); - riffComp.Init(false, new int[6], beat, 3, (PremadeSamples)SoshiSamples[0], SoshiPitches[0]); + riffComp.Init(false, new int[6], beat, 3, GetSample(SoshiSamples[0]), SoshiPitches[0]); ScheduleAutoplayInput(beat, 4, InputAction_BasicPress, JustMute, MuteMiss, Empty); RockersInput riffComp2 = Instantiate(rockerInputRef, transform); - riffComp2.Init(false, new int[6], beat, 4.5f, (PremadeSamples)SoshiSamples[1], SoshiPitches[1]); + riffComp2.Init(false, new int[6], beat, 4.5f, GetSample(SoshiSamples[1]), SoshiPitches[1]); ScheduleAutoplayInput(beat, 5.5f, InputAction_BasicPress, JustMute, MuteMiss, Empty); RockersInput riffComp3 = Instantiate(rockerInputRef, transform); - riffComp3.Init(false, new int[6], beat, 6, (PremadeSamples)SoshiSamples[2], SoshiPitches[2]); + riffComp3.Init(false, new int[6], beat, 6, GetSample(SoshiSamples[2]), SoshiPitches[2]); ScheduleInput(beat, 6.5f, InputAction_BasicPress, JustMute, MuteMiss, Empty); RockersInput riffComp4 = Instantiate(rockerInputRef, transform); - riffComp4.Init(false, new int[6], beat, 7, (PremadeSamples)SoshiSamples[3], SoshiPitches[3], true); + riffComp4.Init(false, new int[6], beat, 7, GetSample(SoshiSamples[3]), SoshiPitches[3], true); ScheduleAutoplayInput(beat, 10, InputAction_BasicPress, JustMute, MuteMiss, Empty); } @@ -845,12 +897,12 @@ namespace HeavenStudio.Games e["4JJ"], e["5JJ"], e["6JJ"], - }, (PremadeSamples)e["sampleJJ"], e["pitchSampleJJ"]); + }, GetSample(e["sampleJJ"]), e["pitchSampleJJ"]); })); actions.Add(new BeatAction.Action(e.beat + e.length, delegate { JJ.Mute(); })); 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, - (PremadeSamples)e["sampleS"], e["pitchSampleS"]); + 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); } @@ -866,12 +918,12 @@ namespace HeavenStudio.Games e["4JJ"], e["5JJ"], e["6JJ"], - }, (PremadeSamples)e["sampleJJ"], e["pitchSampleJJ"], false, true); + }, GetSample(e["sampleJJ"]), e["pitchSampleJJ"], false, true); })); actions.Add(new BeatAction.Action(e.beat + e.length, delegate { JJ.Mute(); })); 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, - (PremadeSamples)e["sampleS"], e["pitchSampleS"], true); + 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); break; @@ -976,7 +1028,7 @@ namespace HeavenStudio.Games public void Riff(double beat, float length, int[] pitches, bool gleeClubJJ, int sampleJJ, int sampleTonesJJ, bool noRespond) { - JJ.StrumStrings(gleeClubJJ, pitches, (PremadeSamples)sampleJJ, sampleTonesJJ, noRespond); + JJ.StrumStrings(gleeClubJJ, pitches, GetSample(sampleJJ), sampleTonesJJ, noRespond); BeatAction.New(instance, new List() { new BeatAction.Action(beat + length, delegate { JJ.Mute(); }) @@ -1086,7 +1138,7 @@ 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, - (PremadeSamples)crEvent["sampleS"], crEvent["pitchSampleS"]); + 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); } diff --git a/Assets/Scripts/Games/Rockers/RockersInput.cs b/Assets/Scripts/Games/Rockers/RockersInput.cs index 4ee865687..42548aaf3 100644 --- a/Assets/Scripts/Games/Rockers/RockersInput.cs +++ b/Assets/Scripts/Games/Rockers/RockersInput.cs @@ -11,14 +11,14 @@ namespace HeavenStudio.Games.Scripts_Rockers private bool gleeClub; - private Rockers.PremadeSamples sample; + private NoteSample sample; private int sampleTones; private bool jump; private Rockers game; - public void Init(bool gleeClub, int[] pitches, double beat, double length, Rockers.PremadeSamples sample, int sampleTones, bool jump = false) + public void Init(bool gleeClub, int[] pitches, double beat, double length, NoteSample sample, int sampleTones, bool jump = false) { game = Rockers.instance; this.gleeClub = gleeClub; diff --git a/Assets/Scripts/Games/Rockers/RockersRocker.cs b/Assets/Scripts/Games/Rockers/RockersRocker.cs index c8eabf693..e9a6f14f3 100644 --- a/Assets/Scripts/Games/Rockers/RockersRocker.cs +++ b/Assets/Scripts/Games/Rockers/RockersRocker.cs @@ -46,13 +46,17 @@ namespace HeavenStudio.Games.Scripts_Rockers { if (sound != null) { - sound.KillLoop(0); + sound.KillLoop(); } } + if (chordSound != null) { - chordSound.KillLoop(0); + chordSound.KillLoop(); + chordSound = null; } + + stringSounds = new Sound[6]; } public void PrepareTogether(bool forceMute = false) @@ -100,7 +104,7 @@ namespace HeavenStudio.Games.Scripts_Rockers } private bool lastGleeClub = false; - private Rockers.PremadeSamples lastSample; + private NoteSample lastSample; private int lastSampleTones; public void StrumStringsLast(bool disableStrumEffect = false, bool jump = false, bool barely = false) @@ -108,7 +112,7 @@ namespace HeavenStudio.Games.Scripts_Rockers StrumStrings(lastGleeClub, lastPitches, lastSample, lastSampleTones, disableStrumEffect, jump, barely); } - public void StrumStrings(bool gleeClub, int[] pitches, Rockers.PremadeSamples sample, int sampleTones, bool disableStrumEffect = false, bool jump = false, bool barely = false) + public void StrumStrings(bool gleeClub, int[] pitches, NoteSample sample, int sampleTones, bool disableStrumEffect = false, bool jump = false, bool barely = false) { if (strumming) return; lastGleeClub = gleeClub; @@ -117,7 +121,7 @@ namespace HeavenStudio.Games.Scripts_Rockers muted = false; strumming = true; StopSounds(); - if (sample == Rockers.PremadeSamples.None) + if (sample.sample == null) { lastPitches = pitches; for (int i = 0; i < pitches.Length; i++) @@ -133,48 +137,7 @@ namespace HeavenStudio.Games.Scripts_Rockers else { float pitch = SoundByte.GetPitchFromSemiTones(sampleTones, true); - string soundName = sample switch - { - Rockers.PremadeSamples.None => "", - Rockers.PremadeSamples.BendG5 => "rockers/BendG5", - Rockers.PremadeSamples.BendC6 => "rockers/BendC6", - Rockers.PremadeSamples.ChordA => "rockers/rocker/rockerChordA", - Rockers.PremadeSamples.ChordAsus4 => "rockers/rocker/rockerChordAsus4", - Rockers.PremadeSamples.ChordBm => "rockers/rocker/rockerChordBm", - Rockers.PremadeSamples.ChordCSharpm7 => "rockers/rocker/rockerChordC#m7", - Rockers.PremadeSamples.ChordDmaj7 => "rockers/rocker/rockerChordDmaj7", - Rockers.PremadeSamples.ChordDmaj9 => "rockers/rocker/rockerChordDmaj9", - Rockers.PremadeSamples.ChordFSharp5 => "rockers/rocker/rockerChordF#5", - Rockers.PremadeSamples.ChordG => "rockers/rocker/rockerChordG", - Rockers.PremadeSamples.ChordG5 => "rockers/rocker/rockerChordG5", - Rockers.PremadeSamples.ChordGdim7 => "rockers/rocker/rockerChordGdim7", - Rockers.PremadeSamples.ChordGm => "rockers/rocker/rockerChordGm", - Rockers.PremadeSamples.NoteASharp4 => "rockers/rocker/rockerNoteA#4", - Rockers.PremadeSamples.NoteA5 => "rockers/rocker/rockerNoteA5", - Rockers.PremadeSamples.PracticeChordD => "rockers/rocker/rockerPracticeChordD", - Rockers.PremadeSamples.Remix6ChordA => "rockers/rocker/rockerRemix6ChordA", - Rockers.PremadeSamples.Remix10ChordD => "rockers/rocker/rockerRemix10ChordD", - Rockers.PremadeSamples.Remix10ChordFSharpm => "rockers/rocker/rockerRemix10ChordF#m", - Rockers.PremadeSamples.DoremiChordA7 => "rockers/doremi/doremiChordA7", - Rockers.PremadeSamples.DoremiChordAm7 => "rockers/doremi/doremiChordAm7", - Rockers.PremadeSamples.DoremiChordC => "rockers/doremi/doremiChordC", - Rockers.PremadeSamples.DoremiChordC7 => "rockers/doremi/doremiChordC7", - Rockers.PremadeSamples.DoremiChordCadd9 => "rockers/doremi/doremiChordCadd9", - Rockers.PremadeSamples.DoremiChordDm => "rockers/doremi/doremiChordDm", - Rockers.PremadeSamples.DoremiChordDm7 => "rockers/doremi/doremiChordDm7", - Rockers.PremadeSamples.DoremiChordEm => "rockers/doremi/doremiChordEm", - Rockers.PremadeSamples.DoremiChordF => "rockers/doremi/doremiChordF", - Rockers.PremadeSamples.DoremiChordFadd9 => "rockers/doremi/doremiChordFadd9", - Rockers.PremadeSamples.DoremiChordFm => "rockers/doremi/doremiChordFm", - Rockers.PremadeSamples.DoremiChordG => "rockers/doremi/doremiChordG", - Rockers.PremadeSamples.DoremiChordG7 => "rockers/doremi/doremiChordG7", - Rockers.PremadeSamples.DoremiChordGm => "rockers/doremi/doremiChordGm", - Rockers.PremadeSamples.DoremiChordGsus4 => "rockers/doremi/doremiChordGsus4", - Rockers.PremadeSamples.DoremiNoteA2 => "rockers/doremi/doremiNoteA2", - Rockers.PremadeSamples.DoremiNoteE2 => "rockers/doremi/doremiNoteE2", - _ => throw new System.NotImplementedException(), - }; - chordSound = SoundByte.PlayOneShotGame(soundName, -1, pitch, 1, true); + chordSound = SoundByte.PlayOneShotGame(sample.sample, -1, pitch, 1, true); } if (together) @@ -301,7 +264,7 @@ namespace HeavenStudio.Games.Scripts_Rockers private float GetBentPitch(float pitch, int bend) { - float unscaledPitch = chordSound.pitch / Conductor.instance.musicSource.pitch; + float unscaledPitch = pitch / Conductor.instance.musicSource.pitch; float bendPitch = SoundByte.GetPitchFromSemiTones(bend, false); return (unscaledPitch * bendPitch) * Conductor.instance.musicSource.pitch; diff --git a/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs b/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs index d26123db7..ade33be6f 100644 --- a/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs +++ b/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs @@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("2b2t", false, "Voxel Melon", "Toggle if the melon should be reskinned as a melon from a certain game."), - new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the melon spills out when sliced."), + new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the melon spills out when sliced."), } }, new GameAction("fish", "Fish") @@ -49,7 +49,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 7, parameters = new List() { - new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."), + new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the fish spills out when sliced."), } }, new GameAction("demon", "Demon") @@ -61,7 +61,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 7, parameters = new List() { - new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."), + new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the demon spills out when sliced."), } }, new GameAction("particle effects", "Particle Effects") @@ -90,7 +90,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"), - new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"), + new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The number of coins the melon spills out when sliced"), }, hidden = true }, diff --git a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs index 4a95dfc73..62e2a7892 100644 --- a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs +++ b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs @@ -109,7 +109,7 @@ namespace HeavenStudio.Games.Loaders new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, - new GameAction("recolor", "Color Pallete") + new GameAction("recolor", "Color Palette") { function = delegate { var e = eventCaller.currentEntity; SeeSaw.ChangeMappingColor(e["fill"], e["outline"]); }, defaultLength = 0.5f, @@ -239,7 +239,7 @@ namespace HeavenStudio.Games { evt.Disable(); } - if (_landSoundEnd != null) _landSoundEnd.Stop(); + if (_landSoundEnd != null) _landSoundEnd.KillLoop(); } private void PersistColors(double beat) diff --git a/Assets/Scripts/Games/SickBeats/SickBeats.cs b/Assets/Scripts/Games/SickBeats/SickBeats.cs index 119812549..3a17f2431 100644 --- a/Assets/Scripts/Games/SickBeats/SickBeats.cs +++ b/Assets/Scripts/Games/SickBeats/SickBeats.cs @@ -237,6 +237,7 @@ namespace HeavenStudio.Games [NonSerialized] public double gameEndBeat = double.MaxValue; public override void OnGameSwitch(double beat) { + PersistColor(beat); var entities = GameManager.instance.Beatmap.Entities; // find out when the next game switch (or remix end) happens RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > beat); @@ -465,5 +466,16 @@ namespace HeavenStudio.Games return UnityEngine.Random.Range(0, 4); } + + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("sickBeats", new string[] { "virusColor" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + UpdateMaterialColor(lastEvent["colorVirus1"], lastEvent["colorVirus2"], lastEvent["colorVirus3"], lastEvent["colorVirus4"]); + } + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/SlotMonster/SlotMonster.cs b/Assets/Scripts/Games/SlotMonster/SlotMonster.cs index 313bbb98f..d5909ead5 100644 --- a/Assets/Scripts/Games/SlotMonster/SlotMonster.cs +++ b/Assets/Scripts/Games/SlotMonster/SlotMonster.cs @@ -219,7 +219,7 @@ namespace HeavenStudio.Games string hitSfx = "slotMonster/stop_" + (isLast && isHit && !isMiss ? "hit" : (currentButton + 1)); SoundByte.PlayOneShotGame(hitSfx, forcePlay: true); if (isLast) { - if (rollingSound != null) rollingSound.Stop(); + if (rollingSound != null) rollingSound.KillLoop(); inputsActive = false; if (isHit && !isMiss) { smAnim.DoScaledAnimationAsync("Win", 0.5f); @@ -235,7 +235,7 @@ namespace HeavenStudio.Games public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat) { - if (rollingSound != null) rollingSound.Stop(); + if (rollingSound != null) rollingSound.KillLoop(); List slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length); if (slotActions.Count <= 0) return; @@ -322,7 +322,7 @@ namespace HeavenStudio.Games private void ButtonEndMiss(PlayerActionEvent caller) { Debug.Log("miss i guess"); - if (rollingSound != null) rollingSound.Stop(); + if (rollingSound != null) rollingSound.KillLoop(); inputsActive = false; smAnim.DoScaledAnimationAsync("Lose", 0.5f); foreach (var anim in eyeAnims) { diff --git a/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs b/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs index c2154d84e..dd1338710 100644 --- a/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs +++ b/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs @@ -102,7 +102,7 @@ namespace HeavenStudio.Games } if (Conductor.instance.isPlaying) { - Conductor.instance.SetMinigamePitch(1f, true); + Conductor.instance.SetMinigamePitch(1f); } } diff --git a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs index d4f965b4e..4340ba9e0 100644 --- a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs +++ b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs @@ -46,7 +46,7 @@ namespace HeavenStudio.Games.Loaders }), - new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Set the amount of space kickers."), + new Param("amount", new EntityTypes.Integer(2, 30, 5), "Number", "Set the number of space kickers."), new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "Set how much distance there should be between the space kickers on the x axis."), new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "Set how much distance there should be between the space kickers on the x axis."), new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "Set how much distance there should be between the space kickers on the x axis."), diff --git a/Assets/Scripts/Games/Splashdown/Splashdown.cs b/Assets/Scripts/Games/Splashdown/Splashdown.cs index eb0ebdd86..4a871dc3b 100644 --- a/Assets/Scripts/Games/Splashdown/Splashdown.cs +++ b/Assets/Scripts/Games/Splashdown/Splashdown.cs @@ -63,6 +63,14 @@ namespace HeavenStudio.Games.Loaders resizable = true, defaultLength = 8 }, + + new GameAction("forceDive", "Force Dive") + { + function = delegate {var e = eventCaller.currentEntity; Splashdown.instance.ForceDive(); }, + defaultLength = 0.5f, + resizable = false, + }, + new GameAction("amount", "Change Synchrette Number") { function = delegate { Splashdown.instance.SpawnSynchrettes(eventCaller.currentEntity["amount"], eventCaller.currentEntity.beat); }, @@ -209,6 +217,16 @@ namespace HeavenStudio.Games BeatAction.New(instance, actions); } + public void ForceDive() + { + if (IsIntroing()) return; + foreach (var synchrette in currentSynchrettes) + { + synchrette.GoDown(false); + player.GoDown(false); + } + } + public void GoDown(double beat, float length) { if (IsIntroing()) return; diff --git a/Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs b/Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs index 3ef5d0f8e..bf89cee95 100644 --- a/Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs +++ b/Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs @@ -28,7 +28,9 @@ using HeavenStudio.Util; using HeavenStudio.InputSystem; using System; using System.Collections.Generic; +using System.Linq; using UnityEngine; +using DG.Tweening; namespace HeavenStudio.Games.Loaders { @@ -68,14 +70,15 @@ namespace HeavenStudio.Games.Loaders new GameAction("stompSignal", "Stomp Signal") { - function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], !e["mute"], e["look"]); }, + function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], !e["mute"], e["look"], e["direction"]); }, parameters = new List() { new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations."), - new Param("look", true, "Look Forward", "The Sumo Brothers will look at the camera if transitioning from slapping.") + new Param("look", true, "Look at Camera", "The Sumo Brothers will look at the camera if transitioning from slapping."), + new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.StompSignalSound(e.beat);} }, - defaultLength = 4f, + defaultLength = 4f, priority = 4 }, @@ -93,21 +96,45 @@ namespace HeavenStudio.Games.Loaders new GameAction("endPose", "Finishing Pose") { - function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.EndPose(e.beat, e["random"], e["type"], e["bg"], e["confetti"]); }, + function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.EndPose(e.beat, e["random"], e["type"], e["bg"], e["confetti"], e["alternate"], e["throw"]); }, parameters = new List() { new Param("random", true, "Random Pose", "Picks a random pose that will play on a successful input. Does not include the finale pose.", new List() { new Param.CollapseParam((x, _) => !(bool)x, new string[] { "type" }) }), - new Param("type", new EntityTypes.Integer(1, 3, 1), "Pose", "The pose that the Sumo Brothers will make."), - new Param("bg", SumoBrothers.BGType.None, "Background", "The background that appears on a successful input."), - new Param("confetti", false, "Confetti (WIP)", "Confetti particles will fly everywhere on a successful input.") + new Param("type", SumoBrothers.PoseType.Squat, "Pose", "The pose variant that the Sumo Brothers perform on a successful input.", new List() + { + new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.PoseType.Finale, new string[] { "throw" }) + }), + new Param("throw", true, "Throw Glasses", "If the Blue Sumo Brother will throw his glasses on a successful input."), + new Param("alternate", true, "Alternate Background", "Alternates between which of the backgrounds appear on a successful input. Persists between game switches.", new List() + { + new Param.CollapseParam((x, _) => !(bool)x, new string[] { "bg" }) + }), + new Param("bg", SumoBrothers.BGType.GreatWave, "Background", "The background that appears on a successful input."), + new Param("confetti", true, "Confetti (WIP)", "Confetti particles will fly everywhere on a successful input.") }, defaultLength = 5f, priority = 2 }, - new GameAction("look", "Look Forward") + new GameAction("background color", "Background Appearance") + { + function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.BackgroundColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); }, + defaultLength = 0.5f, + resizable = true, + parameters = new List() + { + new Param("colorFrom", SumoBrothers.defaultBgTopColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."), + new Param("colorTo", SumoBrothers.defaultBgTopColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."), + new Param("colorFrom2", SumoBrothers.defaultBgBtmColor, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."), + new Param("colorTo2", SumoBrothers.defaultBgBtmColor, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") + + }, + }, + + new GameAction("look", "Look at Camera") { function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.LookAtCamera(e.beat, e.length); }, /*parameters = new List() @@ -118,10 +145,42 @@ namespace HeavenStudio.Games.Loaders resizable = true }, + new GameAction("forceinput", "Force Slapping / Stomping") + { + preFunction = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.ForceInputs(e.beat, e.length, e["type"], e["direction"], e["center"], e["switch"], e["prepare"]); }, + parameters = new List() + { + new Param("type", SumoBrothers.ForceInputType.Slap, "Input Type", "Will the Sumo Brothers Slap or Stomp?", new List() + { + new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Slap, new string[] { "switch" }), + new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Stomp, new string[] { "direction", "center" }) + }), + new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."), + new Param("center", false, "Center Stomp", "The Sumo Brothers' first stomp will be toward the middle before resuming the direction selected above. Has no ready animation."), + new Param("switch", false, "Transition to Stomp", "The Sumo Brothers will play an alternate slap animation to signify transitioning into a stomp for the last slap."), + new Param("prepare", true, "Prepare Animation", "If the Sumo Brothers shall play the starting prepare animation."), + }, + defaultLength = 1f, + resizable = true, + preFunctionLength = 1, + + }, + + /*new GameAction("inusoundslol", "Inu Sounds (Only here because I can't build the damn asset bundles without everything breaking)") + { + function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.InuSoundsLol(e.beat, e["type"]); }, + parameters = new List() + { + new Param("type", new EntityTypes.Integer(0, 1, 0), "sound", "i am so desperate to get my showcase thingy out lol."), + }, + defaultLength = 1.69f, + },*/ + }, - new List() { "ctr", "keep" }, - //"ctrsumou", "jp", - //new List() { }, + // Sumo asset bundles are really bugged for some reason, having almost all the head animations break + //new List() { "ctr", "keep" }, + //"ctrsumou", "en", + new List() { }, chronologicalSortKey: 31 ); } @@ -133,15 +192,57 @@ namespace HeavenStudio.Games // using Scripts_SumoBrothers; public class SumoBrothers : Minigame { - [Header("Components")] + private static Color _defaultBgTopColor; + public static Color defaultBgTopColor + { + get + { + ColorUtility.TryParseHtmlString("#FFFF02", out _defaultBgTopColor); + return _defaultBgTopColor; + } + } + + private static Color _defaultBgBtmColor; + public static Color defaultBgBtmColor + { + get + { + ColorUtility.TryParseHtmlString("#FFFF73", out _defaultBgBtmColor); + return _defaultBgBtmColor; + } + } + + [Header("Animators")] [SerializeField] Animator inuSensei; [SerializeField] Animator sumoBrotherP; [SerializeField] Animator sumoBrotherG; [SerializeField] Animator sumoBrotherGHead; [SerializeField] Animator sumoBrotherPHead; [SerializeField] Animator impact; + [SerializeField] Animator glasses; [SerializeField] Animator dust; + [SerializeField] Animator bgMove; + [SerializeField] Animator bgStatic; + [Header("Background Colors")] + public Material backgroundMaterial; + public SpriteRenderer bgTop; + public SpriteRenderer bgBtm; + + // copypasted my stolen code from clap trap lmao + + // i stole these from rhythm tweezers lol + private double colorStartBeat = -1; + private float colorLength = 0f; + private Color colorTopStart; //obviously put to the default color of the game + private Color colorBtmStart; + private Color colorTopEnd; + private Color colorBtmEnd; + private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox + Tween bgColorTween; + + private SpriteRenderer backgroundTopColor; + private SpriteRenderer backgroundBtmColor; [Header("Properties")] /*static List queuedInputs = new List(); @@ -153,6 +254,16 @@ namespace HeavenStudio.Games public int poseBG; }*/ + [SerializeField] private Transform camera; + public float cameraX = 0f; + public float cameraXNew = 0f; + private double justStompBeat; + private double stompShakeLength; + public double stompShakeSpeed; + + public List stompShakeTimings = new List(); + public List stompShakeValues = new List(); + private bool goBopSumo; private bool goBopInu; @@ -164,6 +275,9 @@ namespace HeavenStudio.Games private int sumoPoseType; private string sumoPoseTypeCurrent = "1"; private int sumoPoseTypeNext; + private double nextGameswitchBeat = -1; + + private bool lookingAtCamera = false; @@ -178,21 +292,42 @@ namespace HeavenStudio.Games public static SumoBrothers instance; - /* public enum PoseType + public enum PoseType { - Crouching, - Crossed, - Pointing, - Finale - }*/ + Squat = 1, + Stance = 2, + Pointing = 3, + Finale = 4, + // finale but without throwing glasses will just be = 5 + Dab = 6, + } public enum BGType { - //TheGreatWave = 0, - //OtaniOniji = 1, - None = 2 + None = 2, + GreatWave = 0, + OtaniOniji = 1, + Nerd = 3, } + private BGType bgType = BGType.None; + static public BGType bgTypeNext = BGType.None; + + public enum StompDirection + { + Automatic = 0, + Left = 1, + Right = 2, + } + + public enum ForceInputType + { + Stomp = 0, + Slap = 1, + //Pose? lolololololol + } + + private enum SumoState { Idle, @@ -218,8 +353,8 @@ namespace HeavenStudio.Games } public static PlayerInput.InputAction InputAction_Alt = - new("CtrSumouAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat }, - IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress); + new("CtrSumouAlt", new int[] { IAAltDownCat, IAFlickCat, IAAltDownCat }, + IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress); // Start is called before the first frame update @@ -238,6 +373,19 @@ namespace HeavenStudio.Games sumoPoseType = 0; sumoPoseTypeNext = 0; + var beat = Conductor.instance.songPositionInBeatsAsDouble; + + backgroundMaterial.SetColor("_ColorAlpha", defaultBgTopColor); + backgroundMaterial.SetColor("_ColorDelta", defaultBgBtmColor); + + bgTop.color = defaultBgTopColor; + bgBtm.color = defaultBgBtmColor; + + colorTopStart = defaultBgTopColor; + colorTopEnd = defaultBgTopColor; + + colorBtmStart = defaultBgBtmColor; + colorBtmEnd = defaultBgBtmColor; } void OnDestroy() @@ -287,10 +435,17 @@ namespace HeavenStudio.Games sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss"); } } + + StompShake(); + BackgroundColorUpdate(); } public override void OnGameSwitch(double beat) // stole code from manzai { + FindNextGameswitchBeat(beat); + PersistColor(beat); + + foreach(var entity in GameManager.instance.Beatmap.Entities) { if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine. @@ -302,11 +457,24 @@ namespace HeavenStudio.Games continue; } bool isOnGameSwitchBeat = entity.beat == beat; - if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"]);} + if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"], entity["direction"]);} if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);} } + } - //SetEndBeat(beat); + public override void OnPlay(double beat) + { + bgTypeNext = BGType.None; + FindNextGameswitchBeat(beat); + PersistColor(beat); + + } + + private void FindNextGameswitchBeat(double beat) + { // some of this code was made by astrl thanks + var nextGameswitch = gameManager.Beatmap.Entities.Find(e => e.beat > beat && e.datamodel != "gameManager/switchGame/sumoBrothers" && e.datamodel.Length >= "gameManager/switchGame".Length && e.datamodel[..("gameManager/switchGame".Length)] == "gameManager/switchGame"); + if ( nextGameswitch != null) { nextGameswitchBeat = nextGameswitch.beat; } else { nextGameswitchBeat = double.MaxValue;} + //print(nextGameswitchBeat); } public override void OnLateBeatPulse(double beat) @@ -338,21 +506,10 @@ namespace HeavenStudio.Games } - print("current sumo state: " + sumoState + " and previous sumo state: " + sumoStatePrevious); - print("sumo pose type: " + sumoPoseType); + //print("current sumo state: " + sumoState + " and previous sumo state: " + sumoStatePrevious); + //print("sumo pose type: " + sumoPoseType); } - /*private void SetEndBeat(double beat) // code stolen from crop stomp, slightly modified - { - var nextEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(e => e.beat > beat); - double nextEndBeat = nextEnd?.beat ?? double.MaxValue; - - var firstEnd = GameManager.instance.Beatmap.Entities.Find(c => c.datamodel == "cropStomp/end" && c.beat >= beat && c.beat < nextEndBeat); - if (firstEnd != null) { - marchEndBeat = firstEnd.beat; - } - }*/ - public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto) { goBopInu = inuAuto; @@ -394,7 +551,7 @@ namespace HeavenStudio.Games } - public void StompSignal(double beat, bool mute, bool inu, bool lookatcam) + public void StompSignal(double beat, bool mute, bool inu, bool lookatcam, int startingDirection) { if (sumoState == SumoState.Stomp || cueCurrentlyActive) { @@ -402,7 +559,15 @@ namespace HeavenStudio.Games } CueRunning(beat + 3); - sumoStompDir = true; + // true = left, false = right + // Automatic = 0, Left = 1, Right = 2 + /*if (startingDirection != 2) + { + sumoStompDir = true; + } else { + sumoStompDir = false; + }*/ + if (lookatcam && sumoState == SumoState.Slap) { lookingAtCamera = true; @@ -432,14 +597,29 @@ namespace HeavenStudio.Games sumoState = SumoState.Stomp; int stompType = 1; + bool startingLeftAfterTransition = false; + bool prepareAnimation = true; + + if (startingDirection == 1) + { + startingLeftAfterTransition = true; + } + + if (startingDirection == 2) + { + stompType = 2; + } if (sumoStatePrevious == SumoState.Slap) { stompType = 3; + prepareAnimation = false; + } else if (sumoStatePrevious == SumoState.Pose) { stompType = 4; + prepareAnimation = false; } - StompRecursive(beat + 3, 1, stompType); + StompRecursive(beat + 3, 1, stompType, startingLeftAfterTransition, false, prepareAnimation); } @@ -452,14 +632,25 @@ namespace HeavenStudio.Games }, forcePlay: true); } - private void StompRecursive(double beat, double remaining, int type) + private void StompRecursive(double beat, double remaining, int type, bool startingLeftAfterTransition, bool autoDecreaseRemaining, bool prepareAnimation) { - if (sumoState != SumoState.Stomp) { remaining -= 1; } + if (sumoState != SumoState.Stomp || autoDecreaseRemaining) { remaining -= 1; } + if (beat >= nextGameswitchBeat - 1) { remaining = 0; } if (remaining <= 0) { return; } if (type == 3) { // Stomp Animation - Transition from Slapping to Stomping + if (prepareAnimation) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + }); + } BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { sumoStompDir = true; }), @@ -477,44 +668,62 @@ namespace HeavenStudio.Games new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp",0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp",0.5f); }), + new BeatAction.Action(beat, delegate { bgStatic.DoScaledAnimationAsync("empty", 0.5f); }), + new BeatAction.Action(beat, delegate { glasses.DoScaledAnimationAsync("glassesGone", 0.5f); }), + new BeatAction.Action(beat, delegate { bgType = BGType.None; }), new BeatAction.Action(beat + 1, delegate { sumoStatePrevious = SumoState.Stomp; }), new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) }); } else if (type == 1) { // Stomp Animation - Left Stomp + if (prepareAnimation) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + }); + } BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }), new BeatAction.Action(beat, delegate { sumoStompDir = true; }), - new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 0.5f); }), new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) }); } else if (type == 2) { // Stomp Animation - Right Stomp + if (prepareAnimation) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), + new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + }); + } BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }), new BeatAction.Action(beat, delegate { sumoStompDir = false; }), - new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), - new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), + new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }), new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) }); } if (type == 2) {type = 1;} else { type = 2; } + if (startingLeftAfterTransition && type == 3) {type = 1;} var stompInput = ScheduleInput(beat , 1, InputAction_BasicPress, StompHit, StompMiss, Nothing); BeatAction.New(instance, new List() { - new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type); }) + new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type, false, autoDecreaseRemaining, true); }) }); stompInput.IsHittable = () => { @@ -523,7 +732,7 @@ namespace HeavenStudio.Games - print("sumo stomp dir: " + sumoStompDir); + //print("sumo stomp dir: " + sumoStompDir); } @@ -545,6 +754,9 @@ namespace HeavenStudio.Games new BeatAction.Action(beat + 3, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare", 0.5f); }), new BeatAction.Action(beat + 3, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap", 0.5f); }), new BeatAction.Action(beat + 3, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); }), + new BeatAction.Action(beat + 3, delegate { bgStatic.DoScaledAnimationAsync("empty", 0.5f); }), + new BeatAction.Action(beat + 3, delegate { glasses.DoScaledAnimationAsync("glassesGone", 0.5f); }), + new BeatAction.Action(beat + 3, delegate { bgType = BGType.None; }), new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherP.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }), new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherG.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }), new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp",0.5f); }), @@ -568,7 +780,7 @@ namespace HeavenStudio.Games sumoStatePrevious = sumoState; sumoState = SumoState.Slap; - SlapRecursive(beat + 4, 4); + SlapRecursive(beat + 4, 4, false, false); BeatAction.New(instance, new List() { @@ -588,29 +800,33 @@ namespace HeavenStudio.Games }, forcePlay: true); } - private void SlapRecursive(double beat, double remaining) + private void SlapRecursive(double beat, double remaining, bool autoDecreaseRemaining, bool slapSwitch) { - if (sumoState != SumoState.Slap) {remaining -= 1; } + if (sumoState != SumoState.Slap || autoDecreaseRemaining) {remaining -= 1; } if (remaining <= 0) { return; } - if (remaining == 1 && sumoState == SumoState.Stomp) { - BeatAction.New(instance, new List() + if (remaining <= 1) { + if (sumoState == SumoState.Stomp || slapSwitch) { - new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; }) - }); + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; }) + }); } + } ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing); + if (beat >= nextGameswitchBeat - 1) { remaining = 0; } BeatAction.New(instance, new List() { - new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); }) + new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining, autoDecreaseRemaining, slapSwitch); }) }); - print("the sumo slap direction:" + sumoSlapDir); + //print("the sumo slap direction:" + sumoSlapDir); } public void Crouch(double beat, float length, bool inu, bool sumo) @@ -636,16 +852,17 @@ namespace HeavenStudio.Games new BeatAction.Action(beat, delegate { lookingAtCamera = true; }), new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f); }), - new BeatAction.Action(beat, delegate { print("look"); }), + //new BeatAction.Action(beat, delegate { print("look"); }), new BeatAction.Action(beat + length, delegate { lookingAtCamera = false; }), new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Slap) sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap", 0.5f); }), new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Slap) sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); }), - new BeatAction.Action(beat + length, delegate { print("lookun"); }) + //new BeatAction.Action(beat + length, delegate { print("lookun"); }) + }); } } - public void EndPose(double beat, bool randomPose, int poseType, int backgroundType, bool confetti) + public void EndPose(double beat, bool randomPose, int poseType, int backgroundType, bool confetti, bool alternateBG, bool throwGlasses) { if (cueCurrentlyActive) { return; } @@ -654,13 +871,23 @@ namespace HeavenStudio.Games sumoStatePrevious = sumoState; sumoState = SumoState.Pose; - if (sumoPoseTypeNext > 0 & randomPose) { + if (sumoPoseTypeNext > 0 & sumoPoseTypeNext < 4 & randomPose) { poseType = UnityEngine.Random.Range(1, 3); if (poseType >= sumoPoseTypeNext) poseType++; } else if (randomPose) { poseType = UnityEngine.Random.Range(1, 4); } + if (alternateBG) { + if (bgTypeNext != BGType.GreatWave) { backgroundType = 0; } else { + backgroundType = 1; } + + } + + if (!throwGlasses & poseType == 4) { + poseType = 5; + } + var cond = Conductor.instance; ScheduleInput(beat, 4f, InputAction_Alt, PoseHit, PoseMiss, Nothing); @@ -676,6 +903,7 @@ namespace HeavenStudio.Games new BeatAction.Action(beat + 3, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); }), new BeatAction.Action(beat + 3.5, delegate { allowBopSumo = false; }), new BeatAction.Action(beat + 3.5, delegate { sumoPoseTypeNext = poseType; }), + new BeatAction.Action(beat + 3.5, delegate { bgTypeNext = (BGType)backgroundType; }), new BeatAction.Action(beat + 4, delegate { sumoStatePrevious = SumoState.Pose; }), new BeatAction.Action(beat + 4.5, delegate { allowBopSumo = true; }) }); @@ -693,14 +921,48 @@ namespace HeavenStudio.Games }); } + void PoseHit(PlayerActionEvent caller, float state) { sumoPoseTypeCurrent = sumoPoseTypeNext.ToString(); sumoPoseType = sumoPoseTypeNext; - sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f); + if (sumoPoseType == 4) { glasses.DoScaledAnimationAsync("glassesThrow", 0.5f); } + + if (sumoPoseType == 5) + { + sumoBrotherG.DoScaledAnimationAsync("SumoPoseG4Alt", 0.5f); + sumoBrotherGHead.DoScaledAnimationAsync("SumoGPoseAlt4", 0.5f); + sumoPoseType = 4; + sumoPoseTypeNext = 4; + sumoPoseTypeCurrent = "4"; + + } else { sumoBrotherG.DoScaledAnimationAsync("SumoPoseG" + sumoPoseTypeCurrent, 0.5f); sumoBrotherGHead.DoScaledAnimationAsync("SumoGPose" + sumoPoseTypeCurrent, 0.5f); + } + + sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f); + + bgStatic.DoScaledAnimationAsync($"{bgType.ToString()}Dark", 0.5f); + + + bgType = bgTypeNext; + + if (bgType == BGType.Nerd) + { + SoundByte.PlayOneShotGame("sumoBrothers/Goofy"); + } + + var beat = conductor.songPosBeat; + + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { bgMove.DoScaledAnimationAsync(bgType.ToString(), 0.5f); }), + new BeatAction.Action(beat + 2, delegate { bgMove.DoScaledAnimationAsync("empty", 0.5f); }), + new BeatAction.Action(beat + 2, delegate { bgStatic.DoScaledAnimationAsync(bgType.ToString(), 0.5f); }), + }); + if (state >= 1f || state <= -1f) { @@ -721,13 +983,19 @@ namespace HeavenStudio.Games { SoundByte.PlayOneShotGame("sumoBrothers/miss"); + if (sumoPoseTypeNext == 5) { sumoPoseTypeNext = 4; } + sumoPoseType = sumoPoseTypeNext; sumoPoseTypeCurrent = "Miss" + sumoPoseTypeNext.ToString(); + bgStatic.DoScaledAnimationAsync("empty", 0.5f); + sumoBrotherPHead.DoScaledAnimationAsync("SumoPPose" + sumoPoseType.ToString(), 0.5f); sumoBrotherGHead.DoScaledAnimationAsync("SumoGPose" + sumoPoseType.ToString(), 0.5f); sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f); sumoBrotherG.DoScaledAnimationAsync("SumoPoseG" + sumoPoseTypeCurrent, 0.5f); + + if (sumoPoseType == 4) { sumoBrotherGHead.DoScaledAnimationAsync("SumoGPoseAlt4", 0.5f); } } void SlapHit(PlayerActionEvent caller, float state) @@ -796,6 +1064,12 @@ namespace HeavenStudio.Games sumoBrotherP.DoScaledAnimationAsync("SumoSlapMiss", 0.5f); sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss"); + if (lookingAtCamera) { + sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f); + } else { + sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); + } + if (sumoState == SumoState.Slap) { inuSensei.DoScaledAnimationAsync("InuBopMiss", 0.5f); } @@ -822,6 +1096,63 @@ namespace HeavenStudio.Games } else { sumoBrotherP.DoScaledAnimationAsync("SumoStompR", 0.5f); } + + justStompBeat = Conductor.instance.songPositionInBeatsAsDouble; + + // Attempt at making the code better, abandoned because the damn lists didn't cooperate + + /*stompShakeTimings.Clear(); + stompShakeValues.Clear(); + + for (int i = 0; i < 9; i++) + { + double currBeat = stompShakeSpeed * i + justStompBeat; + stompShakeTimings.Add(currBeat); + } + + stompShakeValues.Add(-0.3f); // -0.3 0.3 -0.2 0.2 -0.1 0.1 -0.05 0 + stompShakeValues.Add(0.3f); + stompShakeValues.Add(-0.2f); + stompShakeValues.Add(0.2f); + stompShakeValues.Add(-0.1f); + stompShakeValues.Add(0.1f); + stompShakeValues.Add(-0.05f); + stompShakeValues.Add(0f);*/ + + // yaaaay old crusty code + + BeatAction.New(instance, new List() { + //new BeatAction.Action(justStompBeat, delegate { stompShakeLength = 0.13; }), + new BeatAction.Action(justStompBeat, delegate { cameraXNew = -0.3f; }), + //new BeatAction.Action(justStompBeat + 0.2, delegate { stompShakeLength = 0.25; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 1), delegate { justStompBeat += stompShakeSpeed; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 1), delegate { cameraX = cameraXNew; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 1), delegate { cameraXNew = 0.3f; }), + //new BeatAction.Action(justStompBeat + 0.4, delegate { stompShakeLength = 0.25; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 2), delegate { justStompBeat += stompShakeSpeed; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 2), delegate { cameraX = cameraXNew; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 2), delegate { cameraXNew = -0.2f; }), + //new BeatAction.Action(justStompBeat + 0.6, delegate { stompShakeLength = 0.25; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 3), delegate { justStompBeat += stompShakeSpeed; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 3), delegate { cameraX = cameraXNew; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 3), delegate { cameraXNew = 0.2f; }), + //new BeatAction.Action(justStompBeat + 0.8, delegate { stompShakeLength = 0.12; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 4), delegate { justStompBeat += stompShakeSpeed; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 4), delegate { cameraX = cameraXNew; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 4), delegate { cameraXNew = -0.1f; }), + // + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 5), delegate { justStompBeat += stompShakeSpeed; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 5), delegate { cameraX = cameraXNew; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 5), delegate { cameraXNew = 0.1f; }), + // + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 6), delegate { justStompBeat += stompShakeSpeed; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 6), delegate { cameraX = cameraXNew; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 6), delegate { cameraXNew = -0.1f; }), + // + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 7), delegate { justStompBeat += stompShakeSpeed; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 7), delegate { cameraX = cameraXNew; }), + new BeatAction.Action(justStompBeat + (stompShakeSpeed * 7), delegate { cameraXNew = 0f; }), + }); /*BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { allowBopInu = false; }), @@ -853,5 +1184,143 @@ namespace HeavenStudio.Games void Nothing(PlayerActionEvent caller) { } + void StompShake() + { + // Attempt at making the code better, abandoned because the damn lists didn't cooperate + + //var timings = stompShakeTimings.ToList(); + //var values = stompShakeValues.ToList(); + /*if (stompShakeTimings.Count == 0) { return; } + + if (justStompBeat >= stompShakeTimings[0] && -1f != stompShakeValues[0]) + { + justStompBeat = stompShakeTimings[0]; + cameraX = cameraXNew; + cameraXNew = stompShakeValues[0]; + stompShakeValues.RemoveAt(0); + stompShakeTimings.RemoveAt(0); + print(stompShakeTimings.Count + " " + stompShakeValues.Count); + print("cX: " + cameraX + " cXN: " + cameraXNew + "jSB: " + justStompBeat + "sST: " + stompShakeTimings + "sSV: " + stompShakeValues); + }*/ + + float normalizedBeat = Conductor.instance.GetPositionFromBeat(justStompBeat, stompShakeSpeed); + + if (1f >= normalizedBeat) + { + EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad); + float newPosX = func(cameraX, cameraXNew, normalizedBeat); + camera.position = new Vector3(newPosX, 0, 0); + //print("cX: " + cameraX + " cXN: " + cameraXNew + "nPX: " + newPosX + "sSL: " + stompShakeLength); + //print("cX: " + cameraX + " cXN: " + cameraXNew + " jSB: " + justStompBeat + " sST: " + stompShakeTimings + " sSV: " + stompShakeValues); + } else { + camera.position = new Vector3(0, 0, 0); + } + } + + public void BackgroundColor(double beat, float length, Color startTop, Color endTop, Color startBtm, Color endBtm, int ease) + { + colorStartBeat = beat; + colorLength = length; + colorTopStart = startTop; + colorTopEnd = endTop; + colorBtmStart = startBtm; + colorBtmEnd = endBtm; + colorEase = (Util.EasingFunction.Ease)ease; + } + + // more stolen code that i took from clap trap lmao + + private void BackgroundColorUpdate() // stolen from tweezers too lol + { + float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength)); + + var func = Util.EasingFunction.GetEasingFunction(colorEase); + + float newRT = func(colorTopStart.r, colorTopEnd.r, normalizedBeat); + float newGT = func(colorTopStart.g, colorTopEnd.g, normalizedBeat); + float newBT = func(colorTopStart.b, colorTopEnd.b, normalizedBeat); + + float newRB = func(colorBtmStart.r, colorBtmEnd.r, normalizedBeat); + float newGB = func(colorBtmStart.g, colorBtmEnd.g, normalizedBeat); + float newBB = func(colorBtmStart.b, colorBtmEnd.b, normalizedBeat); + + bgTop.color = new Color(newRT, newGT, newBT); + bgBtm.color = new Color(newRB, newGB, newBB); + backgroundMaterial.SetColor("_ColorAlpha", new Color(newRT, newGT, newBT)); + backgroundMaterial.SetColor("_ColorDelta", new Color(newRB, newGB, newBB)); + } + + public void ForceInputs(double beat, float length, int forceInputType, int startingDirection, bool startCenter, bool slapSwitch, bool prepareAnimation) + { + if (forceInputType == 0) + { + int stompType = 1; + bool startingLeftAfterTransition = false; + + if (startingDirection == 1) + { + startingLeftAfterTransition = true; + } + + if (startingDirection == 2) + { + stompType = 2; + } + + if (startCenter) + { + stompType = 3; + } + + var stompAmount = (length + 1) / 2; + StompRecursive(beat - 1, stompAmount + 1, stompType, startingLeftAfterTransition, true, prepareAnimation); + } else if (forceInputType == 1) { + + var slapAmount = length + 1; + sumoSlapDir = 0; + SlapRecursive(beat, slapAmount, true, slapSwitch); + + if (prepareAnimation) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat - 1, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }), + new BeatAction.Action(beat - 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }), + new BeatAction.Action(beat - 1, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap", 0.5f); }), + new BeatAction.Action(beat - 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); }) + }); + } + + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Slap; }) + }); + } + + } + + public void InuSoundsLol(double beat, int sound) + { + if (sound == 0) + { + SoundByte.PlayOneShotGame("sumoBrothers/stompSignal"); + } else if (sound == 1) + { + SoundByte.PlayOneShotGame("sumoBrothers/slapSignal"); + } + } + + private void PersistColor(double beat) + { + var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("sumoBrothers", new string[] { "background color" }).FindAll(x => x.beat < beat); + if (allEventsBeforeBeat.Count > 0) + { + allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allEventsBeforeBeat[^1]; + BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]); + } + } + + } } diff --git a/Assets/Scripts/Games/Tambourine/Tambourine.cs b/Assets/Scripts/Games/Tambourine/Tambourine.cs index a210d39eb..74ca0f4ba 100644 --- a/Assets/Scripts/Games/Tambourine/Tambourine.cs +++ b/Assets/Scripts/Games/Tambourine/Tambourine.cs @@ -395,7 +395,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("tambourine/player/turnPass/note1", beat), new MultiSound.Sound("tambourine/player/turnPass/note2", beat + 0.1f), new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.2f), - new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.3f), + new MultiSound.Sound("tambourine/player/turnPass/note4", beat + 0.3f), }, forcePlay: true); happyFace.SetActive(true); BeatAction.New(instance, new List() diff --git a/Assets/Scripts/Games/TapTroupe/TapTroupe.cs b/Assets/Scripts/Games/TapTroupe/TapTroupe.cs index 07b9e54f2..ce218e4ac 100644 --- a/Assets/Scripts/Games/TapTroupe/TapTroupe.cs +++ b/Assets/Scripts/Games/TapTroupe/TapTroupe.cs @@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders new Param("toggle", true, "Darkness", "Toggle if the scene should be dark and the spotlights should appear."), new Param("leftMost", false, "Leftmost Spotlight", "Toggle if the leftmost spotlight should be turned on or off."), new Param("middleLeft", false, "Middle-Left Spotlight", "Toggle if the middle-left spotlight should be turned on or off."), - new Param("middleRight", false, "Middle-Light Spotlight", "Toggle if the middle-right spotlight should be turned on or off."), + new Param("middleRight", false, "Middle-Right Spotlight", "Toggle if the middle-right spotlight should be turned on or off."), new Param("player", true, "Player Spotlight", "Toggle if the player's spotlight should be turned on or off."), } }, diff --git a/Assets/Scripts/Games/TossBoys/TossBoys.cs b/Assets/Scripts/Games/TossBoys/TossBoys.cs index b33abfc70..e56a80eee 100644 --- a/Assets/Scripts/Games/TossBoys/TossBoys.cs +++ b/Assets/Scripts/Games/TossBoys/TossBoys.cs @@ -497,7 +497,6 @@ namespace HeavenStudio.Games else if (passBallDict[beat + length].datamodel == "tossBoys/pop") { currentBall.willBePopped = true; - if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch) BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 1, delegate { GetCurrentReceiver().PopBallPrepare(); }) @@ -517,7 +516,6 @@ namespace HeavenStudio.Games else if (eventDatamodel == "tossBoys/pop") { currentBall.willBePopped = true; - if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch) BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 1, delegate { GetCurrentReceiver().PopBallPrepare(); }) @@ -584,7 +582,6 @@ namespace HeavenStudio.Games if (passBallDict.ContainsKey(beat + currentEventLength) && passBallDict[beat + currentEventLength].datamodel == "tossBoys/pop") { currentBall.willBePopped = true; - if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch) BeatAction.New(instance, new List() { new BeatAction.Action(beat + currentEventLength - 1, delegate { GetCurrentReceiver().PopBallPrepare(); }) diff --git a/Assets/Scripts/Games/Tunnel/Tunnel.cs b/Assets/Scripts/Games/Tunnel/Tunnel.cs index da652457b..5090f7423 100644 --- a/Assets/Scripts/Games/Tunnel/Tunnel.cs +++ b/Assets/Scripts/Games/Tunnel/Tunnel.cs @@ -139,9 +139,9 @@ namespace HeavenStudio.Games tunnelLightMaterial.SetColor("_Color", Color.white); tunnelLightMaterial.SetColor("_AddColor", Color.black); - tunnelSoundRight?.Stop(); - tunnelSoundMiddle?.Stop(); - tunnelSoundLeft?.Stop(); + tunnelSoundRight?.KillLoop(); + tunnelSoundMiddle?.KillLoop(); + tunnelSoundLeft?.KillLoop(); } } @@ -291,9 +291,9 @@ namespace HeavenStudio.Games this.fadeDuration = fadeDuration; conductor.FadeMinigameVolume(beat, fadeDuration, volume); - tunnelSoundRight?.Stop(); - tunnelSoundMiddle?.Stop(); - tunnelSoundLeft?.Stop(); + tunnelSoundRight?.KillLoop(); + tunnelSoundMiddle?.KillLoop(); + tunnelSoundLeft?.KillLoop(); tunnelSoundRight = SoundByte.PlayOneShotGame("tunnel/tunnelRight", beat, looping: true); tunnelSoundMiddle = SoundByte.PlayOneShotGame("tunnel/tunnelMiddle", beat + (6 / 48f), looping: true); diff --git a/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs b/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs index b8aa51bdd..c59fa9abb 100644 --- a/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs +++ b/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs @@ -33,6 +33,11 @@ namespace HeavenStudio.InputSystem { public class InputKeyboard : InputController { +#if UNITY_STANDALONE_OSX + public const KeyCode MODIFIER = KeyCode.LeftCommand; +#else + public const KeyCode MODIFIER = KeyCode.LeftControl; +#endif private static readonly KeyCode[] keyCodes = Enum.GetValues(typeof(KeyCode)) .Cast() .Where(k => ((int)k < (int)KeyCode.Mouse0)) diff --git a/Assets/Scripts/LevelEditor/Commands/Block.cs b/Assets/Scripts/LevelEditor/Commands/Block.cs index 23a3b1564..37b5a1579 100644 --- a/Assets/Scripts/LevelEditor/Commands/Block.cs +++ b/Assets/Scripts/LevelEditor/Commands/Block.cs @@ -220,7 +220,7 @@ namespace HeavenStudio.Editor.Commands for (var i = 0; i < original.Count; i++) { var entity = original[i].DeepCopy(); - entity.beat = Conductor.instance.songPositionInBeatsAsDouble + (entity.beat - firstEntityBeat); + entity.beat = Timeline.instance.PlaybackBeat + (entity.beat - firstEntityBeat); entityIds.Add(Guid.NewGuid()); pasteEntityData.Add(entity); diff --git a/Assets/Scripts/LevelEditor/Commands/Space.cs b/Assets/Scripts/LevelEditor/Commands/Space.cs new file mode 100644 index 000000000..9761aa350 --- /dev/null +++ b/Assets/Scripts/LevelEditor/Commands/Space.cs @@ -0,0 +1,57 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using Jukebox; + +using HeavenStudio.Editor.Track; +using Newtonsoft.Json; +using UnityEditor; +using UnityEngine.Timeline; + +namespace HeavenStudio.Editor.Commands +{ + // Insert / Delete Space + public class MoveEntity : ICommand + { + private readonly List entityIDs = new(); + private List newMoveBeat; + private List lastMoveBeat; + + public MoveEntity(List originalEntities, List newBeat) + { + entityIDs = originalEntities.Select(c => c.guid).ToList(); + newMoveBeat = newBeat; + } + + public void Execute() + { + lastMoveBeat = new(); + var beatmap = GameManager.instance.Beatmap; + var entities = new[] { beatmap.Entities, beatmap.TempoChanges, beatmap.VolumeChanges, beatmap.SectionMarkers } + .SelectMany(list => list); + + for (var i = 0; i < entityIDs.Count; i++) + { + var movedEntity = entities.FirstOrDefault(c => c.guid == entityIDs[i]); + + lastMoveBeat.Add(movedEntity.beat); + movedEntity.beat = newMoveBeat[i]; + } + } + + public void Undo() + { + var beatmap = GameManager.instance.Beatmap; + var entities = new[] { beatmap.Entities, beatmap.TempoChanges, beatmap.VolumeChanges, beatmap.SectionMarkers } + .SelectMany(list => list); + + for (var i = 0; i < entityIDs.Count; i++) + { + var movedEntity = entities.FirstOrDefault(c => c.guid == entityIDs[i]); + + movedEntity.beat = lastMoveBeat[i]; + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/LevelEditor/Commands/Space.cs.meta b/Assets/Scripts/LevelEditor/Commands/Space.cs.meta new file mode 100644 index 000000000..8d3c184d4 --- /dev/null +++ b/Assets/Scripts/LevelEditor/Commands/Space.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6bb50347e9fcfa143aa79f3ef0f0b436 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelEditor/DialogHelpers/Dialog.cs b/Assets/Scripts/LevelEditor/DialogHelpers/Dialog.cs index 25330ff80..363805eba 100644 --- a/Assets/Scripts/LevelEditor/DialogHelpers/Dialog.cs +++ b/Assets/Scripts/LevelEditor/DialogHelpers/Dialog.cs @@ -9,7 +9,8 @@ namespace HeavenStudio.Editor { public class Dialog : MonoBehaviour { - public bool IsOpen { get { return dialog.activeSelf; } } + public bool IsOpen => dialog.activeSelf; + [SerializeField] internal RectTransform rectTransform; [SerializeField] protected GameObject dialog; public void ForceState(bool onoff = false) { @@ -26,5 +27,26 @@ namespace HeavenStudio.Editor dialog.ForceState(false); } } + + public void SwitchDialogue() + { + if (dialog.activeSelf) { + dialog.SetActive(false); + } else { + ResetAllDialogs(); + dialog.SetActive(true); + } + } + + public void SetPosRelativeToButtonPos(RectTransform buttonRect, Vector2? relativePos = null) + { + // janky? maybe. does it work? you bet it does + rectTransform.SetParent(buttonRect); + rectTransform.localPosition = relativePos ?? new Vector2(210, 120); + // rectTransform.localPosition = new Vector2((rectTransform.rect.width - buttonRect.rect.width) / 2, (rectTransform.rect.height + buttonRect.rect.height) / 2); + // rectTransform.offsetMin = Vector2.up * (buttonRect.rect.height + 7); + + rectTransform.SetParent(Editor.instance.MainCanvas.transform, true); + } } } \ No newline at end of file diff --git a/Assets/Scripts/LevelEditor/Editor.cs b/Assets/Scripts/LevelEditor/Editor.cs index d85ad599d..31bd38239 100644 --- a/Assets/Scripts/LevelEditor/Editor.cs +++ b/Assets/Scripts/LevelEditor/Editor.cs @@ -16,6 +16,10 @@ using Jukebox; using UnityEditor; using System.Linq; using BurstLinq; +using HeavenStudio.InputSystem; +using UnityEngine.U2D; +using UnityEditor.U2D; +using UnityEditor.Sprites; namespace HeavenStudio.Editor { @@ -89,9 +93,13 @@ namespace HeavenStudio.Editor public static Editor instance { get; private set; } - private void Start() + private void Awake() { instance = this; + } + + private void Start() + { Initializer = GetComponent(); canSelect = true; } @@ -127,7 +135,7 @@ namespace HeavenStudio.Editor GameIcon_.GetComponent().sprite = GameIcon(minigame.name); GameIcon_.GetComponent().MaskTex = GameIconMask(minigame.name); GameIcon_.GetComponent().UnClickIcon(); - GameIcon_.gameObject.SetActive(true); + GameIcon_.SetActive(true); GameIcon_.name = minigame.name; var ggs = GridGameSelectorRect.GetComponent(); @@ -178,7 +186,7 @@ namespace HeavenStudio.Editor CommandManager.Instance.AddCommand(new Commands.Delete(Selections.instance.eventsSelected.Select(c => c.entity.guid).ToList())); } - if (Input.GetKey(KeyCode.LeftControl) && !fullscreen) + if (Input.GetKey(InputKeyboard.MODIFIER) && !fullscreen) { if (Input.GetKeyDown(KeyCode.Z)) { @@ -199,9 +207,21 @@ namespace HeavenStudio.Editor { Timeline.instance.Paste(); } + + if (Input.GetKey(KeyCode.LeftShift)) + { + if (Input.GetKeyDown(KeyCode.I)) + { + Timeline.instance.InsertSpace(); + } + else if (Input.GetKeyDown(KeyCode.U)) + { + Timeline.instance.DeleteSpace(); + } + } } - if (Input.GetKey(KeyCode.LeftControl)) + if (Input.GetKey(InputKeyboard.MODIFIER)) { if (Input.GetKeyDown(KeyCode.N)) { @@ -236,24 +256,12 @@ namespace HeavenStudio.Editor #endregion // Undo+Redo - if (CommandManager.Instance.CanUndo()) - UndoBTN.transform.GetChild(0).GetComponent().color = Color.white; - else - UndoBTN.transform.GetChild(0).GetComponent().color = Color.gray; - if (CommandManager.Instance.CanRedo()) - RedoBTN.transform.GetChild(0).GetComponent().color = Color.white; - else - RedoBTN.transform.GetChild(0).GetComponent().color = Color.gray; + UndoBTN.transform.GetChild(0).GetComponent().color = CommandManager.Instance.CanUndo() ? Color.white : Color.gray; + RedoBTN.transform.GetChild(0).GetComponent().color = CommandManager.Instance.CanRedo() ? Color.white : Color.gray; // Copy+Paste - if (Selections.instance.eventsSelected.Count > 0) - CopyBTN.transform.GetChild(0).GetComponent().color = Color.white; - else - CopyBTN.transform.GetChild(0).GetComponent().color = Color.gray; - if (Timeline.instance.CopiedEntities.Count > 0) - PasteBTN.transform.GetChild(0).GetComponent().color = Color.white; - else - PasteBTN.transform.GetChild(0).GetComponent().color = Color.gray; + CopyBTN.transform.GetChild(0).GetComponent().color = Selections.instance.eventsSelected.Count > 0 ? Color.white : Color.gray; + PasteBTN.transform.GetChild(0).GetComponent().color = Timeline.instance.CopiedEntities.Count > 0 ? Color.white : Color.gray; } public static Sprite GameIcon(string name) @@ -338,37 +346,29 @@ namespace HeavenStudio.Editor public void SaveRemix(bool saveAs = true) { - Debug.Log(GameManager.instance.Beatmap["propertiesmodified"]); if (!(bool)GameManager.instance.Beatmap["propertiesmodified"]) { foreach (var dialog in Dialogs) { - if (dialog.GetType() == typeof(RemixPropertiesDialog)) + if (dialog is not null and RemixPropertiesDialog propDialog) { if (fullscreen) Fullscreen(); GlobalGameManager.ShowErrorMessage("Set Remix Properties", "Set remix properties before saving."); - (dialog as RemixPropertiesDialog).SwitchPropertiesDialog(); - (dialog as RemixPropertiesDialog).SetSaveOnClose(true, saveAs); + propDialog.SwitchPropertiesDialog(); + propDialog.SetSaveOnClose(true, saveAs); return; } } } else { - if (saveAs) + if (saveAs || string.IsNullOrEmpty(currentRemixPath)) { SaveRemixFilePanel(); } else { - if (currentRemixPath is "" or null) - { - SaveRemixFilePanel(); - } - else - { - SaveRemixFile(currentRemixPath); - } + SaveRemixFile(currentRemixPath); } } } @@ -409,7 +409,7 @@ namespace HeavenStudio.Editor public void NewRemix() { if (Timeline.instance != null) - Timeline.instance?.Stop(0); + Timeline.instance.Stop(0); else GameManager.instance.Stop(0); LoadRemix(true); diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs b/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs index 3058a2da1..1f7cd05be 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs @@ -33,6 +33,8 @@ namespace HeavenStudio.Editor private int childCountAtStart; + public Dictionary currentProperties = new(); + public bool canDisable = true; public static EventParameterManager instance { get; set; } @@ -41,12 +43,14 @@ namespace HeavenStudio.Editor { instance = this; - if (PropertyPrefabs == null) { + if (PropertyPrefabs == null) + { PropertyPrefabs = new() { { typeof(Integer), IntegerP }, { typeof(Float), FloatP }, { typeof(Note), NoteP }, { typeof(Dropdown), DropdownP }, + { typeof(NoteSampleDropdown), DropdownP }, { typeof(Button), ButtonP }, { typeof(Color), ColorP }, { typeof(bool), BooleanP }, @@ -78,7 +82,8 @@ namespace HeavenStudio.Editor eventSelector.SetActive(true); DestroyParams(); - Editor.instance.SetGameEventTitle($"Select game event for {gridGameSelector.SelectedMinigame.displayName.Replace("\n", "")}"); + // Editor.instance.SetGameEventTitle($"Select game event for {gridGameSelector.SelectedMinigame.displayName.Replace("\n", "")}"); + Editor.instance?.SetGameEventTitle(gridGameSelector.SelectedMinigame.displayName.Replace("\n", "")); } public void StartParams(RiqEntity entity) @@ -91,8 +96,7 @@ namespace HeavenStudio.Editor { string[] split = entity.datamodel.Split('/'); var minigame = EventCaller.instance.GetMinigame(split[0]); - int actionIndex = minigame.actions.IndexOf(minigame.actions.Find(c => c.actionName == split[1])); - Minigames.GameAction action = minigame.actions[actionIndex]; + Minigames.GameAction action = minigame.actions.Find(c => c.actionName == split[1]); if (action.parameters != null) { @@ -107,30 +111,41 @@ namespace HeavenStudio.Editor 4 => EditorTheme.theme.properties.Layer5Col, _ => EditorTheme.theme.properties.Layer1Col }; - Editor.instance.SetGameEventTitle($"Properties for {action.displayName} on Beat {entity.beat.ToString("F2")} on Track {(int)entity["track"] + 1}"); + string gameName = action.displayName; + const int cutOff = 20; + if (gameName.Length > (cutOff + 3)) { + gameName = gameName[..cutOff] + "..."; + } + + Editor.instance.SetGameEventTitle($"{gameName} at ♪ {entity.beat:F2} on Track {(int)entity["track"] + 1}"); DestroyParams(); - Dictionary ePrefabs = new(); - for (int i = 0; i < action.parameters.Count; i++) { var p = action.parameters[i]; - ePrefabs.Add(p.propertyName, AddParam(p.propertyName, p.parameter, p.caption, p.tooltip)); + currentProperties.Add(p.propertyName, AddParam(p.propertyName, p.parameter, p.caption, p.tooltip)); } foreach (var p in action.parameters) { if (p.collapseParams == null || p.collapseParams.Count == 0) continue; - EventPropertyPrefab input = ePrefabs[p.propertyName].GetComponent(); + EventPropertyPrefab input = currentProperties[p.propertyName]; foreach (var c in p.collapseParams) { - List collapseables = c.collapseables.Select(x => ePrefabs[x]).ToList(); + List collapseables = c.collapseables.Select(x => currentProperties[x].gameObject).ToList(); input.propertyCollapses.Add(new EventPropertyPrefab.PropertyCollapse(collapseables, c.CollapseOn, entity)); } input.SetCollapses(p.parameter); } + foreach (var p in action.parameters) + { + EventPropertyPrefab prop = currentProperties[p.propertyName]; + + prop.PostLoadProperties(p.parameter); + } + active = true; } else @@ -139,11 +154,12 @@ namespace HeavenStudio.Editor } } - private GameObject AddParam(string propertyName, object type, string caption, string tooltip = "") + private EventPropertyPrefab AddParam(string propertyName, object type, string caption, string tooltip = "") { Type typeType = type.GetType(); GameObject propertyPrefab = DropdownP; // enum check is hardcoded because enums are awesome (lying) - if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab)) { + if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab)) + { Debug.LogError("Can't make property interface of type: " + typeType); return null; } @@ -152,18 +168,16 @@ namespace HeavenStudio.Editor input.SetActive(true); input.transform.localScale = Vector3.one; - if (tooltip != string.Empty) { - if (PersistentDataManager.gameSettings.showParamTooltips) { - Tooltip.AddTooltip(input, tooltip); - } else { - Tooltip.AddTooltip(input, "", tooltip); - } + if (tooltip != string.Empty) + { + Tooltip.AddTooltip(input, tooltip, null, PersistentDataManager.gameSettings.showParamTooltips); + } - + EventPropertyPrefab property = input.GetComponent(); property.SetProperties(propertyName, type, caption); - return input; + return property; } private void DestroyParams() @@ -174,6 +188,8 @@ namespace HeavenStudio.Editor { Destroy(transform.GetChild(i).gameObject); } + + currentProperties.Clear(); } } } \ No newline at end of file diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs index e4e8292a0..f8407f45c 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs @@ -28,6 +28,7 @@ namespace HeavenStudio.Editor this.caption.text = _captionText = caption; } public virtual void SetCollapses(object type) { } + public virtual void PostLoadProperties(object type) { } public void UpdateCollapse(object type) { diff --git a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs index 3ee994b8e..a5609eb3f 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs @@ -12,10 +12,13 @@ using HeavenStudio.Util; using HeavenStudio.Editor.Track; using System.Text; using System.Configuration; +using System; +using HeavenStudio.InputSystem; +using UnityEngine.U2D; namespace HeavenStudio.Editor { - // I hate the antichrist. + // I LOVE the antichrist! public class GridGameSelector : MonoBehaviour { public Minigames.Minigame SelectedMinigame; @@ -34,8 +37,10 @@ namespace HeavenStudio.Editor [Header("Properties")] [SerializeField] private int currentEventIndex; - public List mgsActive = new List(); - public List fxActive = new List(); + public Texture Square; + public Texture Circle; + public List mgsActive = new(); + public List fxActive = new(); public float posDif; public int ignoreSelectCount; private int dragTimes; @@ -46,9 +51,13 @@ namespace HeavenStudio.Editor public static GridGameSelector instance; - private void Start() + private void Awake() { instance = this; + } + + private void Start() + { GameEventSelectorRect = GameEventSelector.GetComponent(); selectorHeight = GameEventSelectorRect.rect.height; eventSize = EventRef.GetComponent().rect.height; @@ -160,7 +169,8 @@ namespace HeavenStudio.Editor currentEventIndex = index; UpdateIndex(index, false); - Editor.instance?.SetGameEventTitle($"Select game event for {SelectedMinigame.displayName.Replace("\n", "")}"); + // Editor.instance?.SetGameEventTitle($"Select game event for {SelectedMinigame.displayName.Replace("\n", "")}"); + if (Editor.instance != null) Editor.instance.SetGameEventTitle(SelectedMinigame.displayName.Replace("\n", "")); } private void AddEvents(int index = 0) @@ -170,7 +180,9 @@ namespace HeavenStudio.Editor GameObject sg = Instantiate(EventRef, eventsParent); sg.GetComponentInChildren().text = "Switch Game"; sg.SetActive(true); - if (index == 0) sg.GetComponentInChildren().color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB(); + if (index == 0) { + sg.GetComponentInChildren().color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB(); + } } else { index++; if (SelectedMinigame.name == "gameManager") index++; @@ -186,13 +198,12 @@ namespace HeavenStudio.Editor label.text = action.displayName; if (action.parameters != null && action.parameters.Count > 0) - g.transform.GetChild(1).gameObject.SetActive(true); + g.transform.GetChild(0).GetChild(0).gameObject.SetActive(true); if (index - 1 == i) label.color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB(); g.SetActive(true); - } } @@ -233,26 +244,24 @@ namespace HeavenStudio.Editor } } - // TODO: find the equation to get the sizes automatically, nobody's been able to figure one out yet (might have to be manual?) public void Zoom() { - if (!Input.GetKey(KeyCode.LeftControl)) return; + if (!Input.GetKey(InputKeyboard.MODIFIER)) return; var glg = GetComponent(); - var sizes = new List() { - 209.5f, - 102.3f, - 66.6f, - 48.6f, - 37.9f, - 30.8f, - 25.7f, - //21.9f, - }; + int max = 20; // arbitrary - if (glg.constraintCount + 1 > sizes.Count && Input.GetAxisRaw("Mouse ScrollWheel") < 0) return; + if (glg.constraintCount + 1 > max && Input.mouseScrollDelta.y < 0) return; - glg.constraintCount += (Input.GetAxisRaw("Mouse ScrollWheel") > 0) ? -1 : 1; - glg.cellSize = Vector2.one * sizes[glg.constraintCount - 1]; + glg.constraintCount += (Input.mouseScrollDelta.y > 0) ? -1 : 1; + + // thanks to blank3times (tri) for helping me with this + var size = (1 / (0.00317 * glg.constraintCount)) - 4.75248; + + // this, however, doesn't work + // var totalWidth = Editor.instance.GridGameSelectorRect.rect.width; + // var size = (totalWidth - glg.padding.right) * (glg.constraintCount + 1) / glg.constraintCount; + + glg.cellSize = Vector2.one * (float)size; } // method called when clicking the sort button in the editor, skips sorting fx only "games" @@ -262,21 +271,14 @@ namespace HeavenStudio.Editor List mgsSort = mgsActive; mgsSort.Sort((x, y) => string.Compare(x.name, y.name)); - switch (type) - { - case "favorites": - SortFavorites(mgsSort); - break; - case "chronologic": - SortChronologic(mgsSort); - break; - case "usage": - SortUsage(mgsSort); - break; - default: // "alphabet" - SortAlphabet(mgsSort); - break; - } + Action> action = type switch { + "favorites" => SortFavorites, + "chronologic" => SortChronologic, + "usage" => SortUsage, + _ => SortAlphabet + }; + + action.Invoke(mgsSort); } void SortAlphabet(List mgs) @@ -290,7 +292,7 @@ namespace HeavenStudio.Editor string AlphabetSortKey(RectTransform minigame) { Minigames.Minigame mg = EventCaller.instance.GetMinigame(minigame.name); - if (mg.displayName.StartsWith("the ", System.StringComparison.InvariantCultureIgnoreCase)) + if (mg.displayName.StartsWith("the ", StringComparison.InvariantCultureIgnoreCase)) return mg.displayName[4..]; else return mg.displayName; @@ -408,7 +410,12 @@ namespace HeavenStudio.Editor public void Drag() { - if (Conductor.instance.NotStopped() || Editor.instance.inAuthorativeMenu) return; + if (Conductor.instance.NotStopped() || Editor.instance.inAuthorativeMenu) { + if (Conductor.instance.isPaused) { + Debug.Log("it's fuckin paused dude"); + } + return; + } if (Timeline.instance.MouseInTimeline && dragTimes < 1) { diff --git a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelectorGame.cs b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelectorGame.cs index b9cea53a4..a5344cb19 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelectorGame.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelectorGame.cs @@ -18,10 +18,12 @@ namespace HeavenStudio.Editor public Texture MaskTex; public Texture BgTex; private Material m_Material; + private Image image; private void Start() { - Tooltip.AddTooltip(this.gameObject, EventCaller.instance.GetMinigame(this.gameObject.name).displayName); + // image = GetComponent(); + Tooltip.AddTooltip(gameObject, EventCaller.instance.GetMinigame(gameObject.name).displayName); } private void OnEnable() @@ -33,8 +35,10 @@ namespace HeavenStudio.Editor { if (m_Material == null) { - m_Material = Instantiate(GetComponent().material); - GetComponent().material = m_Material; + if (image == null) image = GetComponent(); + + m_Material = Instantiate(image.material); + image.material = m_Material; } m_Material.SetTexture("_MaskTex", MaskTex); m_Material.SetTexture("_BgTex", BgTex); @@ -53,10 +57,8 @@ namespace HeavenStudio.Editor if (Input.GetMouseButtonDown(1)) { // while holding shift and the game icon clicked has a star, it will disable all stars. - if (Input.GetKey(KeyCode.LeftShift)) { - if (!StarActive) return; - for (int i = 0; i < transform.parent.childCount; i++) - { + if (Input.GetKey(KeyCode.LeftShift) && StarActive) { + for (int i = 0; i < transform.parent.childCount; i++) { var ggsg = transform.parent.GetChild(i).GetComponent(); if (ggsg.StarActive) ggsg.Star(); } @@ -76,14 +78,14 @@ namespace HeavenStudio.Editor public void ClickIcon() { transform.DOScale(new Vector3(1.15f, 1.15f, 1f), 0.1f); - BgTex = Resources.Load($"Sprites/GeneralPurpose/Circle"); + BgTex = GridGameSelector.Circle; SetupTextures(); } public void UnClickIcon() { transform.DOScale(new Vector3(1f, 1f, 1f), 0.1f); - BgTex = Resources.Load($"Sprites/GeneralPurpose/Square"); + BgTex = GridGameSelector.Square; SetupTextures(); } } diff --git a/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/DropdownPropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/DropdownPropertyPrefab.cs index ae5b68f5c..d9bdd954b 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/DropdownPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/DropdownPropertyPrefab.cs @@ -20,13 +20,19 @@ namespace HeavenStudio.Editor public Scrollbar scrollbar; public int[] values; - private int _defaultValue; - + private int defaultValue; + private int lastValue = -1; + private Array enumValues; + private object type; + private bool openedDropdown = false; - + private bool setup = false; + public override void SetProperties(string propertyName, object type, string caption) { base.SetProperties(propertyName, type, caption); + + this.type = type; int selected = 0; @@ -34,13 +40,14 @@ namespace HeavenStudio.Editor { case EntityTypes.Dropdown dropdownEntity: // entity[propertyName].ChangeValues(dropdownEntity.Values); - _defaultValue = dropdownEntity.defaultValue; + defaultValue = dropdownEntity.defaultValue; EntityTypes.DropdownObj dropdownObj = entity[propertyName]; int size = dropdownObj.Values.Count; values = new int[size]; - for (int i = 0; i < size; i++) { + for (int i = 0; i < size; i++) + { values[i] = i; } @@ -53,32 +60,51 @@ namespace HeavenStudio.Editor dropdown.ClearOptions(); dropdown.AddOptions(newValues); dropdown.enabled = newValues.Count > 0; - dropdownObj.value = _defaultValue; + dropdownObj.value = defaultValue; }); break; case Enum enumEntity: Type enumType = enumEntity.GetType(); - _defaultValue = (int)type; - values = Enum.GetValues(enumType).Cast().ToArray(); + defaultValue = (int)type; + enumValues = Enum.GetValues(enumType); + values = enumValues.Cast().ToArray(); selected = Array.FindIndex(values, val => val == (int)entity[propertyName]); dropdown.AddOptions(Enum.GetNames(enumType).ToList()); dropdown.onValueChanged.AddListener(val => entity[propertyName] = values[val]); break; - default: - break; + case EntityTypes.NoteSampleDropdown noteDropdown: + Type noteEnumType = noteDropdown.defaultValue.GetType(); + enumValues = Enum.GetValues(noteEnumType); + values = enumValues.Cast().ToArray(); + selected = Array.FindIndex(values, val => val == (int)entity[propertyName]); + defaultValue = selected; + lastValue = selected; + + dropdown.AddOptions(Enum.GetNames(noteEnumType).ToList()); + dropdown.onValueChanged.AddListener(val => + { + entity[propertyName] = values[val]; + UpdateNoteProperty(noteDropdown, enumValues.GetValue(values[val])); + + lastValue = values[val]; + }); + break; + default: break; } + dropdown.value = selected; dropdown.enabled = dropdown.options.Count > 0; - dropdown.onValueChanged.AddListener(newValue => { - this.caption.text = (newValue != _defaultValue) ? (_captionText + "*") : _captionText; + dropdown.onValueChanged.AddListener(newValue => + { + this.caption.text = (newValue != defaultValue) ? (_captionText + "*") : _captionText; }); } public void ResetValue() { - dropdown.value = _defaultValue; + dropdown.value = defaultValue; } public override void SetCollapses(object type) @@ -105,5 +131,44 @@ namespace HeavenStudio.Editor openedDropdown = false; } } + + #region Note Sample Dropdown + private void OnEnable() { // Used for when the dropdown is uncollapsed + if (setup && type is EntityTypes.NoteSampleDropdown sampleDropdown) + { + UpdateNoteProperty(sampleDropdown, enumValues.GetValue(values[entity[propertyName]]), true); + } + } + + public override void PostLoadProperties(object type) + { + base.PostLoadProperties(type); + + setup = true; + + if (type is EntityTypes.NoteSampleDropdown sampleDropdown && gameObject.activeSelf) + { + UpdateNoteProperty(sampleDropdown, enumValues.GetValue(values[entity[propertyName]])); + } + } + + private void UpdateNoteProperty(EntityTypes.NoteSampleDropdown noteDropdown, object newSampleEnum, bool forceSwitchCheck = false) + { + EventParameterManager.instance.currentProperties.TryGetValue(noteDropdown.semisProp, out var property); + + if (!property) return; + + NotePropertyPrefab noteProperty = (NotePropertyPrefab)property; + NoteSample sample = noteDropdown.getNoteSample(newSampleEnum); + + bool switched = false; + if ((int)newSampleEnum != lastValue || forceSwitchCheck) { + // Keep the semitones value if the note is the same, otherwise reset it + if(sample.note != noteProperty.note.sampleNote) parameterManager.entity[noteDropdown.semisProp] = 0; + switched = true; + } + noteProperty.SetNote(new EntityTypes.Note(0, sample.note, sample.octave, sample.sample, offsetToC: false), switched); + } + #endregion } } \ No newline at end of file diff --git a/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NotePropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NotePropertyPrefab.cs index 1fe9c63e4..57b7e805b 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NotePropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NotePropertyPrefab.cs @@ -10,30 +10,17 @@ using UnityEngine; public class NotePropertyPrefab : NumberPropertyPrefab { - public TMP_Text noteLabel; - + public TMP_Text noteLabel, flatLabel; + private Sound previewAudioSource; - private EntityTypes.Note note; private int offsetFromC; + public EntityTypes.Note note; public override void SetProperties(string propertyName, object type, string caption) { base.SetProperties(propertyName, type, caption); - note = (EntityTypes.Note)type; - - slider.minValue = note.min; - slider.maxValue = note.max; - - slider.wholeNumbers = true; - - offsetFromC = 3 - note.sampleNote; - - slider.value = Convert.ToSingle(parameterManager.entity[propertyName]) - offsetFromC; - _defaultValue = slider.value; - - inputField.text = slider.value.ToString(); - noteLabel.text = GetNoteText(note, (int)slider.value + offsetFromC); + SetNote((EntityTypes.Note)type); slider.onValueChanged.AddListener( _ => @@ -50,7 +37,7 @@ public class NotePropertyPrefab : NumberPropertyPrefab this.caption.text = _captionText; } - noteLabel.text = GetNoteText(note, trueSemitones); + UpdateNoteText(trueSemitones); PlayPreview(note, trueSemitones); } @@ -64,9 +51,10 @@ public class NotePropertyPrefab : NumberPropertyPrefab inputField.onEndEdit.AddListener( _ => { - int trueSemitones = (int)slider.value + offsetFromC; - slider.value = Convert.ToSingle(inputField.text); + + int trueSemitones = (int)slider.value + offsetFromC; + parameterManager.entity[propertyName] = trueSemitones; Editor.instance.editingInputField = false; if (slider.value != _defaultValue) @@ -78,12 +66,46 @@ public class NotePropertyPrefab : NumberPropertyPrefab this.caption.text = _captionText; } - noteLabel.text = GetNoteText(note, trueSemitones); + UpdateNoteText(trueSemitones); PlayPreview(note, trueSemitones); } ); } + + public void SetNote(EntityTypes.Note note, bool playPreview = false) + { + this.note = note; + + slider.minValue = note.min; + slider.maxValue = note.max; + + slider.wholeNumbers = true; + + offsetFromC = 0; + if (note.offsetToC) { + int sameC = 3 - note.sampleNote; + int upperC = 15 - note.sampleNote; + offsetFromC = Mathf.Abs(sameC) < Mathf.Abs(upperC) ? sameC : upperC; + } + + int lastValue = (int)slider.value; + slider.value = Convert.ToSingle(parameterManager.entity[propertyName]) - offsetFromC; + _defaultValue = slider.value; + + inputField.text = slider.value.ToString(); + UpdateNoteText((int)slider.value + offsetFromC); + + if((int)slider.value == lastValue && playPreview) + PlayPreview(note, (int)slider.value + offsetFromC); + } + + private void UpdateNoteText(int semiTones) + { + GetNoteText(note, semiTones, out var sharp, out var flat); + noteLabel.text = sharp; + flatLabel.text = flat; + } public void OnSelectSliderHandle() { @@ -92,21 +114,24 @@ public class NotePropertyPrefab : NumberPropertyPrefab private void PlayPreview(EntityTypes.Note note, int currentSemitones) { - if (note.sampleName.Equals("") || !PersistentDataManager.gameSettings.previewNoteSounds) return; + if (note.sampleName == null || !PersistentDataManager.gameSettings.previewNoteSounds) return; if (previewAudioSource != null) { - previewAudioSource.Stop(true); + previewAudioSource.KillLoop(); previewAudioSource = null; } float pitch = SoundByte.GetPitchFromSemiTones(currentSemitones, true); + if(pitch == 1f) pitch = 1.0001f; // man writes worst workaround ever, banned from Heaven Studio source code previewAudioSource = SoundByte.PlayOneShotGame(note.sampleName, pitch: pitch, volume: 0.75f, forcePlay: true, ignoreConductorPause: true); + previewAudioSource.KillLoop(.5f); } private static readonly string[] notes = { "A", "A#", "B", "C", "C#", "D", "D#", "E", "F", "F#", "G", "G#" }; + private static readonly string[] notesFlat = { "A", "Bb", "B", "C", "Db", "D", "Eb", "E", "F", "Gb", "G", "Ab" }; - private static string GetNoteText(EntityTypes.Note note, int currentSemitones) + private static string GetNoteText(EntityTypes.Note note, int currentSemitones, out string sharp, out string flat) { int noteIndex = (note.sampleNote + currentSemitones) % 12; if (noteIndex < 0) @@ -121,7 +146,9 @@ public class NotePropertyPrefab : NumberPropertyPrefab { octave--; } - - return notes[noteIndex] + octave; + + sharp = notes[noteIndex] + octave; + flat = notesFlat[noteIndex] + octave; + return sharp; } } diff --git a/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NumberPropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NumberPropertyPrefab.cs index b2a82b4f6..a80476bfc 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NumberPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NumberPropertyPrefab.cs @@ -158,28 +158,6 @@ namespace HeavenStudio.Editor ); } } - - private static readonly string[] notes = { - "A", "A#", "B", "C", "C#", "D", "D#", "E", "F", "F#", "G", "G#" - }; - - private static string GetNoteText(EntityTypes.Note note, int newSemitones) - { - int noteIndex = (note.sampleNote + newSemitones) % 12; - if (noteIndex < 0) { - noteIndex += 12; - } - - int octaveOffset = (note.sampleNote + newSemitones) / 12; - int octave = note.sampleOctave + octaveOffset; - - if ((note.sampleNote + newSemitones) % 12 < 0) - { - octave--; - } - - return notes[noteIndex] + octave; - } private void Update() { diff --git a/Assets/Scripts/LevelEditor/Selections.cs b/Assets/Scripts/LevelEditor/Selections.cs index ab4837273..f023a20be 100644 --- a/Assets/Scripts/LevelEditor/Selections.cs +++ b/Assets/Scripts/LevelEditor/Selections.cs @@ -4,6 +4,7 @@ using System.Linq; using UnityEngine; using HeavenStudio.Editor.Track; +using HeavenStudio.InputSystem; namespace HeavenStudio.Editor { @@ -31,7 +32,7 @@ namespace HeavenStudio.Editor */ if (Editor.instance.isShortcutsEnabled) { - if (Input.GetKey(KeyCode.LeftControl)) + if (Input.GetKey(InputKeyboard.MODIFIER)) if (Input.GetKeyDown(KeyCode.A)) SelectAll(); } diff --git a/Assets/Scripts/LevelEditor/SnapDialog/SnapDialog.cs b/Assets/Scripts/LevelEditor/SnapDialog/SnapDialog.cs index 98001e1a8..9b55b6c3e 100644 --- a/Assets/Scripts/LevelEditor/SnapDialog/SnapDialog.cs +++ b/Assets/Scripts/LevelEditor/SnapDialog/SnapDialog.cs @@ -10,37 +10,41 @@ namespace HeavenStudio.Editor public class SnapDialog : Dialog { [SerializeField] private TMP_Text snapText; + [SerializeField] RectTransform btnRectTransform; + private Timeline timeline; - private static float[] CommonDenominators = { 1, 2, 3, 4, 6, 8, 12, 16}; + private static float[] CommonDenominators = { 1, 2, 3, 4, 6, 8, 12, 16 }; private int currentCommon = 3; - private void Start() + private void Start() { timeline = Timeline.instance; } public void SwitchSnapDialog() { - if(dialog.activeSelf) { + if (dialog.activeSelf) { dialog.SetActive(false); } else { ResetAllDialogs(); + SetPosRelativeToButtonPos(btnRectTransform); + // rectTransform.SetParent(btnRectTransform); + // rectTransform.localPosition = new Vector2(210, 120); + // rectTransform.SetParent(Editor.instance.MainCanvas.transform, true); dialog.SetActive(true); } } public void ChangeCommon(bool down = false) { - if(down) { - currentCommon--; - } else { - currentCommon++; - } + currentCommon += down ? -1 : 1; + if(currentCommon < 0) { currentCommon = 0; } else if(currentCommon >= CommonDenominators.Length) { currentCommon = CommonDenominators.Length - 1; } + timeline.SetSnap(1f / CommonDenominators[currentCommon]); } diff --git a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs index e04971361..06b6c19ba 100644 --- a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs +++ b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs @@ -9,6 +9,7 @@ using HeavenStudio.Util; using TMPro; using Jukebox; using Jukebox.Legacy; +using HeavenStudio.InputSystem; namespace HeavenStudio.Editor.Track { @@ -155,7 +156,7 @@ namespace HeavenStudio.Editor.Track { lastTempo *= 2f; } - else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) + else if (Input.GetKey(InputKeyboard.MODIFIER) || Input.GetKey(KeyCode.RightCommand)) { lastTempo /= 2f; } @@ -243,7 +244,7 @@ namespace HeavenStudio.Editor.Track if (create) { - RiqEntity sectionC = GameManager.instance.Beatmap.AddNewSectionMarker(Timeline.instance.MousePos2BeatSnap, "New Section"); + RiqEntity sectionC = GameManager.instance.Beatmap.AddNewSectionMarker(Timeline.instance.MousePos2BeatSnap, ""); sectionC.CreateProperty("startPerfect", false); sectionC.CreateProperty("weight", 1f); diff --git a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TempoDialog.cs b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TempoDialog.cs index fe2dd3c35..3305dcdd5 100644 --- a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TempoDialog.cs +++ b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TempoDialog.cs @@ -51,7 +51,7 @@ public class TempoDialog : Dialog deleteButton.gameObject.SetActive(!tempoObj.first); tempoInput.text = tempoObj.chartEntity["tempo"].ToString("F"); - swingInput.text = (tempoObj.chartEntity["swing"] * 400).ToString("F"); + swingInput.text = (tempoObj.chartEntity["swing"] * 100 + 50).ToString("F"); swingSlider.value = tempoObj.chartEntity["swing"]; swingDivisionToggle.isOn = tempoObj.chartEntity["swingDivision"] != 1f; @@ -97,24 +97,81 @@ public class TempoDialog : Dialog } } + public void RefreshSwingUI() + { + swingInput.text = (tempoObj.chartEntity["swing"] * 100 + 50).ToString("F"); + swingSlider.value = tempoObj.chartEntity["swing"]; + } + public void SwingSliderUpdate() { if (tempoObj != null) { tempoObj.SetSwing(System.MathF.Round(swingSlider.value, 4)); - swingInput.text = (tempoObj.chartEntity["swing"] * 400).ToString("F"); - swingSlider.value = tempoObj.chartEntity["swing"]; + RefreshSwingUI(); } } - public void SetSwing() + public void SwingManualUpdate() { if (tempoObj != null) { float swing = float.Parse(swingInput.text); - tempoObj.SetSwing(swing * 0.25f / 100f); - swingInput.text = (tempoObj.chartEntity["swing"] * 400).ToString("F"); - swingSlider.value = tempoObj.chartEntity["swing"]; + tempoObj.SetSwing(swing / 100f - 0.5f); + RefreshSwingUI(); + } + } + + /* + a note for future reference: + + all stored swing values (like ones in remix.json) are the SWING RATIO - 0.5 + for example, a swing ratio of 50% would be 0.5 - 0.5 = 0 + and a ratio of 66.67% would be 0.6667 - 0.5 = 0.1667 + + you put that final value into tempoObj.SetSwing() to set it, + hence why the above functions use that weird formula and the below functions set it directly + + in addition, you can get the swing ratio (as a percentage) from this value by + multiplying the value by 100, then adding 50 + + this is really stupid lol + minenice why didnt you write any of this down lmao - zeo + */ + + public void SetStraightSwing() + { + if (tempoObj != null) + { + tempoObj.SetSwing(0f); + RefreshSwingUI(); + } + } + + public void SetLightSwing() + { + if (tempoObj != null) + { + tempoObj.SetSwing(0.1f); + RefreshSwingUI(); + } + } + + public void SetNormalSwing() + { + if (tempoObj != null) + { + tempoObj.SetSwing(0.1667f); + RefreshSwingUI(); + } + } + + public void SetHeavySwing() + { + if (tempoObj != null) + { + tempoObj.SetSwing(0.25f); + RefreshSwingUI(); } } diff --git a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs index e327263d2..32f3099e4 100644 --- a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs +++ b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs @@ -7,6 +7,7 @@ using TMPro; using DG.Tweening; using Jukebox; using Jukebox.Legacy; +using HeavenStudio.InputSystem; namespace HeavenStudio.Editor.Track { @@ -30,8 +31,9 @@ namespace HeavenStudio.Editor.Track if (Input.GetKey(KeyCode.LeftShift)) newTempo *= 5f; - if (Input.GetKey(KeyCode.LeftControl)) + if (Input.GetKey(InputKeyboard.MODIFIER)) { newTempo *= 0.01f; + } if (newTempo != 0) { diff --git a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/VolumeTimelineObj.cs b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/VolumeTimelineObj.cs index 90f5fb837..49b2f5fbe 100644 --- a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/VolumeTimelineObj.cs +++ b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/VolumeTimelineObj.cs @@ -7,6 +7,7 @@ using TMPro; using DG.Tweening; using Jukebox; using Jukebox.Legacy; +using HeavenStudio.InputSystem; namespace HeavenStudio.Editor.Track { @@ -30,9 +31,9 @@ namespace HeavenStudio.Editor.Track if (Input.GetKey(KeyCode.LeftShift)) newVolume *= 5f; - if (Input.GetKey(KeyCode.LeftControl)) + if (Input.GetKey(InputKeyboard.MODIFIER)) { newVolume *= 0.01f; - + } if (newVolume != 0) { SetVolume(chartEntity["volume"] + newVolume); diff --git a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs index 16ba4d081..45b04a4ed 100644 --- a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs +++ b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs @@ -12,6 +12,7 @@ using System.Linq; using BurstLinq; using HeavenStudio.Util; +using HeavenStudio.InputSystem; namespace HeavenStudio.Editor.Track { @@ -44,11 +45,12 @@ namespace HeavenStudio.Editor.Track public float MousePos2Beat { get; private set; } public float MousePos2Layer { get; private set; } public float MousePos2BeatSnap => HeavenStudio.Util.MathUtils.Round2Nearest(MousePos2Beat + (SnapInterval() * 0.5f), SnapInterval()); + // public float MousePos2BeatSnap => HeavenStudio.Util.MathUtils.Round2Nearest(MousePos2Beat, SnapInterval()); public bool MouseInTimeline { get; private set; } private Vector2 relativeMousePos; public Vector2 RelativeMousePos => relativeMousePos; - public float PlaybackBeat = 0.0f; + public double PlaybackBeat = 0d; public static float SnapInterval() { return instance.snapInterval; } @@ -110,28 +112,28 @@ namespace HeavenStudio.Editor.Track if (selected) { instance.SelectionsBTN.transform.GetChild(0).GetComponent().color = Color.white; - instance.SelectionsBTN.GetComponent().Invoke("OnClick", 0); + // instance.SelectionsBTN.GetComponent().Invoke("OnClick", 0); } else instance.SelectionsBTN.transform.GetChild(0).GetComponent().color = Color.gray; if (tempoChange) { instance.TempoChangeBTN.transform.GetChild(0).GetComponent().color = Color.white; - instance.TempoChangeBTN.GetComponent().Invoke("OnClick", 0); + // instance.TempoChangeBTN.GetComponent().Invoke("OnClick", 0); } else instance.TempoChangeBTN.transform.GetChild(0).GetComponent().color = Color.gray; if (musicVolume) { instance.MusicVolumeBTN.transform.GetChild(0).GetComponent().color = Color.white; - instance.MusicVolumeBTN.GetComponent().Invoke("OnClick", 0); + // instance.MusicVolumeBTN.GetComponent().Invoke("OnClick", 0); } else instance.MusicVolumeBTN.transform.GetChild(0).GetComponent().color = Color.gray; if (chartSection) { instance.ChartSectionBTN.transform.GetChild(0).GetComponent().color = Color.white; - instance.ChartSectionBTN.GetComponent().Invoke("OnClick", 0); + // instance.ChartSectionBTN.GetComponent().Invoke("OnClick", 0); } else instance.ChartSectionBTN.transform.GetChild(0).GetComponent().color = Color.gray; @@ -165,7 +167,6 @@ namespace HeavenStudio.Editor.Track public TMP_InputField StartingVolumeSpecialVolume; public SpecialTimeline SpecialInfo; - private RectTransform TimelineSongPosLine; [Header("Timeline Playbar")] public Button PlayBTN; @@ -180,7 +181,6 @@ namespace HeavenStudio.Editor.Track public Button ZoomInBTN; public Button ZoomOutBTN; public Button ZoomResetBTN; - public Button WaveformBTN; public Slider PlaybackSpeed; public Vector3[] LayerCorners = new Vector3[4]; @@ -245,38 +245,12 @@ namespace HeavenStudio.Editor.Track LoadRemix(); - TimelineSlider.GetChild(0).GetComponent().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB(); - TimelineSlider.GetChild(1).GetComponent().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB(); - TimelineSlider.GetChild(2).GetComponent().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB(); - TimelineSlider.GetChild(3).GetComponent().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB(); - TimelineSongPosLineRef.GetComponent().color = EditorTheme.theme.properties.CurrentTimeMarkerCol.Hex2RGB(); - - PlayBTN.onClick.AddListener(delegate - { - if (Conductor.instance.isPaused) - PlayCheck(false); - else - PlayCheck(true); - }); - PauseBTN.onClick.AddListener(delegate - { - if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) - PlayCheck(false); - }); - StopBTN.onClick.AddListener(delegate - { - if (Conductor.instance.isPlaying || Conductor.instance.isPaused) - PlayCheck(true); - }); - - MetronomeBTN.onClick.AddListener(delegate - { - MetronomeToggle(); - }); - AutoplayBTN.onClick.AddListener(delegate - { - AutoPlayToggle(); - }); + // TimelineSlider.GetChild(0).GetComponent().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB(); + // TimelineSlider.GetChild(1).GetComponent().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB(); + // TimelineSlider.GetChild(2).GetComponent().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB(); + // TimelineSlider.GetChild(3).GetComponent().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB(); + // TimelineSongPosLineRef.GetComponent().color = EditorTheme.theme.properties.CurrentTimeMarkerCol.Hex2RGB(); + TimelineSongPosLineRef.gameObject.SetActive(false); SelectionsBTN.onClick.AddListener(delegate { @@ -295,25 +269,6 @@ namespace HeavenStudio.Editor.Track timelineState.SetState(CurrentTimelineState.State.ChartSection); }); - ZoomInBTN.onClick.AddListener(delegate - { - zoomComponent.Zoom(0.25f * zoomComponent.Scale.x, Vector2.zero, true); - }); - ZoomOutBTN.onClick.AddListener(delegate - { - zoomComponent.Zoom(-0.2f * zoomComponent.Scale.x, Vector2.zero, true); - }); - ZoomResetBTN.onClick.AddListener(delegate - { - zoomComponent.ResetZoom(); - }); - WaveformBTN.onClick.AddListener(delegate - { - WaveformToggle(); - }); - - Tooltip.AddTooltip(WaveformBTN.gameObject, "Waveform Toggle"); - SetTimeButtonColors(true, false, false); MetronomeBTN.transform.GetChild(0).GetComponent().color = Color.gray; MetronomeBTN.transform.GetChild(1).GetComponent().color = Color.gray; @@ -326,6 +281,33 @@ namespace HeavenStudio.Editor.Track resizeCursor = Resources.Load("Cursors/horizontal_resize"); } + public void PressPlay() + { + PlayCheck(!Conductor.instance.isPaused); + } + public void PressPause() + { + if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) { + PlayCheck(false); + } + } + public void PressStop() + { + if (Conductor.instance.isPlaying || Conductor.instance.isPaused) { + PlayCheck(true); + } + } + + // public void SetState(CurrentTimelineState.State state) + // { + // timelineState.SetState(state); + // } + + public void SetState(string state) + { + timelineState.SetState(Enum.Parse(state)); + } + public void FitToSong() { var currentSizeDelta = RealTimelineContent.sizeDelta; @@ -338,12 +320,6 @@ namespace HeavenStudio.Editor.Track RealTimelineContent.sizeDelta = new Vector2(TimelineContent.sizeDelta.x / Zoom, RealTimelineContent.sizeDelta.y); } - public void CreateWaveform() - { - // DrawWaveform(); - // StartCoroutine(DrawWaveformRealtime()); - } - public void AutoBtnUpdate() { var animName = GameManager.instance.autoplay ? "Idle" : "Disabled"; @@ -392,9 +368,9 @@ namespace HeavenStudio.Editor.Track if (MouseInTimeline) MouseInTimeline = RectTransformUtility.RectangleContainsScreenPoint(TimelineScroll.viewport, Input.mousePosition, Editor.instance.EditorCamera); - + PlaybackSpeed.interactable = !Conductor.instance.isPaused; - + foreach (var rect in GameObject.FindGameObjectsWithTag("BlocksEditor")) { if (!rect.activeInHierarchy) continue; @@ -408,55 +384,10 @@ namespace HeavenStudio.Editor.Track } } - /* - if (MouseInTimeline) - { - var wheel = Input.mouseScrollDelta.y; - - if (wheel != 0) - { - var incre = 0.0f; - if (wheel > 0) - { - incre += wheel * (Zoom * 0.25f); - } - else - { - incre += wheel * (Zoom * 0.2f); - } - - var v = new Vector3[4]; - TimelineScroll.viewport.GetWorldCorners(v); - var viewportPos = Editor.instance.EditorCamera.WorldToScreenPoint(v[0]); - - var left = leftSide; - var viewportWidth = TimelineScroll.viewport.rect.width; - var localPointRec = Mathf.Lerp(left, left + (viewportWidth / Zoom), - MathUtils.Normalize(Input.mousePosition.x, viewportPos.x, viewportPos.x + viewportWidth)); - - var xPixels = (localPointRec * incre); - xPixels *= (Zoom); - - TimelineContent.anchoredPosition = new Vector2( - TimelineContent.anchoredPosition.x - xPixels, - TimelineContent.anchoredPosition.y - ); - - Zoom += incre; - Zoom = Mathf.Clamp(Zoom, 1, 1000); - } - } - */ - MousePos2Beat = relativeMousePos.x / PixelsPerBeat; MousePos2Layer = Mathf.Clamp(Mathf.FloorToInt(-(relativeMousePos.y) / LayerHeight()), 0, LayerCount - 1); Conductor cond = Conductor.instance; - // waveform.rectTransform.anchoredPosition = new Vector2( - // -(GameManager.instance.Beatmap.data.offset / (60.0f / GameManager.instance.Beatmap.bpm)), - // waveform.rectTransform.anchoredPosition.y); - - // WaveformBTN.transform.GetChild(0).GetComponent().color = (cond.musicSource.clip != null && waveform.gameObject.activeInHierarchy) ? Color.white : Color.gray; if (!cond.isPlaying && !cond.isPaused) { @@ -465,19 +396,19 @@ namespace HeavenStudio.Editor.Track } else { - SongBeat.text = $"Beat {string.Format("{0:0.000}", cond.songPositionInBeats)}"; + SongBeat.text = $"Beat {string.Format("{0:0.000}", cond.songPositionInBeatsAsDouble)}"; SongPos.text = FormatTime(cond.songPositionAsDouble); } // Metronome animation { - var rectTransform = MetronomeBTN.transform.GetChild(1).GetComponent(); - var rot = 0.0f; - if (Conductor.instance.metronome) + RectTransform rectTransform = MetronomeBTN.transform.GetChild(1).GetComponent(); + float rot = 0f; + if (cond.metronome) { - var startBeat = Mathf.FloorToInt(Conductor.instance.songPositionInBeats - 0.5f); - var nm = Conductor.instance.GetLoopPositionFromBeat(0.5f, 1f, ignoreSwing: false); - var loop = (startBeat % 2 == 0) ? Mathf.SmoothStep(-1.1f, 1f, nm) : Mathf.SmoothStep(1f, -1f, nm); + int startBeat = (int)Math.Floor(cond.songPositionInBeats - 0.5); + float nm = cond.GetLoopPositionFromBeat(0.5f, 1f, ignoreSwing: false); + float loop = (startBeat % 2 == 0) ? Mathf.SmoothStep(-1.1f, 1f, nm) : Mathf.SmoothStep(1f, -1f, nm); rot = loop * 45f; } @@ -545,11 +476,11 @@ namespace HeavenStudio.Editor.Track float moveSpeed = 750; if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) moveSpeed *= 6; - if (Input.GetKey(KeyCode.LeftArrow) || (!Input.GetKey(KeyCode.LeftControl) && Input.GetKey(KeyCode.A))) + if (Input.GetKey(KeyCode.LeftArrow) || (!Input.GetKey(InputKeyboard.MODIFIER) && Input.GetKey(KeyCode.A))) { RealTimelineContent.transform.localPosition += new Vector3(moveSpeed * Time.deltaTime, 0); } - else if (Input.GetKey(KeyCode.RightArrow) || (!Input.GetKey(KeyCode.LeftControl) && Input.GetKey(KeyCode.D))) + else if (Input.GetKey(KeyCode.RightArrow) || (!Input.GetKey(InputKeyboard.MODIFIER) && Input.GetKey(KeyCode.D))) { RealTimelineContent.transform.localPosition += new Vector3(-moveSpeed * Time.deltaTime, 0); } @@ -629,11 +560,15 @@ namespace HeavenStudio.Editor.Track private void SliderControl() { - TimelinePlaybackBeat.text = $"Beat {string.Format("{0:0.000}", PlaybackBeat)}"; + TimelinePlaybackBeat.text = $"♪ {string.Format("{0:0.000}", PlaybackBeat)}"; - if (TimelineSongPosLine != null && !Conductor.instance.WaitingForDsp) + if (TimelineSongPosLineRef != null && !Conductor.instance.WaitingForDsp) { - TimelineSongPosLine.transform.localPosition = new Vector3(Conductor.instance.songPositionInBeats * PixelsPerBeat, TimelineSongPosLine.transform.localPosition.y); + if (Conductor.instance.isPlaying && !TimelineSongPosLineRef.gameObject.activeSelf) + { + TimelineSongPosLineRef.gameObject.SetActive(true); + } + TimelineSongPosLineRef.transform.localPosition = new Vector3(Conductor.instance.songPositionInBeats * PixelsPerBeat, TimelineSongPosLineRef.transform.localPosition.y); } } @@ -672,14 +607,12 @@ namespace HeavenStudio.Editor.Track } } - public void Play(bool fromStart, float time) + public void Play(bool fromStart, double time) { GameManager.instance.SafePlay(time, 0, false); if (!Conductor.instance.isPaused) { - TimelineSongPosLine = Instantiate(TimelineSongPosLineRef, TimelineSongPosLineRef.parent).GetComponent(); - TimelineSongPosLine.gameObject.SetActive(true); - TimelineSongPosLine.transform.localPosition = new Vector3(time * PixelsPerBeat, TimelineSongPosLine.transform.localPosition.y); + TimelineSongPosLineRef.transform.localPosition = new Vector3((float)time * PixelsPerBeat, TimelineSongPosLineRef.transform.localPosition.y); } SetTimeButtonColors(false, true, true); @@ -687,19 +620,15 @@ namespace HeavenStudio.Editor.Track public void Pause() { - // isPaused = true; GameManager.instance.Pause(); SetTimeButtonColors(true, false, true); } - public void Stop(float time) + public void Stop(double time) { - // isPaused = true; - // timelineSlider.value = 0; - - if (TimelineSongPosLine != null) - Destroy(TimelineSongPosLine.gameObject); + if (TimelineSongPosLineRef != null) + TimelineSongPosLineRef.gameObject.SetActive(false); GameManager.instance.Stop(time); @@ -887,16 +816,19 @@ namespace HeavenStudio.Editor.Track { for (int i = 0; i < ep.Count; i++) { - object returnVal = ep[i].parameter switch { + object returnVal = ep[i].parameter switch + { EntityTypes.Integer intVal => intVal.val, EntityTypes.Note noteVal => noteVal.val, EntityTypes.Float floatVal => floatVal.val, EntityTypes.Button buttonVal => buttonVal.defaultLabel, EntityTypes.Dropdown ddVal => new EntityTypes.DropdownObj(ddVal), + EntityTypes.NoteSampleDropdown noteDDVal => (int)noteDDVal.defaultValue, _ => ep[i].parameter, }; - if (returnVal.GetType().IsEnum) { + if (returnVal.GetType().IsEnum) + { returnVal = (int)ep[i].parameter; } @@ -953,8 +885,10 @@ namespace HeavenStudio.Editor.Track { var newEntity = entity.DeepCopy(); // there's gotta be a better way to do this. i just don't know how... -AJ - foreach ((var key, var value) in new Dictionary(newEntity.dynamicData)) { - if (value is EntityTypes.DropdownObj dd) { + foreach ((var key, var value) in new Dictionary(newEntity.dynamicData)) + { + if (value is EntityTypes.DropdownObj dd) + { newEntity[key] = new EntityTypes.DropdownObj(dd.value, dd.Values); } } @@ -977,6 +911,68 @@ namespace HeavenStudio.Editor.Track return dup; } + public void InsertSpace() + { + List originalEntities = new(); + List newBeats = new(); + + var beatmap = GameManager.instance.Beatmap; + var specialEntities = new[] { beatmap.TempoChanges, beatmap.VolumeChanges, beatmap.SectionMarkers } + .SelectMany(list => list); + + foreach (var entity in beatmap.Entities) + { + var entityBeat = entity.beat; + if (entityBeat >= PlaybackBeat) + { + originalEntities.Add(entity); + newBeats.Add(entityBeat + snapInterval); + } + } + foreach (var entity in specialEntities) + { + var entityBeat = entity.beat; + if (entityBeat >= PlaybackBeat && entityBeat > 0) + { + originalEntities.Add(entity); + newBeats.Add(entityBeat + snapInterval); + } + } + + if (originalEntities.Count > 0) CommandManager.Instance.AddCommand(new Commands.MoveEntity(originalEntities, newBeats)); + } + + public void DeleteSpace() + { + List originalEntities = new(); + List newBeats = new(); + + var beatmap = GameManager.instance.Beatmap; + var specialEntities = new[] { beatmap.TempoChanges, beatmap.VolumeChanges, beatmap.SectionMarkers } + .SelectMany(list => list); + + foreach (var entity in beatmap.Entities) + { + var entityBeat = entity.beat; + if (entityBeat - snapInterval >= PlaybackBeat) + { + originalEntities.Add(entity); + newBeats.Add(entityBeat - snapInterval); + } + } + foreach (var entity in specialEntities) + { + var entityBeat = entity.beat; + if (entityBeat - snapInterval >= PlaybackBeat && entityBeat > 0) + { + originalEntities.Add(entity); + newBeats.Add(entityBeat - snapInterval); + } + } + + if (originalEntities.Count > 0) CommandManager.Instance.AddCommand(new Commands.MoveEntity(originalEntities, newBeats)); + } + public float SnapToLayer(float y) { float size = LayerHeight(); @@ -1056,7 +1052,7 @@ namespace HeavenStudio.Editor.Track public void UpdateOffsetFromText() { // Failsafe against empty string. - if (String.IsNullOrEmpty(FirstBeatOffset.text)) + if (string.IsNullOrEmpty(FirstBeatOffset.text)) FirstBeatOffset.text = "0"; // Convert ms to s. diff --git a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs index d4f620684..2fa616596 100644 --- a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs +++ b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs @@ -62,6 +62,8 @@ namespace HeavenStudio.Editor.Track private double initMoveX = 0; private float initMoveY = 0; + private double selectedMinInitMoveX, selectedMaxInitMoveX; + private float selectedMinInitMoveY, selectedMaxInitMoveY; private bool movedEntity = false; private double lastBeat = 0; @@ -238,8 +240,10 @@ namespace HeavenStudio.Editor.Track { foreach (var marker in Selections.instance.eventsSelected) { - marker.entity.beat = System.Math.Max(Timeline.instance.MousePos2BeatSnap - marker.initMoveX, 0); - marker.entity["track"] = Mathf.Clamp(Timeline.instance.MousePos2Layer - marker.initMoveY, 0, Timeline.instance.LayerCount - 1); + var nextBeat = System.Math.Max(Timeline.instance.MousePos2BeatSnap, selectedMaxInitMoveX) - marker.initMoveX; + var nextTrack = Mathf.Clamp(Timeline.instance.MousePos2Layer, selectedMaxInitMoveY, Timeline.instance.LayerCount - 1 + selectedMinInitMoveY) - marker.initMoveY; + marker.entity.beat = System.Math.Max(nextBeat, 0); + marker.entity["track"] = Mathf.Clamp(nextTrack, 0, Timeline.instance.LayerCount - 1); marker.SetColor((int)entity["track"]); marker.SetWidthHeight(); } @@ -293,6 +297,10 @@ namespace HeavenStudio.Editor.Track marker.initMoveX = Timeline.instance.MousePos2BeatSnap - marker.entity.beat; marker.initMoveY = Timeline.instance.MousePos2Layer - (int)marker.entity["track"]; } + selectedMinInitMoveX = Selections.instance.eventsSelected.Min(marker => marker.initMoveX); + selectedMaxInitMoveX = Selections.instance.eventsSelected.Max(marker => marker.initMoveX); + selectedMinInitMoveY = Selections.instance.eventsSelected.Min(marker => marker.initMoveY); + selectedMaxInitMoveY = Selections.instance.eventsSelected.Max(marker => marker.initMoveY); } #region ClickEvents diff --git a/Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs b/Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs index fb5b8e378..73594827c 100644 --- a/Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs +++ b/Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs @@ -1,3 +1,4 @@ +using HeavenStudio.InputSystem; using UnityEngine; using UnityEngine.EventSystems; @@ -15,6 +16,7 @@ namespace HeavenStudio.Editor.Track private Vector2 relMousePos; private RectTransform rectTransform; + private RectTransform timelineContentRectTrans; private void Awake() { @@ -28,10 +30,9 @@ namespace HeavenStudio.Editor.Track private void Update() { var scrollDeltaY = Input.mouseScrollDelta.y; - if (scrollDeltaY != 0) + if (scrollDeltaY != 0 && Timeline.instance.MouseInTimeline) { - if (Timeline.instance.MouseInTimeline) - OnScroll(scrollDeltaY); + OnScroll(scrollDeltaY); } } @@ -41,41 +42,51 @@ namespace HeavenStudio.Editor.Track relMousePos = rectTransform.anchoredPosition; - Vector2 relativeMousePosition; - var cam = Editor.instance.EditorCamera; if (cam == null) { Debug.LogError("Camera not set!"); return; } - RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, cam, out relativeMousePosition); - if (scrollDeltaY > 0) - { - if (Input.GetKey(KeyCode.LeftControl)) - { - Zoom(0.25f * _scale.y, relativeMousePosition, false); + if (scrollDeltaY > 0) { + if (Input.GetKey(InputKeyboard.MODIFIER)) { + ZoomInVertical(); + } else { + ZoomInHorizontal(); } - else - { - Zoom(0.25f * _scale.x, relativeMousePosition, true); + } else if (scrollDeltaY < 0) { + if (Input.GetKey(InputKeyboard.MODIFIER)) { + ZoomOutVertical(); + } else { + ZoomOutHorizontal(); } } - else if (scrollDeltaY < 0) - { - if (Input.GetKey(KeyCode.LeftControl)) - { - var incre = -0.2f * _scale.y; - if (_scale.y + incre > minScale - 0.1f) - Zoom(-0.2f * _scale.y, relativeMousePosition, false); - } - else - { - var incre = -0.2f * _scale.x; - if (_scale.x + incre > minScale - 0.1f) - Zoom(-0.2f * _scale.x, relativeMousePosition, true); - } + } + + public void ZoomInVertical() + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, Editor.instance.EditorCamera, out Vector2 mousePos); + Zoom(0.25f * _scale.y, mousePos, false); + } + public void ZoomInHorizontal() + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, Editor.instance.EditorCamera, out Vector2 mousePos); + Zoom(0.25f * _scale.x, mousePos, true); + } + public void ZoomOutVertical() + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, Editor.instance.EditorCamera, out Vector2 mousePos); + var incre = -0.2f * _scale.y; + if (_scale.y + incre > minScale - 0.1f) + Zoom(-0.2f * _scale.y, mousePos, false); + } + public void ZoomOutHorizontal() + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, Editor.instance.EditorCamera, out Vector2 mousePos); + var incre = -0.2f * _scale.x; + if (_scale.x + incre > minScale - 0.1f) { + Zoom(-0.2f * _scale.x, mousePos, true); } } @@ -85,10 +96,10 @@ namespace HeavenStudio.Editor.Track if (horiz) { - var newScale = Mathf.Clamp(_scale.x + incre, minScale, maxScale); + float newScale = Mathf.Clamp(_scale.x + incre, minScale, maxScale); _scale.Set(newScale, _scale.y, 1); relativeMousePosition = new Vector2(relativeMousePosition.x, 0); - relMousePos -= (relativeMousePosition * incre); + relMousePos -= relativeMousePosition * incre; rectTransform.localScale = _scale; rectTransform.anchoredPosition = relMousePos; @@ -101,10 +112,10 @@ namespace HeavenStudio.Editor.Track } else { - var newScale = Mathf.Clamp(_scale.y + incre, 1.0f, maxScale); + float newScale = Mathf.Clamp(_scale.y + incre, 1.0f, maxScale); _scale.Set(_scale.x, newScale, 1); relativeMousePosition = new Vector2(0, relativeMousePosition.y); - relMousePos -= (relativeMousePosition * incre); + relMousePos -= relativeMousePosition * incre; rectTransform.localScale = _scale; rectTransform.anchoredPosition = relMousePos; @@ -126,7 +137,9 @@ namespace HeavenStudio.Editor.Track { _scale.Set(1, 1, 1); rectTransform.localScale = _scale; + rectTransform.localPosition = new Vector2(rectTransform.localPosition.x, 0); Timeline.instance.OnZoom(_scale.x); + Timeline.instance.OnZoomVertical(_scale.y); } } } \ No newline at end of file diff --git a/Assets/Scripts/LevelEditor/Tooltip.cs b/Assets/Scripts/LevelEditor/Tooltip.cs index a345eafc8..d03154ac1 100644 --- a/Assets/Scripts/LevelEditor/Tooltip.cs +++ b/Assets/Scripts/LevelEditor/Tooltip.cs @@ -15,6 +15,8 @@ namespace HeavenStudio.Editor [SerializeField] private RectTransform background; [SerializeField] private TMP_Text text; [SerializeField] private CanvasGroup group; + [SerializeField] private float timer = 0f; + [SerializeField] private bool timerActive = false; public static Tooltip instance { get; private set; } @@ -27,6 +29,14 @@ namespace HeavenStudio.Editor private void Update() { + if (timerActive) + { + timer += Time.deltaTime; + if (timer >= 1.5f) + { + group.alpha = 1; + } + } Vector3 anchoredPosition = Input.mousePosition; Camera camera = Editor.instance.EditorCamera; Vector3 canvasScale = Editor.instance.MainCanvas.transform.localScale; @@ -56,9 +66,9 @@ namespace HeavenStudio.Editor rectTransform.anchoredPosition = anchoredPosition / scale; } - public static void OnEnter(string tooltipText, string altTooltipText) + public static void OnEnter(string tooltipText, string altTooltipText, int type) { - instance.OnEnterPrivate(tooltipText, altTooltipText); + instance.OnEnterPrivate(tooltipText, altTooltipText, type); } public static void OnExit() @@ -68,24 +78,64 @@ namespace HeavenStudio.Editor Editor.instance.tooltipText.ForceMeshUpdate(); } - private void OnEnterPrivate(string tooltipText, string altTooltipText) + private void OnEnterPrivate(string tooltipText, string altTooltipText, int type) { - group.alpha = 1; + Vector2 textSize; + Vector2 paddingSize; - text.text = tooltipText; - text.ForceMeshUpdate(); + // tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse + // idk the best place to put this comment so i'm putting it everywhere lmao + switch (type) + { + case 0: + group.alpha = 0; - Vector2 textSize = text.GetRenderedValues(false); - Vector2 paddingSize = new Vector2(8, 8); + text.text = tooltipText; + text.ForceMeshUpdate(); - background.sizeDelta = textSize + paddingSize; - Editor.instance.tooltipText.text = altTooltipText.Replace("\n", ""); - Editor.instance.tooltipText.ForceMeshUpdate(); + textSize = text.GetRenderedValues(false); + paddingSize = new Vector2(8, 8); + + background.sizeDelta = textSize + paddingSize; + Editor.instance.tooltipText.text = altTooltipText.Replace("\n", ""); + Editor.instance.tooltipText.ForceMeshUpdate(); + break; + case 1: + group.alpha = 0; + + text.text = tooltipText; + text.ForceMeshUpdate(); + + textSize = text.GetRenderedValues(false); + paddingSize = new Vector2(8, 8); + + background.sizeDelta = textSize + paddingSize; + Editor.instance.tooltipText.text = altTooltipText.Replace("\n", ""); + Editor.instance.tooltipText.ForceMeshUpdate(); + + timerActive = true; + break; + case 2: + group.alpha = 1; + + text.text = tooltipText; + text.ForceMeshUpdate(); + + textSize = text.GetRenderedValues(false); + paddingSize = new Vector2(8, 8); + + background.sizeDelta = textSize + paddingSize; + Editor.instance.tooltipText.text = altTooltipText.Replace("\n", ""); + Editor.instance.tooltipText.ForceMeshUpdate(); + break; + } } private void OnExitPrivate() { group.alpha = 0; + timerActive = false; + timer = 0; } private void SetText(string tooltipText) @@ -99,15 +149,16 @@ namespace HeavenStudio.Editor background.sizeDelta = textSize + paddingSize; } - public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = null) + public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = null, int type = 2) { + // tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse altTooltipText ??= tooltipText; EventTrigger et = g.AddComponent(); EventTrigger.Entry pointerEnter = new EventTrigger.Entry(); pointerEnter.eventID = EventTriggerType.PointerEnter; - pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText, altTooltipText); }); + pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText, altTooltipText, type); }); EventTrigger.Entry pointerExit = new EventTrigger.Entry(); pointerExit.eventID = EventTriggerType.PointerExit; diff --git a/Assets/Scripts/LevelEditor/ZoomDialog.meta b/Assets/Scripts/LevelEditor/ZoomDialog.meta new file mode 100644 index 000000000..7ece0bb24 --- /dev/null +++ b/Assets/Scripts/LevelEditor/ZoomDialog.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 57d18db3e40dbf34391199ee47cecd0d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelEditor/ZoomDialog/ZoomDialog.cs b/Assets/Scripts/LevelEditor/ZoomDialog/ZoomDialog.cs new file mode 100644 index 000000000..bc7e6b072 --- /dev/null +++ b/Assets/Scripts/LevelEditor/ZoomDialog/ZoomDialog.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using HeavenStudio.Editor.Track; + +using TMPro; + +namespace HeavenStudio.Editor +{ + public class ZoomDialog : Dialog + { + // [SerializeField] private TMP_Text snapText; + [SerializeField] RectTransform btnRectTransform; + + public void SwitchZoomDialog() + { + if (dialog.activeSelf) { + dialog.SetActive(false); + } else { + ResetAllDialogs(); + SetPosRelativeToButtonPos(btnRectTransform, new Vector2(146, 120)); + dialog.SetActive(true); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/LevelEditor/ZoomDialog/ZoomDialog.cs.meta b/Assets/Scripts/LevelEditor/ZoomDialog/ZoomDialog.cs.meta new file mode 100644 index 000000000..980da51c6 --- /dev/null +++ b/Assets/Scripts/LevelEditor/ZoomDialog/ZoomDialog.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aeb3c233812091c44899fa5535852773 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index d355037f1..19eeb5c31 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -197,9 +197,9 @@ namespace HeavenStudio public static RiqBeatmapData? PreProcessBeatmap(string version, RiqBeatmapData data) { Debug.Log("Preprocessing beatmap..."); - Minigames.Minigame game; - Minigames.GameAction action; - System.Type type, pType; + Minigame game; + GameAction action; + Type type, pType; if (EventCaller.instance != null) { string[] split; @@ -212,7 +212,7 @@ namespace HeavenStudio if (game == null) { Debug.LogWarning($"Unknown game {gameName} found in remix.json! Adding game..."); - game = new Minigames.Minigame(gameName, gameName.DisplayName() + " \n[inferred from remix.json]", "", false, false, new List(), inferred: true); + game = new Minigame(gameName, gameName.DisplayName() + " \n[inferred from remix.json]", "", false, false, new List(), inferred: true); EventCaller.instance.minigames.Add(gameName, game); if (Editor.Editor.instance != null) Editor.Editor.instance.AddIcon(game); @@ -221,7 +221,7 @@ namespace HeavenStudio if (action == null) { Debug.LogWarning($"Unknown action {gameName}/{actionName} found in remix.json! Adding action..."); - var parameters = new List(); + var parameters = new List(); foreach (var item in e.dynamicData) { Debug.Log($"k: {item.Key}, v: {item.Value}"); @@ -234,9 +234,9 @@ namespace HeavenStudio value = new EntityTypes.Integer(int.MinValue, int.MaxValue, (int)value); else if (value.GetType() == typeof(double)) value = new EntityTypes.Float(float.NegativeInfinity, float.PositiveInfinity, (float)value); - parameters.Add(new Minigames.Param(item.Key, value, item.Key.DisplayName(), "[inferred from remix.json]")); + parameters.Add(new Param(item.Key, value, item.Key.DisplayName(), "[inferred from remix.json]")); } - action = new Minigames.GameAction(actionName, actionName.DisplayName(), e.length, true, parameters); + action = new GameAction(actionName, actionName.DisplayName(), "Events", e.length, true, parameters); game.actions.Add(action); } @@ -250,12 +250,14 @@ namespace HeavenStudio if (!e.dynamicData.ContainsKey(param.propertyName)) { Debug.LogWarning($"Property {param.propertyName} does not exist in the entity's dynamic data! Adding..."); - if (type == typeof(EntityTypes.Integer)) - e.dynamicData.Add(param.propertyName, ((EntityTypes.Integer)param.parameter).val); - else if (type == typeof(EntityTypes.Float)) - e.dynamicData.Add(param.propertyName, ((EntityTypes.Float)param.parameter).val); - else if (type == typeof(EntityTypes.Note)) - e.dynamicData.Add(param.propertyName, ((EntityTypes.Note)param.parameter).val); + if (param.parameter is EntityTypes.Integer intParam) + e.dynamicData.Add(param.propertyName, intParam.val); + if (param.parameter is EntityTypes.Float floatParam) + e.dynamicData.Add(param.propertyName, floatParam.val); + if (param.parameter is EntityTypes.Dropdown ddParam) + e.dynamicData.Add(param.propertyName, new EntityTypes.DropdownObj(ddParam)); + 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); else @@ -278,6 +280,10 @@ namespace HeavenStudio 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)) + { + e.dynamicData[param.propertyName] = (int)e[param.propertyName]; + } else if (type == typeof(EntityTypes.Resource)) e.dynamicData[param.propertyName] = (EntityTypes.Resource)e[param.propertyName]; else if (type.IsEnum) @@ -389,22 +395,25 @@ namespace HeavenStudio public List supportedLocales; public bool inferred; - public bool usesAssetBundle => wantAssetBundle is not null or ""; - public bool hasLocales => supportedLocales.Count > 0; - public bool AssetsLoaded => ((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded && loadComplete; + 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 AlreadyLoading => alreadyLoading; + public bool SequencesPreloaded => soundSequences != null; public string LoadableName => inferred ? "noGame" : name; public GameObject LoadedPrefab => loadedPrefab; - private AssetBundle bundleCommon = null; - private bool commonLoaded = false; - private bool commonPreloaded = false; private string currentLoadedLocale = ""; - private AssetBundle bundleLocalized = null; - private bool localeLoaded = false; - private bool localePreloaded = false; + private AssetBundle bundleResources = null; + private bool resourcesLoaded = false; + private bool resourcesPreloaded = false; + private AssetBundle bundleAudio = null; + private bool audioLoaded = false; + private bool audioPreloaded = false; private GameObject loadedPrefab = null; + private bool badBundle = false; + // eventually implement secondary assetbundles for localization instead of one "common" and one "locale" bool loadComplete = false; @@ -458,113 +467,132 @@ namespace HeavenStudio this.chronologicalSortKey = chronologicalSortKey; } - public AssetBundle GetLocalizedAssetBundle() - { - if (bundleLocalized != null && !localeLoaded) - { - bundleLocalized.Unload(true); - bundleLocalized = null; - localeLoaded = false; - localePreloaded = false; - } - if (!hasLocales) return null; - if (!usesAssetBundle) return null; - if (bundleLocalized == null || currentLoadedLocale != defaultLocale) //TEMPORARY: use the game's default locale until we add localization support - { - if (localeLoaded) return bundleLocalized; - // TODO: try/catch for missing assetbundles - currentLoadedLocale = defaultLocale; - bundleLocalized = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)); - localeLoaded = true; - } - return bundleLocalized; - } - - public AssetBundle GetCommonAssetBundle() - { - if (bundleCommon != null && !commonLoaded) - { - bundleCommon.Unload(true); - bundleCommon = null; - commonLoaded = false; - commonPreloaded = false; - } - if (commonLoaded) return bundleCommon; - if (!usesAssetBundle) return null; - if (bundleCommon == null) - { - // TODO: try/catch for missing assetbundles - bundleCommon = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")); - commonLoaded = true; - } - return bundleCommon; - } - bool alreadyLoading = false; public async UniTaskVoid LoadAssetsAsync() { - if (alreadyLoading || AssetsLoaded || !usesAssetBundle) return; + if (alreadyLoading || AssetsLoaded || !UsesAssetBundle) return; loadComplete = false; alreadyLoading = true; - await UniTask.WhenAll(LoadCommonAssetBundleAsync(), LoadLocalizedAssetBundleAsync()); - await UniTask.WhenAll(LoadGamePrefabAsync(), LoadCommonAudioClips(), LoadLocalizedAudioClips()); + await UniTask.WhenAll(LoadResourcesAssetBundleAsync(), LoadAudioAssetBundleAsync()); + if (badBundle) + { + Debug.LogWarning($"Bad bundle for {name}"); + alreadyLoading = false; + loadComplete = true; + return; + } + await UniTask.WhenAll(LoadGamePrefabAsync(), PrepareResources(), PrepareAudio()); SoundByte.PreloadGameAudioClips(this); alreadyLoading = false; loadComplete = true; } - public async UniTask LoadCommonAssetBundleAsync() + public AssetBundle GetAudioAssetBundle() { - if (bundleCommon != null && !commonLoaded) + if (bundleAudio != null && !audioLoaded) { - await bundleCommon.UnloadAsync(true); - bundleCommon = null; - commonLoaded = false; - commonPreloaded = false; + bundleAudio.Unload(true); + bundleAudio = null; + audioLoaded = false; + audioPreloaded = false; } - - if (commonPreloaded || commonLoaded) return; - commonPreloaded = true; - if (!usesAssetBundle) return; - if (bundleCommon != null) return; - - AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate); - - bundleCommon = bundle; - commonLoaded = true; + if (!HasLocales) return null; + if (!UsesAssetBundle) return null; + if (bundleAudio == null || currentLoadedLocale != defaultLocale) //TEMPORARY: use the game's default locale until we add localization support + { + if (audioLoaded) return bundleAudio; + // TODO: try/catch for missing assetbundles + currentLoadedLocale = defaultLocale; + bundleAudio = AssetBundle.LoadFromFile(Path.GetFullPath(Path.Combine(Application.streamingAssetsPath, wantAssetBundle, "locale." + defaultLocale))); + audioLoaded = true; + } + return bundleAudio; } - public async UniTask LoadLocalizedAssetBundleAsync() + public AssetBundle GetResourcesAssetBundle() { - if (bundleLocalized != null && !localeLoaded) + if (badBundle) return null; + string path = Path.GetFullPath(Path.Combine(Application.streamingAssetsPath, wantAssetBundle, "common")); + if (bundleResources != null && !resourcesLoaded) { - await bundleLocalized.UnloadAsync(true); - bundleLocalized = null; - localeLoaded = false; - localePreloaded = false; + bundleResources.Unload(true); + bundleResources = null; + resourcesLoaded = false; + resourcesPreloaded = false; + } + if (!File.Exists(path)) + { + badBundle = true; + return null; + } + if (resourcesLoaded) return bundleResources; + if (!UsesAssetBundle) return null; + if (bundleResources == null) + { + bundleResources = AssetBundle.LoadFromFile(path); + resourcesLoaded = true; + } + return bundleResources; + } + + public async UniTask LoadResourcesAssetBundleAsync() + { + if (badBundle) return; + string path = Path.GetFullPath(Path.Combine(Application.streamingAssetsPath, wantAssetBundle, "common")); + if (bundleResources != null && !resourcesLoaded) + { + await bundleResources.UnloadAsync(true); + bundleResources = null; + resourcesLoaded = false; + resourcesPreloaded = false; + } + // ignore all AB checks if path doesn't exist + if (!File.Exists(path)) + { + badBundle = true; + return; + } + if (resourcesPreloaded || resourcesLoaded) return; + resourcesPreloaded = true; + if (!UsesAssetBundle) return; + if (bundleResources != null) return; + AssetBundle bundle = await AssetBundle.LoadFromFileAsync(path).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate); + bundleResources = bundle; + resourcesLoaded = true; + } + + public async UniTask LoadAudioAssetBundleAsync() + { + if (bundleAudio != null && !audioLoaded) + { + await bundleAudio.UnloadAsync(true); + bundleAudio = null; + audioLoaded = false; + audioPreloaded = false; } - if (!hasLocales) return; - if (localePreloaded) return; - localePreloaded = true; - if (!usesAssetBundle) return; - if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return; + if (!HasLocales) return; + if (audioPreloaded) return; + audioPreloaded = true; + if (!UsesAssetBundle) return; + if (audioLoaded && bundleAudio != null && currentLoadedLocale == defaultLocale) return; - AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate); - if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return; + AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.GetFullPath(Path.Combine(Application.streamingAssetsPath, wantAssetBundle, "locale." + defaultLocale))).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate); + if (audioLoaded && bundleAudio != null && currentLoadedLocale == defaultLocale) return; - bundleLocalized = bundle; + bundleAudio = bundle; currentLoadedLocale = defaultLocale; - localeLoaded = true; + audioLoaded = true; } public async UniTask LoadGamePrefabAsync() { - if (!usesAssetBundle) return; - if (!commonLoaded) return; - if (bundleCommon == null) return; + if (!UsesAssetBundle) return; + if (!resourcesLoaded) return; + if (bundleResources == null) return; + if (badBundle) return; - AssetBundleRequest request = bundleCommon.LoadAssetAsync(name); + AssetBundleRequest request = bundleResources.LoadAssetAsync(name); request.completed += (op) => OnPrefabLoaded(op as AssetBundleRequest); await request; loadedPrefab = request.asset as GameObject; @@ -583,52 +611,44 @@ namespace HeavenStudio loadedPrefab = prefab; } - public GameObject LoadGamePrefab() + public async UniTask PrepareResources() { - if (!usesAssetBundle) return null; + if (!resourcesLoaded) return; + if (bundleResources == null) return; - loadedPrefab = GetCommonAssetBundle().LoadAsset(name); - return loadedPrefab; - } - - public async UniTask LoadCommonAudioClips() - { - if (!commonLoaded) return; - if (bundleCommon == null) return; - - var assets = bundleCommon.LoadAllAssetsAsync(); + var assets = bundleResources.LoadAllAssetsAsync(); await assets; } - public async UniTask LoadLocalizedAudioClips() + public async UniTask PrepareAudio() { - if (!localeLoaded) return; - if (bundleLocalized == null) return; + if (!audioLoaded) return; + if (bundleAudio == null) return; - var assets = bundleLocalized.LoadAllAssetsAsync(); + var assets = bundleAudio.LoadAllAssetsAsync(); await assets; } public async UniTask UnloadAllAssets() { - if (!usesAssetBundle) return; + if (!UsesAssetBundle) return; if (loadedPrefab != null) { loadedPrefab = null; } - if (bundleCommon != null) + if (bundleResources != null) { - await bundleCommon.UnloadAsync(true); - bundleCommon = null; - commonLoaded = false; - commonPreloaded = false; + await bundleResources.UnloadAsync(true); + bundleResources = null; + resourcesLoaded = false; + resourcesPreloaded = false; } - if (bundleLocalized != null) + if (bundleAudio != null) { - await bundleLocalized.UnloadAsync(true); - bundleLocalized = null; - localeLoaded = false; - localePreloaded = false; + await bundleAudio.UnloadAsync(true); + bundleAudio = null; + audioLoaded = false; + audioPreloaded = false; } SoundByte.UnloadAudioClips(name); loadComplete = false; @@ -639,6 +659,7 @@ namespace HeavenStudio { public string actionName; public string displayName; + public string tabName; public EventCallback function = delegate { }; public float defaultLength = 1; public bool resizable = false; @@ -664,11 +685,12 @@ 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, 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) { this.actionName = actionName; - if (displayName == String.Empty) this.displayName = actionName; - else this.displayName = displayName; + this.displayName = string.IsNullOrEmpty(displayName) ? actionName : displayName; + this.tabName = string.IsNullOrEmpty(tabName) ? "Events" : tabName; + this.defaultLength = defaultLength; this.resizable = resizable; this.parameters = parameters; @@ -686,11 +708,12 @@ namespace HeavenStudio /// /// Entity model name /// Name of the block used in the UI - public GameAction(string actionName, string displayName) + /// Name of the tab to be under when spawning events + public GameAction(string actionName, string displayName, string tabName = "") { this.actionName = actionName; - if (displayName == String.Empty) this.displayName = actionName; - else this.displayName = displayName; + this.displayName = string.IsNullOrEmpty(displayName) ? actionName : displayName; + this.tabName = tabName == string.Empty ? "Events" : tabName; // keep it null if it's null } } @@ -744,15 +767,15 @@ namespace HeavenStudio { new Minigame("gameManager", "Game Manager", "", false, true, new List() { - new GameAction("switchGame", "Switch Game", 0.5f, false, + new GameAction("switchGame", "Switch Game", null, 0.5f, false, function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }, parameters: new List() { - new Param("toggle", true, "Black Flash", "Toggle if there should be a blck flash before the game is switched. You should only disable this if you know what you're doing.") + new Param("toggle", true, "Black Flash", "Toggle if there should be a black flash before the game is switched. You should only disable this if you know what you're doing.") }, inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); } ), - new GameAction("end", "End Remix", + new GameAction("end", "End Remix", "", function: delegate { Debug.Log("end"); if (Timeline.instance != null) @@ -761,7 +784,7 @@ namespace HeavenStudio GameManager.instance.Stop(eventCaller.currentEntity.beat); } ), - new GameAction("skill star", "Skill Star", 1f, true) + new GameAction("skill star", "Skill Star", "", 1f, true) { //temp for testing function = delegate { @@ -769,7 +792,7 @@ namespace HeavenStudio Common.SkillStarManager.instance.DoStarIn(e.beat, e.length); } }, - new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true, + new GameAction("toggle inputs", "Toggle Inputs", "", 0.5f, true, new List() { new Param("toggle", true, "Allow Inputs", "Toggle if the player is able to input. Any missed cues while this is disabled will not be counted as a miss and will not break a perfect.") @@ -783,7 +806,7 @@ namespace HeavenStudio new Minigame("countIn", "Count-Ins", "", false, true, new List() { - new GameAction("count-in", "Count-In", 4f, true, + new GameAction("count-in", "Count-In", "Built", 4f, true, new List() { new Param("alt", false, "Alt", "Set the type of sounds to use for the count-in."), @@ -794,7 +817,7 @@ namespace HeavenStudio SoundEffects.CountIn(e.beat, e.length, e["alt"], e["go"]); } ), - new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true, + new GameAction("4 beat count-in", "4 Beat Count-In", "Built", 4f, true, new List() { new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.") @@ -804,7 +827,7 @@ namespace HeavenStudio SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); } ), - new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true, + new GameAction("8 beat count-in", "8 Beat Count-In", "Built", 8f, true, new List() { new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.") @@ -814,7 +837,7 @@ namespace HeavenStudio SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); } ), - new GameAction("count", "Count", 1f, false, + new GameAction("count", "Count", "Single", 1f, false, new List() { new Param("type", SoundEffects.CountNumbers.One, "Type", "Set the number to say."), @@ -825,16 +848,16 @@ namespace HeavenStudio SoundEffects.Count(e["type"], e["toggle"]); } ), - new GameAction("cowbell", "Cowbell", + new GameAction("cowbell", "Cowbell", "Single", function: delegate { SoundEffects.Cowbell(); } ), - new GameAction("ready!", "Ready!", 2f, true, + new GameAction("ready!", "Ready!", "Single", 2f, true, function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, (e.length / 2f)); } ), - new GameAction("and", "And", 0.5f, + new GameAction("and", "And", "Single", 0.5f, function: delegate { SoundEffects.And(); } ), - new GameAction("go!", "Go!", 1f, false, + new GameAction("go!", "Go!", "Single", 1f, false, new List() { new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.") @@ -842,26 +865,26 @@ namespace HeavenStudio function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); } ), - // These are still here for backwards-compatibility but are hidden in the editor - new GameAction("4 beat count-in (alt)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, hidden: true), - new GameAction("4 beat count-in (cowbell)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, hidden: true), - new GameAction("8 beat count-in (alt)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, hidden: true), - new GameAction("8 beat count-in (cowbell)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, hidden: true), + // // These are still here for backwards-compatibility but are hidden in the editor + // new GameAction("4 beat count-in (alt)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, hidden: true), + // new GameAction("4 beat count-in (cowbell)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, hidden: true), + // new GameAction("8 beat count-in (alt)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, hidden: true), + // new GameAction("8 beat count-in (cowbell)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, hidden: true), - new GameAction("one", "", function: delegate { SoundEffects.Count(0, false); }, hidden: true), - new GameAction("two", "", function: delegate { SoundEffects.Count(1, false); }, hidden: true), - new GameAction("three", "", function: delegate { SoundEffects.Count(2, false); }, hidden: true), - new GameAction("four", "", function: delegate { SoundEffects.Count(3, false); }, hidden: true), - new GameAction("one (alt)", "", function: delegate { SoundEffects.Count(0, true); }, hidden: true), - new GameAction("two (alt)", "", function: delegate { SoundEffects.Count(1, true); }, hidden: true), - new GameAction("three (alt)", "", function: delegate { SoundEffects.Count(2, true); }, hidden: true), - new GameAction("four (alt)", "", function: delegate { SoundEffects.Count(3, true); }, hidden: true), - new GameAction("go! (alt)", "", function: delegate { SoundEffects.Go(true); }, hidden: true), + // new GameAction("one", "", function: delegate { SoundEffects.Count(0, false); }, hidden: true), + // new GameAction("two", "", function: delegate { SoundEffects.Count(1, false); }, hidden: true), + // new GameAction("three", "", function: delegate { SoundEffects.Count(2, false); }, hidden: true), + // new GameAction("four", "", function: delegate { SoundEffects.Count(3, false); }, hidden: true), + // new GameAction("one (alt)", "", function: delegate { SoundEffects.Count(0, true); }, hidden: true), + // new GameAction("two (alt)", "", function: delegate { SoundEffects.Count(1, true); }, hidden: true), + // new GameAction("three (alt)", "", function: delegate { SoundEffects.Count(2, true); }, hidden: true), + // new GameAction("four (alt)", "", function: delegate { SoundEffects.Count(3, true); }, hidden: true), + // new GameAction("go! (alt)", "", function: delegate { SoundEffects.Go(true); }, hidden: true), }), new Minigame("vfx", "Visual Effects", "", false, true, new List() { - new GameAction("flash", "Flash/Fade", 1f, true, + new GameAction("flash", "Flash/Fade", "VFX", 1f, true, new List() { new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."), @@ -874,7 +897,7 @@ namespace HeavenStudio }) } ), - new GameAction("filter", "Filter", 1f, true, + new GameAction("filter", "Filter", "VFX", 1f, true, new List() { new Param("filter", Games.Global.Filter.FilterType.grayscale, "Type", "Set the type of filter to use."), @@ -894,7 +917,7 @@ namespace HeavenStudio }), } ), - new GameAction("move camera", "Move Camera", 1f, true, new List() + new GameAction("move camera", "Move Camera", "Camera", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."), new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."), @@ -903,16 +926,16 @@ namespace HeavenStudio new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." ) } ), - new GameAction("rotate camera", "Rotate Camera", 1f, true, new List() + new GameAction("rotate camera", "Rotate Camera", "Camera", 1f, true, new List() { - new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Set the up/down rotation."), - new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Set the left/right rotation."), - new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Set the clockwise/counterclockwise rotation."), + new Param("valA", new EntityTypes.Float(-360, 360, 0), "Pitch", "Set the up/down rotation."), + new Param("valB", new EntityTypes.Float(-360, 360, 0), "Yaw", "Set the left/right rotation."), + new Param("valC", new EntityTypes.Float(-360, 360, 0), "Roll", "Set the clockwise/counterclockwise rotation."), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." ) } ), - new GameAction("pan view", "Pan Viewport", 1f, true, new List() + new GameAction("pan view", "Pan Viewport", "Camera", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."), new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."), @@ -920,13 +943,13 @@ namespace HeavenStudio new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." ) } ), - new GameAction("rotate view", "Rotate Viewport", 1f, true, new List() + new GameAction("rotate view", "Rotate Viewport", "Camera", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Set the clockwise/counterclockwise rotation."), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), } ), - new GameAction("scale view", "Scale Viewport", 1f, true, new List() + new GameAction("scale view", "Scale Viewport", "Camera", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50f, 50, 1), "Width", "Set the width of the viewport."), new Param("valB", new EntityTypes.Float(-50f, 50, 1), "Height", "Set the height of the viewport."), @@ -934,7 +957,7 @@ namespace HeavenStudio new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." ) } ), - new("stretch camera", "Stretch Camera") + new("stretch camera", "Stretch Camera", "Camera") { resizable = true, parameters = new() @@ -950,7 +973,7 @@ namespace HeavenStudio new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified.") } }, - new GameAction("fitScreen", "Force Game Stretching To Window") + new GameAction("fitScreen", "Force Game Stretching To Window", "Camera") { defaultLength = 0.5f, parameters = new() @@ -958,7 +981,7 @@ namespace HeavenStudio new("enable", true, "Enabled", "Toggle if the game should be forced to stretch to the window size, removing the letterbox.") } }, - new GameAction("screen shake", "Screen Shake", 1f, true, + new GameAction("screen shake", "Screen Shake", "Camera", 1f, true, new List() { new Param("easedA", new EntityTypes.Float(0, 10, 0), "Start Horizontal Intensity", "Set the horizontal intensity of the screen shake at the start of the event."), @@ -971,7 +994,7 @@ namespace HeavenStudio }), } ), - new GameAction("display textbox", "Display Textbox", 1f, true, new List() + new GameAction("display textbox", "Display Textbox", "Text", 1f, true, new List() { new Param("text1", "", "Text", "Set the text to display in the textbox. Rich text is supported."), new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Set where to anchor the textbox."), @@ -979,7 +1002,7 @@ namespace HeavenStudio new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the textbox.") } ), - new GameAction("display open captions", "Display Open Captions", 1f, true, + new GameAction("display open captions", "Display Open Captions", "Text", 1f, true, new List() { new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."), @@ -988,7 +1011,7 @@ namespace HeavenStudio new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the captions.") } ), - new GameAction("display closed captions", "Display Closed Captions", 1f, true, + new GameAction("display closed captions", "Display Closed Captions", "Text", 1f, true, new List() { new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."), @@ -996,7 +1019,7 @@ namespace HeavenStudio new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Height", "Set the height of the captions.") } ), - new GameAction("display song artist", "Display Song Info", 1f, true, + new GameAction("display song artist", "Display Song Info", "Text", 1f, true, new List() { new Param("text1", "", "Title", "Set the text to display in the upper label. Rich text is supported."), @@ -1005,7 +1028,7 @@ namespace HeavenStudio new Param("instantOff", false, "Instant Hide", "Toggle if the slide-out animation should be skipped."), } ), - new GameAction("camera background color", "Camera Background Color", 1, true, new List() + new GameAction("camera background color", "Camera Background Color", "Camera", 1, true, new List() { new Param("color", Color.black, "Start Color", "Set the color at the start of the event."), new Param("color2", Color.black, "End Color", "Set the color at the end of the event."), @@ -1014,17 +1037,23 @@ namespace HeavenStudio ), // Post Processing VFX - new GameAction("vignette", "Vignette") + new GameAction("vignette", "Vignette", "VFX") { resizable = true, parameters = new() { - new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."), - new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."), + new("intenStart", new EntityTypes.Float(0f, 20f), "Start Intensity", "Set the intensity at the start of the event."), + new("intenEnd", new EntityTypes.Float(0f, 20f, 1f), "End Intensity", "Set the intensity at the end of the event."), new("colorStart", Color.black, "Start Color", "Set the color at the start of the event."), new("colorEnd", Color.black, "End Color", "Set the color at the end of the event."), + new("xLocStart", new EntityTypes.Float(0.0f, 1f, 0.5f), "Start X Location", "Set the X location at the start of the event."), + new("xLocEnd", new EntityTypes.Float(0.0f, 1f, 0.5f), "End X Location", "Set the X location at the end of the event."), + + new("yLocStart", new EntityTypes.Float(0.0f, 1f, 0.5f), "Start Y Location", "Set the Y location at the start of the event."), + new("yLocEnd", new EntityTypes.Float(0.0f, 1f, 0.5f), "End Y Location", "Set the Y location at the end of the event."), + new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness", "Set the smoothness at the start of the event."), new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness", "Set the smoothness at the end of the event."), @@ -1034,11 +1063,11 @@ namespace HeavenStudio 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[] { "intenStart", "colorStart", "smoothStart", "roundStart" }) + new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart", "xLocStart", "yLocStart" }) }), } }, - new GameAction("cabb", "Chromatic Abberation") + new GameAction("cabb", "Chromatic Aberration", "VFX") { resizable = true, parameters = new() @@ -1051,7 +1080,7 @@ namespace HeavenStudio }), } }, - new GameAction("bloom", "Bloom") + new GameAction("bloom", "Bloom", "VFX") { resizable = true, parameters = new() @@ -1077,7 +1106,7 @@ namespace HeavenStudio }), } }, - new GameAction("lensD", "Lens Distortion") + new GameAction("lensD", "Lens Distortion", "VFX") { resizable = true, parameters = new() @@ -1096,7 +1125,7 @@ namespace HeavenStudio }), } }, - new GameAction("grain", "Grain") + new GameAction("grain", "Grain", "VFX") { resizable = true, parameters = new() @@ -1116,7 +1145,7 @@ namespace HeavenStudio } }, - new GameAction("colorGrading", "Color Grading") + new GameAction("colorGrading", "Color Grading", "VFX") { resizable = true, parameters = new() @@ -1149,7 +1178,7 @@ namespace HeavenStudio } }, - new GameAction("gaussBlur", "Gaussian Blur") + new GameAction("gaussBlur", "Gaussian Blur", "VFX") { resizable = true, parameters = new() @@ -1159,12 +1188,52 @@ namespace HeavenStudio new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new() { - new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Linear, new string[] { "intenStart" }) + new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" }) }), } }, - new GameAction("retroTv", "Retro TV") + 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("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, parameters = new() @@ -1175,10 +1244,10 @@ namespace HeavenStudio new("rgbStart", new EntityTypes.Float(0f, 1f, 1f), "Start RGB Blend", "Set the RGB blend at the start of the event."), new("rgbEnd", new EntityTypes.Float(0f, 1f, 1f), "End RGB Blend", "Set the RGB blend at the end of the event."), - new("bottomStart", new EntityTypes.Float(0f, 1f, 0f), "Start Bottom Collapse", "Set the bottom collapse at the start of the event."), + new("bottomStart", new EntityTypes.Float(0f, 1f, 0.02f), "Start Bottom Collapse", "Set the bottom collapse at the start of the event."), new("bottomEnd", new EntityTypes.Float(0f, 1f, 0.02f), "End Bottom Collapse", "Set the bottom collapse at the end of the event."), - new("noiseStart", new EntityTypes.Float(0f, 1f, 0f), "Start Noise", "Set the noise at the start of the event."), + new("noiseStart", new EntityTypes.Float(0f, 1f, 0.3f), "Start Noise", "Set the noise at the start of the event."), new("noiseEnd", new EntityTypes.Float(0f, 1f, 0.3f), "End Noise", "Set the noise knee at the end of the event."), new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new() @@ -1188,7 +1257,7 @@ namespace HeavenStudio } }, - new GameAction("scanJitter", "Scan Line Jitter") + new GameAction("scanJitter", "Scan Line Jitter", "VFX") { resizable = true, parameters = new() @@ -1203,7 +1272,7 @@ namespace HeavenStudio } }, - new GameAction("analogNoise", "Analog Noise") + new GameAction("analogNoise", "Analog Noise", "VFX") { resizable = true, parameters = new() @@ -1224,7 +1293,7 @@ namespace HeavenStudio } }, - new GameAction("screenJump", "Screen Jump") + new GameAction("screenJump", "Screen Jump", "VFX") { resizable = true, parameters = new() @@ -1239,25 +1308,26 @@ namespace HeavenStudio } }, - new GameAction("sobelNeon", "Neon") + new GameAction("sobelNeon", "Neon", "VFX") { resizable = true, parameters = new() { - new("intenStart", new EntityTypes.Float(0.1f, 1f, 0.1f), "Start Intensity", "Set the edge fade at the start of the event."), - new("intenEnd", new EntityTypes.Float(0.1f, 1f, 1f), "End Intensity", "Set the edge fade at the end of the event."), + new("intenStart", new EntityTypes.Float(0.0f, 1f, 0.0f), "Start Intensity", "Set the edge fade at the start of the event."), + new("intenEnd", new EntityTypes.Float(0.0f, 1f, 1f), "End Intensity", "Set the edge fade at the end of the event."), - new("edgeWidthStart", new EntityTypes.Float(0.05f, 5f, 0.05f), "Start Edge Width", "Set the edge width at the start of the event."), - new("edgeWidthEnd", new EntityTypes.Float(0.05f, 5f, 2f), "End Edge Width", "Set the edge width at the end of the event."), + new("edgeWidthStart", new EntityTypes.Float(0.00f, 5f, 0.0f), "Start Edge Width", "Set the edge width at the start of the event."), + new("edgeWidthEnd", new EntityTypes.Float(0.00f, 5f, 2f), "End Edge Width", "Set the edge width at the end of the event."), - new("bgFadeStart", new EntityTypes.Float(0f, 1f, 0f), "Start Background Presence", "Set the background presence at the start of the event."), + new("bgFadeStart", new EntityTypes.Float(0f, 1f, 1f), "Start Background Presence", "Set the background presence at the start of the event."), new("bgFadeEnd", new EntityTypes.Float(0f, 1f, 0f), "End Background Presence", "Set the background presence at the end of the event."), - new("brightnessStart", new EntityTypes.Float(0f, 2f, 0f), "Start Brightness", "Set the brightness at the start of the event."), + new("brightnessStart", new EntityTypes.Float(0f, 2f, 1f), "Start Brightness", "Set the brightness at the start of the event."), new("brightnessEnd", new EntityTypes.Float(0f, 2f, 1f), "End Brightness", "Set the brightness 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[] { "intenStart", "edgeWidthStart", "bgFadeStart", "brightnessStart" }) @@ -1266,15 +1336,15 @@ namespace HeavenStudio }, - new GameAction("screenTiling", "Tile Screen") + new GameAction("screenTiling", "Tile Screen", "VFX") { resizable = true, parameters = new() { - new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the amount of horizontal tiles at the start of the event."), - new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the amount of horizontal tiles at the end of the event."), - new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the amount of vertical tiles at the start of the event."), - new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the amount of vertical tiles at the end of the event."), + new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the number of horizontal tiles at the start of the event."), + new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the number of horizontal tiles at the end of the event."), + new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the number of vertical tiles at the start of the event."), + new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the number of vertical tiles at the end of the event."), new("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."), new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new() { @@ -1282,7 +1352,7 @@ namespace HeavenStudio }), } }, - new GameAction("scrollTiles", "Scroll Tiles") + new GameAction("scrollTiles", "Scroll Tiles", "VFX") { resizable = true, parameters = new() @@ -1304,7 +1374,7 @@ namespace HeavenStudio new Minigame("advanced", "Advanced", "", false, true, new List() { - new GameAction("play animation", "Play Animation", 0.5f, false, + new GameAction("play animation", "Play Animation", "Play", 0.5f, false, new List() { new Param("getAnimators", new EntityTypes.Button("No Game", e => { @@ -1359,7 +1429,7 @@ namespace HeavenStudio GameManager.instance.PlayAnimationArbitrary(e["animator"].CurrentValue, e["animation"].CurrentValue, e["scale"]); } ), - new GameAction("play sfx", "Play SFX", 0.5f, true, + new GameAction("play sfx", "Play SFX", "Play", 0.5f, true, new List() { new Param("game", new EntityTypes.Dropdown(), "Which Game", "Specify the game's sfx to play. An empty input will play global sfx."), @@ -1367,8 +1437,8 @@ namespace HeavenStudio string gameName = ((EntityTypes.DropdownObj)e["game"]).CurrentValue; List clips; if (eventCaller.minigames.TryGetValue(gameName, out Minigame game) && game != null) { - IEnumerable audioClips = game.GetCommonAssetBundle().LoadAllAssets(); - var localAssBun = game.GetLocalizedAssetBundle(); + IEnumerable audioClips = game.GetResourcesAssetBundle().LoadAllAssets(); + var localAssBun = game.GetAudioAssetBundle(); if (localAssBun != null) { audioClips = audioClips.Concat(localAssBun.LoadAllAssets()); } @@ -1390,7 +1460,7 @@ namespace HeavenStudio new Param("semitones", new EntityTypes.Integer(-EntityTypes.Note.maxSemitones, EntityTypes.Note.maxSemitones, 0), "Semitones", "The semitones of the sfx."), new Param("cents", new EntityTypes.Integer(-100, 100, 0), "Cents", "The cents of the sfx."), new Param("pitch", new EntityTypes.Float(0, 5, 1), "Pitch", "The pitch of the sfx."), - new Param("volume", new EntityTypes.Float(0, 2, 1), "Volume", "The volume of the sfx."), + new Param("volume", new EntityTypes.Float(0, 5, 1), "Volume", "The volume of the sfx."), new Param("offset", new EntityTypes.Integer(-500, 500), "Offset (ms)", "The offset of the sfx in milliseconds."), new Param("loop", false, "Loop", "Loop the sfx for the length of the block."), }, diff --git a/Assets/Scripts/NoteSample.cs b/Assets/Scripts/NoteSample.cs new file mode 100644 index 000000000..a30bd55a0 --- /dev/null +++ b/Assets/Scripts/NoteSample.cs @@ -0,0 +1,13 @@ +public struct NoteSample +{ + public int note; + public int octave; + public string sample; + + public NoteSample(string sample, int note, int octave) + { + this.note = note; + this.octave = octave; + this.sample = sample; + } +} diff --git a/Assets/Scripts/NoteSample.cs.meta b/Assets/Scripts/NoteSample.cs.meta new file mode 100644 index 000000000..506c25bc0 --- /dev/null +++ b/Assets/Scripts/NoteSample.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f1a532c54bb4407bbc90c5d8f5f83eff +timeCreated: 1712160367 \ No newline at end of file diff --git a/Assets/Scripts/PersistentDataManager.cs b/Assets/Scripts/PersistentDataManager.cs index a47e27a4a..9b1a298fa 100644 --- a/Assets/Scripts/PersistentDataManager.cs +++ b/Assets/Scripts/PersistentDataManager.cs @@ -132,7 +132,7 @@ namespace HeavenStudio.Common bool letterboxFxEnable = true, int editorScale = 0, bool scaleWScreenSize = false, - bool showParamTooltips = true, + int showParamTooltips = 1, bool previewNoteSounds = true ) { @@ -195,7 +195,7 @@ namespace HeavenStudio.Common public bool discordRPCEnable; public int editorScale; public bool scaleWScreenSize; - public bool showParamTooltips; + public int showParamTooltips; public bool previewNoteSounds; // public bool showCornerTooltips; diff --git a/Assets/Scripts/PostProcessingVFX.cs b/Assets/Scripts/PostProcessingVFX.cs index 69a45e4b4..98ba13424 100644 --- a/Assets/Scripts/PostProcessingVFX.cs +++ b/Assets/Scripts/PostProcessingVFX.cs @@ -24,12 +24,15 @@ namespace HeavenStudio private List _analogNoises = new(); private List _screenJumps = new(); private List _sobelNeons = new(); + private List _pixelizeQuads = new(); + private void Awake() { _volume = GetComponent(); UpdateRetroTV(); UpdateAnalogNoise(); UpdateSobelNeons(); + UpdatePixelizes(); } @@ -52,6 +55,7 @@ namespace HeavenStudio _analogNoises = EventCaller.GetAllInGameManagerList("vfx", new string[] {"analogNoise"}); _screenJumps = EventCaller.GetAllInGameManagerList("vfx", new string[] {"screenJump"}); _sobelNeons = EventCaller.GetAllInGameManagerList("vfx", new string[] {"sobelNeon"}); + _pixelizeQuads = EventCaller.GetAllInGameManagerList("vfx", new string [] {"pixelQuad"}); UpdateVignette(); UpdateChromaticAbberations(); @@ -65,6 +69,7 @@ namespace HeavenStudio UpdateAnalogNoise(); UpdateScreenJumps(); UpdateSobelNeons(); + UpdatePixelizes(); } @@ -82,6 +87,7 @@ namespace HeavenStudio UpdateAnalogNoise(); UpdateScreenJumps(); UpdateSobelNeons(); + UpdatePixelizes(); } @@ -115,6 +121,10 @@ namespace HeavenStudio float newRoundness = func(e["roundStart"], e["roundEnd"], clampNormal); v.roundness.Override(newRoundness); + + float newXPos = func(e["xLocStart"], e["xLocEnd"], clampNormal); + float newYPos = func(e["yLocStart"], e["yLocEnd"], clampNormal); + v.center.Override( new Vector2Parameter { value = new Vector2(newXPos, newYPos) }); } } @@ -388,10 +398,45 @@ namespace HeavenStudio float newBrightness = func(e["brightnessStart"], e["brightnessEnd"], clampNormal); sn.Brigtness.Override(newBrightness); + + + } } + private void UpdatePixelizes() + { + if (!_volume.profile.TryGetSettings(out var pq)) return; + pq.enabled.Override(false); + foreach (var e in _pixelizeQuads) + { + float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length); + if (normalized < 0) break; + + float clampNormal = Mathf.Clamp01(normalized); + var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]); + + float newPixelSize = func(e["pixelSizeStart"], e["pixelSizeEnd"], clampNormal); + pq.enabled.Override(newPixelSize != 0); + if (!pq.enabled) continue; + pq.pixelSize.Override(newPixelSize); + + float newPixelRatio = func(e["ratioStart"], e["ratioEnd"], clampNormal); + if (!pq.enabled) continue; + pq.pixelRatio.Override(newPixelRatio); + + float newPixelXScale = func(e["xScaleStart"], e["xScaleEnd"], clampNormal); + if (!pq.enabled) continue; + pq.pixelScaleX.Override(newPixelXScale); + + float newPixelYScale = func(e["yScaleStart"], e["yScaleEnd"], clampNormal); + if (!pq.enabled) continue; + pq.pixelScaleY.Override(newPixelYScale); + + } + } + private Color ColorEase(Color start, Color end, float time, Util.EasingFunction.Function func) { float newR = func(start.r, end.r, time); diff --git a/Assets/Scripts/UI/Overlays/SkillStarManager.cs b/Assets/Scripts/UI/Overlays/SkillStarManager.cs index ebbc76c0f..e3c84aded 100644 --- a/Assets/Scripts/UI/Overlays/SkillStarManager.cs +++ b/Assets/Scripts/UI/Overlays/SkillStarManager.cs @@ -20,7 +20,7 @@ namespace HeavenStudio.Common [SerializeField] private Animator starAnim; [SerializeField] private ParticleSystem starParticle; - public double StarTargetTime { get { return starStart + starLength; } } + public double StarTargetTime { get { return cond.GetUnSwungBeat(starStart + starLength); } } public bool IsEligible { get; private set; } public bool IsCollected { get { return state == StarState.Collected; } } @@ -41,14 +41,14 @@ namespace HeavenStudio.Common { if (cond.songPositionInBeatsAsDouble > starStart && state == StarState.In) { - double offset = cond.SecsToBeats(Minigame.AceEarlyTime()-1, cond.GetBpmAtBeat(StarTargetTime)); - if (cond.songPositionInBeatsAsDouble <= starStart + starLength + offset) + double offset = cond.SecsToBeats(Minigame.AceEarlyTime() - 1, cond.GetBpmAtBeat(StarTargetTime)); + if (cond.unswungSongPositionInBeatsAsDouble <= StarTargetTime + offset) starAnim.DoScaledAnimation("StarIn", starStart, starLength + (float)offset); else starAnim.Play("StarIn", -1, 1f); - - offset = cond.SecsToBeats(Minigame.AceLateTime()-1, cond.GetBpmAtBeat(StarTargetTime)); - if (cond.songPositionInBeatsAsDouble > starStart + starLength + offset) + + offset = cond.SecsToBeats(Minigame.AceLateTime() - 1, cond.GetBpmAtBeat(StarTargetTime)); + if (cond.unswungSongPositionInBeatsAsDouble > StarTargetTime + offset) KillStar(); } } @@ -87,15 +87,15 @@ namespace HeavenStudio.Common starLength = length; TimingAccuracyDisplay.instance.StartStarFlash(); - + starAnim.DoScaledAnimation("StarIn", beat, length); } public bool DoStarJust() { - if (state == StarState.In && - cond.songPositionInBeatsAsDouble >= StarTargetTime + cond.SecsToBeats(Minigame.AceEarlyTime()-1, cond.GetBpmAtBeat(StarTargetTime)) && - cond.songPositionInBeatsAsDouble <= StarTargetTime + cond.SecsToBeats(Minigame.AceLateTime()-1, cond.GetBpmAtBeat(StarTargetTime)) + if (state == StarState.In && + cond.unswungSongPositionInBeatsAsDouble >= StarTargetTime + cond.SecsToBeats(Minigame.AceEarlyTime() - 1, cond.GetBpmAtBeat(StarTargetTime)) && + cond.unswungSongPositionInBeatsAsDouble <= StarTargetTime + cond.SecsToBeats(Minigame.AceLateTime() - 1, cond.GetBpmAtBeat(StarTargetTime)) ) { state = StarState.Collected; @@ -111,7 +111,7 @@ namespace HeavenStudio.Common public void KillStar() { - if (state == StarState.In && cond.songPositionInBeatsAsDouble >= starStart + starLength*0.5f || !cond.isPlaying) + if (state == StarState.In && cond.songPositionInBeatsAsDouble >= starStart + (starLength * 0.5f) || !cond.isPlaying) { IsEligible = false; state = StarState.Out; diff --git a/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs b/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs index 98f27f7fb..473415231 100644 --- a/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs +++ b/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs @@ -155,6 +155,8 @@ namespace HeavenStudio.Common { case Rating.OK: it = OK; + // makes the explosion smaller with less accurate inputs + it.transform.localScale = Vector3.one * (1f - (frac / 2f)); break; case Rating.Just: it = Just; diff --git a/Assets/Scripts/UI/SettingsDialog/Tabs/EditorSettings.cs b/Assets/Scripts/UI/SettingsDialog/Tabs/EditorSettings.cs index 92d9d28fb..ae91c5d2c 100644 --- a/Assets/Scripts/UI/SettingsDialog/Tabs/EditorSettings.cs +++ b/Assets/Scripts/UI/SettingsDialog/Tabs/EditorSettings.cs @@ -3,6 +3,7 @@ using UnityEngine.UI; using TMPro; using HeavenStudio.Common; +using System.Runtime.InteropServices; namespace HeavenStudio.Editor { @@ -12,7 +13,7 @@ namespace HeavenStudio.Editor [SerializeField] Toggle discordRPCCheckbox; [SerializeField] Button editorScaleDecre, editorScaleIncre; [SerializeField] Toggle scaleWSS; - [SerializeField] Toggle paramTooltipsToggle; + [SerializeField] TMP_Dropdown paramTooltipsDropdown; [SerializeField] Toggle previewNoteSoundsToggle; // [SerializeField] Toggle cornerTooltipsToggle; @@ -21,7 +22,7 @@ namespace HeavenStudio.Editor cursorCheckbox.isOn = PersistentDataManager.gameSettings.editorCursorEnable; discordRPCCheckbox.isOn = PersistentDataManager.gameSettings.discordRPCEnable; scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize; - paramTooltipsToggle.isOn = PersistentDataManager.gameSettings.showParamTooltips; + paramTooltipsDropdown.value = PersistentDataManager.gameSettings.showParamTooltips; previewNoteSoundsToggle.isOn = PersistentDataManager.gameSettings.previewNoteSounds; SetDecreIncreInteractable(); @@ -60,7 +61,8 @@ namespace HeavenStudio.Editor public void OnParamTooltipsChanged() { - PersistentDataManager.gameSettings.showParamTooltips = paramTooltipsToggle.isOn; + // tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse + PersistentDataManager.gameSettings.showParamTooltips = paramTooltipsDropdown.value; } public void OnPreviewNoteSoundsChanged() diff --git a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs index 59bf3ddf2..122651adc 100644 --- a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs +++ b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs @@ -33,6 +33,16 @@ namespace HeavenStudio Debug.LogWarning("Game loader RvlBadmintonLoader failed!"); } + game = RvlBasketLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader RvlBasketLoader failed!"); + } + game = CtrBearLoader.AddGame(eventCaller); if (game != null) { @@ -63,6 +73,16 @@ namespace HeavenStudio Debug.LogWarning("Game loader AgbBonOdoriLoader failed!"); } + game = AgbBouncyRoadLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader AgbBouncyRoadLoader failed!"); + } + game = NtrFlickLoader.AddGame(eventCaller); if (game != null) { @@ -113,6 +133,16 @@ namespace HeavenStudio Debug.LogWarning("Game loader CtrCatchLoader failed!"); } + game = RvlChameleonLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader RvlChameleonLoader failed!"); + } + game = CtrChargingChickenLoader.AddGame(eventCaller); if (game != null) { @@ -283,6 +313,16 @@ namespace HeavenStudio Debug.LogWarning("Game loader NtrFreezeFrameLoader failed!"); } + game = NtrFrogHopLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader NtrFrogHopLoader failed!"); + } + game = RvlFrogPrincessLoader.AddGame(eventCaller); if (game != null) { @@ -343,6 +383,16 @@ namespace HeavenStudio Debug.LogWarning("Game loader NtrBackbeatLoader failed!"); } + game = NtrLabLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader NtrLabLoader failed!"); + } + game = CtrLumBEARjackLoader.AddGame(eventCaller); if (game != null) { diff --git a/Assets/Scripts/Util/EntityTypes.cs b/Assets/Scripts/Util/EntityTypes.cs index b51045c36..b5fd9ae98 100644 --- a/Assets/Scripts/Util/EntityTypes.cs +++ b/Assets/Scripts/Util/EntityTypes.cs @@ -33,8 +33,21 @@ namespace HeavenStudio public int sampleNote; public int sampleOctave; public string sampleName; + public bool offsetToC; + + public Note(int val = 0, int sampleNote = 0, int sampleOctave = 4, string sampleName = null, bool offsetToC = true) + { + min = -maxSemitones; + max = maxSemitones; + + this.val = val; + this.sampleNote = sampleNote; + this.sampleOctave = sampleOctave; + this.sampleName = sampleName; + this.offsetToC = offsetToC; + } - public Note(int min, int max, int val = 0, int sampleNote = 0, int sampleOctave = 0, string sampleName = "") + public Note(int min, int max, int val = 0, int sampleNote = 0, int sampleOctave = 4, string sampleName = null, bool offsetToC = true) { this.min = min; this.val = val; @@ -42,6 +55,7 @@ namespace HeavenStudio this.sampleNote = sampleNote; this.sampleOctave = sampleOctave; this.sampleName = sampleName; + this.offsetToC = offsetToC; } } @@ -107,7 +121,21 @@ namespace HeavenStudio this.values = values.ToList(); } } - + + public struct NoteSampleDropdown + { + public object defaultValue; + public Func getNoteSample; + public string semisProp; + + public NoteSampleDropdown(object defaultValue, Func getNoteSample, string semisProp) + { + this.defaultValue = defaultValue; + this.getNoteSample = getNoteSample; + this.semisProp = semisProp; + } + } + public class DropdownObj { public void SetValues(List values) diff --git a/Assets/Scripts/Util/MultiSound.cs b/Assets/Scripts/Util/MultiSound.cs index d79143dbf..2a3bc430f 100644 --- a/Assets/Scripts/Util/MultiSound.cs +++ b/Assets/Scripts/Util/MultiSound.cs @@ -111,7 +111,7 @@ namespace HeavenStudio.Util { foreach (Util.Sound sound in playingSounds) { - sound.Stop(); + sound.KillLoop(); } if (destroy) { diff --git a/Assets/Scripts/Util/Sound.cs b/Assets/Scripts/Util/Sound.cs index 791732999..46b0a191e 100644 --- a/Assets/Scripts/Util/Sound.cs +++ b/Assets/Scripts/Util/Sound.cs @@ -40,6 +40,8 @@ namespace HeavenStudio.Util const double PREBAKE_TIME = 0.25; + private Coroutine fadeRoutine; + private void Start() { } @@ -68,6 +70,8 @@ namespace HeavenStudio.Util GameManager.instance.SoundObjects.Release(this); return; } + + CancelFadeRoutine(); audioSource = GetComponent(); cond = Conductor.instance; @@ -234,12 +238,15 @@ namespace HeavenStudio.Util audioSource.UnPause(); } - public void Stop(bool releaseToPool = false) + /// + /// Used internally to stop and reset the sound once it has been released back into the pool. + /// + /// + /// WARNING! You should use KillLoop() to stop sounds early, not this! + /// + public void Stop() { - if(releaseToPool && audioSource.isPlaying) - { - GameManager.instance.SoundObjects.Release(this); - } + CancelFadeRoutine(); available = true; played = false; @@ -318,21 +325,30 @@ namespace HeavenStudio.Util #endregion - public void KillLoop(double fadeTime) + /// + /// Fades the sound out over fadeTime, then releases it back into the pool which stops it. + /// Leave fadeTime at 0 to stop the sound instantly. + /// You should use this for stopping sounds early, not . + /// + public void KillLoop(double fadeTime = 0) { if (!gameObject.activeSelf) return; + + CancelFadeRoutine(); + if (fadeTime == 0) { GameManager.instance.SoundObjects.Release(this); return; } - StartCoroutine(FadeLoop(fadeTime)); + + fadeRoutine = StartCoroutine(FadeLoop(fadeTime)); } - double loopFadeTimer = 0f; IEnumerator FadeLoop(double fadeTime) { float startingVol = audioSource.volume; + float loopFadeTimer = 0f; while (loopFadeTimer < fadeTime) { @@ -341,7 +357,13 @@ namespace HeavenStudio.Util yield return null; } yield return null; + GameManager.instance.SoundObjects.Release(this); } + + private void CancelFadeRoutine() + { + if(fadeRoutine != null) StopCoroutine(fadeRoutine); + } } } diff --git a/Assets/Scripts/Util/SoundByte.cs b/Assets/Scripts/Util/SoundByte.cs index f6f0e54ba..22260fa8a 100644 --- a/Assets/Scripts/Util/SoundByte.cs +++ b/Assets/Scripts/Util/SoundByte.cs @@ -81,9 +81,9 @@ namespace HeavenStudio.Util public static void PreloadGameAudioClips(Minigames.Minigame inf) { - if (inf.usesAssetBundle) + if (inf.UsesAssetBundle) { - var cmnAb = inf.GetCommonAssetBundle(); + var cmnAb = inf.GetResourcesAssetBundle(); if (cmnAb != null) { cmnAb.LoadAllAssetsAsync().completed += (op) => @@ -94,7 +94,7 @@ namespace HeavenStudio.Util } }; } - var locAb = inf.GetLocalizedAssetBundle(); + var locAb = inf.GetAudioAssetBundle(); if (locAb != null) { locAb.LoadAllAssetsAsync().completed += (op) => @@ -131,9 +131,9 @@ namespace HeavenStudio.Util name = $"games/{name}"; } if (audioClips.ContainsKey(name)) return; - if (inf.usesAssetBundle) + if (inf.UsesAssetBundle) { - var cmnAb = inf.GetCommonAssetBundle(); + var cmnAb = inf.GetResourcesAssetBundle(); if (cmnAb != null && cmnAb.Contains(name)) { var request = cmnAb.LoadAssetAsync(name); @@ -144,7 +144,7 @@ namespace HeavenStudio.Util } else { - var locAb = inf.GetLocalizedAssetBundle(); + var locAb = inf.GetAudioAssetBundle(); if (locAb != null && locAb.Contains(name)) { var request = locAb.LoadAssetAsync(name); @@ -232,12 +232,12 @@ namespace HeavenStudio.Util var inf = GameManager.instance.GetGameInfo(game); //first try the game's common assetbundle // Debug.Log("Jukebox loading sound " + soundName + " from common"); - clip = inf.GetCommonAssetBundle()?.LoadAsset(soundName); + clip = inf.GetResourcesAssetBundle()?.LoadAsset(soundName); //then the localized one if (clip == null) { // Debug.Log("Jukebox loading sound " + soundName + " from locale"); - clip = inf.GetLocalizedAssetBundle()?.LoadAsset(soundName); + clip = inf.GetAudioAssetBundle()?.LoadAsset(soundName); } } } @@ -274,7 +274,7 @@ namespace HeavenStudio.Util var inf = GameManager.instance.GetGameInfo(gameName); if (inf != null) { - return GetClipLength($"games/{name}", pitch, inf.usesAssetBundle ? gameName : null); + return GetClipLength($"games/{name}", pitch, inf.UsesAssetBundle ? gameName : null); } return double.NaN; @@ -301,12 +301,12 @@ namespace HeavenStudio.Util var inf = GameManager.instance.GetGameInfo(game); //first try the game's common assetbundle // Debug.Log("Jukebox loading sound " + soundName + " from common"); - clip = inf.GetCommonAssetBundle()?.LoadAsset(soundName); + clip = inf.GetResourcesAssetBundle()?.LoadAsset(soundName); //then the localized one if (clip == null) { // Debug.Log("Jukebox loading sound " + soundName + " from locale"); - clip = inf.GetLocalizedAssetBundle()?.LoadAsset(soundName); + clip = inf.GetAudioAssetBundle()?.LoadAsset(soundName); } } } @@ -374,12 +374,12 @@ namespace HeavenStudio.Util var inf = GameManager.instance.GetGameInfo(game); //first try the game's common assetbundle // Debug.Log("Jukebox loading sound " + soundName + " from common"); - clip = inf.GetCommonAssetBundle()?.LoadAsset(soundName); + clip = inf.GetResourcesAssetBundle()?.LoadAsset(soundName); //then the localized one if (clip == null) { // Debug.Log("Jukebox loading sound " + soundName + " from locale"); - clip = inf.GetLocalizedAssetBundle()?.LoadAsset(soundName); + clip = inf.GetAudioAssetBundle()?.LoadAsset(soundName); } } } @@ -424,7 +424,7 @@ namespace HeavenStudio.Util var inf = GameManager.instance.GetGameInfo(gameName); if (GameManager.instance.currentGame == gameName || forcePlay) { - return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.usesAssetBundle ? gameName : null, offset, ignoreConductorPause); + return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, offset, ignoreConductorPause); } return null; @@ -440,7 +440,7 @@ namespace HeavenStudio.Util var inf = GameManager.instance.GetGameInfo(gameName); if (GameManager.instance.currentGame == gameName || forcePlay) { - return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.usesAssetBundle ? gameName : null, ignoreConductorPause); + return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, ignoreConductorPause); } return null; diff --git a/Assets/Shaders/SpecularGlow.shader b/Assets/Shaders/SpecularGlow.shader new file mode 100644 index 000000000..876bed678 --- /dev/null +++ b/Assets/Shaders/SpecularGlow.shader @@ -0,0 +1,99 @@ +// Made with Amplify Shader Editor v1.9.2.2 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Specular Glow" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _Specular("Specular", 2D) = "white" {} + _EmissionTexture("Emission Texture", 2D) = "white" {} + _AlbedoColor("Albedo Color", Color) = (1,1,1,1) + _SpecularColor("Specular Color", Color) = (0.2156863,0.2156863,0.2156863,0) + _Emission("Emission", Color) = (1,1,1,1) + _Smoothness("Smoothness", Range( 0 , 100)) = 0 + _EmissionTextureGlow("Emission Texture Glow", Range( 0 , 1)) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGPROGRAM + #pragma target 3.0 + #pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows exclude_path:deferred + struct Input + { + float2 uv_texcoord; + }; + + uniform sampler2D _Albedo; + uniform float4 _Albedo_ST; + uniform float4 _AlbedoColor; + uniform sampler2D _EmissionTexture; + uniform float4 _EmissionTexture_ST; + uniform float _EmissionTextureGlow; + uniform float4 _Emission; + uniform sampler2D _Specular; + uniform float4 _Specular_ST; + uniform float4 _SpecularColor; + uniform float _Smoothness; + + void surf( Input i , inout SurfaceOutputStandardSpecular o ) + { + float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; + o.Albedo = ( tex2D( _Albedo, uv_Albedo ) * _AlbedoColor ).rgb; + float2 uv_EmissionTexture = i.uv_texcoord * _EmissionTexture_ST.xy + _EmissionTexture_ST.zw; + float4 color33 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1); + o.Emission = ( ( tex2D( _EmissionTexture, uv_EmissionTexture ) + ( color33.a * _EmissionTextureGlow ) ) * _Emission ).rgb; + float2 uv_Specular = i.uv_texcoord * _Specular_ST.xy + _Specular_ST.zw; + float4 temp_output_6_0 = ( tex2D( _Specular, uv_Specular ) * _SpecularColor ); + o.Specular = temp_output_6_0.rgb; + o.Smoothness = ( temp_output_6_0 * _Smoothness * 0.1 ).r; + o.Alpha = 1; + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=19202 +Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;StandardSpecular;Specular Glow;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;ForwardOnly;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;0;0;False;;0;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;False;17;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;16;FLOAT4;0,0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 +Node;AmplifyShaderEditor.SamplerNode;4;-561.849,-379.6918;Inherit;True;Property;_Specular;Specular;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.ColorNode;5;-275.5963,-428.9292;Inherit;False;Property;_SpecularColor;Specular Color;4;0;Create;True;0;0;0;False;0;False;0.2156863,0.2156863,0.2156863,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.ColorNode;2;-614.7783,134.9062;Inherit;False;Property;_AlbedoColor;Albedo Color;3;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.SamplerNode;1;-778.9177,-86.56062;Inherit;True;Property;_Albedo;Albedo;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-384.1176,-12.8627;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-166.1549,-119.7796;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode;21;15.1507,-131.5531;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;COLOR;0 +Node;AmplifyShaderEditor.RangedFloatNode;20;-494.1024,-160.6708;Inherit;False;Property;_Smoothness;Smoothness;6;0;Create;True;0;0;0;False;0;False;0;0;0;100;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;23;-247.8493,-40.5531;Inherit;False;Constant;_Float0;Float 0;7;0;Create;True;0;0;0;False;0;False;0.1;0;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.ColorNode;8;384.8788,-293.1961;Inherit;False;Property;_Emission;Emission;5;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.SamplerNode;7;80.382,-561.5367;Inherit;True;Property;_EmissionTexture;Emission Texture;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;292.3847,-114.4826;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.ColorNode;33;408.1147,-692.324;Inherit;False;Constant;_AlphaSamlple;Alpha Samlple;8;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode;40;446.2459,-535.1497;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleAddOpNode;42;185.1021,-298.8689;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 +Node;AmplifyShaderEditor.RangedFloatNode;34;639.1148,-455.3241;Inherit;False;Property;_EmissionTextureGlow;Emission Texture Glow;7;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 +WireConnection;0;0;3;0 +WireConnection;0;2;9;0 +WireConnection;0;3;6;0 +WireConnection;0;4;21;0 +WireConnection;3;0;1;0 +WireConnection;3;1;2;0 +WireConnection;6;0;4;0 +WireConnection;6;1;5;0 +WireConnection;21;0;6;0 +WireConnection;21;1;20;0 +WireConnection;21;2;23;0 +WireConnection;9;0;42;0 +WireConnection;9;1;8;0 +WireConnection;40;0;33;4 +WireConnection;40;1;34;0 +WireConnection;42;0;7;0 +WireConnection;42;1;40;0 +ASEEND*/ +//CHKSM=09FE79B78A6BE2E8E56AFE063A52AF77811EE807 \ No newline at end of file diff --git a/Assets/Shaders/SpecularGlow.shader.meta b/Assets/Shaders/SpecularGlow.shader.meta new file mode 100644 index 000000000..e1ddc6cf5 --- /dev/null +++ b/Assets/Shaders/SpecularGlow.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: d71b68f2455a53f49a89b1116164a1e8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/SpecularRGB.shader b/Assets/Shaders/SpecularRGB.shader new file mode 100644 index 000000000..8446870c9 --- /dev/null +++ b/Assets/Shaders/SpecularRGB.shader @@ -0,0 +1,108 @@ +// Made with Amplify Shader Editor v1.9.2.2 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "RGB Mapped Specular" +{ + Properties + { + _BlueColor("Blue Color", Color) = (0,0,1,1) + _ColorMask("Color Mask", 2D) = "white" {} + _GreenColor("Green Color", Color) = (0,1,0,1) + _RedColor("Red Color", Color) = (1,0,0,1) + _SpecularTexture("Specular Texture", 2D) = "white" {} + _SpecularColor("Specular Color", Color) = (0,0,0,0) + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Back + CGPROGRAM + #pragma target 3.0 + #pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform float4 _RedColor; + uniform sampler2D _ColorMask; + uniform float4 _ColorMask_ST; + uniform float4 _GreenColor; + uniform float4 _BlueColor; + uniform sampler2D _SpecularTexture; + uniform float4 _SpecularTexture_ST; + uniform float4 _SpecularColor; + + void surf( Input i , inout SurfaceOutputStandardSpecular o ) + { + float2 uv_ColorMask = i.uv_texcoord * _ColorMask_ST.xy + _ColorMask_ST.zw; + float4 tex2DNode56 = tex2D( _ColorMask, uv_ColorMask ); + float4 temp_cast_0 = (tex2DNode56.r).xxxx; + float4 temp_output_1_0_g30 = temp_cast_0; + float4 color145 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1); + float4 temp_cast_1 = (color145.r).xxxx; + float4 temp_output_2_0_g30 = temp_cast_1; + float temp_output_11_0_g30 = distance( temp_output_1_0_g30 , temp_output_2_0_g30 ); + float4 lerpResult21_g30 = lerp( _RedColor , temp_output_1_0_g30 , saturate( ( ( temp_output_11_0_g30 - 0.0 ) / max( 0.0 , 1E-05 ) ) )); + float4 temp_cast_2 = (tex2DNode56.g).xxxx; + float4 temp_output_1_0_g33 = temp_cast_2; + float4 temp_cast_3 = (color145.g).xxxx; + float4 temp_output_2_0_g33 = temp_cast_3; + float temp_output_11_0_g33 = distance( temp_output_1_0_g33 , temp_output_2_0_g33 ); + float4 lerpResult21_g33 = lerp( _GreenColor , temp_output_1_0_g33 , saturate( ( ( temp_output_11_0_g33 - 0.0 ) / max( 0.0 , 1E-05 ) ) )); + float4 temp_cast_4 = (tex2DNode56.b).xxxx; + float4 temp_output_1_0_g32 = temp_cast_4; + float4 temp_cast_5 = (color145.b).xxxx; + float4 temp_output_2_0_g32 = temp_cast_5; + float temp_output_11_0_g32 = distance( temp_output_1_0_g32 , temp_output_2_0_g32 ); + float4 lerpResult21_g32 = lerp( _BlueColor , temp_output_1_0_g32 , saturate( ( ( temp_output_11_0_g32 - 0.0 ) / max( 0.0 , 1E-05 ) ) )); + o.Albedo = ( lerpResult21_g30 + lerpResult21_g33 + lerpResult21_g32 ).rgb; + float2 uv_SpecularTexture = i.uv_texcoord * _SpecularTexture_ST.xy + _SpecularTexture_ST.zw; + o.Specular = ( tex2D( _SpecularTexture, uv_SpecularTexture ) * _SpecularColor ).rgb; + float4 color180 = IsGammaSpace() ? float4(0.490566,0.490566,0.490566,0) : float4(0.2054128,0.2054128,0.2054128,0); + o.Smoothness = color180.r; + o.Alpha = 1; + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=19202 +Node;AmplifyShaderEditor.ColorNode;85;923.9312,-104.79;Inherit;False;Property;_GreenColor;Green 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b/Assets/Shaders/SpecularRGB.shader.meta new file mode 100644 index 000000000..f18ad4be2 --- /dev/null +++ b/Assets/Shaders/SpecularRGB.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 01fcad061413647468af49d96a9fd5d0 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _ColorMask: {fileID: 2800000, guid: f181c9819c5bc7b488b3eedee117d8e0, type: 3} + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2/EdgeDetectionSobelNeonV2.cs b/Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2/EdgeDetectionSobelNeonV2.cs index 2871cd175..cc736e6db 100644 --- a/Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2/EdgeDetectionSobelNeonV2.cs +++ b/Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2/EdgeDetectionSobelNeonV2.cs @@ -21,10 +21,10 @@ namespace XPostProcessing [PostProcess(typeof(EdgeDetectionSobelNeonV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/EdgeDetection/EdgeDetectionSobelNeonV2")] public class EdgeDetectionSobelNeonV2 : PostProcessEffectSettings { - [Range(0.05f, 5.0f)] + [Range(0.0f, 5.0f)] public FloatParameter EdgeWidth = new FloatParameter { value = 1f }; - [Range(0.1f, 1.0f)] + [Range(0.0f, 1.0f)] public FloatParameter EdgeNeonFade = new FloatParameter { value = 1f }; [Range(0.0f, 1.0f)] diff --git a/Assets/X-PostProcessing/Effects/PixelizeQuad/PixelizeQuad.cs b/Assets/X-PostProcessing/Effects/PixelizeQuad/PixelizeQuad.cs index b0da22d67..621c032b2 100644 --- a/Assets/X-PostProcessing/Effects/PixelizeQuad/PixelizeQuad.cs +++ b/Assets/X-PostProcessing/Effects/PixelizeQuad/PixelizeQuad.cs @@ -21,7 +21,7 @@ namespace XPostProcessing public class PixelizeQuad : PostProcessEffectSettings { - [Range(0.01f, 1.0f)] + [Range(0.00f, 1.0f)] public FloatParameter pixelSize = new FloatParameter { value = 0.5f }; public BoolParameter useAutoScreenRatio = new BoolParameter { value = true }; diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 4111bbe80..cb3c1d955 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -45,6 +45,7 @@ GraphicsSettings: - {fileID: 4800000, guid: 970b4207e98f9cd49a3b7dd771a02c23, type: 3} - {fileID: 4800000, guid: 12a023182120c1c468339f082d0c7bad, type: 3} - {fileID: 4800000, guid: 5d20ddbcdba6cbc499aef6869b23b9f9, type: 3} + - {fileID: 4800000, guid: 4c378672ba36c664cb86ab729efb01da, type: 3} m_PreloadedShaders: [] m_PreloadShadersBatchTimeLimit: -1 m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} diff --git a/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset b/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset index 76c6f91db..1dfd82ad2 100644 --- a/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset +++ b/ProjectSettings/SatorImaging.UnitySourceGenerator.Editor.ProjectSettingsData.asset @@ -42,5 +42,363 @@ MonoBehaviour: - Assets/Scripts/Util/SoundByte.cs - Assets/Scripts/GameInitializer.cs - Assets/Scripts/AppInfo.cs + - Assets/Scripts/Games/FanClub/NtrIdolFan.cs + - Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs + - Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs + - Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs + - Assets/Scripts/Games/DoubleDate/Basketball.cs + - Assets/Scripts/Games/CropStomp/Veggie.cs + - Assets/Scripts/Games/KarateMan/KarateManPot.cs + - Assets/Scripts/Games/FanClub/FanClub.cs + - Assets/Scripts/Games/NailCarpenter/LongNail.cs + - Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs + - Assets/Scripts/Games/DoubleDate/Football.cs + - Assets/Scripts/Util/AnimationHelpers.cs + - Assets/Scripts/Games/DoubleDate/SoccerBall.cs + - Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs + - 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