diff --git a/Assets/Editor/bread2unity/BCCAD.cs b/Assets/Editor/bread2unity/BCCAD.cs deleted file mode 100644 index ff9efdc46..000000000 --- a/Assets/Editor/bread2unity/BCCAD.cs +++ /dev/null @@ -1,65 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; - -using UnityEngine; -namespace Bread2Unity -{ - public class BCCAD : IDataModel - { - - public BCCAD Read(byte[] bytes) - { - sheetW = BitConverter.ToUInt16(bytes, 4); - sheetH = BitConverter.ToUInt16(bytes, 6); - - - // int max = (bytes[8] * 2) + 12; - int max = 64 * bytes[8] + 12; - - // note this doesn't account for empty sprites, but I'll get there when i get there - for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte - { - ISprite spriteParts_ = new ISprite(); - int compare = 0; - for (int j = 0; j < bytes[i]; j++) - { - int ind = i + 4 + (64 * j); - - ISpritePart part = new ISpritePart(); - part.regionX = BitConverter.ToUInt16(bytes, ind + 0); - part.regionY = BitConverter.ToUInt16(bytes, ind + 2); - part.regionW = BitConverter.ToUInt16(bytes, ind + 4); - part.regionH = BitConverter.ToUInt16(bytes, ind + 6); - part.posX = BitConverter.ToInt16(bytes, ind + 8); - part.posY = BitConverter.ToInt16(bytes, ind + 10); - part.stretchX = BitConverter.ToSingle(bytes, ind + 12); - part.stretchY = BitConverter.ToSingle(bytes, ind + 14); - part.rotation = BitConverter.ToSingle(bytes, ind + 16); - part.flipX = bytes[ind + 18] != (byte)0; - part.flipY = bytes[ind + 20] != (byte)0; - // im sure the values between 20 and 28 are important so remind me to come back to these - part.opacity = bytes[ind + 28]; - - Debug.Log("offset: " + ind + ", val: " + part.regionX); - - spriteParts_.parts.Add(part); - - compare += 64; - } - - sprites.Add(spriteParts_); - - i += compare; - - } - - return new BCCAD() - { - }; - } - - - /// sprites length bytes start = 12 - } -} \ No newline at end of file diff --git a/Assets/Editor/bread2unity/BCCAD.cs.meta b/Assets/Editor/bread2unity/BCCAD.cs.meta deleted file mode 100644 index aa2f0d847..000000000 --- a/Assets/Editor/bread2unity/BCCAD.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3b4f0c7c12cfcc74bbfdc8c1be61d4b0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Editor/bread2unity/Bread2Unity.cs b/Assets/Editor/bread2unity/Bread2Unity.cs deleted file mode 100644 index 6cba9f92c..000000000 --- a/Assets/Editor/bread2unity/Bread2Unity.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using System.IO; - -using UnityEngine; -using UnityEditor; - -using Starpelly; - -namespace Bread2Unity -{ - public class Bread2Unity : EditorWindow - { - public const string editorFolderName = "bread2unity"; - - [MenuItem("Tools/bread2unity")] - public static void ShowWindow() - { - EditorWindow.GetWindow("bread2unity"); - } - - public void OnGUI() - { - Texture logo = (Texture)AssetDatabase.LoadAssetAtPath($"Assets/Editor/{editorFolderName}/logo.png", typeof(Texture)); - GUILayout.Box(logo, new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(60) }); - GUILayout.Space(30); - - GUIStyle desc = EditorStyles.label; - desc.wordWrap = true; - desc.fontStyle = FontStyle.BoldAndItalic; - - GUILayout.Box("bread2unity is a tool built with the purpose of converting RH Megamix and Fever animations to unity. And to generally speed up development by a lot." + - "\nCreated by Starpelly.", desc); - - GUILayout.Space(120); - - if (GUILayout.Button("Test")) - { - string path = EditorUtility.OpenFilePanel("Open BCCAD File", null, "bccad"); - if (path.Length != 0) - { - var fileContent = File.ReadAllBytes(path); - new BCCAD().Read(fileContent); - } - } - - GUILayout.BeginHorizontal(); - if (GUILayout.Button("Bread Download", GUILayout.Height(40))) - { - Application.OpenURL("https://github.com/rhmodding/bread"); - } - GUILayout.EndHorizontal(); - } - } -} \ No newline at end of file diff --git a/Assets/Editor/bread2unity/Bread2Unity.cs.meta b/Assets/Editor/bread2unity/Bread2Unity.cs.meta deleted file mode 100644 index 9726922ca..000000000 --- a/Assets/Editor/bread2unity/Bread2Unity.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0967d3b57ef5e5d46965e261ead79e15 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Editor/bread2unity/LICENSE b/Assets/Editor/bread2unity/LICENSE deleted file mode 100644 index 261eeb9e9..000000000 --- a/Assets/Editor/bread2unity/LICENSE +++ /dev/null @@ -1,201 +0,0 @@ - Apache License - Version 2.0, January 2004 - http://www.apache.org/licenses/ - - TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION - - 1. 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We also recommend that a - file or class name and description of purpose be included on the - same "printed page" as the copyright notice for easier - identification within third-party archives. - - Copyright [yyyy] [name of copyright owner] - - Licensed under the Apache License, Version 2.0 (the "License"); - you may not use this file except in compliance with the License. - You may obtain a copy of the License at - - http://www.apache.org/licenses/LICENSE-2.0 - - Unless required by applicable law or agreed to in writing, software - distributed under the License is distributed on an "AS IS" BASIS, - WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - See the License for the specific language governing permissions and - limitations under the License. diff --git a/Assets/Editor/bread2unity/Model/IAnimation.cs b/Assets/Editor/bread2unity/Model/IAnimation.cs deleted file mode 100644 index cdde15c07..000000000 --- a/Assets/Editor/bread2unity/Model/IAnimation.cs +++ /dev/null @@ -1,24 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace Bread2Unity -{ - public class IAnimation - { - public List steps; - } - - public class IAnimationStep - { - public ushort spriteIndex; - public ushort delay; - - public float stretchX; - public float stretchY; - - public float rotation; - - public byte opacity; - } -} \ No newline at end of file diff --git a/Assets/Editor/bread2unity/Model/IAnimation.cs.meta b/Assets/Editor/bread2unity/Model/IAnimation.cs.meta deleted file mode 100644 index c022dfd3f..000000000 --- a/Assets/Editor/bread2unity/Model/IAnimation.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c33bcfd692627dd4a97ac1cd1d930420 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Editor/bread2unity/Model/IDataModel.cs b/Assets/Editor/bread2unity/Model/IDataModel.cs deleted file mode 100644 index 0c9634edf..000000000 --- a/Assets/Editor/bread2unity/Model/IDataModel.cs +++ /dev/null @@ -1,13 +0,0 @@ -using System.Collections; -using System.Collections.Generic; - -namespace Bread2Unity -{ - public class IDataModel - { - public List sprites = new List(); - public List animations = new List(); - public int sheetW; - public int sheetH; - } -} \ No newline at end of file diff --git a/Assets/Editor/bread2unity/Model/IDataModel.cs.meta b/Assets/Editor/bread2unity/Model/IDataModel.cs.meta deleted file mode 100644 index ff789390c..000000000 --- a/Assets/Editor/bread2unity/Model/IDataModel.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ddf1fd563dabc6040a863537a081843a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Editor/bread2unity/Model/ISprite.cs b/Assets/Editor/bread2unity/Model/ISprite.cs deleted file mode 100644 index 9b0ca7e20..000000000 --- a/Assets/Editor/bread2unity/Model/ISprite.cs +++ /dev/null @@ -1,31 +0,0 @@ -using System.Collections; -using System.Collections.Generic; - -namespace Bread2Unity -{ - public class ISprite - { - public List parts = new List(); - } - - public class ISpritePart - { - public ushort regionX; - public ushort regionY; - public ushort regionW; - public ushort regionH; - - public short posX; - public short posY; - - public float stretchX; - public float stretchY; - - public float rotation; - - public bool flipX; - public bool flipY; - - public byte opacity; - } -} \ No newline at end of file diff --git a/Assets/Editor/bread2unity/Model/ISprite.cs.meta b/Assets/Editor/bread2unity/Model/ISprite.cs.meta deleted file mode 100644 index c70703e1a..000000000 --- a/Assets/Editor/bread2unity/Model/ISprite.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d4aae79bea7b7234f9ce059ade5fce08 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Editor/bread2unity/README.md b/Assets/Editor/bread2unity/README.md deleted file mode 100644 index d5cb85484..000000000 --- a/Assets/Editor/bread2unity/README.md +++ /dev/null @@ -1,2 +0,0 @@ -# bread2unity -Rhythm Heaven animation to Unity animation converter diff --git a/Assets/Editor/bread2unity/README.md.meta b/Assets/Editor/bread2unity/README.md.meta deleted file mode 100644 index 28d1d3009..000000000 --- a/Assets/Editor/bread2unity/README.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: dcb89f55ef62d184d886dfce1fca7bd6 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Editor/bread2unity/logo.png b/Assets/Editor/bread2unity/logo.png deleted file mode 100644 index 06570852b..000000000 Binary files a/Assets/Editor/bread2unity/logo.png and /dev/null differ diff --git a/Assets/Resources/Credits.txt b/Assets/Resources/Credits.txt index 8b7fd30b9..6a485a4ba 100644 --- a/Assets/Resources/Credits.txt +++ b/Assets/Resources/Credits.txt @@ -16,6 +16,10 @@ -Rapandrasmus -AstrlJelly -Maddy / saladplainzone +-NoahAmp +-Bhaos +-Raffy +-Thinedave Artwork -Ko Takeuchi (Original Rhythm Heaven Assets) @@ -45,10 +49,20 @@ -o207n -TheCloudMonkey -flaticon.com +-Untitled +-Rainbo +-Butternnife +-Minesweeper95 +-mizuno +-Flowercardiganwillow +-vincells Music -Jellirby (Opening) -SushiiZ (Title Screen, Results, Epilogue) +-Kievit (SFX Ripping) +-Synthnerd +-Wookywok Font -Tailx (Kurokane Modified) diff --git a/Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_Megamix_Modified-EB.otf b/Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_Megamix_Modified-EB.otf index 291a4b88b..49c0001b1 100644 Binary files a/Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_Megamix_Modified-EB.otf and b/Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_Megamix_Modified-EB.otf differ diff --git a/Assets/Resources/Games/boardMeeting.prefab b/Assets/Resources/Games/boardMeeting.prefab index 11038f35f..356452103 100644 --- a/Assets/Resources/Games/boardMeeting.prefab +++ b/Assets/Resources/Games/boardMeeting.prefab @@ -1229,9 +1229,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: SoundSequences: [] - EligibleHits: [] scheduledInputs: [] - firstEnable: 0 farLeft: {fileID: 7518443851165344965} farRight: {fileID: 6713782291520362818} assistantAnim: {fileID: 1521746322850907348} @@ -1240,7 +1238,6 @@ MonoBehaviour: - {fileID: 6299728505360095184} firstSpinner: {fileID: 0} shakeIntensity: 0.5 - shouldBop: 1 --- !u!1 &4694930924533062141 GameObject: m_ObjectHideFlags: 0 @@ -2448,6 +2445,90 @@ SpriteRenderer: m_WasSpriteAssigned: 1 m_MaskInteraction: 0 m_SpriteSortPoint: 0 +--- !u!1 &7692319912555466056 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 2327120719424392110} + - component: {fileID: 1761198211587892282} + m_Layer: 0 + m_Name: BG BM_2 (1) + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &2327120719424392110 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 7692319912555466056} + m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} + m_LocalPosition: {x: -5.46, y: -2.646, z: 0} + m_LocalScale: {x: 0.37, y: 0.37, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 5396135612834373355} + m_RootOrder: 4 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!212 &1761198211587892282 +SpriteRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 7692319912555466056} + m_Enabled: 1 + m_CastShadows: 0 + m_ReceiveShadows: 0 + m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 + m_MotionVectors: 1 + m_LightProbeUsage: 1 + m_ReflectionProbeUsage: 1 + m_RayTracingMode: 0 + m_RayTraceProcedural: 0 + m_RenderingLayerMask: 1 + m_RendererPriority: 0 + m_Materials: + - {fileID: 2100000, guid: b0a1d7d7f9ff2cd429ca4a190e43f870, type: 2} + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 + m_StaticBatchRoot: {fileID: 0} + m_ProbeAnchor: {fileID: 0} + m_LightProbeVolumeOverride: {fileID: 0} + m_ScaleInLightmap: 1 + m_ReceiveGI: 1 + m_PreserveUVs: 0 + m_IgnoreNormalsForChartDetection: 0 + m_ImportantGI: 0 + m_StitchLightmapSeams: 1 + m_SelectedEditorRenderState: 0 + m_MinimumChartSize: 4 + m_AutoUVMaxDistance: 0.5 + m_AutoUVMaxAngle: 89 + m_LightmapParameters: {fileID: 0} + m_SortingLayerID: 0 + m_SortingLayer: 0 + m_SortingOrder: -100 + m_Sprite: {fileID: 1828705492, guid: 993d3ee06decd3b4aa65852d66a3180d, type: 3} + m_Color: {r: 1, g: 1, b: 1, a: 1} + m_FlipX: 0 + m_FlipY: 0 + m_DrawMode: 2 + m_Size: {x: 100, y: 13.44} + m_AdaptiveModeThreshold: 0.5 + m_SpriteTileMode: 0 + m_WasSpriteAssigned: 1 + m_MaskInteraction: 0 + m_SpriteSortPoint: 0 --- !u!1 &7693505318456935900 GameObject: m_ObjectHideFlags: 0 @@ -2796,6 +2877,7 @@ Transform: - {fileID: 2446071777684279398} - {fileID: 8567651959911606324} - {fileID: 5237250537066865816} + - {fileID: 2327120719424392110} m_Father: {fileID: 8702929335642151782} m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/Assets/Resources/Games/cheerReaders.prefab b/Assets/Resources/Games/cheerReaders.prefab index ea74d0618..92eab1a1e 100644 --- a/Assets/Resources/Games/cheerReaders.prefab +++ b/Assets/Resources/Games/cheerReaders.prefab @@ -27,6 +27,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.065830946, y: 0.8588395, z: 0} m_LocalScale: {x: 0.15478016, y: 0.15286928, z: 0} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1047369033445820694} - {fileID: 3430116060009940178} @@ -46,6 +47,7 @@ SpriteRenderer: m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -113,6 +115,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 1.16, y: -0.795, z: 0} m_LocalScale: {x: 0.58586, y: 0.58586, z: 0} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1047369033445820694} m_RootOrder: 3 @@ -128,6 +131,7 @@ SpriteRenderer: m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -195,6 +199,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -6.513, y: 0.42299986, z: 0} m_LocalScale: {x: 0.095, y: 0.095, z: 1} + 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b/Assets/Resources/Sfx/games/rockers/Cmon.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: - assetBundleVariant: + assetBundleName: ntrrockers/locale + assetBundleVariant: en diff --git a/Assets/Resources/Sfx/games/rockers/LastOne.wav.meta b/Assets/Resources/Sfx/games/rockers/LastOne.wav.meta index e74877a04..d500b3720 100644 --- a/Assets/Resources/Sfx/games/rockers/LastOne.wav.meta +++ b/Assets/Resources/Sfx/games/rockers/LastOne.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: - assetBundleVariant: + assetBundleName: ntrrockers/locale + assetBundleVariant: en diff --git a/Assets/Resources/Sfx/games/rockers/Whistle.wav.meta b/Assets/Resources/Sfx/games/rockers/Whistle.wav.meta index 794dd9a33..f2fc8ed5b 100644 --- a/Assets/Resources/Sfx/games/rockers/Whistle.wav.meta +++ b/Assets/Resources/Sfx/games/rockers/Whistle.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: ntrrockers/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/rockers/bendDown.wav.meta b/Assets/Resources/Sfx/games/rockers/bendDown.wav.meta index 97697592d..30b29574e 100644 --- a/Assets/Resources/Sfx/games/rockers/bendDown.wav.meta +++ b/Assets/Resources/Sfx/games/rockers/bendDown.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: ntrrockers/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/rockers/bendUp.wav.meta b/Assets/Resources/Sfx/games/rockers/bendUp.wav.meta index b75cc863d..21ac282cc 100644 --- a/Assets/Resources/Sfx/games/rockers/bendUp.wav.meta +++ b/Assets/Resources/Sfx/games/rockers/bendUp.wav.meta @@ -18,5 +18,5 @@ AudioImporter: ambisonic: 0 3D: 1 userData: - assetBundleName: + assetBundleName: ntrrockers/common assetBundleVariant: diff --git a/Assets/Resources/Sfx/games/rockers/count.meta b/Assets/Resources/Sfx/games/rockers/count.meta index 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new file mode 100644 index 000000000..0a1d93324 Binary files /dev/null and b/Assets/Resources/Sprites/Games/MeatGrinder/barrel.png differ diff --git a/Assets/Resources/Models/Games/RhythmRally/Testing/tutorial_stage.png.meta b/Assets/Resources/Sprites/Games/MeatGrinder/barrel.png.meta similarity index 93% rename from Assets/Resources/Models/Games/RhythmRally/Testing/tutorial_stage.png.meta rename to Assets/Resources/Sprites/Games/MeatGrinder/barrel.png.meta index fc75902b6..ab977e449 100644 --- a/Assets/Resources/Models/Games/RhythmRally/Testing/tutorial_stage.png.meta +++ b/Assets/Resources/Sprites/Games/MeatGrinder/barrel.png.meta @@ -1,9 +1,9 @@ fileFormatVersion: 2 -guid: 756599dd7bd5c1746b1d89b4562a9561 +guid: f2673d3484257be40bd6af1a40f32b3b TextureImporter: internalIDToNameTable: [] externalObjects: {} - serializedVersion: 11 + serializedVersion: 12 mipmaps: mipMapMode: 0 enableMipMap: 0 @@ -24,6 +24,7 @@ TextureImporter: streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 + ignoreMasterTextureLimit: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -35,9 +36,9 @@ TextureImporter: filterMode: 1 aniso: 1 mipBias: 0 - wrapU: 0 - wrapV: 0 - wrapW: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 nPOTScale: 0 lightmap: 0 compressionQuality: 50 @@ -62,6 +63,7 @@ TextureImporter: textureFormatSet: 0 ignorePngGamma: 0 applyGammaDecoding: 0 + cookieLightType: 0 platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform @@ -88,7 +90,7 @@ TextureImporter: androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 - serializedVersion: 3 - buildTarget: WebGL + buildTarget: Server maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 @@ -112,6 +114,7 @@ TextureImporter: edges: [] weights: [] secondaryTextures: [] + nameFileIdTable: {} spritePackingTag: pSDRemoveMatte: 0 pSDShowRemoveMatteOption: 0 diff --git a/Assets/Resources/Sprites/Games/MeatGrinder/gearmeat.png b/Assets/Resources/Sprites/Games/MeatGrinder/gearmeat.png new 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+ { + fixed4 c = SampleSpriteTexture (IN.texcoord); + float3 outlinedRGB = lerp(IN.color.rgb, _OutlineColor.rgb, 1 - c.r); + c = fixed4(outlinedRGB.r, outlinedRGB.g, outlinedRGB.b, c.a); + c.rgb *= c.a; + return c; + } + ENDCG + } + } +} diff --git a/Assets/Resources/Sprites/Games/PajamaParty/Material/ctrpajama_balloon.shader.meta b/Assets/Resources/Sprites/Games/PajamaParty/Material/ctrpajama_balloon.shader.meta new file mode 100644 index 000000000..c444d1f18 --- /dev/null +++ b/Assets/Resources/Sprites/Games/PajamaParty/Material/ctrpajama_balloon.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: d92af55b6015e0048bce25489a1c1749 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/PajamaParty/pillow_objMapped.mat b/Assets/Resources/Sprites/Games/PajamaParty/Material/pillow_objMapped.mat similarity index 94% rename from 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a/Assets/Resources/Sprites/Games/Rockers/JJBodyMap.mat.meta +++ b/Assets/Resources/Sprites/Games/Rockers/JJBodyMap.mat.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: - assetBundleName: + assetBundleName: ntrrockers/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/Rockers/JJGuitarMap.mat.meta b/Assets/Resources/Sprites/Games/Rockers/JJGuitarMap.mat.meta index 8fb9d8b9e..5337eebd8 100644 --- a/Assets/Resources/Sprites/Games/Rockers/JJGuitarMap.mat.meta +++ b/Assets/Resources/Sprites/Games/Rockers/JJGuitarMap.mat.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: - assetBundleName: + assetBundleName: ntrrockers/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/Rockers/SoshiBodyMap.mat.meta b/Assets/Resources/Sprites/Games/Rockers/SoshiBodyMap.mat.meta index 54ec36ba9..6a1676fba 100644 --- a/Assets/Resources/Sprites/Games/Rockers/SoshiBodyMap.mat.meta +++ b/Assets/Resources/Sprites/Games/Rockers/SoshiBodyMap.mat.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: - assetBundleName: + assetBundleName: ntrrockers/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/Rockers/SoshiGuitarMap.mat.meta b/Assets/Resources/Sprites/Games/Rockers/SoshiGuitarMap.mat.meta index cba0a7e93..995ad5903 100644 --- a/Assets/Resources/Sprites/Games/Rockers/SoshiGuitarMap.mat.meta +++ b/Assets/Resources/Sprites/Games/Rockers/SoshiGuitarMap.mat.meta @@ -4,5 +4,5 @@ NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: - assetBundleName: + assetBundleName: ntrrockers/common assetBundleVariant: diff --git a/Assets/Resources/Sprites/Games/Rockers/rockersbg.png.meta b/Assets/Resources/Sprites/Games/Rockers/rockersbg.png.meta index 9b208350a..22a6a78ce 100644 --- 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bundleVersionCode = (major * 100000) + (minor * 1000) + subVersion; diff --git a/Assets/Scripts/Common/MemRenderer.cs b/Assets/Scripts/Common/MemRenderer.cs index 27ef868db..b56b6cda0 100644 --- a/Assets/Scripts/Common/MemRenderer.cs +++ b/Assets/Scripts/Common/MemRenderer.cs @@ -17,7 +17,6 @@ public class MemRenderer : MonoBehaviour public void ChangeMem() { - Debug.Log("ChangeMem"); Destroy(_instance); _instance = Instantiate(prefabs[UnityEngine.Random.Range(0, prefabs.Length)], transform); } diff --git a/Assets/Scripts/Conductor.cs b/Assets/Scripts/Conductor.cs index cf3b59f48..67a35f846 100644 --- a/Assets/Scripts/Conductor.cs +++ b/Assets/Scripts/Conductor.cs @@ -50,6 +50,7 @@ namespace HeavenStudio double dspSizeSeconds; double dspMargin = 128 / 44100.0; bool deferTimeKeeping = false; + public bool WaitingForDsp => deferTimeKeeping; // the dspTime we started at private double dspStart; @@ -163,6 +164,12 @@ namespace HeavenStudio GameManager.instance.SetCurrentEventToClosest(beat); } + public void PlaySetup(double beat) + { + deferTimeKeeping = true; + songPosBeat = beat; + } + public void Play(double beat) { if (isPlaying) return; @@ -220,7 +227,7 @@ namespace HeavenStudio startTime = DateTime.Now; absTimeAdjust = 0; - deferTimeKeeping = (musicSource.clip != null); + deferTimeKeeping = musicSource.clip != null; isPlaying = true; isPaused = false; diff --git a/Assets/Scripts/EventCaller.cs b/Assets/Scripts/EventCaller.cs index ad111faa1..8460cf560 100644 --- a/Assets/Scripts/EventCaller.cs +++ b/Assets/Scripts/EventCaller.cs @@ -2,9 +2,7 @@ using System; using System.Linq; using System.Collections.Generic; using UnityEngine; -using UnityEngine.Events; using Jukebox; -using Jukebox.Legacy; namespace HeavenStudio { @@ -18,11 +16,15 @@ namespace HeavenStudio public static EventCaller instance { get; private set; } - public List minigames = new List(); + public Dictionary minigames = new(); public Minigames.Minigame GetMinigame(string gameName) { - return minigames.Find(c => c.name == gameName); + if (!minigames.ContainsKey(gameName)) + { + return null; + } + return minigames[gameName]; } public Minigames.GameAction GetGameAction(Minigames.Minigame game, string action) @@ -30,11 +32,29 @@ namespace HeavenStudio return game.actions.Find(c => c.actionName == action); } + public Minigames.GameAction GetGameAction(string gameName, string action) + { + if (minigames.ContainsKey(gameName)) + { + return minigames[gameName].actions.Find(c => c.actionName == action); + } + else + { + Debug.LogWarning($"Game {gameName} not found!"); + return null; + } + } + public Minigames.Param GetGameParam(Minigames.Minigame game, string action, string param) { return GetGameAction(game, action).parameters.Find(c => c.propertyName == param); } + public Minigames.Param GetGameParam(string gameName, string action, string param) + { + return GetGameAction(gameName, action).parameters.Find(c => c.propertyName == param); + } + public void Init() { instance = this; @@ -68,7 +88,7 @@ namespace HeavenStudio public void CallEvent(RiqEntity entity, bool gameActive) { string[] details = entity.datamodel.Split('/'); - Minigames.Minigame game = minigames.Find(c => c.name == details[0]); + Minigames.Minigame game = minigames[details[0]]; try { currentEntity = entity; @@ -94,7 +114,7 @@ namespace HeavenStudio public void CallPreEvent(RiqEntity entity) { string[] details = entity.datamodel.Split('/'); - Minigames.Minigame game = minigames.Find(c => c.name == details[0]); + Minigames.Minigame game = minigames[details[0]]; try { currentEntity = entity; @@ -153,7 +173,7 @@ namespace HeavenStudio public static List FXOnlyGames() { - return instance.minigames.FindAll(c => c.fxOnly == true).ToList(); + return instance.minigames.Values.ToList().FindAll(c => c.fxOnly); } } } \ No newline at end of file diff --git a/Assets/Scripts/GameCamera.cs b/Assets/Scripts/GameCamera.cs index 56257bd5b..e3b4cc639 100644 --- a/Assets/Scripts/GameCamera.cs +++ b/Assets/Scripts/GameCamera.cs @@ -175,7 +175,7 @@ namespace HeavenStudio UpdateCameraTranslate(); UpdateCameraRotate(); - SetShakeIntensity(); + UpdateShakeIntensity(); UpdateCameraColor(); } @@ -183,7 +183,7 @@ namespace HeavenStudio { UpdateCameraTranslate(); UpdateCameraRotate(); - SetShakeIntensity(); + UpdateShakeIntensity(); UpdateCameraColor(); } @@ -323,19 +323,20 @@ namespace HeavenStudio } } - private void SetShakeIntensity() + private void UpdateShakeIntensity() { foreach (var e in shakeEvents) { float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length); + float fac = Mathf.Cos(Time.time * 80f) * 0.5f; if (prog >= 0f) { - float fac = Mathf.Cos(Time.time * 80f) * 0.5f; - ShakeResult = new Vector3(fac * e["valA"], fac * e["valB"]); + Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]); + ShakeResult = new Vector3(fac * func(e["easedA"], e["valA"], Mathf.Min(prog, 1f)), fac * func(e["easedB"], e["valB"], Mathf.Min(prog, 1f))); } if (prog > 1f) { - ShakeResult = new Vector3(0, 0); + ShakeResult = new Vector3(fac * e["valA"], fac * e["valB"]); } } } diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 447ab24d2..d301a3fc6 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -69,7 +69,7 @@ namespace HeavenStudio bool AudioLoadDone; bool ChartLoadError; - List eventBeats, tempoBeats, volumeBeats, sectionBeats; + List eventBeats, preSequenceBeats, tempoBeats, volumeBeats, sectionBeats; List allGameSwitches; public event Action onBeatChanged; @@ -336,6 +336,10 @@ namespace HeavenStudio public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true) { + // push the hit event to the timing display + if (doDisplay) + TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late); + if (weight > 0 && MarkerWeight > 0) { totalInputs += weight * MarkerWeight; @@ -361,10 +365,6 @@ namespace HeavenStudio if (SkillStarManager.instance.DoStarJust()) skillStarCollected = true; } - - // push the hit event to the timing display - if (doDisplay) - TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late); } public void DoSectionCompletion(double beat, bool clear, string name, double score) @@ -455,28 +455,22 @@ namespace HeavenStudio { if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0) { - List entitiesAtSameBeat = ListPool.Get(); - RiqEntity seekEntity = Beatmap.Entities[currentPreSequence]; - - foreach (RiqEntity entity in Beatmap.Entities) + if (start >= preSequenceBeats[currentPreSequence]) { - if (entity.beat == seekEntity.beat) + List entitiesInRange = ListPool.Get(); + foreach (RiqEntity entity in Beatmap.Entities) { - entitiesAtSameBeat.Add(entity); + string[] entityDatamodel = entity.datamodel.Split('/'); + double seekTime = eventCaller.GetGameAction(entityDatamodel[0], entityDatamodel[1]).preFunctionLength; + if (entity.beat - seekTime == preSequenceBeats[currentPreSequence]) + { + entitiesInRange.Add(entity); + } } - } - SortEventsByPriority(entitiesAtSameBeat); + SortEventsByPriority(entitiesInRange); - string[] seekEntityDatamodel = seekEntity.datamodel.Split('/'); - - float seekTime = eventCaller.GetGameAction( - eventCaller.GetMinigame(seekEntityDatamodel[0]), seekEntityDatamodel[1]).preFunctionLength; - - if (start + seekTime >= eventBeats[currentPreSequence]) - { - foreach (RiqEntity entity in entitiesAtSameBeat) + foreach (RiqEntity entity in entitiesInRange) { - currentPreSequence++; string gameName = entity.datamodel.Split('/')[0]; var inf = GetGameInfo(gameName); if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded) @@ -485,9 +479,10 @@ namespace HeavenStudio PreloadGameSequences(gameName); } eventCaller.CallPreEvent(entity); + currentPreSequence++; } + ListPool.Release(entitiesInRange); } - ListPool.Release(entitiesAtSameBeat); } } @@ -578,13 +573,13 @@ namespace HeavenStudio { if (clampedBeat >= eventBeats[currentEvent]) { - List entitiesAtSameBeat = ListPool.Get(); + List entitiesInRange = ListPool.Get(); List fxEntities = ListPool.Get(); // allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay using (PooledObject> pool = ListPool.Get(out List currentBeatEntities)) { - currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat); + currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]); foreach (RiqEntity entity in currentBeatEntities) { if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0]))) @@ -593,13 +588,13 @@ namespace HeavenStudio } else { - entitiesAtSameBeat.Add(entity); + entitiesInRange.Add(entity); } } } SortEventsByPriority(fxEntities); - SortEventsByPriority(entitiesAtSameBeat); + SortEventsByPriority(entitiesInRange); // FX entities should ALWAYS execute before gameplay entities foreach (RiqEntity entity in fxEntities) @@ -608,7 +603,7 @@ namespace HeavenStudio currentEvent++; } - foreach (RiqEntity entity in entitiesAtSameBeat) + 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 (entity.datamodel.Split('/')[0] != currentGame) @@ -624,7 +619,7 @@ namespace HeavenStudio currentEvent++; } - ListPool.Release(entitiesAtSameBeat); + ListPool.Release(entitiesInRange); ListPool.Release(fxEntities); } } @@ -644,6 +639,16 @@ namespace HeavenStudio private void LateUpdate() { OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview); + + if (!Conductor.instance.isPlaying) + return; + + if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally) + { + if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally); + onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally); + _latePulseTally++; + } } public void ToggleInputs(bool inputs) @@ -655,6 +660,7 @@ namespace HeavenStudio private double _playStartBeat = 0; private int _pulseTally = 0; + private int _latePulseTally = 0; public void Play(double beat, float delay = 0f) { @@ -662,6 +668,7 @@ namespace HeavenStudio Debug.Log("Playing at " + beat); _playStartBeat = beat; _pulseTally = 0; + _latePulseTally = 0; canInput = true; if (!paused) { @@ -720,6 +727,7 @@ namespace HeavenStudio if (!paused) { + Conductor.instance.PlaySetup(beat); Minigame miniGame = null; if (currentGameO != null && currentGameO.TryGetComponent(out miniGame)) { @@ -881,6 +889,15 @@ namespace HeavenStudio sectionBeats = Beatmap.SectionMarkers.Select(c => c.beat).ToList(); allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }); + + preSequenceBeats = new List(); + foreach (RiqEntity entity in Beatmap.Entities) + { + string[] seekEntityDatamodel = entity.datamodel.Split('/'); + double seekTime = eventCaller.GetGameAction(seekEntityDatamodel[0], seekEntityDatamodel[1]).preFunctionLength; + preSequenceBeats.Add(entity.beat - seekTime); + } + preSequenceBeats.Sort(); } void SortEventsByPriority(List entities) @@ -892,14 +909,11 @@ namespace HeavenStudio xDatamodel = x.datamodel.Split('/'); yDatamodel = y.datamodel.Split('/'); - Minigames.Minigame xGame = eventCaller.GetMinigame(xDatamodel[0]); - Minigames.GameAction xAction = eventCaller.GetGameAction(xGame, xDatamodel[1]); - Minigames.Minigame yGame = eventCaller.GetMinigame(yDatamodel[0]); - Minigames.GameAction yAction = eventCaller.GetGameAction(yGame, yDatamodel[1]); + Minigames.GameAction xAction = eventCaller.GetGameAction(xDatamodel[0], xDatamodel[1]); + Minigames.GameAction yAction = eventCaller.GetGameAction(yDatamodel[0], yDatamodel[1]); return yAction.priority.CompareTo(xAction.priority); }); - } public static double GetClosestInList(List list, double compareTo) @@ -1111,6 +1125,7 @@ namespace HeavenStudio if (currentGameO.TryGetComponent(out var minigame)) { _currentMinigame = minigame; + minigame.minigameName = game; } Vector3 originalScale = currentGameO.transform.localScale; currentGameO.transform.parent = eventCaller.GamesHolder.transform; @@ -1166,7 +1181,7 @@ namespace HeavenStudio { //game is packed in an assetbundle, load from that instead if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab; - + try { return gameInfo.GetCommonAssetBundle().LoadAsset(name); @@ -1184,7 +1199,7 @@ namespace HeavenStudio public Minigames.Minigame GetGameInfo(string name) { - return eventCaller.minigames.Find(c => c.name == name); + return eventCaller.GetMinigame(name); } Color colMain; diff --git a/Assets/Scripts/Games/AirRally/AirRally.cs b/Assets/Scripts/Games/AirRally/AirRally.cs index dcc8cbea4..efc5df192 100644 --- a/Assets/Scripts/Games/AirRally/AirRally.cs +++ b/Assets/Scripts/Games/AirRally/AirRally.cs @@ -27,8 +27,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 6f, parameters = new List() { - new Param("toggle", true, "Count", "Make Forthington Count"), - new Param("toggle2", false, "Alternate Voiceline") + new Param("toggle", true, "Count", "Toggle if Forthington should count after the event."), + new Param("toggle2", false, "Alternate Voice Line", "Toggle if Forthington should use an alternate voice line.") }, preFunctionLength = 1 }, @@ -37,8 +37,8 @@ namespace HeavenStudio.Games.Loaders function = delegate { AirRally.instance.SetDistance(e.currentEntity.beat, e.currentEntity["type"], e.currentEntity["ease"]); }, parameters = new List() { - new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?"), - new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease") + new Param("type", AirRally.DistanceSound.close, "Type", "Set Forthington's distance."), + new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action.") } }, new GameAction("catch", "Catch Birdie"), @@ -52,10 +52,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List() { - new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease") + new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action.") } }, - new GameAction("forward", "Animals Look Forward") + new GameAction("forward", "Look Forward") { function = delegate { @@ -63,7 +63,7 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("reset", false, "Reset", "Reset to Idle pose?") + new Param("reset", false, "Reset", "Toggle this to reset the animals to their idle pose.") } }, new GameAction("4beat", "4 Beat Count-In") @@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate { AirRally.ForthVoice(e.currentEntity.beat, e.currentEntity["type"]); }, parameters = new List() { - new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"), + new Param("type", AirRally.CountSound.one, "Type", "Set the number Forthington will say."), }, }, new GameAction("spawnBird", "Spawn Birds") @@ -110,14 +110,14 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("type", AirRally.BirdType.Pterosaurs, "Type"), - new Param("xSpeed", new EntityTypes.Float(-10, 10, 1), "X Speed Multiplier"), - new Param("zSpeed", new EntityTypes.Float(-10, 10, 1), "Z Speed Multiplier"), - new Param("startZ", new EntityTypes.Float(0, 1000, 200), "Z Start Position"), - new Param("invert", false, "Invert X Direction") + new Param("type", AirRally.BirdType.Pterosaurs, "Type", "Choose the type of bird to spawn."), + new Param("xSpeed", new EntityTypes.Float(-10, 10, 1), "X Speed", "Change the horizontal speed of the birds."), + new Param("zSpeed", new EntityTypes.Float(-10, 10, 1), "Z Speed", "Change how fast the birds approach the camera."), + new Param("startZ", new EntityTypes.Float(0, 1000, 200), "Z Start Position", "Change how close to the camera the birds spawn."), + new Param("invert", false, "Flip Horizontally", "Toggle if the birds should fly left to right.") } }, - new GameAction("rainbow", "Rainbow") + new GameAction("rainbow", "Spawn Rainbow") { function = delegate { @@ -125,11 +125,11 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("start", new EntityTypes.Float(0, 500, 100), "Start Position"), - new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier") + new Param("start", new EntityTypes.Float(0, 500, 100), "Start Position", "Change how close to the camera the rainbow spawns."), + new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed", "Change how fast the rainbow approaches the camera.") } }, - new GameAction("day", "Day/Night Cycle") + new GameAction("day", "Time Of Day") { function = delegate { @@ -140,9 +140,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("start", AirRally.DayNightCycle.Day, "Start Time"), - new Param("end", AirRally.DayNightCycle.Noon, "End Time"), - new Param("ease", EasingFunction.Ease.Linear, "Ease") + new Param("start", AirRally.DayNightCycle.Day, "Start Time", "Set the time of day for the start of the event."), + new Param("end", AirRally.DayNightCycle.Noon, "End Time", "Set the time of day for the end of the event."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("cloud", "Cloud Density") @@ -155,12 +155,12 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("main", new EntityTypes.Integer(0, 300, 30), "Main Clouds", "How many clouds per second?"), - new Param("side", new EntityTypes.Integer(0, 100, 10), "Side Clouds", "How many clouds per second?"), - new Param("top", new EntityTypes.Integer(0, 100, 0), "Top Clouds", "How many clouds per second?"), - new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"), - new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"), - new Param("ease", EasingFunction.Ease.Linear, "Ease") + new Param("main", new EntityTypes.Integer(0, 300, 30), "Main Clouds", "Set how many clouds per second should be spawned in the center."), + new Param("side", new EntityTypes.Integer(0, 100, 10), "Side Clouds", "Set how many clouds per second should be spawned on the sides."), + new Param("top", new EntityTypes.Integer(0, 100, 0), "Top Clouds", "Set how many clouds per second should be spawned on the top."), + new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the clouds are moving at the start of the event."), + new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the clouds are moving at the end of the event."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("snowflake", "Snowflake Density") @@ -173,10 +173,10 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes per Second"), - new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"), - new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"), - new Param("ease", EasingFunction.Ease.Linear, "Ease") + new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Amount", "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.") } }, new GameAction("tree", "Trees") @@ -189,18 +189,18 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("enable", true, "Enable", "", new List() + new Param("enable", true, "Enable", "Toggle if the trees are enabled.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "main", "side", "speed", "endSpeed", "ease" }) }), - new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "How many trees per second?"), - new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "How many trees per second?"), - new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"), - new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"), - new Param("ease", EasingFunction.Ease.Linear, "Ease") + new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "Set how many trees per second should be spawned in the center."), + new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "Set how many trees per second should be spawned on the sides."), + new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the trees are moving at the start of the event."), + new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the trees are moving at the end of the event."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, - new GameAction("islandSpeed", "Islands Speed") + new GameAction("islandSpeed", "Island Speed") { function = delegate { @@ -210,9 +210,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed"), - new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed"), - new Param("ease", EasingFunction.Ease.Linear, "Ease") + new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the islands are moving at the start of the event."), + new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the islands are moving at the end of the event."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("silence", "Silence") @@ -221,7 +221,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, } }, - new List() { "rvl", "normal" }, + new List() { "rvl", "keep" }, "rvlbadminton", "en", new List() { "en" } ); diff --git a/Assets/Scripts/Games/BlueBear/BlueBear.cs b/Assets/Scripts/Games/BlueBear/BlueBear.cs index 0840f5dc7..3e41b2085 100644 --- a/Assets/Scripts/Games/BlueBear/BlueBear.cs +++ b/Assets/Scripts/Games/BlueBear/BlueBear.cs @@ -22,8 +22,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3, parameters = new() { - new("long", false, "Mouth Hold"), - new("open", true, "Should Open Mouth") + new("long", false, "Mouth Hold", "Toggle if Beary should keep his mouth and neck extended after catching the treat."), + new("open", true, "Open Mouth", "Toggle if Beary should open his mouth in preparation for the treat.") } }, new GameAction("cake", "Cake") @@ -33,8 +33,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4, parameters = new() { - new("long", false, "Mouth Hold"), - new("open", true, "Should Open Mouth") + new("long", false, "Mouth Hold", "Toggle if Beary should keep his mouth and neck extended after catching the treat."), + new("open", true, "Open Mouth", "Toggle if Beary should open his mouth in preparation for the treat.") } }, new GameAction("stretchEmotion", "Emotion") @@ -44,11 +44,11 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("type", BlueBear.EmotionStretchType.NoEmotion, "Emotion", "Which emotion should the blue bear use?", new() + new Param("type", BlueBear.EmotionStretchType.NoEmotion, "Emotion", "Set the emotion animation Beary should play.", new() { new((x, _) => (int)x != (int)BlueBear.EmotionStretchType.NoEmotion, new string[] { "instant" }) }), - new Param("instant", false, "Instant"), + new Param("instant", false, "Instant", "Toggle if the emotion should jump to it's end state. Making \"LookUp\" instant will cause Beary to keep his head down."), } }, new GameAction("wind", "Wind") @@ -66,25 +66,25 @@ namespace HeavenStudio.Games.Loaders function = delegate { BlueBear.instance.OpenMouth(); }, defaultLength = 0.5f }, - new GameAction("story", "Story") + new GameAction("story", "Memory Drawing") { defaultLength = 4, parameters = new List() { - new Param("story", BlueBear.StoryType.Date, "Story"), - new Param("enter", true, "Enter") + new Param("story", BlueBear.StoryType.Date, "Memory", "Set the memory that should appear."), + new Param("enter", true, "Enter", "Toggle if the memory should enter or exit the scene.") }, resizable = true }, - new GameAction("crumb", "Set Crumb Threshold") + new GameAction("crumb", "Set Crumb Thresholds") { function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetCrumbThreshold(e["right"], e["left"], e["reset"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "How many treats should the bear eat before the right crumb can appear on his face?"), - new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "How many treats should the bear eat before the left crumb can appear on his face?"), - new Param("reset", false, "Reset Treats Eaten", "Should the numbers of treats eaten be reset?") + 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.") } } }, @@ -109,7 +109,16 @@ namespace HeavenStudio.Games LookUp = 0, Smile = 1, StartCrying = 2, + ClosedEyes = 3, + SmileInstant = 4, + CryingInstant } + + public static bool IsInstantEmotion(int emotion) + { + return emotion is (int)EmotionStretchType.NoEmotion or (int)EmotionStretchType.ClosedEyes or (int)EmotionStretchType.SmileInstant or (int)EmotionStretchType.CryingInstant; + } + public enum StoryType { Date, @@ -367,21 +376,27 @@ namespace HeavenStudio.Games private void HandleEmotions(double beat) { - _allEmotionsStretch = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "stretchEmotion" }).FindAll(x => !(x["instant"] || x["type"] == (int)EmotionStretchType.NoEmotion)); - if (_allEmotionsStretch.Count == 0) return; - UpdateEmotions(); - var allEmosBeforeBeat = _allEmotionsStretch.FindAll(x => x.beat < beat); - if (allEmosBeforeBeat.Count != 0) + _allEmotionsStretch = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "stretchEmotion" }).FindAll(x => !IsInstantEmotion(x["type"])); + if (_allEmotionsStretch.Count != 0) { - if ((EmotionStretchType)allEmosBeforeBeat[^1]["type"] == EmotionStretchType.StartCrying) + UpdateEmotions(); + var allEmosBeforeBeat = _allEmotionsStretch.FindAll(x => x.beat < beat); + if (allEmosBeforeBeat.Count != 0) { - headAndBodyAnim.DoScaledAnimationAsync("CryIdle", 0.5f); - } - else if ((EmotionStretchType)allEmosBeforeBeat[^1]["type"] == EmotionStretchType.Smile) - { - headAndBodyAnim.DoScaledAnimationAsync("SmileIdle", 0.5f); + if ((EmotionStretchType)allEmosBeforeBeat[^1]["type"] == EmotionStretchType.StartCrying) + { + headAndBodyAnim.DoScaledAnimationAsync("CryIdle", 0.5f); + } + else if ((EmotionStretchType)allEmosBeforeBeat[^1]["type"] == EmotionStretchType.Smile) + { + headAndBodyAnim.DoScaledAnimationAsync("SmileIdle", 0.5f); + } } } + var allSetEmotionsBeforeBeat = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "stretchEmotion" }).FindAll(x => IsInstantEmotion(x["type"]) && x.beat < beat); + if (allSetEmotionsBeforeBeat.Count == 0) return; + var lastEvent = allSetEmotionsBeforeBeat[^1]; + SetEmotion(lastEvent.beat, lastEvent["type"]); } public override void OnPlay(double beat) @@ -497,7 +512,7 @@ namespace HeavenStudio.Games private bool _wantMouthOpen = false; - public void SetEmotion(double beat, int emotion, bool ableToStopSmile = true) + public void SetEmotion(double beat, int emotion) { _emotionCancelledBeat = beat; _wantMouthOpen = false; @@ -507,14 +522,14 @@ namespace HeavenStudio.Games case (int)EmotionStretchType.NoEmotion: headAndBodyAnim.DoScaledAnimationAsync("Idle", 0.5f); break; - case (int)EmotionStretchType.LookUp: + case (int)EmotionStretchType.ClosedEyes: headAndBodyAnim.DoScaledAnimationAsync("EyesClosed", 0.5f); break; - case (int)EmotionStretchType.StartCrying: + case (int)EmotionStretchType.CryingInstant: headAndBodyAnim.DoScaledAnimationAsync("CryIdle", 0.5f); crying = true; break; - case (int)EmotionStretchType.Smile: + case (int)EmotionStretchType.SmileInstant: headAndBodyAnim.DoScaledAnimationAsync("SmileIdle", 0.5f); break; default: diff --git a/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs b/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs index 5967f6cdd..20e56bbe3 100644 --- a/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs +++ b/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs @@ -15,6 +15,16 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("boardMeeting", "Board Meeting", "d37912", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate { var e = eventCaller.currentEntity; BoardMeeting.instance.Bop(e.beat, e.length, e["bop"], e["auto"]); }, + resizable = true, + parameters = new List() + { + new Param("bop", true, "Bop", "Toggle if the pigs & assistant should bop for the duration of this event."), + new Param("auto", false, "Bop (Auto)", "Toggle if the pigs & assistant should automatically bop until another Bop event is reached.") + } + }, new GameAction("prepare", "Prepare") { function = delegate { BoardMeeting.instance.Prepare(); } @@ -30,8 +40,8 @@ namespace HeavenStudio.Games.Loaders function = delegate {var e = eventCaller.currentEntity; BoardMeeting.instance.Spin(e["start"], e["end"]); }, parameters = new List() { - new Param("start", new EntityTypes.Integer(1, 6, 1), "Starting Pig", "Which pig from the far left (1) or far right (4) should be the first to spin?"), - new Param("end", new EntityTypes.Integer(1, 6, 4), "Ending Pig", "Which pig from the far left (1) or far right (4) should be the last to spin?") + new Param("start", new EntityTypes.Integer(1, 6, 1), "Starting Pig", "Choose the leftmost pig in the range to start spinning."), + new Param("end", new EntityTypes.Integer(1, 6, 4), "Ending Pig", "Choose the rightmost pig in the range to start spinning.") }, priority = 2 }, @@ -46,23 +56,13 @@ namespace HeavenStudio.Games.Loaders function = delegate { var e = eventCaller.currentEntity; BoardMeeting.instance.AssistantStop(e.beat); }, defaultLength = 3f }, - new GameAction("bop", "Bop") - { - function = delegate { var e = eventCaller.currentEntity; BoardMeeting.instance.Bop(e.beat, e.length, e["bop"], e["auto"]); }, - resizable = true, - parameters = new List() - { - new Param("bop", true, "Bop", "Should the executives and assistant bop?"), - new Param("auto", false, "Bop (Auto)", "Should the executives and assistant auto bop?") - } - }, - new GameAction("changeCount", "Change Executives") + new GameAction("changeCount", "Change Pig Number") { function = delegate { BoardMeeting.instance.ChangeExecutiveCount(eventCaller.currentEntity["amount"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("amount", new EntityTypes.Integer(3, 5, 4), "Amount", "How many executives will there be?") + new Param("amount", new EntityTypes.Integer(3, 5, 4), "Pigs", "Set how many pigs there will be. The player is always the rightmost pig.") } } }, diff --git a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs index 74ffa8391..fa502a5ab 100644 --- a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs +++ b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs @@ -22,16 +22,16 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not.", new List() + new Param("silent", false, "Mute Notes", "Toggle if the piano notes in this event should be muted.", new List() { new Param.CollapseParam((x, _) => !(bool)x, new string[] { "note1", "note2", "note3", "note4", "note5", "note6"}) }), - new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"), - new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"), - new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"), - new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "The number of semitones up or down this note should be pitched"), - new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "The number of semitones up or down this note should be pitched"), - new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th note", "The number of semitones up or down this note should be pitched (This plays together with the 5th note)"), + new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "Set the number of semitones up or down this note should be pitched."), + new Param("note5", new EntityTypes.Integer(-24, 24, 7), "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.Integer(-24, 24, 12), "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.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched") + new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "Set the number of semitones up or down this note should be pitched.") }, }, new GameAction("color", "Color Palette") @@ -49,9 +49,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("object", Color.white, "Object Color"), - new Param("shooter", Color.white, "Shooter Color"), - new Param("bg", new Color(0, 1, 0, 1), "Environment Color") + new Param("object", Color.white, "Widget Color", "Choose the color of the widgets & rods."), + new Param("shooter", Color.white, "Paddle Color", "Choose the color of the launch paddle."), + new Param("bg", new Color(0, 1, 0, 1), "Environment Color", "Choose the color of the environment.") } }, new GameAction("lights", "Lights") @@ -61,8 +61,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("auto", true, "Lights (Auto)", "Should the lights auto light?"), - new Param("light", false, "Lights", "Should the lights light?") + new Param("light", false, "Lights", "Toggle if the lights should activate for the duration of this event."), + new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the another Lights event is reached.") } } }, new List() { "ntr", "normal" }, "ntrassembly", "en", new List() { }); diff --git a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs index 4be425988..ef213e61f 100644 --- a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs +++ b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs @@ -15,17 +15,28 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", "ff376c", "f2f2f2", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); }, + resizable = true, + parameters = new List() + { + new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."), + new Param("bopAuto", CatchyTune.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."), + }, + }, + new GameAction("orange", "Orange") { defaultLength = 4f, parameters = new List() { - new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"), - new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List() + new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the orange falls down."), + new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile after catching.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "endSmile" }) }), - new Param("endSmile", new EntityTypes.Float(2, 100, 2), "End Smile Beat", "How many beats after the catch should the smile end?") + new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.") }, preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); }, }, @@ -35,25 +46,14 @@ namespace HeavenStudio.Games.Loaders defaultLength = 8f, parameters = new List() { - new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"), - new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List() + new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the pineapple falls down."), + new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile after catching.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "endSmile" }) }), - new Param("endSmile", new EntityTypes.Float(2, 100, 2), "End Smile Beat", "How many beats after the catch should the smile end?") + new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.") }, preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); }, - }, - - new GameAction("bop", "Bop") - { - function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); }, - resizable = true, - parameters = new List() - { - new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Should Plalin and Alalin bop?"), - new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Should Plalin and Alalin auto bop?"), - }, } }, new List() { "ctr", "normal" }, diff --git a/Assets/Scripts/Games/CheerReaders/CheerReaders.cs b/Assets/Scripts/Games/CheerReaders/CheerReaders.cs index b0673f683..710713428 100644 --- a/Assets/Scripts/Games/CheerReaders/CheerReaders.cs +++ b/Assets/Scripts/Games/CheerReaders/CheerReaders.cs @@ -20,13 +20,23 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("cheerReaders", "Cheer Readers", "ffffde", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.BopToggle(e.beat, e.length, e["toggle"], e["toggle2"]); }, + resizable = true, + parameters = new List() + { + new Param("toggle", true, "Bop", "Toggle if the girls should bop for the duration of this event."), + new Param("toggle2", false, "Bop (Auto)", "Toggle if the girls should automatically bop until another Bop event is reached.") + } + }, new GameAction("oneTwoThree", "One! Two! Three!") { function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.OneTwoThree(e.beat, e["solo"]); CheerReaders.instance.SetIsDoingCue(e.beat, e.length);}, defaultLength = 3f, parameters = new List() { - new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?") + new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.") } }, new GameAction("itsUpToYou", "It's Up To You!") @@ -35,7 +45,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?") + new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.") } }, new GameAction("letsGoReadABunchaBooks", "Let's Go Read A Buncha Books!") @@ -44,7 +54,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?") + new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.") } }, new GameAction("rahRahSisBoomBaBoom", "Rah-Rah Sis Boom Bah-BOOM!") @@ -53,8 +63,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"), - new Param("consecutive", false, "Consecutive", "Is this cue using the alternate consecutive version?") + new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."), + new Param("consecutive", false, "Consecutive Version", "Toggle if this cue should use the consecutive version of the cue. This mutes the first book flip so it doesn't overlap with a previous cue.") } }, new GameAction("okItsOn", "OK, It's On!") @@ -63,10 +73,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"), - new Param("toggle", true, "Whistle", "Should the whistle sound play?"), - new Param("poster", CheerReaders.PosterToChoose.Random, "Poster", "Which image should the School Library Pep Squad display?"), - new Param("happy", true, "Make Happy Face?", "Will the School Library Pep Squad smile happily 2 beats after flipping their books?") + new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."), + new Param("toggle", true, "Whistle", "Toggle if the whistle sounds should play."), + new Param("poster", CheerReaders.PosterToChoose.Random, "Image", "Choose the image to display inside the books."), + new Param("happy", true, "Smile", "Toggle if the girls will smile two beats after the input.") } }, new GameAction("okItsOnStretch", "OK, It's On! (Stretchable)") @@ -76,10 +86,10 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"), - new Param("toggle", true, "Whistle", "Should the whistle sound play?"), - new Param("poster", CheerReaders.PosterToChoose.Random, "Poster", "Which image should the School Library Pep Squad display?"), - new Param("happy", true, "Do Happy Face?", "Will the School Library Pep Squad smile happily 2 beats after showing off their books?") + new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."), + new Param("toggle", true, "Whistle", "Toggle if the whistle sounds should play."), + new Param("poster", CheerReaders.PosterToChoose.Random, "Image", "Choose the image to display inside the books."), + new Param("happy", true, "Smile", "Toggle if the girls should smile two beats after the input.") } }, new GameAction("yay", "Yay!") @@ -88,17 +98,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"), - } - }, - new GameAction("bop", "Bop") - { - function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.BopToggle(e.beat, e.length, e["toggle"], e["toggle2"]); }, - resizable = true, - parameters = new List() - { - new Param("toggle", true, "Should bop?", "Should the girls bop?"), - new Param("toggle2", false, "Should auto bop?", "Should the girls bop automatically?") + new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."), } }, new GameAction("resetPose", "Reset Pose") diff --git a/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs b/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs index a3906fec2..6db3c6985 100644 --- a/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs +++ b/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs @@ -16,47 +16,47 @@ namespace HeavenStudio.Games.Loaders public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("clappyTrio", "The Clappy Trio", "deffff", false, false, new List() { - new GameAction("clap", "Clap") - { - function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); }, - resizable = true - }, new GameAction("bop", "Bop") { function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"], e["emo"]); }, resizable = true, parameters = new List() { - new Param("bop", true, "Bop", "Should the lions bop?"), - new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?"), - new Param("emo", false, "Disable Emotion", "Should the lions just show the neutral face while bopping?") + new Param("bop", true, "Bop", "Toggle if the lions should bop for the duration of this event."), + new Param("autoBop", false, "Bop (Auto)", "Toggle if the lions should automatically bop until another Bop event is reached."), + new Param("emo", false, "Disable Emotion", "Toggle if the (non-player) lions should react to the player's performance when bopping.") } }, - new GameAction("prepare", "Prepare Stance") + new GameAction("clap", "Clap") + { + function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); }, + resizable = true + }, + new GameAction("prepare", "Prepare") { function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); }, parameters = new List() { - new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") + new Param("toggle", false, "Alternate Pose", "Toggle if the lions should prepare using the alternate \"determined\" pose.") } }, - new GameAction("sign", "Sign Enter") + new GameAction("sign", "Sign Control") { function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); }, parameters = new List() { - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the sign move with?"), - new Param("down", true, "Down", "Should the sign go down?") + new Param("down", true, "Enter", "Toggle if the sign should enter or exit the scene."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") }, resizable = true }, - new GameAction("change lion count", "Change Lion Count") + new GameAction("change lion count", "Change Lion Number") { function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions") + new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lions", "Set how many lions there will be. The player is always the rightmost lion.") } }, // This is still here for backwards-compatibility but is hidden in the editor diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs index 520f4c87c..c98a61f87 100644 --- a/Assets/Scripts/Games/CoinToss/CoinToss.cs +++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs @@ -18,11 +18,11 @@ namespace HeavenStudio.Games.Loaders defaultLength = 7, parameters = new List() { - new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"), - new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"), + new Param("type", CoinToss.CoinVariation.Default, "Variation", "Choose the version of the cue to play."), + new Param("toggle", false, "Audience Reaction", "Toggle if there should be cheering or booing after the cue."), } }, - new GameAction("fade background color", "Background Color") + new GameAction("fade background color", "Background Appearance") { function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); }, @@ -30,11 +30,11 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "The starting color in the fade"), - new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"), - new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "The starting color in the fade"), - new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "The ending color in the fade"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "Set the color for the outer ring at the start of the event."), + new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "Set the color for the outer ring at the end of the event."), + new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "Set the color for the inner oval at the start of the event."), + new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "Set the color for the inner oval at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.") } }, diff --git a/Assets/Scripts/Games/CropStomp/CropStomp.cs b/Assets/Scripts/Games/CropStomp/CropStomp.cs index 951c698f0..d17afb838 100644 --- a/Assets/Scripts/Games/CropStomp/CropStomp.cs +++ b/Assets/Scripts/Games/CropStomp/CropStomp.cs @@ -35,18 +35,18 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List() { - new Param("mute", false, "Mute", "Should the mole laugh sound be muted?") + new Param("mute", false, "Mute", "Toggle if the mole laugh sound should be muted.") }, - preFunctionLength = 6 + preFunctionLength = 3 }, new GameAction("end", "End") { parameters = new List() { - new Param("mute", true, "Mute Humming?") + new Param("mute", true, "Toggle if Stomp Farmer should stopp humming.") } }, - new GameAction("plantCollect", "Veggie Collection Values") + new GameAction("plantCollect", "Set Veggie Collection Thresholds") { function = delegate { var e = eventCaller.currentEntity; CropStomp.instance.SetCollectThresholds(e["threshold"], e["limit"], e["force"], e["forceAmount"]); @@ -54,13 +54,13 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("threshold", new EntityTypes.Integer(1, 80, 8), "Threshold", "For each time the threshold is met a new plant will appear in the veggie bag."), - new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "What is the limit for plants collected?"), - new Param("force", false, "Force Amount of Collected Plants", "", 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.CollapseParam((x, _) => (bool)x, new string[] { "forceAmount" }) }), - new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Force Amount") + new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Amount", "Set the amount of plants to be collected automatically.") } } }, @@ -159,7 +159,6 @@ namespace HeavenStudio.Games if (stepsPassed > 1000) { - Debug.Log("Loop broke!"); return; } } diff --git a/Assets/Scripts/Games/CropStomp/Veggie.cs b/Assets/Scripts/Games/CropStomp/Veggie.cs index 695589813..ee3b2d954 100644 --- a/Assets/Scripts/Games/CropStomp/Veggie.cs +++ b/Assets/Scripts/Games/CropStomp/Veggie.cs @@ -214,8 +214,6 @@ namespace HeavenStudio.Games.Scripts_CropStomp } gotStomped = true; - Debug.Log("Stomped!"); - var cond = Conductor.instance; ParticleSystem spawnedHit = Instantiate(game.hitParticle, game.hitParticle.transform.parent); diff --git a/Assets/Scripts/Games/DJSchool/DJSchool.cs b/Assets/Scripts/Games/DJSchool/DJSchool.cs index c895d6384..bb42062cf 100644 --- a/Assets/Scripts/Games/DJSchool/DJSchool.cs +++ b/Assets/Scripts/Games/DJSchool/DJSchool.cs @@ -18,8 +18,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("toggle2", true, "Bop", "Whether both will bop to the beat or not"), - new Param("toggle", false, "Bop (Auto)", "Whether both will auto bop to the beat or not") + new Param("toggle2", true, "Bop", "Toggle if the the DJs should bop for the duration of this event."), + new Param("toggle", false, "Bop (Auto)", "Toggle if the DJs should automatically bop until another Bop event is reached.") } }, new GameAction("and stop ooh", "And Stop!") @@ -29,7 +29,7 @@ namespace HeavenStudio.Games.Loaders inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnAndStop(e.beat, e["toggle"]); }, parameters = new List() { - new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played") + new Param("toggle", true, "Ooh", "Toggle if DJ Yellow should say \"Ooh!\"") } }, new GameAction("break c'mon ooh", "Break, C'mon!") @@ -39,8 +39,8 @@ namespace HeavenStudio.Games.Loaders inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnBreakCmon(e.beat, e["type"], e["toggle"]); }, parameters = new List() { - new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"), - new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played") + new Param("type", DJSchool.DJVoice.Standard, "Voice", "Choose the type of voice for DJ Yellow to use."), + new Param("toggle", true, "Ooh", "Toggle if DJ Yellow should say \"Ooh!\"") } }, new GameAction("scratch-o hey", "Scratch-o") @@ -49,9 +49,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"), - new Param("toggle2", true, "Cheering", "Should cheering play when successfully hitting this cue?"), - new Param("toggle", false, "Fast Hey", "Activate Remix 4 (DS) beat") + new Param("type", DJSchool.DJVoice.Standard, "Voice", "Choose the type of voice for DJ Yellow to use."), + new Param("toggle2", true, "Cheering", "Toggle if cheering should play if you successfully hit this cue."), + new Param("toggle", false, "Fast Hey", "Toggle if this cue should use the faster timing from Remix 4 (DS).") } }, new GameAction("dj voice lines", "DJ Yellow Banter") @@ -61,16 +61,16 @@ namespace HeavenStudio.Games.Loaders inactiveFunction = delegate { DJSchool.VoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); }, parameters = new List() { - new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Lines", "The voice line to play"), + new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Line", "Choose what DJ Yellow should say."), } }, - new GameAction("sound FX", "Scratchy Music") + new GameAction("sound FX", "Set Radio FX") { function = delegate { DJSchool.SoundFX(eventCaller.currentEntity["toggle"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("toggle", true, "Radio FX", "Toggle on and off for Radio Effects") + new Param("toggle", true, "Radio FX", "Toggle if holding down the record will trigger scratchy radio effects like in the original game.") } }, new GameAction("forceHold", "Force Hold") diff --git a/Assets/Scripts/Games/DogNinja/DogNinja.cs b/Assets/Scripts/Games/DogNinja/DogNinja.cs index 01e9e4776..5bba68607 100644 --- a/Assets/Scripts/Games/DogNinja/DogNinja.cs +++ b/Assets/Scripts/Games/DogNinja/DogNinja.cs @@ -21,8 +21,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("toggle", true, "Enable Bopping", "Whether to bop to the beat or not"), - new Param("auto", false, "Enable Bopping (Auto)", "Whether to bop to the beat or not automatically"), + new Param("toggle", true, "Bop", "Toggle if Dog Ninja 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 GameAction("Prepare", "Prepare") @@ -37,21 +37,21 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2, parameters = new List() { - new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"), - new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"), - new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"), - new Param("shouldPrepare", true, "Prepare?", "Should the dog prepare?"), - new Param("muteThrow", false, "Mute", "Mute the throw? (ONLY WHEN INACTIVE)"), + new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Choose the side(s) the object(s) should be thrown from."), + new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "Choose the object to be thrown from the left."), + new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "Choose the object to be thrown from the right."), + new Param("shouldPrepare", true, "Prepare", "Toggle if Dog Ninja should automatically prepare for this cue."), + new Param("muteThrow", false, "Mute", "Toggle if the cue should be muted. This only applies when the cue is started from another game."), }, }, - new GameAction("CutEverything", "Cut Everything!") + new GameAction("CutEverything", "Mister Eagle's Sign") { function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("toggle", true, "Play Sound", "Whether to play the 'FlyIn' SFX or not"), - new Param("text", "Cut everything!", "Custom Text", "What text should the sign display?") + new Param("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in and out."), + new Param("text", "Cut everything!", "Sign Text", "Set the text to be displayed on the sign.") } }, new GameAction("HereWeGo", "Here We Go!") @@ -215,8 +215,9 @@ namespace HeavenStudio.Games public override void OnBeatPulse(double beat) { - if (!BeatIsInBopRegion(beat)) return; - DogAnim.DoScaledAnimationAsync("Bop", 0.5f); + if (BeatIsInBopRegion(beat) && DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Idle")) { + DogAnim.DoScaledAnimationAsync("Bop", 0.5f); + } } private void Update() diff --git a/Assets/Scripts/Games/DoubleDate/DoubleDate.cs b/Assets/Scripts/Games/DoubleDate/DoubleDate.cs index 46c470d9c..02457f1ea 100644 --- a/Assets/Scripts/Games/DoubleDate/DoubleDate.cs +++ b/Assets/Scripts/Games/DoubleDate/DoubleDate.cs @@ -17,8 +17,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("bop", true, "Bop", "Should the two couples bop?"), - new Param("autoBop", false, "Bop (Auto)", "Should the two couples auto bop?") + new Param("bop", true, "Bop", "Toggle if the two couples should bop for the duration of this event."), + new Param("autoBop", false, "Bop (Auto)", "Toggle if the two couples should automatically bop until another Bop event is reached.") } }, new GameAction("soccer", "Soccer Ball") @@ -28,7 +28,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new() { - new("b", false, "Weasels Jump") + new("b", false, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.") } }, new GameAction("basket", "Basket Ball") @@ -38,7 +38,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new() { - new("b", false, "Weasels Jump") + new("b", false, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.") } }, new GameAction("football", "Football") @@ -48,29 +48,29 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2.5f, parameters = new() { - new("b", true, "Weasels Jump") + new("b", true, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.") } }, new GameAction("blush", "Blush") { function = delegate { DoubleDate.instance.GirlBlush(); } }, - new GameAction("toggleGirls", "Girls Presence") + new GameAction("toggleGirls", "Set Girls' Presence") { function = delegate { DoubleDate.instance.ToggleGirls(eventCaller.currentEntity["b"]); }, defaultLength = 0.5f, parameters = new() { - new("b", false, "Present?") + new("b", false, "Present", "Toggle if the girl and the female weasel should appear.") } }, - new GameAction("stare", "Boy Stare") + new GameAction("stare", "Boy Looks") { function = delegate { DoubleDate.instance.ToggleStare(eventCaller.currentEntity["b"]); }, defaultLength = 0.5f, parameters = new() { - new("b", true, "Should stare?") + new("b", true, "Look", "Toggle if the boy should look at the girl.") } }, new GameAction("time", "Time of Day") @@ -79,7 +79,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new() { - new("d", DoubleDate.DayTime.Noon, "Time") + new("d", DoubleDate.DayTime.Noon, "Time", "Set the time of day.") } } }, diff --git a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs index ed76d2fe2..8b15bcf99 100644 --- a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs +++ b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs @@ -20,8 +20,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("bop", true, "Bop", "Should the drummers bop?"), - new Param("autoBop", false, "Bop (Auto)", "Should the drummers auto bop?") + new Param("bop", true, "Bop", "Toggle if the drummers should bop for the duration of this event."), + new Param("autoBop", false, "Bop (Auto)", "Toggle if the drummers should automatically bop until another Bop event is reached.") } }, new GameAction("drum", "Hit Drum") @@ -30,7 +30,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List() { - new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit") + new Param("toggle", true, "Applause", "Toggle if applause should be played on a successful hit.") } }, new GameAction("set mii", "Set Miis") @@ -39,27 +39,27 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii", new List() + new Param("toggle", false, "Set All To Player", "Toggle if all Miis should be set to the player's (middle) Mii.", new List() { new Param.CollapseParam((x, _) => !(bool)x, new string[] { "type", "type2", "type3" }) }), - new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"), - new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"), - new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"), + new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "Set the Mii that the player will control."), + new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "Set the Mii on the left."), + new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "Set the Mii on the right."), } }, - new GameAction("move npc drummers", "NPC Drummers Enter or Exit") + new GameAction("move npc drummers", "NPC Drummers") { function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.NPCDrummersEnterOrExit(e.beat, e.length, e["exit"], e["ease"]); }, defaultLength = 4f, resizable = true, parameters = new List() { - new Param("exit", false, "Exit?", "Should the NPC drummers exit or enter?"), - new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?") + new Param("exit", false, "Exit", "Toggle if the NPC drummers should enter or exit the scene."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, - new GameAction("set background color", "Background Color") + new GameAction("set background color", "Background Appearance") { function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.BackgroundColor(e.beat, e.length, e["colorAStart"], e["colorA"], e["colorBStart"], e["colorB"], e["colorC"], e["ease"]); }, @@ -67,12 +67,12 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "The top-most color of the background gradient"), - new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "The top-most color of the background gradient"), - new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "The bottom-most color of the background gradient"), - new Param("colorB", new Color(1, 1, 1), "Color B End", "The bottom-most color of the background gradient"), - new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "Set the top-most color of the background gradient at the start of the event."), + new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "Set the top-most color of the background gradient at the end of the event."), + new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."), + new Param("colorB", new Color(1, 1, 1), "Color B End", "Set the bottom-most color of the background gradient at the end of the event."), + new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "Set the color of the streaks that appear upon a successful hit."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } } }, diff --git a/Assets/Scripts/Games/FanClub/FanClub.cs b/Assets/Scripts/Games/FanClub/FanClub.cs index 2212be69b..53f7ffb9a 100644 --- a/Assets/Scripts/Games/FanClub/FanClub.cs +++ b/Assets/Scripts/Games/FanClub/FanClub.cs @@ -10,52 +10,53 @@ namespace HeavenStudio.Games.Loaders using static Minigames; public static class NtrIdolLoader { - public static Minigame AddGame(EventCaller eventCaller) { + public static Minigame AddGame(EventCaller eventCaller) + { return new Minigame("fanClub", "Fan Club", "ff78ff", false, false, new List() { new GameAction("bop", "Bop") { - function = delegate { var e = eventCaller.currentEntity; FanClub.instance.Bop(e.beat, e.length, e["type"], e["type2"]); }, + function = delegate { var e = eventCaller.currentEntity; FanClub.instance.Bop(e.beat, e.length, e["type"], e["type2"]); }, resizable = true, parameters = new List() { - new Param("type", FanClub.IdolBopType.Both, "Bop target", "Who to make bop"), - new Param("type2", FanClub.IdolBopType.None, "Bop target (Auto)", "Who to make auto bop"), + new Param("type", FanClub.IdolBopType.Both, "Bop", "Set the character(s) to bop for the duration of this event."), + new Param("type2", FanClub.IdolBopType.None, "Bop", "Set the character(s) to automatically bop until another Bop event is reached."), } }, new GameAction("yeah, yeah, yeah", "Yeah, Yeah, Yeah!") { - function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallHai(e.beat, e["toggle"], e["toggle2"]); }, + function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallHai(e.beat, e["toggle"], e["toggle2"]); }, defaultLength = 8, parameters = new List() { - new Param("toggle", false, "Disable call", "Disable the idol's call"), - new Param("toggle2", false, "Disable response SFX", "Disable the monkeys's response") + new Param("toggle", false, "Mute Arisa", "Toggle if Arisa's cue should be muted."), + new Param("toggle2", false, "Mute Monkey SFX", "Toggle if the monkey's (including the player's) sound effects should be muted.") }, inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e["toggle"]);}, - preFunction = delegate { var e = eventCaller.currentEntity; FanClub.HaiSound(e.beat, e["toggle"]); } + preFunction = delegate { var e = eventCaller.currentEntity; FanClub.HaiSound(e.beat, e["toggle"], e["toggle2"]); } }, new GameAction("I suppose", "I Suppose!") { - function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallKamone(e.beat, e["toggle"], e["toggle2"], 0, e["type"], e["alt"]); }, - defaultLength = 6, + function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallKamone(e.beat, e["toggle"], e["toggle2"], 0, e["type"], e["alt"]); }, + defaultLength = 6, parameters = new List() { new Param("type", FanClub.KamoneResponseType.Through, "Response type", "Type of response to use"), - new Param("toggle", false, "Disable call", "Disable the idol's call"), - new Param("toggle2", false, "Disable response SFX", "Disable the monkeys's response"), - new Param("alt", false, "Alternate cue", "Use an alternate cue") + new Param("toggle", false, "Mute Arisa", "Toggle if Arisa's cue should be muted."), + new Param("toggle2", false, "Mute Monkey SFX", "Toggle if the monkey's (including the player's) sound effects should be muted."), + new Param("alt", false, "Alternate cue", "Toggle if Arisa should use the \"Wonderful\" (iina) cue.") }, inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e["toggle"], 0, e["type"], e["alt"]);}, - preFunction = delegate { var e = eventCaller.currentEntity; FanClub.KamoneSound(e.beat, e["toggle"], 0, e["type"], e["alt"]); } + preFunction = delegate { var e = eventCaller.currentEntity; FanClub.KamoneSound(e.beat, e["toggle"], e["toggle2"], 0, e["type"], e["alt"]); } }, new GameAction("double clap", "Double Clap") { - function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallBigReady(e.beat, e["toggle"]); }, + function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallBigReady(e.beat, e["toggle"]); }, defaultLength = 4, parameters = new List() { - new Param("toggle", false, "Disable call", "Disable the call") + new Param("toggle", false, "Disable Call", "Toggle if the monkey's \"Ooh!\" cue should play.") }, inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); }, preFunction = delegate { var e = eventCaller.currentEntity; FanClub.BigReadySound(e.beat, e["toggle"]); } @@ -63,31 +64,31 @@ namespace HeavenStudio.Games.Loaders new GameAction("play idol animation", "Idol Coreography") { function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e["type"], e["who"]); }, - resizable = true, + resizable = true, parameters = new List() { - new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play"), - new Param("who", FanClub.IdolType.All, "Target Idol", "Target to play the animation on") + new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Set the animation to play."), + new Param("who", FanClub.IdolType.All, "Target Idol", "Set the character to perform the above animation.") } }, - new GameAction("play stage animation", "Stage Coreography") + new GameAction("play stage animation", "Stage Effects") { - function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e["type"]); }, - resizable = true, + function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e["type"]); }, + resizable = true, parameters = new List() { - new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play") + new Param("type", FanClub.StageAnimations.Flash, "Effect", "Set the effect to play.") } }, - new GameAction("friend walk", "Backup Dancers Entrance") + new GameAction("friend walk", "Backup Dancers") { function = delegate { var e = eventCaller.currentEntity; FanClub.instance.DancerTravel(e.beat, e.length, e["exit"], e["instant"]); }, defaultLength = 16f, - resizable = true, + resizable = true, parameters = new List() { - new Param("exit", false, "Exit", "Backup dancers exit instead"), - new Param("instant", false, "Instant Travel", "Backup dancers instantly finish their travel"), + new Param("exit", false, "Exit", "Toggle if the backup dancers should enter or exit the scene."), + new Param("instant", false, "Instant", "Toggle if the backup dancers should instantly finish their enter/exit."), } }, new GameAction("set performance type", "Coreography Type") @@ -97,18 +98,18 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set of animations for the idol to use") + new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set the type animations for Arisa to use.") }, inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e["type"]); } }, new GameAction("finish", "Applause") { - function = delegate { var e = eventCaller.currentEntity; FanClub.instance.FinalCheer(e.beat); }, + function = delegate { var e = eventCaller.currentEntity; FanClub.instance.FinalCheer(e.beat); }, }, }, - new List() {"ntr", "normal"}, + new List() { "ntr", "normal" }, "ntridol", "jp", - new List() {"jp"} + new List() { "jp" } ); } } @@ -117,16 +118,18 @@ namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games { using Scripts_FanClub; - + public class FanClub : Minigame { - public enum IdolBopType { + public enum IdolBopType + { Both, Idol, Spectators, None } - public enum IdolAnimations { + public enum IdolAnimations + { Bop, PeaceVocal, Peace, @@ -140,23 +143,27 @@ namespace HeavenStudio.Games Dab, None } - public enum KamoneResponseType { + public enum KamoneResponseType + { Through, Jump, ThroughFast, JumpFast, } - public enum StageAnimations { + public enum StageAnimations + { Reset, Flash, Spot } - public enum IdolPerformanceType { + public enum IdolPerformanceType + { Normal, Arrange, // Tour(this one is fan made so ?) } - public enum IdolType { + public enum IdolType + { All, Idol, LeftDancer, @@ -188,7 +195,7 @@ namespace HeavenStudio.Games // end userdata public bool JudgementPaused { get => noJudgement; } - public bool JudgementInputPaused { get => noJudgementInput; set => noJudgementInput = value;} + public bool JudgementInputPaused { get => noJudgementInput; set => noJudgementInput = value; } //arisa's animation controller private Animator idolAnimator; @@ -198,7 +205,7 @@ namespace HeavenStudio.Games // orange's animation controller private Animator backupLAnimator; - + //spectators private NtrIdolFan Player; private List Spectators; @@ -210,11 +217,11 @@ namespace HeavenStudio.Games private GameEvent noSpecBop = new GameEvent(); private double idolJumpStartTime = double.MinValue; - private static int performanceType = (int) IdolPerformanceType.Normal; + private static int performanceType = (int)IdolPerformanceType.Normal; private bool responseToggle = false; private static double wantHais = double.MinValue; private static double wantKamone = double.MinValue; - private static int wantKamoneType = (int) KamoneResponseType.Through; + private static int wantKamoneType = (int)KamoneResponseType.Through; private static bool wantKamoneAlt = false; private static double wantBigReady = double.MinValue; private bool hasJumped = false; @@ -280,7 +287,7 @@ namespace HeavenStudio.Games } } - if (performanceType != (int) IdolPerformanceType.Normal) + if (performanceType != (int)IdolPerformanceType.Normal) { idolAnimator.Play("NoPose" + GetPerformanceSuffix(), -1, 0); } @@ -304,7 +311,7 @@ namespace HeavenStudio.Games } } - FanClub.SetPerformanceType((int) IdolPerformanceType.Normal); + FanClub.SetPerformanceType((int)IdolPerformanceType.Normal); var choreoTypeEvts = EventCaller.GetAllInGameManagerList("fanClub", new string[] { "set performance type" }); foreach (var e in choreoTypeEvts) { @@ -319,14 +326,14 @@ namespace HeavenStudio.Games { switch (performanceType) { - case (int) IdolPerformanceType.Arrange: + case (int)IdolPerformanceType.Arrange: return "Arrange"; default: return ""; } } - - public static void SetPerformanceType(int type = (int) IdolPerformanceType.Normal) + + public static void SetPerformanceType(int type = (int)IdolPerformanceType.Normal) { performanceType = type; if (GameManager.instance.currentGame == "fanClub") @@ -379,7 +386,7 @@ namespace HeavenStudio.Games private void Update() { var cond = Conductor.instance; - + //idol jumping physics float jumpPos = cond.GetPositionFromBeat(idolJumpStartTime, 1f); float IDOL_SHADOW_SCALE = 1.18f; @@ -387,9 +394,9 @@ namespace HeavenStudio.Games { hasJumped = true; float yMul = jumpPos * 2f - 1f; - float yWeight = -(yMul*yMul) + 1f; + float yWeight = -(yMul * yMul) + 1f; ArisaRootMotion.transform.localPosition = new Vector3(0, 2f * yWeight + 0.25f); - ArisaShadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, (1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, 1f); + ArisaShadow.transform.localScale = new Vector3((1f - yWeight * 0.8f) * IDOL_SHADOW_SCALE, (1f - yWeight * 0.8f) * IDOL_SHADOW_SCALE, 1f); } else { @@ -399,7 +406,7 @@ namespace HeavenStudio.Games } } - public void Bop(double beat, float length, int target = (int) IdolBopType.Both, int targetAuto = (int)IdolBopType.Both) + public void Bop(double beat, float length, int target = (int)IdolBopType.Both, int targetAuto = (int)IdolBopType.Both) { for (int i = 0; i < length; i++) { @@ -543,15 +550,15 @@ namespace HeavenStudio.Games { switch (type) { - case (int) StageAnimations.Reset: + case (int)StageAnimations.Reset: StageAnimator.Play("Bg", -1, 0); ToSpot(); break; - case (int) StageAnimations.Flash: + case (int)StageAnimations.Flash: StageAnimator.Play("Bg_Light", -1, 0); ToSpot(); break; - case (int) StageAnimations.Spot: + case (int)StageAnimations.Spot: StageAnimator.Play("Bg_Spot", -1, 0); ToSpot(false); break; @@ -566,7 +573,7 @@ namespace HeavenStudio.Games if (unspot) spectatorMat.SetColor("_Color", new Color(1, 1, 1, 1)); else - spectatorMat.SetColor("_Color", new Color(117/255f, 177/255f, 209/255f, 1)); + spectatorMat.SetColor("_Color", new Color(117 / 255f, 177 / 255f, 209 / 255f, 1)); } private void DoIdolJump(double beat, float length = 3f) @@ -639,10 +646,10 @@ namespace HeavenStudio.Games responseToggle = false; DisableBop(beat, 8f); - Prepare(beat + 3f); - Prepare(beat + 4f); - Prepare(beat + 5f); - Prepare(beat + 6f); + Prepare(beat + 3f); + Prepare(beat + 4f); + Prepare(beat + 5f); + Prepare(beat + 6f); BeatAction.New(instance, new List() { @@ -657,8 +664,6 @@ namespace HeavenStudio.Games new BeatAction.Action(beat + 6f, delegate { PlayOneClap(beat + 6f); DoIdolClaps();}), new BeatAction.Action(beat + 7f, delegate { PlayOneClap(beat + 7f); DoIdolClaps();}), }); - - if (!noResponse) PlaySoundSequence("fanClub", "crowd_hai", beat + 4f); } public static void WarnHai(double beat, bool noSound = false, int type = 0) @@ -666,8 +671,9 @@ namespace HeavenStudio.Games wantHais = beat; } - public static void HaiSound(double beat, bool noSound = false, int type = 0) + public static void HaiSound(double beat, bool noSound = false, bool noResponse = false, int type = 0) { + if (!noResponse) PlaySoundSequence("fanClub", "crowd_hai", beat + 4f); if (noSound) return; PlaySoundSequence("fanClub", "arisa_hai", beat); } @@ -679,10 +685,10 @@ namespace HeavenStudio.Games } const float CALL_LENGTH = 2.5f; - public void CallKamone(double beat, bool noSound = false, bool noResponse = false, int type = 0, int responseType = (int) KamoneResponseType.Through, bool alt = false) + public void CallKamone(double beat, bool noSound = false, bool noResponse = false, int type = 0, int responseType = (int)KamoneResponseType.Through, bool alt = false) { - bool doJump = (responseType == (int) KamoneResponseType.Jump || responseType == (int) KamoneResponseType.JumpFast); - bool isBig = (responseType == (int) KamoneResponseType.ThroughFast || responseType == (int) KamoneResponseType.JumpFast); + bool doJump = (responseType == (int)KamoneResponseType.Jump || responseType == (int)KamoneResponseType.JumpFast); + bool isBig = (responseType == (int)KamoneResponseType.ThroughFast || responseType == (int)KamoneResponseType.JumpFast); DisableResponse(beat, 2f); responseToggle = true; @@ -705,7 +711,7 @@ namespace HeavenStudio.Games new BeatAction.Action(beat + 3.5f, delegate { PlayOneClap(beat + 3.5f); }), new BeatAction.Action(beat + 4f, delegate { PlayChargeClap(beat + 4f); DoIdolResponse(); Blue.PlayAnimState("Beat"); Orange.PlayAnimState("Beat"); }), new BeatAction.Action(beat + 5f, delegate { PlayJump(beat + 5f); - if (doJump) + if (doJump) { DoIdolJump(beat + 5f); Blue.DoIdolJump(beat + 5f); @@ -714,26 +720,24 @@ namespace HeavenStudio.Games else { DoIdolResponse(); - Blue.PlayAnimState("Beat"); Orange.PlayAnimState("Beat"); + Blue.PlayAnimState("Beat"); Orange.PlayAnimState("Beat"); } }), }); - - - if (!noResponse) PlaySoundSequence("fanClub", alt ? "crowd_iina" : "crowd_kamone", beat + 2f); } - public static void WarnKamone(double beat, bool noSound = false, int type = 0, int responseType = (int) KamoneResponseType.Through, bool alt = false) + public static void WarnKamone(double beat, bool noSound = false, int type = 0, int responseType = (int)KamoneResponseType.Through, bool alt = false) { wantKamone = beat; wantKamoneType = responseType; wantKamoneAlt = alt; } - public static void KamoneSound(double beat, bool noSound = false, int type = 0, int responseType = (int) KamoneResponseType.Through, bool alt = false) + public static void KamoneSound(double beat, bool noSound = false, bool noResponse = false, int type = 0, int responseType = (int)KamoneResponseType.Through, bool alt = false) { + if (!noResponse) PlaySoundSequence("fanClub", alt ? "crowd_iina" : "crowd_kamone", beat + 2f); if (noSound) return; - if (responseType == (int) KamoneResponseType.ThroughFast || responseType == (int) KamoneResponseType.JumpFast) + if (responseType == (int)KamoneResponseType.ThroughFast || responseType == (int)KamoneResponseType.JumpFast) { PlaySoundSequence("fanClub", alt ? "arisa_iina_fast" : "arisa_kamone_fast", beat); } @@ -743,7 +747,7 @@ namespace HeavenStudio.Games } } - public void ContinueKamone(double beat, int type = 0, int responseType = (int) KamoneResponseType.Through, bool alt = false) + public void ContinueKamone(double beat, int type = 0, int responseType = (int)KamoneResponseType.Through, bool alt = false) { CallKamone(beat, true, true, type, responseType, alt); } @@ -753,7 +757,7 @@ namespace HeavenStudio.Games { Prepare(beat + 1.5f); Prepare(beat + 2f); - + DisableSpecBop(beat, 3.75f); PlayAnimationAll("FanBigReady", onlyOverrideBop: true); @@ -793,7 +797,7 @@ namespace HeavenStudio.Games { if (i == 3 && noPlayer) continue; - + if (!Spectators[i].GetComponent().IsAnimationNotPlaying() && !doForced) { if (onlyOverrideBop) @@ -814,7 +818,7 @@ namespace HeavenStudio.Games { if (i == 3 && noPlayer) continue; - + string clipName = Spectators[i].GetComponent().GetCurrentAnimatorClipInfo(0)[0].clip.name; if (!Spectators[i].GetComponent().IsAnimationNotPlaying() && !doForced) { @@ -838,7 +842,7 @@ namespace HeavenStudio.Games private void PlayOneClap(double beat, int who = -1) { - if (who != -1) + if (who != -1) { if (who == 3) { @@ -901,7 +905,7 @@ namespace HeavenStudio.Games { if (i == 3) continue; - + StartJump(i, beat); } } @@ -940,7 +944,7 @@ namespace HeavenStudio.Games BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { StartClapLoop(beat, 1);}), - + new BeatAction.Action(beat + (2f/3f), delegate { StartClapLoop(beat + (2f/3f), 0);}), new BeatAction.Action(beat + (2f/3f), delegate { StartClapLoop(beat + (2f/3f), 3);}), diff --git a/Assets/Scripts/Games/Fireworks/Fireworks.cs b/Assets/Scripts/Games/Fireworks/Fireworks.cs index 2defb6165..160313ce6 100644 --- a/Assets/Scripts/Games/Fireworks/Fireworks.cs +++ b/Assets/Scripts/Games/Fireworks/Fireworks.cs @@ -19,11 +19,11 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"), - new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"), - new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"), - new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"), - new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?") + new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."), + new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this firework 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 verical offset for this firework."), + new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.") } }, new GameAction("sparkler", "Sparkler") @@ -32,11 +32,11 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List() { - new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"), - new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"), - new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"), - new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"), - new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?") + new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework 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."), + new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.") } }, new GameAction("bomb", "Bomb") @@ -45,8 +45,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"), - new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?") + new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."), + new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.") } }, new GameAction("countIn", "Count-In") @@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 1f, parameters = new List() { - new Param("count", Fireworks.CountInType.CountOne, "Count", "Which count should be said?") + new Param("count", Fireworks.CountInType.CountOne, "Type", "Set the number to be said.") } }, new GameAction("altBG", "Background Appearance") @@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("toggle", true, "Remix 5", "Should the background from Remix 5 tengoku appear?") + new Param("toggle", true, "Remix 5", "Togle if the background from Remix 5 (GBA) should appear.") } } }, diff --git a/Assets/Scripts/Games/FirstContact/FirstContact.cs b/Assets/Scripts/Games/FirstContact/FirstContact.cs index 86afdc461..be4e8bf67 100644 --- a/Assets/Scripts/Games/FirstContact/FirstContact.cs +++ b/Assets/Scripts/Games/FirstContact/FirstContact.cs @@ -23,8 +23,8 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate { var e = eventCaller.currentEntity; FirstContact.PreInterval(e.beat, e.length, e["dialogue"], e["auto"]); }, parameters = new List() { - new Param("dialogue", "REPLACE THIS", "Mistranslation Dialogue", "The line to use when messing up the translation"), - new Param("auto", true, "Auto Pass Turn") + new Param("dialogue", "REPLACE THIS", "Mistranslation Dialogue", "Set the line to use when messing up the translation."), + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.") }, defaultLength = 3f, resizable = true, @@ -35,9 +35,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount of spaces", "Spaces to add before the untranslated icon"), - new Param("dotdotdot", false, "Has ellipses?", "Will the man symbol be proceeded by a <...>?"), - new Param("dialogue", "", "Dialogue", "What should this sound translate to?") + new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount Of Spaces", "Choose the amount 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.") }, priority = 1 }, @@ -56,32 +57,32 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List { - new Param("toggle", false, "Stay", "If it's the end of the remix/song") + new Param("toggle", false, "Stay", "Toggle if the camera should stay on mission control even after the event has ended. This is usually used for the end of a level.") } }, - new GameAction("look at", "Look At") + new GameAction("look at", "Look") { function = delegate { FirstContact.instance.LookAtDirection(eventCaller.currentEntity["type"], eventCaller.currentEntity["type2"]); }, defaultLength = .5f, parameters = new List() { - new Param("type", FirstContact.alienLookAt.lookAtAlien, "Bob look at what", "[Bob] will look at what"), - new Param("type2", FirstContact.translatorLookAt.lookAtBob, "Alien look at what", "[Alien] will look at what"), + new Param("type", FirstContact.alienLookAt.lookAtAlien, "Farmer Bob", "Set where Farmer Bob will look."), + new Param("type2", FirstContact.translatorLookAt.lookAtBob, "Alien", "Set where the alien will look."), } }, - new GameAction("live bar beat", "Live Bar Beat") + new GameAction("live bar beat", "\"Live\" Bar") { function = delegate { FirstContact.instance.LiveBarBeat(eventCaller.currentEntity["toggle"]); }, defaultLength = .5f, parameters = new List() { - new Param("toggle", true, "On Beat", "If the live bar animation will be on beat or not") + new Param("toggle", true, "On Beat", "Toggle if the \"Live\" bar in the top-left will animate on onbeats or offbeats.") } } }, - new List() {"ctr", "repeat"}, + new List() { "ctr", "repeat" }, "ctrinterpreter", "en", - new List() {} + new List() { } ); } } @@ -130,7 +131,7 @@ namespace HeavenStudio.Games string onOutDialogue = "YOU SUCK AT CHARTING"; string callDiagBuffer = ""; string respDiagBuffer = ""; - List callDiagList = new List(); + List<(string, bool)> callDiagList = new(); int callDiagIndex = 0; private struct QueuedInterval { @@ -344,8 +345,6 @@ namespace HeavenStudio.Games public void LookAtDirection(int alienLookAt, int translatorLookAt) { - Debug.Log(alienLookAt); - Debug.Log(translatorLookAt); switch (alienLookAt) { case 0: @@ -416,7 +415,7 @@ namespace HeavenStudio.Games var input = inputs[i]; double relativeBeat = input.beat - intervalBeat; ScheduleInput(beat, length + relativeBeat, InputAction_Press, AlienTapping, AlienOnMiss, AlienEmpty); - callDiagList.Add(input["dialogue"]); + callDiagList.Add((input["dialogue"], input["newline"])); } BeatAction.New(this, new List() { @@ -427,9 +426,9 @@ namespace HeavenStudio.Games alienTextbox.SetActive(false); alien.Play("alien_point", 0, 0); }), - new BeatAction.Action(beat + (length / 2), delegate - { - alien.Play("alien_idle", 0, 0); + new BeatAction.Action(beat + (length / 2), delegate + { + alien.Play("alien_idle", 0, 0); }) }); } @@ -481,26 +480,45 @@ namespace HeavenStudio.Games alienText.text = callDiagBuffer; } + string GetMessageFromCallDialogue(int callDiagIndex = 0) + { + StringBuilder sb = new StringBuilder(); + for (int i = callDiagIndex; i < callDiagList.Count; i++) + { + (string s, bool showNewline) = callDiagList[i]; + if (showNewline && callDiagIndex != i) + { + break; + } + sb.Append(s); + } + return sb.ToString(); + } + void UpdateTranslateTextbox() { if (callDiagIndex == 0 && !hasMissed && !noHitOnce) { - // shift the textbox to centre the message - StringBuilder sb = new StringBuilder(); - foreach (string s in callDiagList) - { - sb.Append(s); - } - string fullMsg = sb.ToString(); - - // many hardcoded values there'll be a better way to do this - Vector2 size = translateText.GetPreferredValues(fullMsg, 10.95f, 2); - translateText.rectTransform.anchoredPosition = new Vector2(Mathf.Max((10.95f/2f) + (-size.x / 2 - 0.25f), -0.25f), Mathf.Max((2.11f / 2f) + (-size.y / 2) + 0.2f, 0.2f)); + ResetTranslateTextbox(); } translateText.text = respDiagBuffer; translateFailText.text = respDiagBuffer; } + void ResetTranslateTextbox(bool destroyText = false) + { + // shift the textbox to centre the message + string message = GetMessageFromCallDialogue(callDiagIndex); + // many hardcoded values there'll be a better way to do this + Vector2 size = translateText.GetPreferredValues(message, 10.95f, 2); + translateText.rectTransform.anchoredPosition = new Vector2(Mathf.Max((10.95f / 2f) + (-size.x / 2 - 0.25f), -0.25f), Mathf.Max((2.11f / 2f) + (-size.y / 2) + 0.2f, 0.2f)); + if (destroyText) + { + respDiagBuffer = ""; + translateText.text = ""; + } + } + public void MissionControlDisplay(double beat, bool stay, float length) { missionControl.SetActive(true); @@ -599,7 +617,12 @@ namespace HeavenStudio.Games } else { - respDiagBuffer += callDiagList[callDiagIndex]; + (string dialogue, bool showNewline) = callDiagList[callDiagIndex]; + if (showNewline) + { + ResetTranslateTextbox(true); + } + respDiagBuffer += dialogue; translateTextbox.SetActive(true); UpdateTranslateTextbox(); callDiagIndex++; diff --git a/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs b/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs index 3af0b6a5a..06a578ecb 100644 --- a/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs +++ b/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs @@ -13,22 +13,32 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("flipperFlop", "Flipper-Flop", "ffc3fc", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); }, + resizable = true, + parameters = new List() + { + new Param("whoBops", FlipperFlop.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."), + new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."), + } + }, new GameAction("attentionCompany", "Attention Company!") { preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"]); }, defaultLength = 4f, parameters = new List() { - new Param("toggle", false, "Mute VoiceLine", "Mute Captain Tuck's voiceline?") + new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.") } }, - new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5)") + new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5 Wii)") { preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"], true); }, defaultLength = 3f, parameters = new List() { - new Param("toggle", false, "Mute VoiceLine", "Mute Captain Tuck's voiceline?") + new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.") } }, new GameAction("flipping", "Flipping") @@ -47,8 +57,8 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.FlipperRollVoiceLine(e.beat, e["amount"], e["toggle"]); }, parameters = new List() { - new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "1, 2, 3... etc. - flipper rolls"), - new Param("toggle", false, "Now", "Whether Captain Tuck should say -Now!- instead of numbers.") + new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "Set the number that Captain Tuck should announce."), + new Param("toggle", false, "Now", "Toggle if Captain Tuck should say \"Now\" instead of a number.") }, defaultLength = 2f }, @@ -57,31 +67,21 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.Flipping(e.beat, e.length, true, e["uh"], e["thatsIt"], e["appreciation"], e["heart"], e["barber"]); }, parameters = new List() { - new Param("uh", new EntityTypes.Integer(0, 3, 0), "Uh Count", "How many Uhs should Captain Tuck say after the flippers roll?"), - new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Which appreciation line should Captain Tuck say?", new List() + new Param("uh", new EntityTypes.Integer(0, 3, 0), "Grunt Count", "Choose how many grunts Captain Tuck should say after the flipper-rolls."), + new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Choose the appreciation voice line that Captain Tuck should say if the flipper-roll is carried out successfully.", new List() { new Param.CollapseParam((x, _) => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" }) }), - new Param("heart", false, "Hearts", "Should Captain Tuck blush and make hearts appear when he expresses his appreciation?"), - new Param("thatsIt", false, "That's it!", "Whether or not Captain Tuck should say -That's it!- on the final flipper roll.", new List() + new Param("heart", false, "Hearts", "Toggle if Captain Tuck should blush and make hearts appear when he expresses his appreciation."), + new Param("thatsIt", false, "That's it!", "Toggle if Captain Tuck should say \"That's it!\" after the flipper-rolls. This is usually used for the end of a level or segment.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "barber" }) }), - new Param("barber", false, "Barbershop that's it variant", "Should captain tuck use the Barbershop remix variant of that's it?") + new Param("barber", false, "Barbershop", "Toggle if Captain Tuck should use the variant of \"That's it!\" seen in Barbershop Remix (3DS).") }, defaultLength = 4f, resizable = true }, - new GameAction("bop", "Bop") - { - function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); }, - resizable = true, - parameters = new List() - { - new Param("whoBops", FlipperFlop.WhoBops.Both, "Who Bops?", "Who will bop?"), - new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Who Bops? (Auto)", "Who will auto bop?"), - } - }, new GameAction("walk", "Captain Tuck Walk") { function = delegate { var e = eventCaller.currentEntity; FlipperFlop.instance.CaptainWalk(e.beat, e.length, e["ease"]); }, @@ -89,7 +89,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the animation be played at?") + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.") } }, new GameAction("toggleCaptain", "Disable/Enable Captain Tuck") @@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f } }, - new List() { "ntr", "keep" }, + new List() { "rvl", "keep" }, "rvlseal", "en", new List() { "en" } ); @@ -472,8 +472,6 @@ namespace HeavenStudio.Games } } - - if (thatsIt && i + 1 == length) { int noiseToPlay = (flopCount == 4) ? 2 : flopCount; @@ -613,7 +611,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < uh; i++) { - int voiceLineIndex = i + 1; + int voiceLineIndex = 3 - uh + i + 1; string voiceLine = $"flipperFlop/uh{voiceLineIndex}"; string failVoiceLine = $"flipperFlop/uhfail{voiceLineIndex}"; diff --git a/Assets/Scripts/Games/ForkLifter/ForkLifter.cs b/Assets/Scripts/Games/ForkLifter/ForkLifter.cs index 6787de94d..0bc3bdc11 100644 --- a/Assets/Scripts/Games/ForkLifter/ForkLifter.cs +++ b/Assets/Scripts/Games/ForkLifter/ForkLifter.cs @@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3, parameters = new List() { - new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked") + new Param("type", ForkLifter.FlickType.Pea, "Object", "Choose the object to be flicked.") }, inactiveFunction = delegate { var e = eventCaller.currentEntity; @@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("mute", false, "Mute Prepare") + new Param("mute", false, "Mute", "Toggle if the prepare sound effect should play.") } }, new GameAction("gulp", "Swallow") @@ -47,25 +47,25 @@ namespace HeavenStudio.Games.Loaders { function = delegate { SoundByte.PlayOneShot("games/forkLifter/sigh"); } }, - new GameAction("color", "Background Color") + new GameAction("color", "Background Appearance") { function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); }, parameters = new List() { - new Param("start", Color.white, "Start Color", "The color to start fading from."), - new Param("end", Color.white, "End Color", "The color to end the fade."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("start", Color.white, "Start Color", "Set the color at the start of the event."), + new Param("end", Color.white, "End Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") }, resizable = true }, - new GameAction("colorGrad", "Gradient Color") + new GameAction("colorGrad", "Gradient Appearance") { function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColorGrad(e.beat, e.length, e["start"], e["end"], e["ease"]); }, parameters = new List() { - new Param("start", Color.white, "Start Color", "The color to start fading from."), - new Param("end", Color.white, "End Color", "The color to end the fade."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("start", Color.white, "Start Color", "Set the color at the start of the event."), + new Param("end", Color.white, "End Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") }, resizable = true }, diff --git a/Assets/Scripts/Games/ForkLifter/Pea.cs b/Assets/Scripts/Games/ForkLifter/Pea.cs index 5b418f9ff..7bfd14230 100644 --- a/Assets/Scripts/Games/ForkLifter/Pea.cs +++ b/Assets/Scripts/Games/ForkLifter/Pea.cs @@ -92,6 +92,8 @@ namespace HeavenStudio.Games.Scripts_ForkLifter public void Early() { + player.Stab(null); + GameObject pea = new GameObject(); pea.transform.parent = player.early.transform; @@ -124,6 +126,8 @@ namespace HeavenStudio.Games.Scripts_ForkLifter public void Late() { + player.Stab(null); + GameObject pea = new GameObject(); pea.transform.parent = player.late.transform; pea.transform.localScale = Vector2.one; @@ -161,18 +165,23 @@ namespace HeavenStudio.Games.Scripts_ForkLifter private void Just(PlayerActionEvent caller, float state) { - if (state >= 1f) { + if (state >= 1f) + { Late(); - } else if (state <= -1f) { + } + else if (state <= -1f) + { Early(); - } else { + } + else + { Hit(); } } private void Miss(PlayerActionEvent caller) { - SoundByte.PlayOneShot("forkLifter/disappointed"); + SoundByte.PlayOneShotGame("forkLifter/disappointed"); BeatAction.New(game, new List() { new BeatAction.Action(startBeat+ 2.45f, delegate { diff --git a/Assets/Scripts/Games/GleeClub/GleeClub.cs b/Assets/Scripts/Games/GleeClub/GleeClub.cs index 8e773a240..f87744499 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.Integer(-24, 24, -5), "Semitones", "The number of semitones up or down this note should be pitched"), - new Param("semiTones1", new EntityTypes.Integer(-24, 24, -1), "Semitones (Next)", "The number of semitones up or down this note should be pitched"), - new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 2), "Semitones (Player)", "The number of semitones up or down this note should be pitched"), - new Param("close", GleeClub.MouthOpenClose.Both, "Close/Open Mouth", "Should the chorus kids close/open their mouth?"), - new Param("repeat", false, "Repeating", "Should the left and middle chorus kid repeat this singing cue?", new List() + new Param("semiTones", new EntityTypes.Integer(-24, 24, -5), "Semitones", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones1", new EntityTypes.Integer(-24, 24, -1), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 2), "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.Integer(-24, 24, 0), "Semitones (Repeat Left First)", "The number of semitones up or down this note should be pitched"), - new Param("semiTonesLeft3", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left Last)", "The number of semitones up or down this note should be pitched"), - new Param("semiTonesMiddle2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Middle)", "The number of semitones up or down this note should be pitched"), + new Param("semiTonesLeft2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left First)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesLeft3", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left Last)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesMiddle2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Middle)", "Set the number of semitones up or down this note should be pitched."), } }, new GameAction("baton", "Baton") @@ -50,10 +50,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("semiTones", new EntityTypes.Integer(-24, 24, -1), "Semitones", "The number of semitones up or down this note should be pitched"), - new Param("semiTones1", new EntityTypes.Integer(-24, 24, 4), "Semitones (Next)", "The number of semitones up or down this note should be pitched"), - new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 10), "Semitones (Player)", "The number of semitones up or down this note should be pitched"), - new Param("pitch", new EntityTypes.Float(0f, 5f, 1f), "Conductor Voice Pitch", "Which pitch should the conductor's voice be at? (1 is normal pitch)") + new Param("semiTones", new EntityTypes.Integer(-24, 24, -1), "Semitones", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones1", new EntityTypes.Integer(-24, 24, 4), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 10), "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.") } }, new GameAction("forceSing", "Force Sing") @@ -62,20 +62,20 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("semiTones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched"), - new Param("semiTones1", new EntityTypes.Integer(-24, 24, 0), "Semitones (Next)", "The number of semitones up or down this note should be pitched"), - new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 0), "Semitones (Player)", "The number of semitones up or down this note should be pitched"), + new Param("semiTones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTones1", new EntityTypes.Integer(-24, 24, 0), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."), + new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 0), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."), } }, - new GameAction("presence", "Toggle Chorus Kids Presence") + new GameAction("presence", "Toggle Chorus Kids") { function = delegate { var e = eventCaller.currentEntity; GleeClub.instance.ToggleKidsPresence(!e["left"], !e["middle"], !e["player"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("left", false, "Left Kid Present", "Should this chorus kid be present?"), - new Param("middle", false, "Middle Kid Present", "Should this chorus kid be present?"), - new Param("player", false, "Player Kid Present", "Should this chorus kid be present?"), + new Param("left", false, "Left Kid Present", "Toggle if this chorus kid should be present."), + new Param("middle", false, "Middle Kid Present", "Toggle if this chorus kid should be present."), + new Param("player", false, "Player Kid Present", "Toggle if this chorus kid should be present."), } }, new GameAction("fadeOutTime", "Set Sing Game-Switch Fade Out Time") @@ -84,9 +84,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("fade", new EntityTypes.Float(0, 20f, 0f), "Left Chorus Kid", "For how much time in seconds should this chorus kid's singing fade out?"), - new Param("fade1", new EntityTypes.Float(0, 20f, 0f), "Middle Chorus Kid", "For how much time in seconds should this chorus kid's singing fade out?"), - new Param("fadeP", new EntityTypes.Float(0, 20f, 0f), "Player Chorus Kid", "For how much time in seconds should this chorus kid's singing fade out?"), + new Param("fade", new EntityTypes.Float(0, 20f, 0f), "Left Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."), + new Param("fade1", new EntityTypes.Float(0, 20f, 0f), "Middle Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."), + new Param("fadeP", new EntityTypes.Float(0, 20f, 0f), "Player Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."), } }, new GameAction("passTurn", "Pass Turn") diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs index ff874a968..251191bb2 100644 --- a/Assets/Scripts/Games/KarateMan/KarateMan.cs +++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs @@ -104,8 +104,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("toggle2", true, "Bop", "Whether to bop to the beat or not"), - new Param("toggle", false, "Bop (Auto)", "Whether to auto bop to the beat or not") + new Param("toggle2", true, "Bop", "Toggle if Karate Joe should bop for the duration of this event."), + new Param("toggle", false, "Bop (Auto)", "Toggle if Karate Joe should automatically bop until another Bop event is reached.") }, }, new GameAction("hit", "Toss Object") { @@ -122,9 +122,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2, parameters = new List() { - new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire"), - new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"), - new Param("mute", false, "Mute", "Should the throwing sound be muted?"), + new Param("type", KarateMan.HitType.Pot, "Object", "Choose the object to throw."), + new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("mute", false, "Mute", "Toggle if the cue should be muted."), } }, new GameAction("bulb", "Toss Lightbulb") @@ -142,22 +142,22 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2, parameters = new List() { - new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos", new List() + new Param("type", KarateMan.LightBulbType.Normal, "Type", "Choose the bulb type. Yellow is used for kicks, while Blue is used for combos", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbType.Custom, new string[] { "colorA" }) }), - new Param("colorA", new Color(1f,1f,1f), "Custom Color", "The color to use when the bulb type is set to Custom"), - new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"), - new Param("mute", false, "Mute", "Should the throwing sound be muted?"), - new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "What type of SFX to use for the bulb?", new List() + new Param("colorA", new Color(1f,1f,1f), "Custom Color", "Choose the color to use."), + new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("mute", false, "Mute", "Toggle if the cue should be muted."), + new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "Choose the type of SFX to use for the bulb.", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbSfx.Custom, new string[] { "throwSfx", "hitSfx" }), }), - new Param("throwSfx", "lightbulbOut", "Throw SFX", "Custom throw SFX to use for the bulb"), - new Param("hitSfx", "lightbulbHit", "Hit SFX", "Custom hit SFX to use for the bulb"), + new Param("throwSfx", "lightbulbOut", "Throw SFX", "Choose the type of SFX to use for throwing the bulb."), + new Param("hitSfx", "lightbulbHit", "Hit SFX", "Choose the type of SFX to use for hitting the bulb."), }, }, - new GameAction("kick", "Special: Kick") + new GameAction("kick", "Kick") { function = delegate { var e = eventCaller.currentEntity; @@ -172,21 +172,21 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("toggle", false, "Contains Ball", "Barrel contains a ball instead of a bomb?"), - new Param("shouldGlow", true, "Bomb Glow", "Should Joe be lit up by the bomb in the barrel?"), - new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "The facial expression to set Joe to on hit"), - new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue?", new List() + new Param("toggle", false, "Ball", "Toggle if the barrel should contain a ball instead of a bomb."), + new Param("shouldGlow", true, "Bomb Glow", "Toggle if Joe should be lit up by the bomb in the barrel."), + new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }), }), - new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"), - new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"), - new Param("disableVoice", false, "Disable Voice", "When enabled, there will be no voice during this cue"), - new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Color of the barrel's wood"), - new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Color of the barrel's hoops"), + new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."), + new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."), + new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."), + new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Choose the color of the barrel's wood."), + new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Choose the color of the barrel's hoops."), } }, - new GameAction("combo", "Special: Combo") + new GameAction("combo", "Combo") { function = delegate { var e = eventCaller.currentEntity; @@ -201,17 +201,17 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4, parameters = new List() { - new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "The facial expression to set Joe to on hit"), - new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue?", new List() + new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }), }), - new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"), - new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"), - new Param("disableVoice", false, "Disable Voice", "When enabled, there will be no voice during this cue"), + new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."), + new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."), + new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."), } }, - new GameAction("warnings", "Warnings") + new GameAction("warnings", "Text Warnings") { function = delegate { var e = eventCaller.currentEntity; @@ -221,14 +221,14 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("whichWarning", KarateMan.HitThree.HitThree, "Which Warning", "The warning text to show and the sfx to play"), - new Param("pitchVoice", false, "Auto Pitch Voice", "Pitch the voice of this cue depending on the BPM", new List() + new Param("whichWarning", KarateMan.HitThree.HitThree, "Warning", "Choose the warning text to show and the sfx to play."), + new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }), }), - new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Pitch the voice of this cue depending on the value"), - new Param("customLength", false, "Custom Length", "Have the warning text appear for the length of the block"), - new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"), + new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."), + new Param("customLength", false, "Stretchable Length", "Toggle if the text should appear for the entire length of the event."), + new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; @@ -238,33 +238,33 @@ namespace HeavenStudio.Games.Loaders new GameAction("special camera", "Special Camera") { function = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e["toggle"]); }, - defaultLength = 8f, - resizable = true, + defaultLength = 8f, + resizable = true, parameters = new List() { - new Param("toggle", true, "Return Camera", "Camera zooms back in?"), + new Param("toggle", true, "Return Camera", "Toggle if the camera should zoom back in."), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e["toggle"]); } }, - new GameAction("prepare", "Preparation Stance") + new GameAction("prepare", "Prepare") { - function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, + function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, resizable = true, }, new GameAction("set gameplay modifiers", "Flow/Gameplay Modifiers") { - function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["toggle"]); }, + function = delegate { + var e = eventCaller.currentEntity; + KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["toggle"]); + }, defaultLength = 0.5f, parameters = new List() { - new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"), - new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use", new List() - { - new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.NoriMode.None, new string[] { "type" }) - }), - new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits will it take for each heart to light up? (0 will do it automatically.)"), - new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"), - //new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"), + new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."), + new Param("type", KarateMan.NoriMode.None, "Flow Bar", "Set the type of Flow bar to use."), + // new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits it will take for each heart to light up (0 will do it automatically.)"), + new Param("toggle", true, "Enable Combos", "Toggle if Karate Joe will be able to perform combos. This will not affect Touch Style controls."), + // new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"), }, }, new GameAction("background appearance", "Background Appearance") @@ -272,46 +272,42 @@ namespace HeavenStudio.Games.Loaders function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.BackgroundColor( - e.beat, e.length, + e.beat, e.length, e["fxType"], e["presetBg"], e["startColor"], e["endColor"], e["ease"], e["shadowType"], e["shadowStart"], e["shadowEnd"], e["textureType"], e["autoColor"], e["startTexture"], e["endTexture"] ); - // backwards compatibility - if (e["fxType"] != 3) KarateMan.instance.currentBgEffect = e["fxType"]; }, defaultLength = 0.5f, resizable = true, parameters = new List() // uncomment these collapses when overlapping collapses are implemented { - new Param("presetBg", KarateMan.BackgroundType.Yellow, "Preset BG Color", "The preset background type (will by default fade from the existing background color)", new List() + new Param("presetBg", KarateMan.BackgroundType.Yellow, "BG Color", "Set the background type. This will fade from the existing background color for the length of the event..", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.BackgroundType.Custom, new string[] { "startColor", "endColor" }), }), - new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "The background color to start with"), - new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "End BG Color", "The background color to end with"), - new Param("ease", Util.EasingFunction.Ease.Instant, "BG Color Ease", "Ease to use when fading color"), - new Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom", new List() + new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "Set the color at the start of the event."), + new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "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 Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow", "Set the shadow type. If Tinted doesn't work with your background color, try Custom.", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.ShadowType.Custom, new string[] { "shadowStart", "shadowEnd" }), }), - new Param("shadowStart", new Color(), "Start Shadow Color", "The shadow color to start with"), - new Param("shadowEnd", new Color(), "End Shadow Color", "The shadow color to end with"), + new Param("shadowStart", new Color(), "Start Shadow Color", "Set the color at the start of the event."), + new Param("shadowEnd", new Color(), "End Shadow Color", "Set the color at the end of the event."), - new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use", new List() + new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."), + + new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "Set the type of background texture to use", new List() { new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.BackgroundTextureType.Plain, new string[] { "startTexture", "endTexture" }) }), - new Param("autoColor", true, "Use BG Color For Texture", "Use a tint of the background color for the texture?", new List() + new Param("autoColor", true, "Use BG Color For Texture", "Toggle if the texture should use a tint of the BG Color.", new List() { new Param.CollapseParam((x, _) => !(bool)x, new string[] { "startTexture", "endTexture" }) }), - new Param("startTexture", new Color(), "Start Texture Color", "The texture color to start with"), - new Param("endTexture", new Color(), "End Texture Color", "The texture color to end with"), - new Param("fxType", new EntityTypes.Integer(0, 3, 3), "Check Tooltip", "Ping @AstrlJelly on discord if you see this; it should be hidden.", new List() - { - new Param.CollapseParam((x, _) => false, new string[] { "fxType" }) - }), + new Param("startTexture", new Color(), "Start Texture Color", "Set the color at the start of the event."), + new Param("endTexture", new Color(), "End Texture Color", "Set the color at the end of the event."), }, }, // new GameAction("set background effects", "Background Appearance (OLD)") @@ -336,7 +332,7 @@ namespace HeavenStudio.Games.Loaders // new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"), // }, // }, - new GameAction("set object colors", "Object Colors") + new GameAction("set object colors", "Object Appearance") { function = delegate { var e = eventCaller.currentEntity; @@ -345,14 +341,14 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "The color to use for Karate Joe's body"), - new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "The color to use for Karate Joe's highlights"), - new Param("colorC", new Color(1,1,1,1), "Item Color", "The color to use for the thrown items"), - new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "", new() + new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "Set the color to use for Karate Joe's body."), + new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "Set the color to use for Karate Joe's highlights."), + new Param("colorC", new Color(1,1,1,1), "Item Color", "Set the color to use for the thrown items."), + new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "Set if the color of the stars that appear on hit should be based on the item color.", new() { new((x, _) => (int)x == (int)KarateMan.StarColorOption.Custom, new string[] { "colorD" }) }), - new Param("colorD", new Color(1,1,1,1), "Star Color", "The color to use for star particles"), + new Param("colorD", new Color(1,1,1,1), "Star Color", "Set the color to use for star particles."), }, }, new GameAction("particle effects", "Particle Effects") @@ -364,20 +360,20 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"), - new Param("instant", false, "Instant", "Start/Stop particles instantly"), - new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind"), - new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "The intensity of the particle effect") + new Param("type", KarateMan.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."), + new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."), + new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "Set the strength of the particle wind."), + new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "Set the intensity of the particle effect.") }, }, - new GameAction("force facial expression", "Set Facial Expression") + new GameAction("force facial expression", "Facial Expression") { function = delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity["type"]); }, defaultLength = 0.5f, resizable = true, parameters = new List() { - new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this") + new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "Set the facial expression to force Karate Joe to. Special moves may override this.") } }, @@ -531,6 +527,7 @@ namespace HeavenStudio.Games static List queuedCues = new(); public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual + // public static bool IsKickEnable = true; //same as above, except with kick inputs public bool IsNoriActive { get { return Nori.MaxNori > 0; } } public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } } @@ -760,15 +757,14 @@ namespace HeavenStudio.Games if (bg != null) { BackgroundColor( - bg.beat, bg.length, + bg.beat, bg.length, bg["fxType"], bg["presetBg"], bg["startColor"], bg["endColor"], bg["ease"], bg["shadowType"], bg["shadowStart"], bg["shadowEnd"], bg["textureType"], bg["autoColor"], bg["startTexture"], bg["endTexture"] ); - if (bg["fxType"] != 3) currentBgEffect = bg["fxType"]; } else { var c = new Color(); - BackgroundColor(0, 0, 0, c, c, (int)Util.EasingFunction.Ease.Instant, 0, c, c, 0, true, c, c); + BackgroundColor(0, 0, 0, 0, c, c, (int)Util.EasingFunction.Ease.Instant, 0, c, c, 0, true, c, c); } if (obj != null) { @@ -779,8 +775,15 @@ namespace HeavenStudio.Games // init modifier(s) RiqEntity bop = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/bop"); + RiqEntity flow = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/set gameplay modifiers"); + ToggleBop(0, 0, false, bop?["toggle"] ?? true); + if (flow != null) { + int fxType = bg == null || flow.beat > bg.beat ? flow["fxType"] : bg["fxType"]; + SetGameplayMods(beat, fxType, flow["type"], flow["toggle"]); + } + // get all entities to later check against eachother to cut out voices voiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/kick" or "karateman/combo")); hitVoiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/warnings" && c["whichWarning"] <= (int)HitThree.HitFour)); @@ -1081,8 +1084,10 @@ namespace HeavenStudio.Games return mobjDat; } - public void BackgroundColor(double beat, float length, int presetBG, Color colorStart, Color colorEnd, int colorEaseSet, int shadowType, Color shadowStart, Color shadowEnd, int textureType, bool autoColor, Color filterStart, Color filterEnd) + public void BackgroundColor(double beat, float length, int fxType, int presetBG, Color colorStart, Color colorEnd, int colorEaseSet, int shadowType, Color shadowStart, Color shadowEnd, int textureType, bool autoColor, Color filterStart, Color filterEnd) { + currentBgEffect = fxType; + for (int i = 0; i < colorStarts.Length; i++) { colorStartBeats[i] = beat; colorLengths[i] = length; @@ -1144,6 +1149,7 @@ namespace HeavenStudio.Games Nori.SetNoriMode(beat, mode); currentBgEffect = fxType; IsComboEnable = combo; + // IsKickEnable = kick; } public enum StarColorOption diff --git a/Assets/Scripts/Games/KarateMan/KarateManJoe.cs b/Assets/Scripts/Games/KarateMan/KarateManJoe.cs index f7c7fa8d6..9e7ca711f 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManJoe.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManJoe.cs @@ -153,7 +153,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan { if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch) { - Debug.Log("Touch charge"); inTouchCharge = true; anim.DoScaledAnimationAsync("ManChargeOut", 0.5f); } diff --git a/Assets/Scripts/Games/KarateMan/KarateManNoriController.cs b/Assets/Scripts/Games/KarateMan/KarateManNoriController.cs index 08cf12db8..9c8a132ea 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManNoriController.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManNoriController.cs @@ -167,7 +167,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan { Nori -= 1; if (Nori < 0) Nori = 0; - NoriHeartAnimators[(int) Nori].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f); + NoriHeartAnimators[(int)Nori].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f); } else { diff --git a/Assets/Scripts/Games/KarateMan/KarateManPot.cs b/Assets/Scripts/Games/KarateMan/KarateManPot.cs index f79ddf7a5..cf33afc9a 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManPot.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManPot.cs @@ -1097,7 +1097,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan public bool CanKick() { var joe = KarateMan.instance.Joe; - Debug.Log(joe.inKick); return status == FlyStatus.Fly && joe.inKick; } diff --git a/Assets/Scripts/Games/Kitties/Kitties.cs b/Assets/Scripts/Games/Kitties/Kitties.cs index 0d5019982..981e4822e 100644 --- a/Assets/Scripts/Games/Kitties/Kitties.cs +++ b/Assets/Scripts/Games/Kitties/Kitties.cs @@ -21,10 +21,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"), - new Param("toggle", false, "Mice", "Replaces kitties as mice"), - new Param("toggle1", false, "Invert Direction", "Inverts the direction they clap in"), - new Param("toggle2", false, "Keep Cats Spawned", "Sets whether or not cats stay spawned after their cue"), + new Param("type", Kitties.SpawnType.Straight, "Direction", "Choose the direction that the kitties will spawn in."), + new Param("toggle", false, "Mice", "Toggle if the non-player kitties should be replaced with mice."), + new Param("toggle1", false, "Invert Direction", "Toggle if the spawn direction should be inverted."), + new Param("toggle2", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."), } }, @@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { - new Param("toggle", false, "Keep Cats spawned", "Sets whether or not cats stay spawned after their cue"), + new Param("toggle", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."), } }, @@ -54,14 +54,14 @@ namespace HeavenStudio.Games.Loaders defaultLength = .5f, parameters = new List() { - new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"), - new Param("toggle", false, "Mice", "Replaces kitties as mice"), - new Param("toggle1", false, "Invert Direction", "Inverts the direction they clap in"), - new Param("toggle2", false, "Keep Cats Spawned", "Sets whether or not cats stay spawned after their cue"), + new Param("type", Kitties.SpawnType.Straight, "Direction", "Choose the direction that the kitties will spawn in."), + new Param("toggle", false, "Mice", "Toggle if the non-player kitties should be replaced with mice."), + new Param("toggle1", false, "Invert Direction", "Toggle if the spawn direction should be inverted."), + new Param("toggle2", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."), } }, - new GameAction("bgcolor", "Background Color") + new GameAction("bgcolor", "Background Appearance") { function = delegate { @@ -72,9 +72,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("colorStart", Color.white, "Start Color"), - new Param("colorEnd", Color.white, "End Color"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("colorStart", Color.white, "Start Color", "Set the color at the start of the event."), + new Param("colorEnd", Color.white, "End Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } } }, diff --git a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs index 0730f0ca6..27dc03f83 100644 --- a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs +++ b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs @@ -1,15 +1,7 @@ using HeavenStudio.Util; using HeavenStudio.Common; -using JetBrains.Annotations; -using Starpelly.Transformer; -using System; -using System.Linq; -using System.Collections; using System.Collections.Generic; -using System.Diagnostics; using UnityEngine; -using UnityEngine.Rendering; -using static HeavenStudio.EntityTypes; using Jukebox; namespace HeavenStudio.Games.Loaders @@ -27,11 +19,11 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("offset", new EntityTypes.Float(-1, 2, -1), "Spawn Offset", "When should the rocket rise up?"), - new Param("note1", new EntityTypes.Integer(-24, 24, 2), "1st Note", "The number of semitones up or down this note should be pitched"), - new Param("note2", new EntityTypes.Integer(-24, 24, 4), "2nd Note", "The number of semitones up or down this note should be pitched"), - new Param("note3", new EntityTypes.Integer(-24, 24, 5), "3rd Note", "The number of semitones up or down this note should be pitched"), - new Param("note4", new EntityTypes.Integer(-24, 24, 7), "4th Note", "The number of semitones up or down this note should be pitched") + new Param("offset", new EntityTypes.Float(-1, 2, -1), "Spawn Offset", "Set when the rocket should rise up."), + new Param("note1", new EntityTypes.Integer(-24, 24, 2), "1st Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Integer(-24, 24, 4), "2nd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Integer(-24, 24, 5), "3rd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Integer(-24, 24, 7), "4th Note", "Set the number of semitones up or down this note should be pitched.") } }, new GameAction("partyCracker", "Party-Popper") @@ -40,13 +32,13 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"), - new Param("note1", new EntityTypes.Integer(-24, 24, 4), "1st Note", "The number of semitones up or down this note should be pitched"), - new Param("note2", new EntityTypes.Integer(-24, 24, 5), "2nd Note", "The number of semitones up or down this note should be pitched"), - new Param("note3", new EntityTypes.Integer(-24, 24, 7), "3rd Note", "The number of semitones up or down this note should be pitched"), - new Param("note4", new EntityTypes.Integer(-24, 24, 9), "4th Note", "The number of semitones up or down this note should be pitched"), - new Param("note5", new EntityTypes.Integer(-24, 24, 11), "5th Note", "The number of semitones up or down this note should be pitched"), - new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th Note", "The number of semitones up or down this note should be pitched") + new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."), + new Param("note1", new EntityTypes.Integer(-24, 24, 4), "1st Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Integer(-24, 24, 5), "2nd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Integer(-24, 24, 7), "3rd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Integer(-24, 24, 9), "4th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note5", new EntityTypes.Integer(-24, 24, 11), "5th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th Note", "Set the number of semitones up or down this note should be pitched.") } }, new GameAction("bell", "Bell") @@ -56,16 +48,16 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"), - new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st Note", "The number of semitones up or down this note should be pitched"), - new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd Note", "The number of semitones up or down this note should be pitched"), - new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd Note", "The number of semitones up or down this note should be pitched"), - new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th Note", "The number of semitones up or down this note should be pitched"), - new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th Note", "The number of semitones up or down this note should be pitched"), - new Param("note6", new EntityTypes.Integer(-24, 24, 9), "6th Note", "The number of semitones up or down this note should be pitched"), - new Param("note7", new EntityTypes.Integer(-24, 24, 11), "7th Note", "The number of semitones up or down this note should be pitched"), - new Param("note8", new EntityTypes.Integer(-24, 24, 12), "8th Note", "The number of semitones up or down this note should be pitched"), - new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Launch)", "The number of semitones up or down this note should be pitched"), + new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."), + new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note6", new EntityTypes.Integer(-24, 24, 9), "6th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note7", new EntityTypes.Integer(-24, 24, 11), "7th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note8", new EntityTypes.Integer(-24, 24, 12), "8th Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Launch)", "Set the number of semitones up or down this note should be pitched."), } }, new GameAction("bowlingPin", "Bowling Pin") @@ -75,21 +67,21 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"), - new Param("note1", new EntityTypes.Integer(-24, 24, 5), "1st Note", "The number of semitones up or down this note should be pitched"), - new Param("note2", new EntityTypes.Integer(-24, 24, -1), "2nd Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note3", new EntityTypes.Integer(-24, 24, 0), "3rd Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note4", new EntityTypes.Integer(-24, 24, -1), "4th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note5", new EntityTypes.Integer(-24, 24, 0), "5th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note6", new EntityTypes.Integer(-24, 24, -1), "6th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note7", new EntityTypes.Integer(-24, 24, 0), "7th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note8", new EntityTypes.Integer(-24, 24, -1), "8th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note10", new EntityTypes.Integer(-24, 24, -1), "10th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note11", new EntityTypes.Integer(-24, 24, 0), "11th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note12", new EntityTypes.Integer(-24, 24, -1), "12th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note13", new EntityTypes.Integer(-24, 24, 0), "13th Note (Flute)", "The number of semitones up or down this note should be pitched"), - new Param("note14", new EntityTypes.Integer(-24, 24, 7), "14th Note (Flute)", "The number of semitones up or down this note should be pitched"), + new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."), + new Param("note1", new EntityTypes.Integer(-24, 24, 5), "1st Note", "Set the number of semitones up or down this note should be pitched."), + new Param("note2", new EntityTypes.Integer(-24, 24, -1), "2nd Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note3", new EntityTypes.Integer(-24, 24, 0), "3rd Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note4", new EntityTypes.Integer(-24, 24, -1), "4th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note5", new EntityTypes.Integer(-24, 24, 0), "5th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note6", new EntityTypes.Integer(-24, 24, -1), "6th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note7", new EntityTypes.Integer(-24, 24, 0), "7th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note8", new EntityTypes.Integer(-24, 24, -1), "8th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note10", new EntityTypes.Integer(-24, 24, -1), "10th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note11", new EntityTypes.Integer(-24, 24, 0), "11th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note12", new EntityTypes.Integer(-24, 24, -1), "12th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note13", new EntityTypes.Integer(-24, 24, 0), "13th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), + new Param("note14", new EntityTypes.Integer(-24, 24, 7), "14th Note (Flute)", "Set the number of semitones up or down this note should be pitched."), new Param("note15", new EntityTypes.Integer(-24, 24, 7), "15th Note", "The number of semitones up or down this note should be pitched") } }, @@ -99,10 +91,10 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("xPos", new EntityTypes.Float(-40f, 40f, 0f), "X Position", "Which position on the X axis should the Launch Pad travel to?"), - new Param("yPos", new EntityTypes.Float(-30f, 30f, 0f), "Y Position", "Which position on the Y axis should the Launch Pad travel to?"), - new Param("zPos", new EntityTypes.Float(-90f, 90f, 0f), "Z Position", "Which position on the Z axis should the Launch Pad travel to?"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the Launch Pad use?") + new Param("xPos", new EntityTypes.Float(-40f, 40f, 0f), "X Position", "Set the position on the X axis that the Launch Pad should travel to."), + new Param("yPos", new EntityTypes.Float(-30f, 30f, 0f), "Y Position", "Set the position on the Y axis that the Launch Pad should travel to."), + new Param("zPos", new EntityTypes.Float(-90f, 90f, 0f), "Z Position", "Set the position on the Z axis that the Launch Pad should travel to."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("rotMove", "Change Launch Pad Rotation") @@ -112,31 +104,33 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("rot", new EntityTypes.Float(-360, 360, 0), "Angle", "Which angle of rotation should the Launch Pad rotate towards?"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the Launch Pad use?") + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, - new GameAction("toggleStars", "Toggle Falling Stars") + new GameAction("toggleStars", "Falling Stars") { - function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.CreateParticles(e.beat, e["toggle"], e["valA"], e["valB"], e["valC"]);}, + // function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.CreateParticles(e.beat, e["toggle"], e["valA"], e["valB"], e["valC"]);}, + hidden = true, defaultLength = 0.5f, parameters = new List() { - new Param("toggle", true, "Stars Enabled", "Starfall Or No?", new List() + new Param("toggle", true, "Stars", "Toggle if stars should fall from the top of the screen.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "valA", "valB", "valC"}) }), - new Param("valA", new EntityTypes.Float(0.1f, 10f, 1f), "Star Density", "How many stars are on the screen"), - new Param("valB", new EntityTypes.Float(0.01f, 5f, 0.1f), "Front Star Fall Speed", "How fast the front stars fall to the edge of the screen"), - new Param("valC", new EntityTypes.Float(0.01f, 5f, 0.1f), "Back Star Fall Speed", "How fast the stars fall to the edge of the screen") + new Param("valA", new EntityTypes.Float(0.1f, 10f, 1f), "Star Density", "Set how many stars are spawned."), + new Param("valB", new EntityTypes.Float(0.01f, 5f, 0.1f), "Front Star Fall Speed", "Set how fast the front stars fall to the bottom edge of the screen."), + new Param("valC", new EntityTypes.Float(0.01f, 5f, 0.1f), "Back Star Fall Speed", "Set how fast the stars fall to the bottom edge of the screen.") } }, - new GameAction("scrollSpeed", "Change Scroll Speed") + new GameAction("scrollSpeed", "Scroll Speed") { - function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.UpdateScrollSpeed(e["speed"]); }, + // function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.UpdateScrollSpeed(e["speed"]); }, + hidden = true, defaultLength = 0.5f, parameters = new List() { - new Param("speed", new EntityTypes.Float(0, 100, 0.5f), "Scroll Speed", "How fast will the background scroll down?"), + new Param("speed", new EntityTypes.Float(0, 100, 0.5f), "Scroll Speed", "Set how fast the background will scroll down."), } } }, @@ -160,14 +154,11 @@ namespace HeavenStudio.Games [SerializeField] GameObject bowlingPin; [Header("Components")] - [SerializeField] ParticleSystem fallingStars; - [SerializeField] ParticleSystem fallingStarsBack; [SerializeField] Transform launchPad; [SerializeField] Transform launchPadRotatable; [SerializeField] Transform spawnPad; - [SerializeField] Scroll scrollScript; - [SerializeField] Animator lensFlareAnim; public Animator launchPadSpriteAnim; + [SerializeField] private SpriteRenderer _bgWhiteOverlay; [Header("Variables")] private float currentRotBeat; @@ -200,9 +191,11 @@ namespace HeavenStudio.Games private int currentRotIndex; - private List allPosEvents = new List(); + private List allPosEvents = new(); - private List allRotEvents = new List(); + private List allRotEvents = new(); + + private List _allOverlayEvents = new(); public static LaunchParty instance; @@ -218,33 +211,16 @@ namespace HeavenStudio.Games void Awake() { instance = this; - lensFlareAnim.Play("Flashing", 0, 0); - var posEvents = EventCaller.GetAllInGameManagerList("launchParty", new string[] { "posMove" }); - List tempPosEvents = new List(); - for (int i = 0; i < posEvents.Count; i++) - { - if (posEvents[i].beat + posEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble) - { - tempPosEvents.Add(posEvents[i]); - } - } + } - allPosEvents = tempPosEvents; + public override void OnGameSwitch(double beat) + { + HandleLaunchPadMoveEvents(beat); + } - var rotEvents = EventCaller.GetAllInGameManagerList("launchParty", new string[] { "rotMove" }); - List tempRotEvents = new List(); - for (int i = 0; i < rotEvents.Count; i++) - { - if (rotEvents[i].beat + rotEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble) - { - tempRotEvents.Add(rotEvents[i]); - } - } - - allRotEvents = tempRotEvents; - - UpdateLaunchPadPos(); - UpdateLaunchPadRot(); + public override void OnPlay(double beat) + { + HandleLaunchPadMoveEvents(beat); } void Update() @@ -261,6 +237,31 @@ namespace HeavenStudio.Games queuedRockets.Clear(); } } + LaunchPadPositionAndRotationUpdate(cond); + } + + private void UpdateOverlay(Conductor cond) + { + + } + + #region Launch Pad Position and Rotation + + private void HandleLaunchPadMoveEvents(double beat) + { + var posEvents = EventCaller.GetAllInGameManagerList("launchParty", new string[] { "posMove" }); + allPosEvents = posEvents; + + var rotEvents = EventCaller.GetAllInGameManagerList("launchParty", new string[] { "rotMove" }); + allRotEvents = rotEvents; + + UpdateLaunchPadPos(); + UpdateLaunchPadRot(); + LaunchPadPositionAndRotationUpdate(Conductor.instance); + } + + private void LaunchPadPositionAndRotationUpdate(Conductor cond) + { if (allPosEvents.Count > 0) { if (currentPosIndex < allPosEvents.Count && currentPosIndex >= 0) @@ -335,11 +336,6 @@ namespace HeavenStudio.Games } } - public void UpdateScrollSpeed(float speed) - { - scrollScript.scrollSpeedY = speed * -1; - } - private void UpdateLaunchPadPos() { if (currentPosIndex < allPosEvents.Count && currentPosIndex >= 0) @@ -364,6 +360,10 @@ namespace HeavenStudio.Games } } + #endregion + + #region Rockets + public void SpawnRocket(double beat, float beatOffset, RocketType type, List notes) { GameObject rocketToSpawn = rocket; @@ -506,30 +506,7 @@ namespace HeavenStudio.Games } } - public void CreateParticles(double beat, bool toggle, float starDensity, float starSpeed, float starSpeedBack) - { - ParticleSystem.EmissionModule emm; - ParticleSystem.EmissionModule emm2; - switch (toggle) - { - case true: - var emmrate = fallingStars.velocityOverLifetime; - var emmrate2 = fallingStarsBack.velocityOverLifetime; - emmrate.speedModifier = starSpeed; - emmrate2.speedModifier = starSpeedBack; - emm = fallingStars.emission; - emm2 = fallingStarsBack.emission; - emm.rateOverTime = starDensity * 6f; - emm2.rateOverTime = starDensity * 6f; - fallingStars.Play(); - fallingStarsBack.Play(); - break; - default: - fallingStars.Stop(); - fallingStarsBack.Stop(); - break; - } - } + #endregion } } diff --git a/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs b/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs index 975f3c95c..5bf6677c2 100644 --- a/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs +++ b/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs @@ -1,13 +1,6 @@ using HeavenStudio.Util; -using JetBrains.Annotations; -using Starpelly.Transformer; -using System; -using System.Linq; using System.Collections.Generic; -using System.Diagnostics; using UnityEngine; -using UnityEngine.Rendering; -using static HeavenStudio.EntityTypes; namespace HeavenStudio.Games.Scripts_LaunchParty { diff --git a/Assets/Scripts/Games/Lockstep/Lockstep.cs b/Assets/Scripts/Games/Lockstep/Lockstep.cs index d26a5862c..a78d8b168 100644 --- a/Assets/Scripts/Games/Lockstep/Lockstep.cs +++ b/Assets/Scripts/Games/Lockstep/Lockstep.cs @@ -26,8 +26,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("toggle", true, "Bop", "Should the stepswitchers bop?"), - new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"), + new Param("toggle", true, "Bop", "Toggle if the stepswitchers should bop for the duration of this event."), + new Param("toggle2", false, "Bop (Auto)", "Toggle if the stepswitchers should automatically bop until another Bop event is reached."), }, }, new GameAction("stepping", "Stepping") @@ -35,12 +35,12 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);}, parameters = new List() { - new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List() + new Param("sound", false, "Voice", "Toggle if voice sounds should play automatically when stepping starts. It will automatically switch between \"Hai!\" and \"Ho!\" if it is on or off beat.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" }) }), - new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"), - new Param("visual", true, "Background Visual") + new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."), + new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.") }, preFunctionLength = 1 }, @@ -50,9 +50,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4.5f, parameters = new List() { - new Param("sound", true, "Sound Cue"), - new Param("ho", true, "Ho Sounds", "Will the sound be present?"), - new Param("visual", true, "Background Visual") + new Param("sound", true, "Sound Cue", "Toggle if the \"Hai! Hai! Hai! Ha-Ha!\" sound should be played."), + new Param("ho", true, "End Sounds", "Toggle if the \"Ho! Ho! Ho! Ho!\" sound should be played."), + new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.") } }, new GameAction("onbeatSwitch", "Switch to Onbeat") @@ -61,9 +61,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("sound", true, "Sound Cue"), - new Param("hai", new EntityTypes.Integer(0, 100, 1), "Hai Amount"), - new Param("visual", true, "Background Visual") + new Param("sound", true, "Sound Cue", "Toggle if the \"Mm-ha! Mm-ha! Hai!\" sound should be played."), + new Param("hai", new EntityTypes.Integer(0, 100, 1), "Set how many \"Hai!\" sounds will play."), + new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.") } }, new GameAction("hai", "Hai") @@ -74,25 +74,25 @@ namespace HeavenStudio.Games.Loaders { preFunction = delegate { Lockstep.HoSound(eventCaller.currentEntity.beat); } }, - new GameAction("set colours", "Set Colours") + new GameAction("set colours", "Set Colors") { function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); }, parameters = new List() { - new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Select the color that appears for the onbeat."), - new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Select the color that appears for the offbeat."), - new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Select the color used for the outline of the stepswitchers."), - new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Select the color that appears for the dark side of the stepwitchers."), - new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."), + new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Set the color that appears for the onbeat."), + new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Set the color that appears for the offbeat."), + new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Set the color used for the outline of the stepswitchers."), + new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Set the color that appears for the dark side of the stepwitchers."), + new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Set the color that appears for the light side of the stepwitchers."), }, defaultLength = 0.5f, }, - new GameAction("zoom", "Preset Zooms") + new GameAction("zoom", "Zoom Camera") { function = delegate { Lockstep.instance.SetZoom(eventCaller.currentEntity["zoom"]); }, parameters = new List() { - new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level") + new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level", "Set the level to zoom to.") } }, new GameAction("bach", "Show Bach") @@ -105,12 +105,12 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);}, parameters = new List() { - new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List() + new Param("sound", false, "Voice", "Toggle if voice sounds should play automatically when stepping starts. It will automatically switch between \"Hai!\" and \"Ho!\" if it is on or off beat.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" }) }), - new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"), - new Param("visual", true, "Background Visual") + new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."), + new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat."), }, preFunctionLength = 1, resizable = true, @@ -465,12 +465,12 @@ namespace HeavenStudio.Games public static void HaiSound(double beat) { - SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.02314814814f); + SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.018); } public static void HoSound(double beat) { - SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.03086419753); + SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.015); } public static void OnbeatSwitchSound(double beat, int hais, bool sound) @@ -479,10 +479,10 @@ namespace HeavenStudio.Games { MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("lockstep/nha1", beat, 1, 1, false, 0.03086419753), - new MultiSound.Sound("lockstep/nha2", beat + 0.5f, 1, 1, false, 0.04629629629), - new MultiSound.Sound("lockstep/nha1", beat + 1f, 1, 1, false, 0.03086419753), - new MultiSound.Sound("lockstep/nha2", beat + 1.5f, 1, 1, false, 0.04629629629) + new MultiSound.Sound("lockstep/nha1", beat, 1, 1, false, 0), + new MultiSound.Sound("lockstep/nha2", beat + 0.5f, 1, 1, false, 0.01), + new MultiSound.Sound("lockstep/nha1", beat + 1f, 1, 1, false, 0), + new MultiSound.Sound("lockstep/nha2", beat + 1.5f, 1, 1, false, 0.01) }, forcePlay: true); } @@ -492,7 +492,7 @@ namespace HeavenStudio.Games for (int i = 0; i < hais; i++) { - haisList.Add(new MultiSound.Sound("lockstep/hai", beat + 2 + i, 1, 1, false, 0.02314814814)); + haisList.Add(new MultiSound.Sound("lockstep/hai", beat + 2 + i, 1, 1, false, 0.018)); } double nextOffBeat = double.MaxValue; @@ -544,21 +544,21 @@ namespace HeavenStudio.Games { MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("lockstep/hai", beat, 1, 1, false, 0.02314814814), - new MultiSound.Sound("lockstep/hai", beat + 1f, 1, 1, false, 0.02314814814), - new MultiSound.Sound("lockstep/hai", beat + 2f, 1, 1, false, 0.02314814814), - new MultiSound.Sound("lockstep/hahai1", beat + 3f, 1, 1, false, 0.03086419753), - new MultiSound.Sound("lockstep/hahai2", beat + 3.5f, 1, 1, false, 0.03086419753), + new MultiSound.Sound("lockstep/hai", beat, 1, 1, false, 0.018), + new MultiSound.Sound("lockstep/hai", beat + 1f, 1, 1, false, 0.018), + new MultiSound.Sound("lockstep/hai", beat + 2f, 1, 1, false, 0.018), + new MultiSound.Sound("lockstep/hahai1", beat + 3f, 1, 1, false, 0), + new MultiSound.Sound("lockstep/hahai2", beat + 3.5f, 1, 1, false, 0.014), }, forcePlay: true); } if (hoSound) { List hos = new List { - new MultiSound.Sound("lockstep/ho", beat + 4.5f, 1, 1, false, 0.03086419753), - new MultiSound.Sound("lockstep/ho", beat + 5.5f, 1, 0.6835514f, false, 0.03086419753), - new MultiSound.Sound("lockstep/ho", beat + 6.5f, 1, 0.3395127f, false, 0.03086419753), - new MultiSound.Sound("lockstep/ho", beat + 7.5f, 1, 0.1200322f, false, 0.03086419753), + new MultiSound.Sound("lockstep/ho", beat + 4.5f, 1, 1, false, 0.015), + new MultiSound.Sound("lockstep/ho", beat + 5.5f, 1, 0.6835514f, false, 0.015), + new MultiSound.Sound("lockstep/ho", beat + 6.5f, 1, 0.3395127f, false, 0.015), + new MultiSound.Sound("lockstep/ho", beat + 7.5f, 1, 0.1200322f, false, 0.015), }; double nextOnBeat = double.MaxValue; @@ -645,7 +645,7 @@ namespace HeavenStudio.Games MultiSound.Sound[] sounds = new MultiSound.Sound[amount]; for (int i = 0; i < amount; i++) { - sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814); + sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.015 : 0.018); } MultiSound.Play(sounds, true, true); } @@ -688,7 +688,7 @@ namespace HeavenStudio.Games MultiSound.Sound[] sounds = new MultiSound.Sound[amount]; for (int i = 0; i < amount; i++) { - sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814); + sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.015 : 0.018); } MultiSound.Play(sounds, true, true); } diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index ab3a778b8..1785fea27 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -60,9 +60,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("bop", true, "Bop", "Should the cadets bop?"), - new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?"), - new Param("clap", false, "Clap", "Should the cadets clap instead of bop?"), + new Param("bop", true, "Bop", "Toggle if the cadets should bop for the duration of this event."), + new Param("autoBop", false, "Bop (Auto)", "Toggle if the cadets should automatically bop until another Bop event is reached."), + new Param("clap", false, "Clap", "Toggle if the cadets should clap instead of bop."), } }, new GameAction("attention", "Attention...") @@ -78,8 +78,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List { - new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"), - new Param("shouldMarch", true, "March", "Disable automatic marching"), + new Param("disableVoice", false, "Mute Voice", "Toggle if the Sergeant's cue should play."), + new Param("shouldMarch", true, "March", "Toggle if the cadets should automatically march. If not, you should use a \"Force Marching\" event."), }, priority = 5, }, @@ -92,8 +92,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."), - new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."), + new Param("direction", MarchingOrders.Direction.Right, "Direction", "Choose the direction for the cadets to face."), + new Param("point", false, "Point", "Toggle if the cadets should both point and face the direction."), } }, new GameAction("faceTurnFast", "Fast Face Turn") @@ -105,8 +105,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."), - new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."), + new Param("direction", MarchingOrders.Direction.Right, "Direction", "Choose the direction for the cadets to face."), + new Param("point", false, "Point", "Toggle if the cadets should both point and face the direction."), } }, new GameAction("halt", "Halt!") @@ -123,13 +123,13 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("start", true, "Start Moving", "Start moving the conveyor"), - new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"), + new Param("start", true, "Start Moving", "Toggle if the conveyor should start moving."), + new Param("direction", MarchingOrders.Direction.Right, "Direction", "Set the direction the conveyor will move."), }, defaultLength = 7f, resizable = true, }, - new GameAction("background", "Background Colors") + new GameAction("background", "Background Appearance") { function = delegate { var e = eventCaller.currentEntity; @@ -138,16 +138,16 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Choose from a preset, or choose custom and set colors below"), - new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Sets the color of the wall"), - new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Sets the color of the tile outline"), - new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Sets the color of the tile shading"), - new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Sets the color of the tile's main color"), - new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Sets the color of the pipes' outline"), - new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Sets the color of the pipes' shading"), - new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Sets the color of the pipes"), - new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Sets the color of the conveyer belt"), - new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Sets the conveyor's trim color"), + new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Set the color of the background."), + new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Set the color of the wall."), + new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Set the color of the tile outline."), + new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Set the color of the tile shading."), + new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Set the color of the tile's main color."), + 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("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/Meat.cs b/Assets/Scripts/Games/MeatGrinder/Meat.cs new file mode 100644 index 000000000..f0cc4294c --- /dev/null +++ b/Assets/Scripts/Games/MeatGrinder/Meat.cs @@ -0,0 +1,223 @@ +using HeavenStudio.Util; +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace HeavenStudio.Games.Scripts_MeatGrinder +{ + public class Meat : MonoBehaviour + { + [SerializeField] Transform startPosition; + [SerializeField] Transform startPositionAlt; + [SerializeField] Transform hitPosition; + [SerializeField] Transform missPosition; + [SerializeField] float meatFlyHeight = 1f; + [SerializeField] float meatFlyHeightAlt = 1f; + [SerializeField] bool showAltCurve; + + [NonSerialized] public double startBeat; + [NonSerialized] public MeatType meatType; + [NonSerialized] public MeatGrinder.Reaction tackReaction; + [NonSerialized] public MeatGrinder.Reaction bossReaction; + + private bool isHit = false; + + // const float meatStart = 0; + // const float meatEnd = 3.43f; + + [Header("Animators")] + private Animator anim; + private SpriteRenderer sr; + [SerializeField] private Sprite[] meats; + + public enum MeatType + { + DarkMeat, + LightMeat, + BaconBall, + } + + private MeatGrinder game; + + private void Awake() + { + game = MeatGrinder.instance; + anim = GetComponent(); + sr = GetComponent(); + // anim.writeDefaultValuesOnDisable = false; + } + + private void Start() + { + sr.sprite = meats[(int)meatType]; + + game.ScheduleInput(startBeat, 1, MeatGrinder.InputAction_Press, Hit, Miss, Nothing); + } + + private void Update() + { + Conductor cond = Conductor.instance; + if (!isHit) + { + double startTime = cond.GetSongPosFromBeat(startBeat); + double hitTime = cond.GetSongPosFromBeat(startBeat + 1); + double missTime = hitTime + MeatGrinder.ngLateTime; + double currentTime = cond.songPositionAsDouble; + Vector3 lastPos = transform.position; + Vector3 startPos = meatType == MeatType.LightMeat ? startPositionAlt.position : startPosition.position; + + float hitAlongMissRatio = Vector3.Dot((startPos - missPosition.position), (startPos - hitPosition.position)); + hitAlongMissRatio /= Vector3.Dot((startPos - missPosition.position), (startPos - missPosition.position)); + Vector3 hitOnMissPos = startPos + ((missPosition.position - startPos) * hitAlongMissRatio); + + float prog; + + if (currentTime >= hitTime) + { + prog = (float)((currentTime - hitTime) / (missTime - hitTime)); + transform.position = Vector3.Lerp(hitOnMissPos, missPosition.position, prog); + + prog = (prog * (1 - hitAlongMissRatio)) + hitAlongMissRatio; + } + else + { + prog = (float)((currentTime - startTime) / (hitTime - startTime)); + transform.position = Vector3.Lerp(startPos, hitOnMissPos, prog); + + prog *= hitAlongMissRatio; + } + float yMul = prog * 2f - 1f; + float yWeight = -(yMul * yMul) + 1f; + transform.position += (meatType == MeatType.LightMeat ? meatFlyHeightAlt : meatFlyHeight) * yWeight * Vector3.up; + // point towards the next position + if (cond.isPlaying) + { + transform.right = transform.position - lastPos; + } + } + } + + private void Hit(PlayerActionEvent caller, float state) + { + anim.enabled = true; + isHit = true; + game.TackAnim.SetBool("tackMeated", false); + anim.DoScaledAnimationAsync(meatType.ToString() + "Hit", 0.5f); + + bool isBarely = state is >= 1f or <= -1f; + + game.bossAnnoyed = isBarely; + SoundByte.PlayOneShotGame("meatGrinder/" + (isBarely ? "tink" : "meatHit")); + game.TackAnim.DoScaledAnimationAsync("TackHit" + (isBarely ? "Barely" : "Success"), 0.5f); + + (float rangeStart, float rangeEnd) = meatType switch { // im not good enough at math to figure out how to make this an equation + MeatType.DarkMeat => (0, 0.333f), + MeatType.LightMeat => (0.334f, 0.666f), + MeatType.BaconBall or _ => (0.667f, 1), + }; + var sheetAnim = game.MeatSplash.textureSheetAnimation; + var main = game.MeatSplash.main; + sheetAnim.frameOverTime = new ParticleSystem.MinMaxCurve(rangeStart, rangeEnd); + main.simulationSpeed = 0.5f / Conductor.instance.pitchedSecPerBeat; + + // has a probability of zero normally so it's not played with Play() but this exposes it to the editor + var emission = game.MeatSplash.emission; + game.MeatSplash.Emit(new ParticleSystem.EmitParams(), (int)emission.GetBurst(0).count.constant); + + if (tackReaction.expression > 0) { + BeatAction.New(game, new List() { + new(startBeat + tackReaction.beat + 1, delegate { game.DoExpressions(tackReaction.expression); }), + }); + } + if (bossReaction.expression > 0) { + BeatAction.New(game, new List() { + new(startBeat + bossReaction.beat + 1, delegate { game.DoExpressions(0, bossReaction.expression); }), + }); + } + } + + private void Miss(PlayerActionEvent caller) + { + anim.enabled = true; + game.bossAnnoyed = true; + SoundByte.PlayOneShotGame("meatGrinder/miss"); + + game.TackAnim.DoScaledAnimationAsync("TackMiss" + meatType.ToString(), 0.5f); + game.TackAnim.SetBool("tackMeated", true); + game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f); + + Destroy(gameObject); + } + + private void Nothing(PlayerActionEvent caller) { } + + public void SetSprite() + { + sr.sprite = meats[(int)meatType]; + } + + public void DestroySelf() + { + Destroy(gameObject); + } + + /// + /// Callback to draw gizmos that are pickable and always drawn. + /// + private void OnDrawGizmos() + { + // draw a line showing the direction from the miss position to the hit position + if (startPosition == null) return; + if (startPositionAlt == null) return; + + Vector3 startPos = showAltCurve ? startPositionAlt.position : startPosition.position; + if (hitPosition != null && missPosition != null && startPos != null) + { + Gizmos.color = Color.red; + Gizmos.DrawLine(startPos, hitPosition.position); + Gizmos.color = Color.blue; + Gizmos.DrawLine(startPos, missPosition.position); + Gizmos.color = Color.green; + Vector3 direction = (hitPosition.position - missPosition.position).normalized; + Gizmos.DrawRay(missPosition.position, direction * 10); + + // project start position -> hit position onto start position -> miss position + float hitAlongMissRatio = Vector3.Dot((startPos - missPosition.position), (startPos - hitPosition.position)); + hitAlongMissRatio /= Vector3.Dot((startPos - missPosition.position), (startPos - missPosition.position)); + Gizmos.color = Color.yellow; + Gizmos.DrawRay(startPos, (missPosition.position - startPos) * hitAlongMissRatio); + + DrawCurveGizmo(startPos, missPosition.position, Vector3.up * (showAltCurve ? meatFlyHeightAlt : meatFlyHeight), Color.yellow, 0.1f); + } + } + + void DrawCurveGizmo(Vector3 start, Vector3 end, Vector3 height, Color colour, float interval) + { + Gizmos.color = colour; + Vector3 lastPos = start; + Vector3 pos; + float t, yMul, yWeight; + for (float i = 0; i < 1; i += interval) + { + t = i; + pos = Vector3.Lerp(start, end, t); + + yMul = t * 2f - 1f; + yWeight = -(yMul * yMul) + 1f; + + pos += height * yWeight; + Gizmos.DrawLine(lastPos, pos); + lastPos = pos; + } + t = 1f; + pos = end; + + yMul = t * 2f - 1f; + yWeight = -(yMul * yMul) + 1f; + + pos += height * yWeight; + Gizmos.DrawLine(lastPos, pos); + } + } +} diff --git a/Assets/Scripts/Games/MeatGrinder/MeatToss.cs.meta b/Assets/Scripts/Games/MeatGrinder/Meat.cs.meta similarity index 100% rename from Assets/Scripts/Games/MeatGrinder/MeatToss.cs.meta rename to Assets/Scripts/Games/MeatGrinder/Meat.cs.meta diff --git a/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs b/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs index acc0ad33f..6157738f6 100644 --- a/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs +++ b/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs @@ -3,51 +3,28 @@ using HeavenStudio.InputSystem; using System; using System.Collections.Generic; using UnityEngine; - -using NaughtyBezierCurves; +using System.Linq; namespace HeavenStudio.Games.Loaders { using static Minigames; - public static class pcoMeatLoader + public static class PcoMeatLoader { 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((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((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"), + }; + return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List() { - new GameAction("MeatToss", "Meat Toss") - { - function = delegate { - var e = eventCaller.currentEntity; - MeatGrinder.instance.MeatToss(e.beat); - }, - defaultLength = 2f, - priority = 2, - }, - new GameAction("MeatCall", "Meat Call") - { - function = delegate { - var e = eventCaller.currentEntity; - MeatGrinder.instance.MeatCall(e.beat); - }, - defaultLength = 0.5f, - priority = 2, - preFunctionLength = 1f, - preFunction = delegate { - var e = eventCaller.currentEntity; - MeatGrinder.PreInterval(e.beat, 4f); - }, - }, - new GameAction("StartInterval", "Start Interval") - { - defaultLength = 4f, - resizable = true, - priority = 5, - preFunction = delegate { - var e = eventCaller.currentEntity; - MeatGrinder.PreInterval(e.beat, e.length); - }, - }, new GameAction("bop", "Bop") { function = delegate { @@ -56,12 +33,96 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("bop", true, "Boss Bops?", "Does Boss bop?"), - new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"), + new Param("bop", true, "Bop", "Toggle if Boss should bop for the duration of this event."), + new Param("bossBop", false, "Bop (Auto)", "Toggle if Boss should automatically bop until another Bop event is reached."), }, resizable = true, priority = 1, }, + new GameAction("MeatToss", "Meat Toss") + { + function = delegate { + var e = eventCaller.currentEntity; + SoundByte.PlayOneShotGame("meatGrinder/toss", forcePlay: true); + MeatGrinder.instance.MeatToss(e.beat, e["bacon"], e["tackReaction"], e["tackReactionBeats"], e["bossReaction"], e["bossReactionBeats"]); + }, + inactiveFunction = delegate { + SoundByte.PlayOneShotGame("meatGrinder/toss", forcePlay: true); + MeatGrinder.QueueMeatToss(eventCaller.currentEntity); + }, + defaultLength = 2f, + priority = 2, + parameters = new List() + { + new Param("bacon", false, "Bacon Ball", "Toggle if a bacon ball should be thrown instead of the typical dark meat"), + }.Concat(reactionParams).ToList(), // doing this because i want these params to always be the same + }, + new GameAction("StartInterval", "Start Interval") + { + defaultLength = 4f, + resizable = true, + preFunction = delegate + { + var e = eventCaller.currentEntity; + MeatGrinder.PreInterval(e.beat, e.length, e["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 = 1 + }, + new GameAction("MeatCall", "Meat Call") + { + inactiveFunction = delegate { SoundByte.PlayOneShotGame("meatGrinder/signal", forcePlay: true); }, + defaultLength = 0.5f, + priority = 2, + preFunctionLength = 1f, + parameters = reactionParams, + }, + new GameAction("passTurn", "Pass Turn") + { + preFunction = delegate { MeatGrinder.PrePassTurn(eventCaller.currentEntity.beat); }, + preFunctionLength = 1 + }, + new GameAction("expressions", "Expressions") + { + function = delegate { + var e = eventCaller.currentEntity; + MeatGrinder.instance.DoExpressions(e["tackExpression"], e["bossExpression"]); + }, + parameters = new List() { + new Param("tackExpression", MeatGrinder.TackExpressions.Content, "Tack", "Set the expression Tack will display."), + new Param("bossExpression", MeatGrinder.BossExpressions.None, "Boss", "Set the expression Boss will display."), + } + }, + new GameAction("cartGuy", "Cart Guy") + { + function = delegate { + var e = eventCaller.currentEntity; + MeatGrinder.instance.CartGuy(e.beat, e.length, e["spider"], e["direction"], e["ease"]); + }, + resizable = true, + defaultLength = 16, + parameters = new List() { + new Param("spider", false, "On Phone", "Toggle if Cart Guy should be on his phone."), + new Param("direction", MeatGrinder.CartGuyDirection.Right, "Direction", "Set the direction the cart will be moved to."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), + } + }, + new GameAction("gears", "Gears") + { + function = delegate { + var e = eventCaller.currentEntity; + MeatGrinder.instance.ChangeGears(e.beat, e.length, e["ease"], e["speed"]); + }, + resizable = true, + defaultLength = 1, + parameters = new List() { + new Param("speed", new EntityTypes.Float(0, 10, 1), "Speed", "Set the speed of the gears."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action"), + } + }, }, new List() { "pco", "normal", "repeat" }, "pcomeat", "en", @@ -73,37 +134,83 @@ namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games { + using Jukebox; using Scripts_MeatGrinder; + public class MeatGrinder : Minigame { - static List queuedInputs = new(); - static List queuedIntervals = new List(); - struct QueuedInterval + private static List queuedIntervals = new(); + + private struct QueuedInterval { public double beat; - public double length; + public float length; + public bool autoPassTurn; } + public struct UpdateEasing + { + public double beat; + public float length; + public Util.EasingFunction.Ease ease; + } + + public struct Reaction + { + public int expression; + public double beat; + public Reaction(int expression, double beat) + { + this.expression = expression; + this.beat = beat; + } + } + + // private static List queuedMeats = new(); + [Header("Objects")] public GameObject MeatBase; + public ParticleSystem MeatSplash; + [SerializeField] Transform[] Gears; [Header("Animators")] public Animator BossAnim; public Animator TackAnim; + [SerializeField] Animator CartGuyParentAnim; + [SerializeField] Animator CartGuyAnim; [Header("Variables")] - bool intervalStarted; - double intervalStartBeat; - public double beatInterval = 4f; + private bool bossBop = true; public bool bossAnnoyed = false; - const string sfxName = "meatGrinder/"; + private UpdateEasing cartEase; + private bool cartPhone = false; + private string cartDir = "Left"; + private UpdateEasing gearEase; + private float oldGearSpeed = 1; + private float newGearSpeed = 1; + private const string sfxName = "meatGrinder/"; public static MeatGrinder instance; - public enum MeatType + public enum TackExpressions { - Dark, - Light, + None, + Content, + Smug, + Wonder, + } + + public enum BossExpressions + { + None, + Eyebrow, + Scared, + } + + public enum CartGuyDirection + { + Right, + Left, } protected static bool IA_PadAny(out double dt) @@ -116,147 +223,314 @@ namespace HeavenStudio.Games } public static PlayerInput.InputAction InputAction_Press = - new("PcoMeatPress", new int[] { IAPressCat, IAFlickCat, IAPressCat }, + new("PcoMeatPress", new int[] { IAPressCat, IAPressCat, IAPressCat }, IA_PadAny, IA_TouchBasicPress, IA_BatonBasicPress); private void Awake() { instance = this; SetupBopRegion("meatGrinder", "bop", "bossBop"); - } - - void OnDestroy() - { - if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) - { - if (queuedInputs.Count > 0) queuedInputs.Clear(); - if (queuedIntervals.Count > 0) queuedIntervals.Clear(); - intervalStarted = false; - beatInterval = 4f; - } - foreach (var evt in scheduledInputs) evt.Disable(); + MeatBase.SetActive(false); } private void Update() { + var cond = Conductor.instance; if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press)) { TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f); TackAnim.SetBool("tackMeated", false); - SoundByte.PlayOneShotGame(sfxName + "whiff"); + SoundByte.PlayOneShotGame("meatGrinder/whiff"); bossAnnoyed = false; } if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true); - if (queuedIntervals.Count > 0) + if (passedTurns.Count > 0) { - foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length); - queuedIntervals.Clear(); + foreach (double pass in passedTurns) + { + PassTurnStandalone(pass); + } + passedTurns.Clear(); + } + + var currentGearSpeed = newGearSpeed; + if (gearEase.length != 0) + { + float normalizedBeat = cond.GetPositionFromBeat(gearEase.beat, gearEase.length); + Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(gearEase.ease); + currentGearSpeed = func(oldGearSpeed, newGearSpeed, normalizedBeat); + if (normalizedBeat >= 1) gearEase.length = 0; + } + + if (cartEase.length != 0) + { + float normalizedBeat = cond.GetPositionFromBeat(cartEase.beat, cartEase.length); + Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cartEase.ease); + float newPos = func(0f, 1f, normalizedBeat); + CartGuyParentAnim.DoNormalizedAnimation($"Move{cartDir}", newPos); + if (normalizedBeat >= 1) cartEase.length = 0; + } + + CartGuyParentAnim.gameObject.SetActive(cartEase.length != 0); + + if (cond.isPlaying && !cond.isPaused) + { + foreach (Transform gear in Gears) + { + double newZ = Time.deltaTime * currentGearSpeed * 50 * (gear.name == "Big" ? -1 : 1) / cond.pitchedSecPerBeat; + gear.Rotate(new Vector3(0, 0, (float)newZ)); + } + } + + if (cond.isPlaying) + { + MeatSplash.Play(); + } + else if (cond.isPaused) + { + MeatSplash.Pause(); + } + else + { + MeatSplash.Stop(); } } - public override void OnBeatPulse(double beat) + public override void OnLateBeatPulse(double beat) { - if (!BossAnim.IsPlayingAnimationNames("BossCall") - && !BossAnim.IsPlayingAnimationNames("BossSignal") - && BeatIsInBopRegion(beat)) + if (!BossAnim.IsPlayingAnimationNames("BossCall", "BossSignal", "BossScared") && BeatIsInBopRegion(beat)) { BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f); } - } - public void Bop(double beat, double length, bool doesBop, bool autoBop) - { - if (doesBop) + if (CartGuyParentAnim.gameObject.activeSelf) { - for (int i = 0; i < length; i++) + // Debug.Log(cartPhone ? "PhoneBop" : "Bop"); + if (cartPhone) { - BeatAction.New(instance, new List() { - new BeatAction.Action(beat + i, delegate { - if (!BossAnim.IsPlayingAnimationNames("BossCall") && !BossAnim.IsPlayingAnimationNames("BossSignal")) { - BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f); - } - }) - }); + CartGuyAnim.DoScaledAnimationAsync("PhoneBop", 0.5f); + } + else + { + CartGuyAnim.DoScaledAnimationAsync("Bop", 0.5f); } } } - public static void PreInterval(double beat, double length) + public override void OnGameSwitch(double beat) { - if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return; + if (queuedIntervals.Count > 0) + { + foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length, beat, interval.autoPassTurn); + queuedIntervals.Clear(); + } + // if (queuedMeats.Count > 0) + // { + // foreach (var meat in queuedMeats) MeatToss(meat.beat, meat["bacon"], meat["tackReaction"], meat["tackReactionBeats"], meat["bossReaction"], meat["bossReactionBeats"]); + // queuedMeats.Clear(); + // } + OnPlay(beat); + } - MeatGrinder.queuedIntervals.Add(new QueuedInterval() + public override void OnPlay(double beat) + { + List allEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "meatGrinder"); + RiqEntity cg = allEntities.Find(c => c.datamodel == "meatGrinder/cartGuy"); + if (cg != null) + { + CartGuy(cg.beat, cg.length, cg["spider"], cg["direction"], cg["ease"]); + } + RiqEntity gr = allEntities.Find(c => c.datamodel == "meatGrinder/gears"); + if (gr != null) + { + ChangeGears(gr.beat, gr.length, gr["ease"], gr["speed"]); + } + List meats = allEntities.FindAll(c => c.datamodel == "meatGrinder/MeatToss" && beat > c.beat && beat < c.beat + 1); + foreach (var meat in meats) + { + MeatToss(meat.beat, meat["bacon"], meat["tackReaction"], meat["tackReactionBeats"], meat["bossReaction"], meat["bossReactionBeats"]); + } + } + + private List GetRelevantMeatCallsBetweenBeat(double beat, double endBeat) + { + return EventCaller.GetAllInGameManagerList("meatGrinder", new string[] { "MeatCall" }).FindAll(x => x.beat >= beat && x.beat < endBeat); + } + + public void Bop(double beat, double length, bool doesBop, bool autoBop) + { + bossBop = autoBop; + if (doesBop) + { + var actions = new List(); + for (int i = 0; i < length; i++) + { + actions.Add(new BeatAction.Action(beat + i, delegate + { + if (!BossAnim.IsPlayingAnimationNames("BossCall", "BossSignal")) + { + BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f); + } + })); + } + BeatAction.New(instance, actions); + } + } + + public void DoExpressions(int tackExpression, int bossExpression = 0) + { + if (tackExpression != (int)TackExpressions.None) + { + string tackAnim = ((TackExpressions)tackExpression).ToString(); + TackAnim.DoScaledAnimationAsync("Tack" + tackAnim, 0.5f); + } + if (bossExpression != (int)BossExpressions.None) + { + string bossAnim = ((BossExpressions)bossExpression).ToString(); + BossAnim.DoScaledAnimationAsync("Boss" + bossAnim, 0.5f); + } + } + + public void CartGuy(double beat, float length, bool spider, int direction, int ease) + { + cartPhone = spider; + cartDir = direction == 0 ? "Right" : "Left"; + if (cartPhone) + { + CartGuyAnim.Play("Phone", 0, 0); + } + cartEase = new() { beat = beat, length = length, - }); + ease = (Util.EasingFunction.Ease)ease, + }; + } + public void ChangeGears(double beat, float length, int ease, float speed) + { + gearEase = new() + { + beat = beat, + length = length, + ease = (Util.EasingFunction.Ease)ease, + }; + + oldGearSpeed = newGearSpeed; + newGearSpeed = speed; + } + + public static void PreInterval(double beat, float length, bool autoPassTurn) + { SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true); if (GameManager.instance.currentGame == "meatGrinder") { - BeatAction.New(MeatGrinder.instance, new List() { - new BeatAction.Action(beat - 1, delegate { - MeatGrinder.instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); - }), - }); + instance.StartInterval(beat, length, beat, autoPassTurn); } - } - - public void StartInterval(double beat, double length) - { - if (MeatGrinder.instance.intervalStarted) return; - - intervalStartBeat = beat; - intervalStarted = true; - beatInterval = length; - - BeatAction.New(this, new List() { - new BeatAction.Action(beat + length - 0.33f, delegate { PassTurn(beat); }), - }); - } - - public void MeatToss(double beat) - { - SoundByte.PlayOneShotGame(sfxName + "toss"); - - MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent(); - Meat.startBeat = beat; - Meat.cueLength = 1f; - Meat.cueBased = true; - Meat.meatType = "DarkMeat"; - } - - public void MeatCall(double beat) - { - BossAnim.DoScaledAnimationAsync("BossCall", 0.5f); - SoundByte.PlayOneShotGame(sfxName + "signal"); - - StartInterval(beat, beatInterval); - - queuedInputs.Add(beat - intervalStartBeat); - } - - public void PassTurn(double beat) - { - intervalStarted = false; - foreach (var input in queuedInputs) + else { - BeatAction.New(instance, new List() + queuedIntervals.Add(new QueuedInterval() { - new BeatAction.Action(input + beatInterval , delegate { - MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent(); - Meat.startBeat = beat; - Meat.cueLength = beatInterval + input; - Meat.cueBased = false; - Meat.meatType = "LightMeat"; - }), + beat = beat, + length = length, + autoPassTurn = autoPassTurn }); - } - queuedInputs.Clear(); + } + + public void StartInterval(double beat, float length, double gameSwitchBeat, bool autoPassTurn) + { + List actions = new() { + new(beat - 1, delegate { if (Conductor.instance.songPositionInBeatsAsDouble < beat) BossAnim.DoScaledAnimationFromBeatAsync("BossSignal", 0.5f, beat - 1); }), + }; + + var allCallEvents = GetRelevantMeatCallsBetweenBeat(beat, beat + length); + allCallEvents.Sort((x, y) => x.beat.CompareTo(y.beat)); + for (int i = 0; i < allCallEvents.Count; i++) + { + double eventBeat = allCallEvents[i].beat; + + if (eventBeat >= gameSwitchBeat) + { + actions.Add(new BeatAction.Action(eventBeat, delegate + { + BossAnim.DoScaledAnimationAsync("BossCall", 0.5f); + SoundByte.PlayOneShotGame("meatGrinder/signal"); + })); + } + } + + BeatAction.New(this, actions); + + if (autoPassTurn) + { + PassTurn(beat + length, beat, length, allCallEvents); + } + } + + public static void QueueMeatToss(RiqEntity entity) + { + // queuedMeats.Add(entity); + } + + public void MeatToss(double beat, bool bacon, int tackReaction, float tackReactionBeats, int bossReaction, float bossReactionBeats) + { + Meat meat = Instantiate(MeatBase, transform).GetComponent(); + meat.gameObject.SetActive(true); + meat.startBeat = beat; + meat.meatType = bacon ? Meat.MeatType.BaconBall : Meat.MeatType.DarkMeat; + meat.tackReaction = new Reaction(tackReaction, tackReactionBeats); + meat.bossReaction = new Reaction(bossReaction, bossReactionBeats); + // meat.reaction = reaction; + } + + public static void PrePassTurn(double beat) + { + if (GameManager.instance.currentGame == "meatGrinder") + { + instance.PassTurnStandalone(beat); + } + else + { + passedTurns.Add(beat); + } + } + + private static List passedTurns = new(); + + private void PassTurnStandalone(double beat) + { + var lastInterval = EventCaller.GetAllInGameManagerList("meatGrinder", new string[] { "StartInterval" }).FindLast(x => x.beat <= beat); + if (lastInterval != null) PassTurn(beat, lastInterval.beat, lastInterval.length); + } + + private void PassTurn(double beat, double intervalBeat, float intervalLength, List allCallEvents = null) + { + if (allCallEvents == null) + { + allCallEvents = GetRelevantMeatCallsBetweenBeat(intervalBeat, intervalBeat + intervalLength); + allCallEvents.Sort((x, y) => x.beat.CompareTo(y.beat)); + } + List meatCalls = new(); + for (int i = 0; i < allCallEvents.Count; i++) + { + double relativeBeat = allCallEvents[i].beat - intervalBeat; + var tackReaction = new Reaction(allCallEvents[i]["tackReaction"], allCallEvents[i]["tackReactionBeats"]); + var bossReaction = new Reaction(allCallEvents[i]["bossReaction"], allCallEvents[i]["bossReactionBeats"]); + meatCalls.Add(new BeatAction.Action(beat + relativeBeat - 1, delegate + { + Meat meat = Instantiate(MeatBase, transform).GetComponent(); + meat.gameObject.SetActive(true); + meat.startBeat = beat + relativeBeat - 1; + meat.meatType = Meat.MeatType.LightMeat; + meat.tackReaction = tackReaction; + meat.bossReaction = bossReaction; + })); + } + BeatAction.New(this, meatCalls); } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/MeatGrinder/MeatToss.cs b/Assets/Scripts/Games/MeatGrinder/MeatToss.cs deleted file mode 100644 index 901587a8e..000000000 --- a/Assets/Scripts/Games/MeatGrinder/MeatToss.cs +++ /dev/null @@ -1,73 +0,0 @@ -using HeavenStudio.Util; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using NaughtyBezierCurves; - -namespace HeavenStudio.Games.Scripts_MeatGrinder -{ - public class MeatToss : MonoBehaviour - { - public double startBeat; - public double cueLength; - public bool cueBased; - public string meatType; - - [Header("Animators")] - private Animator anim; - - private MeatGrinder game; - - private void Awake() - { - game = MeatGrinder.instance; - anim = GetComponent(); - } - - private void Start() - { - game.ScheduleInput(startBeat, cueLength, MeatGrinder.InputAction_Press, Hit, Miss, Nothing); - - BeatAction.New(this, new List() { - new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate { - anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f); - }), - }); - } - - private void Update() - { - if (anim.IsPlayingAnimationNames("DarkIdle") || anim.IsPlayingAnimationNames("LightIdle")) GameObject.Destroy(gameObject); - } - - private void InputActions(bool annoyBoss, string whichSfx, string whichAnim) - { - game.bossAnnoyed = annoyBoss; - SoundByte.PlayOneShotGame("meatGrinder/"+whichSfx); - game.TackAnim.DoScaledAnimationAsync(whichAnim, 0.5f); - } - - private void Hit(PlayerActionEvent caller, float state) - { - game.TackAnim.SetBool("tackMeated", false); - anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f); - - if (state >= 1f || state <= -1f) { - InputActions(true, "tink", "TackHitBarely"); - } else { - InputActions(false, "meatHit", "TackHitSuccess"); - } - } - - private void Miss(PlayerActionEvent caller) - { - GameObject.Destroy(gameObject); - InputActions(true, "miss", "TackMiss"+meatType); - game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f); - game.TackAnim.SetBool("tackMeated", true); - } - - private void Nothing(PlayerActionEvent caller) { } - } -} diff --git a/Assets/Scripts/Games/Minigame.cs b/Assets/Scripts/Games/Minigame.cs index fd4e415a3..957eba458 100644 --- a/Assets/Scripts/Games/Minigame.cs +++ b/Assets/Scripts/Games/Minigame.cs @@ -7,6 +7,7 @@ using HeavenStudio.Common; using HeavenStudio.InputSystem; using System; using System.Linq; +using Jukebox; namespace HeavenStudio.Games { @@ -24,6 +25,8 @@ namespace HeavenStudio.Games [SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences; + [NonSerialized] public string minigameName; + #region Premade Input Actions protected const int IAEmptyCat = -1; protected const int IAPressCat = 0; @@ -125,6 +128,11 @@ namespace HeavenStudio.Games PlayerActionEvent.ActionEventHittableQuery HittableQuery = null ) { + // List gameSwitches = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= startBeat + timer && c.datamodel.Split("/")[0] == "switchGame"); + // if (gameSwitches != null && gameSwitches[^1].datamodel.Split("/")[1] != gameObject.name) + // { + // return null; + // } GameObject evtObj = new("ActionEvent" + (startBeat + timer)); @@ -145,6 +153,8 @@ namespace HeavenStudio.Games evt.transform.parent = this.transform.parent; + evt.minigame = minigameName; + evtObj.SetActive(true); scheduledInputs.Add(evt); @@ -161,6 +171,7 @@ namespace HeavenStudio.Games { PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank); evt.autoplayOnly = true; + evt.minigame = minigameName; return evt; } @@ -174,82 +185,7 @@ namespace HeavenStudio.Games { PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery); evt.noAutoplay = true; - return evt; - } - - /// - /// Schedule an Input for a later time in the minigame. Executes the methods put in parameters - /// - /// When the scheduling started (in beats) - /// How many beats later should the input be expected - /// The type of the input that's expected (Press, Release, A, B, Directions>) - /// Method to run if the Input has been Hit - /// Method to run if the Input has been Missed - /// Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much) - /// - [Obsolete("Use Input Action ScheduleInput instead")] - public PlayerActionEvent ScheduleInput( - double startBeat, - double timer, - InputType inputType, - PlayerActionEvent.ActionEventCallbackState OnHit, - PlayerActionEvent.ActionEventCallback OnMiss, - PlayerActionEvent.ActionEventCallback OnBlank, - PlayerActionEvent.ActionEventHittableQuery HittableQuery = null - ) - { - - GameObject evtObj = new GameObject("ActionEvent" + (startBeat + timer)); - evtObj.AddComponent(); - - PlayerActionEvent evt = evtObj.GetComponent(); - - evt.startBeat = startBeat; - evt.timer = timer; - evt.inputType = inputType; - evt.OnHit = OnHit; - evt.OnMiss = OnMiss; - evt.OnBlank = OnBlank; - evt.IsHittable = HittableQuery; - - evt.OnDestroy = RemoveScheduledInput; - - evt.canHit = true; - evt.enabled = true; - - evt.transform.parent = this.transform.parent; - - evtObj.SetActive(true); - - scheduledInputs.Add(evt); - - return evt; - } - - [Obsolete("Use Input Action ScheduleInput instead")] - public PlayerActionEvent ScheduleAutoplayInput(double startBeat, - double timer, - InputType inputType, - PlayerActionEvent.ActionEventCallbackState OnHit, - PlayerActionEvent.ActionEventCallback OnMiss, - PlayerActionEvent.ActionEventCallback OnBlank) - { - PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank); - evt.autoplayOnly = true; - return evt; - } - - [Obsolete("Use Input Action ScheduleInput instead")] - public PlayerActionEvent ScheduleUserInput(double startBeat, - double timer, - InputType inputType, - PlayerActionEvent.ActionEventCallbackState OnHit, - PlayerActionEvent.ActionEventCallback OnMiss, - PlayerActionEvent.ActionEventCallback OnBlank, - PlayerActionEvent.ActionEventHittableQuery HittableQuery = null) - { - PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank, HittableQuery); - evt.noAutoplay = true; + evt.minigame = minigameName; return evt; } @@ -401,18 +337,6 @@ namespace HeavenStudio.Games public virtual void OnGameSwitch(double beat) { - //Below is a template that can be used for handling previous entities. - //section below is if you only want to look at entities that overlap the game switch - /* - List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]); - foreach(RiqEntity entity in prevEntities) - { - if(entity.beat + entity.length >= beat) - { - EventCaller.instance.CallEvent(entity, true); - } - } - */ } public virtual void OnTimeChange() @@ -439,6 +363,13 @@ namespace HeavenStudio.Games } + // added because OnBeatPulse had some animation issues going on + // if your bopping overlaps with other animations, use this instead + public virtual void OnLateBeatPulse(double beat) + { + + } + public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args) { Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game); @@ -446,7 +377,7 @@ namespace HeavenStudio.Games { if (pair.name == name) { - Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}"); + // Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}"); return pair.sequence.Play(startBeat); } } @@ -515,7 +446,7 @@ namespace HeavenStudio.Games { if (bopRegion.ContainsKey(e.beat)) { - Debug.Log("Two bops on the same beat, ignoring this one"); + // Debug.Log("Two bops on the same beat, ignoring this one"); continue; } if (isBool) diff --git a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs index b3f3eb01c..f2344a8e6 100644 --- a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs +++ b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs @@ -20,7 +20,7 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("forceOnbeat", false, "Mr. Downbeat", "Force Mr. Upbeat to step on the beat of the block instead of on the offbeat (only use this if you know what you're doing)"), + new Param("forceOnbeat", false, "Mr. Downbeat", "Toggle if Mr. Upbeat should step on the beat of the block instead of on the offbeat. Only use this if you know what you're doing."), }, preFunctionLength = 0.5f, defaultLength = 4f, @@ -30,18 +30,22 @@ namespace HeavenStudio.Games.Loaders { preFunction = delegate { var e = eventCaller.currentEntity; - MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]); + if (GameManager.instance.currentGame == "mrUpbeat") { + MrUpbeat.instance.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]); + } else { + MrUpbeat.DingSfx(e.beat, e["toggle"], e["playDing"]); + } }, defaultLength = 0.5f, parameters = new List() { - new Param("toggle", false, "Applause", "Plays an applause sound effect."), - new Param("stopBlipping", true, "Stop Blipping", "When the stepping stops, should the blipping stop too?"), - new Param("playDing", true, "Play Ding", "Should this block play a ding?"), + new Param("toggle", false, "Applause", "Toggle if applause should be played."), + new Param("stopBlipping", true, "Stop Blipping", "Toggle if the blipping should stop too."), + new Param("playDing", true, "Play Ding", "Toggle if this block should play a ding?"), }, preFunctionLength = 0.5f, }, - new GameAction("changeBG", "Change Background Color") + new GameAction("changeBG", "Background Appearance") { function = delegate { var e = eventCaller.currentEntity; @@ -50,9 +54,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade"), - new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade or the color that will be switched to if -instant- is ticked on"), - new Param("toggle", false, "Instant", "Should the background instantly change color?") + new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "Set the color at the start of the event."), + new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "Set the color at the start of the event."), + new Param("toggle", false, "Instant", "Toggle if the background should jump to it's end state.") } }, new GameAction("upbeatColors", "Upbeat Colors") @@ -64,9 +68,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"), - new Param("setShadow", false, "Set Shadow Color", "Should Mr. Upbeat's shadow be custom?"), - new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color"), + new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Set the blip color."), + new Param("setShadow", false, "Custom Shadow Color", "Toggle if Mr. Upbeat's shadow should be custom."), + new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "Set the shadow color."), } }, new GameAction("blipEvents", "Blip Events") @@ -78,10 +82,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"), - new Param("shouldGrow", true, "Grow Antenna", "Should Mr. Upbeat's antenna grow every blip?"), - new Param("resetBlip", false, "Reset Antenna", "Should Mr. Upbeat's antenna reset?"), - new Param("shouldBlip", true, "Should Blip", "Should Mr. Upbeat blip every offbeat?"), + 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("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 GameAction("fourBeatCountInOffbeat", "4 Beat Count-In") @@ -92,7 +96,7 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("a", true, "A", "A"), + new Param("a", true, "A", "Toggle if numbers should be preceded with \"A-\"."), }, defaultLength = 4f, resizable = true, @@ -102,7 +106,7 @@ namespace HeavenStudio.Games.Loaders inactiveFunction = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); }, parameters = new List() { - new Param("number", MrUpbeat.Counts.One, "Number", "The sound to play"), + new Param("number", MrUpbeat.Counts.One, "Type", "Set the number to say."), }, }, new GameAction("forceStepping", "Force Stepping") @@ -173,6 +177,8 @@ namespace HeavenStudio.Games public override void OnGameSwitch(double beat) { + List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat"); + if (beat >= startBlippingBeat) { double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1); BeatAction.New(instance, new List() { @@ -182,7 +188,6 @@ namespace HeavenStudio.Games } // init background color/blip color stuff by getting the last of each of those blocks - List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat"); 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); @@ -205,57 +210,76 @@ namespace HeavenStudio.Games { var cond = Conductor.instance; if (cond.isPlaying && !cond.isPaused) { - if (cond.songPositionInBeatsAsDouble >= startSteppingBeat) { + var songPos = cond.songPositionInBeatsAsDouble; + + if (songPos >= startSteppingBeat - 2) { + man.canStep = true; + } + + if (songPos >= startSteppingBeat) { RecursiveStepping(startSteppingBeat); startSteppingBeat = double.MaxValue; } - if (cond.songPositionInBeats >= startBlippingBeat) { + if (songPos >= startBlippingBeat) { man.RecursiveBlipping(startBlippingBeat); startBlippingBeat = double.MaxValue; } } } - public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing) + public void Ding(double beat, bool applause, bool stopBlipping, bool playDing) { BeatAction.New(instance, new List() { new BeatAction.Action(beat - 0.5, delegate { - instance.stopStepping = true; - if (stopBlipping) instance.stopBlipping = true; + stopStepping = true; + if (stopBlipping) this.stopBlipping = true; + }), + new BeatAction.Action(beat, delegate { + man.canStep = false; }), new BeatAction.Action(beat + 0.5, delegate { - instance.stopStepping = false; + stopStepping = false; }), }); + DingSfx(beat, applause, playDing); + } + + public static void DingSfx(double beat, bool applause, bool playDing) + { if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true); if (applause) SoundByte.PlayOneShot("applause", beat: beat); } - public static void PrePrepare(double beat, float length, bool forceOffbeat) + public static void PrePrepare(double beat, float length, bool mrDownbeat) { bool isGame = GameManager.instance.currentGame == "mrUpbeat"; - if (forceOffbeat) { - startBlippingBeat = beat; - startSteppingBeat = beat + length - 0.5f; - if (!isGame) Blipping(beat, length); - } else { - startBlippingBeat = Mathf.Floor((float)beat) + 0.5; - startSteppingBeat = Mathf.Floor((float)beat) + Mathf.Round(length); - if (!isGame) Blipping(Mathf.Floor((float)beat) + 0.5f, length); + if (!mrDownbeat) { + beat = Mathf.Floor((float)beat) + 0.5; + length = Mathf.Round(length); } + startBlippingBeat = beat; + startSteppingBeat = beat + length - 0.5f; + if (!isGame) Blipping(beat, length); + } + + private void ScheduleStep(double beat) + { + PlayerActionEvent input = ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing); + input.IsHittable = () => man.canStep && man.canStepFromAnim && man.FacingCorrectly(); } private void RecursiveStepping(double beat) { if (stopStepping) { + stopStepping = false; return; } string dir = (stepIterate % 2 == 1) ? "Right" : "Left"; metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f); SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir); - ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing); + ScheduleStep(beat); BeatAction.New(this, new List() { new(beat + 1, delegate { RecursiveStepping(beat + 1); }) }); @@ -267,7 +291,7 @@ namespace HeavenStudio.Games var actions = new List(); for (int i = 0; i < length; i++) { - ScheduleInput(beat + i, 0.5f, InputAction_BasicPress, Success, Miss, Nothing); + ScheduleStep(beat); actions.Add(new BeatAction.Action(beat + i, delegate { string dir = (stepIterate % 2 == 1) ? "Right" : "Left"; metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f); @@ -283,7 +307,7 @@ namespace HeavenStudio.Games RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat > beat && c.datamodel == "gameManager/switchGame/mrUpbeat"); if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return; - List inactiveBlips = new List(); + List inactiveBlips = new(); for (int i = 0; i < gameSwitch.beat - beat; i++) { inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i)); } @@ -294,7 +318,7 @@ namespace HeavenStudio.Games public void Success(PlayerActionEvent caller, float state) { man.Step(); - if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss"); + if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss"); } public void Miss(PlayerActionEvent caller) diff --git a/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs b/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs index 6d8076e33..97558de58 100644 --- a/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs +++ b/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs @@ -11,6 +11,7 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat [Header("References")] [SerializeField] Animator anim; [SerializeField] Animator blipAnim; + [SerializeField] Transform antennaLight; [SerializeField] GameObject[] shadows; [SerializeField] TMP_Text blipText; @@ -18,19 +19,24 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat public bool shouldGrow; public bool shouldBlip = true; public string blipString = "M"; + public bool canStep = false; // just disabled when you normally couldn't step, which is anything less than 2 beats before you would start stepping and any time after the Ding! + public bool canStepFromAnim = true; // disabled when stepping, then reenabled in the animation events. you can step JUST BARELY before the animation ends in fever - static MrUpbeat game; + private static MrUpbeat game; void Awake() { game = MrUpbeat.instance; + + canStep = false; } - void Update() + void Update() { - blipText.transform.localScale = Vector3.one; - - if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)) { + blipText.transform.localPosition = new Vector3(antennaLight.position.x, antennaLight.position.y + 0.7f); + + if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress) + && canStep && canStepFromAnim) { Step(true); } } @@ -42,27 +48,29 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat return; } if (shouldBlip) { - Blipping(beat); + Blipping(); } BeatAction.New(this, new List() { new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); }) }); } - public void Blipping(double beat) + public void Blipping() { SoundByte.PlayOneShotGame("mrUpbeat/blip"); - blipAnim.Play("Blip"+(blipSize+1), 0, 0); - blipText.text = (blipSize == 4 && blipString != "") ? blipString : ""; + blipAnim.Play("Blip" + (blipSize + 1), 0, 0); + blipText.gameObject.SetActive(blipSize >= 4); + + blipText.text = blipString != "" ? blipString : ""; if (shouldGrow && blipSize < 4) blipSize++; } public void Step(bool isInput = false) { - if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) { - shadows[0].SetActive(IsMirrored()); - shadows[1].SetActive(!IsMirrored()); - transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1); + if (isInput || FacingCorrectly()) { + shadows[0].SetActive(transform.localScale.x < 0); + shadows[1].SetActive(transform.localScale.x > 0); + Flip(); } anim.DoScaledAnimationAsync("Step", 0.5f); @@ -71,16 +79,25 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat public void Fall() { - anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f); + anim.DoScaledAnimationAsync(FacingCorrectly() ? "FallR" : "FallL", 1f); SoundByte.PlayOneShot("miss"); shadows[0].SetActive(false); shadows[1].SetActive(false); - transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1); + Flip(); } - bool IsMirrored() + void Flip() { + var scale = transform.localScale; + transform.localScale = new Vector3(-scale.x, scale.y, scale.z); + } + + + public bool FacingCorrectly() => (game.stepIterate % 2 == 0) == (transform.localScale.x < 0); + + // animation event + public void ToggleStepping(int canStep) // why do unity animation events not support booleans??? this is a 1 for true or 0 for false { - return transform.localScale != Vector3.one; + canStepFromAnim = canStep == 1; } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs b/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs index 708e8521a..791a4e88d 100644 --- a/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs +++ b/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs @@ -21,8 +21,8 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("bop", true, "Monk Bops?", "Does the monk bop?"), - new Param("autoBop", false, "Monk Bops? (Auto)", "Does the monk auto bop?"), + new Param("bop", true, "Bop", "Toggle if Munchy Monk should bop for the duration of this event."), + new Param("autoBop", false, "Bop (Auto)", "Toggle if Munchy Monk should automatically bop until another Bop event is reached."), }, resizable = true }, @@ -36,8 +36,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("goToSide", MunchyMonk.WhichSide.Right, "Go to Which Side?", "Which side the Monk will move to"), - new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?"), + new Param("goToSide", MunchyMonk.WhichSide.Right, "Side", "Choose the side that Munchy Monk will move to."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), }, }, new GameAction("One", "One") @@ -53,7 +53,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List() { - new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling") + new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Set the color of the dumpling.") }, }, new GameAction("TwoTwo", "Two Two") @@ -61,8 +61,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2f, parameters = new List() { - new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Change the color of the first dumpling"), - new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"), + new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Set the color of the first dumpling."), + new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."), }, preFunctionLength = 0.5f, preFunction = delegate { @@ -83,9 +83,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Change the color of the first dumpling"), - new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"), - new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Change the color of the third dumpling"), + new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Set the color of the first dumpling."), + new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."), + new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Set the color of the third dumpling."), }, }, new GameAction("Modifiers", "Modifiers") @@ -97,11 +97,11 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "How Many 'til Growth?", "How many dumplings are needed to grow the stache?"), - new Param("resetLevel", false, "Remove Hair", "Instantly remove all hair"), - new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Set Growth Level", "Instantly grow hair"), - new Param("disableBaby", false, "Disable Baby?", "Make baby active or not"), - new Param("shouldBlush", true, "Should Monk Blush?", "Makes the Monk blush or not after eating"), + new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "Moustache Growth Requirement", "Set how many dumplings Munchy Monk needs to eat for his moustache to grow."), + new Param("resetLevel", false, "Reset Hair Growth", "Toggle if the current amount of moustache growth should be reset."), + new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Instant Growth", "Set how much hair Munchy Monk should instantly grow at the start of this event."), + new Param("disableBaby", false, "Disable Baby", "Toggle if the baby should appear or not."), + new Param("shouldBlush", true, "Blush", "Toggle if Munchy Monk should blush after eating a dumpling."), }, }, new GameAction("MonkAnimation", "Monk Animations") @@ -116,8 +116,8 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"), - new Param("vineBoom", false, "Vine Boom", "Just guess with this one."), + new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Animation", "Set the animation to play."), + new Param("vineBoom", false, "Vine Boom", "Toggle if a certain sound effect should play."), } }, new GameAction("ScrollBackground", "Scroll Background") @@ -130,8 +130,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Scroll Speed", "What should the scroll speed be?"), - new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"), + new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Speed", "Set the speed that the background should scroll."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), } }, new GameAction("CloudMonkey", "Cloud Monkey") @@ -142,8 +142,8 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("start", true, "Start Moving", "Start moving the monkey"), - new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "The direction the monkey will move."), + new Param("start", true, "Start", "Toggle if the monkey should start moving."), + new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "Set the direction that the monkey will move."), }, defaultLength = 8f, resizable = true, diff --git a/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs b/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs index 695958733..c91267bd7 100644 --- a/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs +++ b/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs @@ -20,9 +20,9 @@ namespace HeavenStudio.Games.Loaders OctopusMachine.instance.Bop(e.length, e["whichBop"], e["singleBop"], e["keepBop"]); }, parameters = new List() { - new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Plays a specific bop type"), - new Param("singleBop", true, "Single Bop", "Plays one bop"), - new Param("keepBop", false, "Keep Bopping", "Keeps playing the specified bop type"), + 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("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Set the type of bop."), }, }, new GameAction("startInterval", "Start Interval") @@ -42,11 +42,11 @@ namespace HeavenStudio.Games.Loaders }, resizable = true, parameters = new List() { - new Param("shouldPrep", true, "Prepare?", "Plays a prepare animation before the cue.", new List() + new Param("shouldPrep", true, "Prepare", "Toggle if the octopodes 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", "How many beats before the cue does the octopus prepare?"), + new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "Set how many beats before the cue the octopodes should prepare."), }, preFunctionLength = 4f, preFunction = delegate { @@ -80,14 +80,14 @@ namespace HeavenStudio.Games.Loaders OctopusMachine.instance.AutoAction(e["forceBop"], e["autoBop"], e["autoText"], e["hitText"], e["missText"]); }, parameters = new List() { - new Param("forceBop", true, "Force Bop", "Forces a bop, even if an animation is playing."), - new Param("autoBop", true, "Hit/Miss Bop", "Plays a bop depending on if you hit or missed the cues."), - new Param("autoText", true, "Display Text", "Displays text depending on if you hit or missed the cues.", 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("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" }) }), - new Param("hitText", "Good!", "Hit Text", "The text to display if you hit the cues."), - new Param("missText", "Wrong! Try again!", "Miss Text", "The text to display if you missed the cues."), + new Param("hitText", "Good!", "Hit Text", "Set the text to display if you hit the cues."), + new Param("missText", "Wrong! Try again!", "Miss Text", "Set the text to display if you missed the cues."), }, }, new GameAction("forceSqueeze", "Force Squeeze") @@ -106,24 +106,24 @@ namespace HeavenStudio.Games.Loaders OctopusMachine.instance.BubbleToggle(e["isInstant"], e["setActive"], e["particleStrength"], e["particleSpeed"]); }, parameters = new List() { - new Param("isInstant", true, "Instant", "Will the bubbles disappear appear?"), - new Param("setActive", OctopusMachine.Actives.Activate, "Activate or Deactivate", "Will the bubbles disappear or appear?", new List() + new Param("isInstant", true, "Instant", "Toggle if the particles should start or stop instantly."), + new Param("setActive", OctopusMachine.Actives.Activate, "State", "Set if the bubbles should appear or disappear.", new List() { new Param.CollapseParam((x, _) => (int)x == (int)OctopusMachine.Actives.Activate, new string[] { "particleStrength" }) }), - new Param("particleStrength", new EntityTypes.Float(0, 25, 3), "Bubble Intensity", "The amount of bubbles"), - new Param("particleSpeed", new EntityTypes.Float(0, 25, 5), "Bubble Speed", "The speed of the bubbles"), + new Param("particleStrength", new EntityTypes.Float(0, 25, 3), "Intensity", "Set the intensity of the bubbles."), + new Param("particleSpeed", new EntityTypes.Float(0, 25, 5), "Speed", "Set the speed of the bubbles."), }, }, - new GameAction("changeText", "Change Text") + new GameAction("changeText", "Text") { function = delegate { var e = eventCaller.currentEntity; OctopusMachine.instance.ChangeText(e["text"], e["youText"]); }, parameters = new List() { - new Param("text", "Do what the others do.", "Text", "Set the text on the screen"), - new Param("youText", "You", "You Text", "Set the text that orginally says \"You\""), + new Param("text", "Do what the others do.", "Text", "Set the text on the screen."), + new Param("youText", "You", "Player Text", "Set the text that points to the player."), }, }, new GameAction("changeColor", "Change Color") @@ -133,11 +133,11 @@ namespace HeavenStudio.Games.Loaders OctopusMachine.instance.BackgroundColor(e.beat, e.length, e["color1"], e["color2"], e["octoColor"], e["squeezedColor"], e["ease"]); }, parameters = new List() { - new Param("color1", new Color(1f, 0.87f, 0.24f), "Background Start Color", "Set the beginning background color"), - new Param("color2", new Color(1f, 0.87f, 0.24f), "Background End Color", "Set the end background color"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"), - 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("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("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), }, resizable = true, }, @@ -148,24 +148,24 @@ namespace HeavenStudio.Games.Loaders OctopusMachine.instance.OctopusModifiers(e.beat, e["oct1x"], e["oct2x"], e["oct3x"], e["oct1y"], e["oct2y"], e["oct3y"], e["oct1"], e["oct2"], e["oct3"]); }, parameters = new List() { - new Param("oct1", true, "Show Octopus 1", "Should the first octopus be enabled?", new List() + new Param("oct1", true, "Show Octopus 1", "Toggle if the first octopus should be enabled.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct1x", "oct1y" }) }), - new Param("oct1x", new EntityTypes.Float(-10, 10, -4.64f), "X Octopus 1", "Change Octopus 1's X"), - new Param("oct1y", new EntityTypes.Float(-10, 10, 2.5f), "Y Octopus 1", "Change Octopus 1's Y"), - new Param("oct2", true, "Show Octopus 2", "Should the second octopus be enabled?", new List() + new Param("oct1x", new EntityTypes.Float(-10, 10, -4.64f), "X Octopus 1", "Set the position on the X axis of octopus 1."), + new Param("oct1y", new EntityTypes.Float(-10, 10, 2.5f), "Y Octopus 1", "Set the position on the Y axis of octopus 1."), + new Param("oct2", true, "Show Octopus 2", "Toggle if the second octopus should be enabled.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct2x", "oct2y" }) }), - new Param("oct2x", new EntityTypes.Float(-10, 10, -0.637f), "X Octopus 2", "Change Octopus 2's X"), - new Param("oct2y", new EntityTypes.Float(-10, 10, 0f), "Y Octopus 2", "Change Octopus 2's Y"), - new Param("oct3", true, "Show Octopus 3", "Should the third octopus be enabled?", new List() + new Param("oct2x", new EntityTypes.Float(-10, 10, -0.637f), "X Octopus 2", "Set the position on the X axis of octopus 2."), + new Param("oct2y", new EntityTypes.Float(-10, 10, 0f), "Y Octopus 2", "Set the position on the Y axis of octopus 2."), + new Param("oct3", true, "Show Octopus 3", "Toggle if the third octopus should be enabled.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct3x", "oct3y" }) }), - new Param("oct3x", new EntityTypes.Float(-10, 10, 3.363f), "X Octopus 3", "Change Octopus 3's X"), - new Param("oct3y", new EntityTypes.Float(-10, 10, -2.5f), "Y Octopus 3", "Change Octopus 3's Y"), + new Param("oct3x", new EntityTypes.Float(-10, 10, 3.363f), "X Octopus 3", "Set the position on the X axis of octopus 3."), + new Param("oct3y", new EntityTypes.Float(-10, 10, -2.5f), "Y Octopus 3", "Set the position on the Y axis of octopus 3."), }, defaultLength = 0.5f, }, diff --git a/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs b/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs index 4b9533ab2..3c39cfec4 100644 --- a/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs +++ b/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs @@ -9,12 +9,17 @@ namespace HeavenStudio.Games.Scripts_PajamaParty { public class CtrPillowMonkey : MonoBehaviour { - [Header("Objects")] - public GameObject Monkey; - public GameObject Shadow; - public GameObject Projectile; + const string HighSuffix = "_H"; + const string NrmSuffix = ""; + + [Header("Objects")] + [SerializeField] GameObject Monkey; + [SerializeField] GameObject Shadow; + [SerializeField] GameObject Projectile; + + public Animator anim { get; private set; } + string animSuffix => (PajamaParty.instance.HighState ? HighSuffix : NrmSuffix); - public Animator anim; public bool shouldBop = false; public int row; @@ -31,10 +36,10 @@ namespace HeavenStudio.Games.Scripts_PajamaParty double startThrowTime = double.MinValue; float throwLength = 4f; - float throwHeight = 12f; + float throwHeight = 14f; private bool hasThrown = false; - + void Awake() { anim = Monkey.GetComponent(); @@ -51,9 +56,9 @@ namespace HeavenStudio.Games.Scripts_PajamaParty { hasJumped = true; float yMul = jumpPos * 2f - 1f; - float yWeight = -(yMul*yMul) + 1f; + float yWeight = -(yMul * yMul) + 1f; Monkey.transform.localPosition = new Vector3(0, jumpHeight * yWeight); - Shadow.transform.localScale = new Vector3((1f-yWeight*0.2f) * 1.2f, (1f-yWeight*0.2f) * 0.8f, 1f); + Shadow.transform.localScale = new Vector3((1f - yWeight * 0.2f) * 1.2f, (1f - yWeight * 0.2f) * 0.8f, 1f); if (jumpAlt > 1) { float t; @@ -62,10 +67,10 @@ namespace HeavenStudio.Games.Scripts_PajamaParty else t = jumpPos; Monkey.transform.rotation = Quaternion.Euler(0, 0, Mathf.Lerp(22.5f, -22.5f, t)); - anim.DoScaledAnimation("MonkeyJump0" + jumpAlt, startJumpTime, jumpLength); + anim.DoScaledAnimation("MonkeyJump0" + jumpAlt + animSuffix, startJumpTime, jumpLength); } else - anim.DoScaledAnimation("MonkeyJump", startJumpTime, jumpLength); + anim.DoScaledAnimation("MonkeyJump" + animSuffix, startJumpTime, jumpLength); } else { @@ -74,7 +79,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty shouldntBop = false; hasJumped = false; PajamaParty.instance.DoBedImpact(); - anim.DoScaledAnimationAsync("MonkeyLand"); + anim.DoScaledAnimationAsync("MonkeyLand" + animSuffix); Monkey.transform.rotation = Quaternion.Euler(0, 0, 0); jumpAlt = 0; } @@ -89,8 +94,8 @@ namespace HeavenStudio.Games.Scripts_PajamaParty { hasThrown = true; float yMul = jumpPos * 2f - 1f; - float yWeight = -(yMul*yMul) + 1f; - Projectile.transform.localPosition = new Vector3(0, throwHeight * yWeight + 1.5f); + float yWeight = -(yMul * yMul) + 1f; + Projectile.transform.localPosition = new Vector3(0, (throwHeight * yWeight) + 1.5f); Projectile.transform.rotation = Quaternion.Euler(0, 0, Projectile.transform.rotation.eulerAngles.z - (360f * Time.deltaTime)); } else @@ -100,7 +105,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty { Projectile.transform.localPosition = new Vector3(0, 0); Projectile.transform.rotation = Quaternion.Euler(0, 0, 0); - anim.DoUnscaledAnimation("MonkeyBeat"); + anim.DoUnscaledAnimation("MonkeyBeat" + animSuffix); Projectile.SetActive(false); hasThrown = false; shouldntBop = false; @@ -108,11 +113,11 @@ namespace HeavenStudio.Games.Scripts_PajamaParty } } - private void LateUpdate() + private void LateUpdate() { if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !shouldntBop && shouldBop) { - anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f); + anim.DoScaledAnimationAsync("MonkeyBeat" + animSuffix, 0.5f); } } @@ -129,14 +134,29 @@ namespace HeavenStudio.Games.Scripts_PajamaParty public void Charge(double beat) { shouldntBop = true; - anim.DoUnscaledAnimation("MonkeyReady"); + anim.DoUnscaledAnimation("MonkeyReady" + animSuffix); } - public void Throw(double beat) + public void Throw(double beat, bool highCheck) { - anim.DoUnscaledAnimation("MonkeyThrow"); + anim.DoUnscaledAnimation("MonkeyThrow" + animSuffix); startThrowTime = beat; Projectile.SetActive(true); + + if (highCheck) + { + BeatAction.New(this, new List() + { + new + ( + beat + 2, + delegate + { + anim.DoUnscaledAnimation("MonkeyThrow" + animSuffix, 1); + } + ) + }); + } } public void ReadySleep(double beat, int action) @@ -155,33 +175,38 @@ namespace HeavenStudio.Games.Scripts_PajamaParty startJumpTime = double.MinValue; Monkey.transform.localPosition = new Vector3(0, 0); Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f); - - List seq = + + List seq = new List() { - new BeatAction.Action( beat, delegate { anim.DoScaledAnimationAsync("MonkeySleep00"); }), - new BeatAction.Action( beat + 0.5f, delegate { anim.DoUnscaledAnimation("MonkeySleep01"); }), + new BeatAction.Action( beat, delegate { anim.DoScaledAnimationAsync("MonkeySleep00" + animSuffix); }), + new BeatAction.Action( beat + 0.5f, delegate { anim.DoUnscaledAnimation("MonkeySleep01" + animSuffix); }), }; - + if (col == 0 || col == 4) { - seq.Add(new BeatAction.Action( beat + 1f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); })); + seq.Add(new BeatAction.Action(beat + 1f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02" + animSuffix); })); } else if (col == 1 || col == 3) { - seq.Add(new BeatAction.Action( beat + 1.5f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); })); - seq.Add(new BeatAction.Action( beat + 2.5f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); })); + seq.Add(new BeatAction.Action(beat + 1.5f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep" + animSuffix); })); + seq.Add(new BeatAction.Action(beat + 2.5f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02" + animSuffix); })); } else { - seq.Add(new BeatAction.Action( beat + 3f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); })); - seq.Add(new BeatAction.Action( beat + 4f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); })); + seq.Add(new BeatAction.Action(beat + 3f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep" + animSuffix); })); + seq.Add(new BeatAction.Action(beat + 4f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02" + animSuffix); })); } - if (action != (int) PajamaParty.SleepType.NoAwake) - seq.Add(new BeatAction.Action( beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake"); })); + if (action != (int)PajamaParty.SleepType.NoAwake) + seq.Add(new BeatAction.Action(beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake" + animSuffix); })); BeatAction.New(this, seq); } + + public void DoForcedHigh() + { + anim.Play("NoPose" + animSuffix, -1, 0); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs b/Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs index d58fdef5f..c24d14399 100644 --- a/Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs +++ b/Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs @@ -10,13 +10,18 @@ namespace HeavenStudio.Games.Scripts_PajamaParty { public class CtrPillowPlayer : MonoBehaviour { - [Header("Objects")] - public GameObject Player; - public GameObject Shadow; - public GameObject Projectile; - public GameObject Projectile_Root; + const string HighSuffix = "_H"; + const string NrmSuffix = ""; + + [Header("Objects")] + [SerializeField] GameObject Player; + [SerializeField] GameObject Shadow; + [SerializeField] GameObject Projectile; + [SerializeField] GameObject Projectile_Root; + + public Animator anim { get; private set; } + string animSuffix => (PajamaParty.instance.HighState ? HighSuffix : NrmSuffix); - public Animator anim; double lastReportedBeat; double startJumpTime = double.MinValue; float jumpLength = 0; @@ -32,7 +37,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty private bool startedSleeping = false; double startThrowTime = double.MinValue; - float throwLength = 0; + double throwLength = 0; float throwHeight = 0; bool throwType = true; // true = throw, false = dropped ("Out") @@ -91,7 +96,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty Player.transform.localPosition = new Vector3(0, jumpHeight * yWeight); Shadow.transform.localScale = new Vector3((1f - yWeight * 0.2f) * 1.65f, (1f - yWeight * 0.2f), 1f); // handles the shirt lifting - anim.DoScaledAnimation("MakoJump", startJumpTime, jumpLength); + anim.DoScaledAnimation("MakoJump" + animSuffix, startJumpTime, jumpLength); } else { @@ -102,11 +107,11 @@ namespace HeavenStudio.Games.Scripts_PajamaParty hasJumped = false; PajamaParty.instance.DoBedImpact(); if (jumpNg) - anim.DoScaledAnimationAsync("MakoCatchNg"); + anim.DoScaledAnimationAsync("MakoCatchNg" + animSuffix); else if (jumpHeight != 4f) - anim.DoScaledAnimationAsync("MakoCatch"); + anim.DoScaledAnimationAsync("MakoCatch" + animSuffix); else - anim.DoScaledAnimationAsync("MakoLand"); + anim.DoScaledAnimationAsync("MakoLand" + animSuffix); jumpNg = false; } startJumpTime = double.MinValue; @@ -141,11 +146,11 @@ namespace HeavenStudio.Games.Scripts_PajamaParty Projectile.transform.rotation = Quaternion.Euler(0, 0, 0); if (throwNg) { - anim.DoUnscaledAnimation("MakoCatchNg"); + anim.DoUnscaledAnimation("MakoCatchNg" + animSuffix); } else { - anim.DoUnscaledAnimation("MakoCatch"); + anim.DoUnscaledAnimation("MakoCatch" + animSuffix); } //TODO: change when locales are a thing SoundByte.PlayOneShotGame("pajamaParty/catch" + UnityEngine.Random.Range(0, 2)); //bruh @@ -164,7 +169,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty { if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !startedSleeping && canCharge && shouldBop) { - anim.DoScaledAnimationAsync("MakoBeat", 0.5f); + anim.DoScaledAnimationAsync("MakoBeat" + animSuffix, 0.5f); } } @@ -176,15 +181,15 @@ namespace HeavenStudio.Games.Scripts_PajamaParty if (drop) { throwType = false; - throwLength = 0.5f; + throwLength = 0.5; Projectile.GetComponent().DoScaledAnimation("ThrowOut", startThrowTime, throwLength); Projectile.transform.rotation = Quaternion.Euler(0, 0, 360f * UnityEngine.Random.Range(0f, 1f)); } else { throwType = true; - throwHeight = ng ? 1.5f : 12f; - throwLength = ng ? 1f : 4f; + throwHeight = ng ? 1.5f : 14f; + throwLength = ng ? 1 : 4; } } @@ -205,7 +210,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty { startedSleeping = false; canJump = false; - anim.DoUnscaledAnimation("MakoReady"); + anim.DoUnscaledAnimation("MakoReady" + animSuffix); charging = true; } @@ -215,17 +220,45 @@ namespace HeavenStudio.Games.Scripts_PajamaParty var cond = Conductor.instance; charging = false; canCharge = false; - if (hit) - anim.DoUnscaledAnimation("MakoThrow"); - else + var game = PajamaParty.instance; + if (game.ExpectHigh) { - anim.DoScaledAnimationAsync("MakoThrowOut", 0.5f); BeatAction.New(this, new List() { - new BeatAction.Action( - beat + 0.5f, - delegate { - anim.DoScaledAnimationAsync("MakoPickUp"); + new + ( + beat + 0.5, + delegate + { + game.ToggleHighState(hit && !ng, beat + 0.5); + } + ), + new + ( + beat + 2, + delegate + { + anim.DoUnscaledAnimation("MakoThrow" + animSuffix, 1); + game.PrepareHighState(); + } + ) + }); + } + if (hit) + { + anim.DoUnscaledAnimation("MakoThrow" + animSuffix); + } + else + { + anim.DoScaledAnimationAsync("MakoThrowOut" + animSuffix, 0.5f); + BeatAction.New(this, new List() + { + new + ( + beat + 0.5, + delegate + { + anim.DoScaledAnimationAsync("MakoPickUp" + animSuffix); SoundByte.PlayOneShotGame("pajamaParty/catch" + UnityEngine.Random.Range(0, 2)); //bruh Projectile.SetActive(false); canCharge = true; @@ -239,7 +272,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty public void PlayerThrough(double beat) { var cond = Conductor.instance; - anim.DoScaledAnimationAsync("MakoThrough", 0.5f); + anim.DoScaledAnimationAsync("MakoThrough" + animSuffix, 0.5f); charging = false; canCharge = false; canJump = false; @@ -322,12 +355,13 @@ namespace HeavenStudio.Games.Scripts_PajamaParty if (state <= -1f || state >= 1f) { SoundByte.PlayOneShot("miss"); - EndCharge(cond.songPositionInBeatsAsDouble, true, true); + throwNg = true; + EndCharge(cond.songPositionInBeatsAsDouble, true, throwNg); } else { SoundByte.PlayOneShotGame("pajamaParty/throw5"); - EndCharge(cond.songPositionInBeatsAsDouble, true, (throwNg || false)); + EndCharge(cond.songPositionInBeatsAsDouble, true, throwNg); } caller.CanHit(false); } @@ -358,7 +392,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty hasJumped = false; PajamaParty.instance.DoBedImpact(); - anim.DoScaledAnimationAsync("MakoLand"); + anim.DoScaledAnimationAsync("MakoLand" + animSuffix); } startJumpTime = double.MinValue; Player.transform.localPosition = new Vector3(0, 0); @@ -383,11 +417,11 @@ namespace HeavenStudio.Games.Scripts_PajamaParty { new BeatAction.Action( beat, - delegate { anim.DoScaledAnimationAsync("MakoSleep00"); } + delegate { anim.DoScaledAnimationAsync("MakoSleep00" + animSuffix); } ), new BeatAction.Action( beat + 0.5f, - delegate { anim.DoUnscaledAnimation("MakoSleep01"); } + delegate { anim.DoUnscaledAnimation("MakoSleep01" + animSuffix); } ), new BeatAction.Action( beat + 1f, @@ -399,7 +433,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty beat + 3f, delegate { if (canSleep) - anim.DoScaledAnimationAsync(alt ? "MakoReadySleep01" : "MakoReadySleep"); + anim.DoScaledAnimationAsync((alt ? "MakoReadySleep01" : "MakoReadySleep") + animSuffix); } ), new BeatAction.Action( @@ -423,11 +457,11 @@ namespace HeavenStudio.Games.Scripts_PajamaParty caller.CanHit(false); canSleep = false; if (state <= -1f || state >= 1f) - anim.DoUnscaledAnimation("MakoSleepNg"); + anim.DoUnscaledAnimation("MakoSleepNg" + animSuffix); else { SoundByte.PlayOneShotGame("pajamaParty/siesta4"); - anim.DoScaledAnimationAsync("MakoSleepJust"); + anim.DoScaledAnimationAsync("MakoSleepJust" + animSuffix); if (!longSleep) { @@ -436,7 +470,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty new BeatAction.Action( caller.startBeat + 7f, delegate { - anim.DoScaledAnimationAsync("MakoAwake"); + anim.DoScaledAnimationAsync("MakoAwake" + animSuffix); SoundByte.PlayOneShotGame("pajamaParty/siestaDone"); } ), @@ -451,7 +485,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty var cond = Conductor.instance; if (canSleep) { - anim.DoScaledAnimationAsync("MakoSleepThrough", 1, 0); + anim.DoScaledAnimationAsync("MakoSleepThrough" + animSuffix, 1, 0); caller.CanHit(false); canSleep = false; } @@ -462,12 +496,17 @@ namespace HeavenStudio.Games.Scripts_PajamaParty var cond = Conductor.instance; if (canSleep) { - anim.DoScaledAnimationAsync("MakoSleepOut", 0.5f); + anim.DoScaledAnimationAsync("MakoSleepOut" + animSuffix, 0.5f); SoundByte.PlayOneShotGame("pajamaParty/siestaBad"); caller.CanHit(false); canSleep = false; } } ////// + + public void DoForcedHigh() + { + anim.Play("NoPose" + animSuffix, -1, 0); + } } } diff --git a/Assets/Scripts/Games/PajamaParty/PajamaParty.cs b/Assets/Scripts/Games/PajamaParty/PajamaParty.cs index ca0ed79cc..24d40fbd8 100644 --- a/Assets/Scripts/Games/PajamaParty/PajamaParty.cs +++ b/Assets/Scripts/Games/PajamaParty/PajamaParty.cs @@ -7,12 +7,15 @@ using System; using UnityEngine; using UnityEngine.Rendering; +using Jukebox; + namespace HeavenStudio.Games.Loaders { using static Minigames; public static class CtrPillowLoader { - public static Minigame AddGame(EventCaller eventCaller) { + public static Minigame AddGame(EventCaller eventCaller) + { return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List() { new GameAction("bop", "Bop") @@ -20,8 +23,8 @@ namespace HeavenStudio.Games.Loaders function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); }, parameters = new List() { - new Param("bop", true, "Keep Bopping", "Should Mako and the monkeys bop for the duration of the block?"), - new Param("autoBop", false, "Keep Bopping (Auto)", "Should Mako and the monkeys bop indefinitely?"), + new Param("bop", true, "Bop", "Toggle if Mako and the monkeys should bop for the duration of this event."), + new Param("autoBop", false, "Bop (Auto)", "Toggle if Mako and the monkeys should automatically bop until another Bop event is reached."), }, resizable = true, }, @@ -34,37 +37,66 @@ namespace HeavenStudio.Games.Loaders }, new GameAction("jump (back to front)", "Back to Front Jumps") { - function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); }, - defaultLength = 4f, + function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); }, + defaultLength = 4f, inactiveFunction = delegate { PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat); } }, //idem new GameAction("slumber", "Slumber") { - function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); }, + function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); }, defaultLength = 8f, parameters = new List() { - new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"), - new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako") - }, + new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."), + new Param("toggle", false, "Alternate Animation", "Toggle if Mako should sleep using an alternate \"stretching\" animation.") + }, inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); } }, new GameAction("throw", "Throw Pillows") { - function = delegate { PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat); }, + function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoThrowSequence(e.beat, high: e["high"]); }, defaultLength = 8f, - inactiveFunction = delegate { PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat); } + inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnThrowSequence(e.beat, e["high"]); }, + parameters = new List() + { + new Param("high", false, "Change Costumes", "Toggle if the character costumes should change on a successful throw."), + }, + }, + new GameAction("open background", "Open / Close Background") + { + function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.OpenBackground(e.beat, e.length, e["instant"]); }, + defaultLength = 4f, + resizable = true, + parameters = new List() + { + new Param("instant", false, "Instant", "Toggle if the background should be instantly opened or closed."), + }, + }, + new GameAction("dream boats", "Background Boats") + { + function = delegate { PajamaParty.instance.DreamBoats(); }, + defaultLength = 1, + }, + new GameAction("high mode", "Instant Costumes") + { + function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.ForceToggleHigh(e["toggle"], e.beat); }, + defaultLength = 0.5f, + parameters = new List() + { + new Param("toggle", true, "Change Costumes", "Toggle if the character costumes should change."), + }, + priority = 5, }, new GameAction("instant slumber", "Instant Slumber") { - function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); }, + function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); }, defaultLength = 0.5f, inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnInstantSleep(e.beat, e.length, e["type"]); }, resizable = true, parameters = new List() { - new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"), + new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."), }, priority = 5, }, @@ -72,8 +104,8 @@ namespace HeavenStudio.Games.Loaders // background stuff // do shit with mako's face? (talking?) }, - new List() {"ctr", "normal"}, - "ctrpillow", "jp", + new List() { "ctr", "normal" }, + "ctrpillow", "en", new List() {"en", "jp", "ko"} ); } @@ -86,28 +118,46 @@ namespace HeavenStudio.Games public class PajamaParty : Minigame { [Header("Objects")] - public CtrPillowPlayer Mako; - public GameObject Bed; - public GameObject MonkeyPrefab; + [SerializeField] CtrPillowPlayer Mako; + [SerializeField] GameObject Bed; + [SerializeField] GameObject MonkeyPrefab; + [SerializeField] GameObject Castle; + [SerializeField] Animator BgAnimator; + [SerializeField] ParticleSystem BalloonsEffect; [Header("Positions")] - public Transform SpawnRoot; + [SerializeField] Transform SpawnRoot; + [SerializeField] float HighCameraHeight; + + [Header("Materials")] + [SerializeField] Color monkeyNrmColour; + [SerializeField] Color monkeyHighColour; + [SerializeField] Material monkeyColMat; //game scene public static PajamaParty instance; + + public bool HighState => highState; + public bool ExpectHigh => expectHigh; + CtrPillowMonkey[,] monkeys; + double cameraHighStart = double.MaxValue; + double castleAppearStart = double.MaxValue; + bool bgState, highState, expectHigh; //cues while unoaded static double WantThreeJump = double.MinValue; static double WantFiveJump = double.MinValue; static double WantThrowSequence = double.MinValue; + static bool WantThrowHigh = false; static double WantSleepSequence = double.MinValue; static double WantInstantSleep = double.MinValue; static bool WantSleepType = false; - static int WantSleepAction = (int) PajamaParty.SleepType.Normal; - static int WantInstantSleepAction = (int) PajamaParty.SleepType.Normal; - - public enum SleepType { + static int WantSleepAction = (int)PajamaParty.SleepType.Normal; + static int WantInstantSleepAction = (int)PajamaParty.SleepType.Normal; + + public enum SleepType + { Normal, NoAwake, } @@ -159,18 +209,18 @@ namespace HeavenStudio.Games // m m m m m // m m m m m // m m P m m - monkeys = new CtrPillowMonkey[5,5]; + monkeys = new CtrPillowMonkey[5, 5]; float RADIUS = 2.75f; float scale = 1.0f; int sorting = 10; //set our start position (at Mako + 2*radius to the right) - Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS*3, 0); + Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS * 3, 0); for (int y = 0; y < 5; y++) { for (int x = 0; x < 5; x++) { //on x-axis we go left to right - spawnPos += new Vector3(RADIUS*scale, 0); + spawnPos += new Vector3(RADIUS * scale, 0); if (!(y == 0 && x == 2)) //don't spawn at the player's position { GameObject mobj = Instantiate(MonkeyPrefab, SpawnRoot.parent); @@ -185,11 +235,36 @@ namespace HeavenStudio.Games } // on the y-axis we go front to back (player to the rear) scale -= 0.1f; - spawnPos = SpawnRoot.position - new Vector3(RADIUS*3*scale, -RADIUS/3.75f*(y+1), -RADIUS/5f*(y+1)); + spawnPos = SpawnRoot.position - new Vector3(RADIUS * 3 * scale, -RADIUS / 3.75f * (y + 1), -RADIUS / 5f * (y + 1)); sorting--; } } + void Start() + { + monkeyColMat.SetColor("_ColorAlpha", highState ? monkeyHighColour : monkeyNrmColour); + Update(); + } + + void Update() + { + var cond = Conductor.instance; + Vector3 additional = Vector3.zero; + if (cond.songPositionInBeatsAsDouble >= cameraHighStart && cond.songPositionInBeatsAsDouble < cameraHighStart + 4) + { + float prog = cond.GetPositionFromBeat(cameraHighStart, 4, true); + float yMul = prog * 2f - 1f; + float yWeight = -(yMul * yMul) + 1f; + additional.y = yWeight * HighCameraHeight; + } + GameCamera.AdditionalPosition = additional; + + if (cond.songPositionInBeatsAsDouble >= castleAppearStart) + { + BgAnimator.DoScaledAnimation(highState ? "CastleAppear" : "CastleHide", castleAppearStart, 3.5, animLayer: 1, clamp: true); + } + } + public override void OnGameSwitch(double beat) { if (WantThreeJump != double.MinValue) @@ -204,7 +279,7 @@ namespace HeavenStudio.Games } if (WantThrowSequence != double.MinValue) { - DoThrowSequence(WantThrowSequence, false); + DoThrowSequence(WantThrowSequence, false, high: WantThrowHigh); WantThrowSequence = double.MinValue; } if (WantSleepSequence != double.MinValue) @@ -217,25 +292,49 @@ namespace HeavenStudio.Games DoInstantSleep(WantInstantSleep, WantInstantSleepAction); WantInstantSleep = double.MinValue; } + + EntityPreCheck(beat); + } + + public override void OnPlay(double beat) + { + EntityPreCheck(beat); + } + + void EntityPreCheck(double beat) + { + List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "pajamaParty"); + + RiqEntity high = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "pajamaParty/high mode"); + if (high != null) + { + ForceToggleHigh(high["toggle"], high.beat); + } } public void Bop(double beat, double length, bool doesBop, bool autoBop) { Mako.shouldBop = autoBop; - for (int y = 0; y < 5; y++) { - for (int x = 0; x < 5; x++) { + for (int y = 0; y < 5; y++) + { + for (int x = 0; x < 5; x++) + { if (!(y == 0 && x == 2)) monkeys[x, y].shouldBop = autoBop; } } - - if (doesBop) { + + if (doesBop) + { var actions = new List(); for (int i = 0; i < length; i++) { - actions.Add(new BeatAction.Action(beat + i, delegate { + actions.Add(new BeatAction.Action(beat + i, delegate + { Mako.anim.DoScaledAnimationAsync("MakoBeat", 0.5f); - for (int y = 0; y < 5; y++) { - for (int x = 0; x < 5; x++) { + for (int y = 0; y < 5; y++) + { + for (int x = 0; x < 5; x++) + { if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f); } } @@ -249,10 +348,10 @@ namespace HeavenStudio.Games { Mako.ScheduleJump(beat); if (doSound) - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("pajamaParty/three1", beat), - new MultiSound.Sound("pajamaParty/three2", beat + 1f), - new MultiSound.Sound("pajamaParty/three3", beat + 2f), + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("pajamaParty/three1", beat), + new MultiSound.Sound("pajamaParty/three2", beat + 1), + new MultiSound.Sound("pajamaParty/three3", beat + 2), }); BeatAction.New(instance, new List() @@ -282,11 +381,11 @@ namespace HeavenStudio.Games public static void WarnThreeJump(double beat) { - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("pajamaParty/three1", beat), - new MultiSound.Sound("pajamaParty/three2", beat + 1f), - new MultiSound.Sound("pajamaParty/three3", beat + 2f), - }, forcePlay:true); + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("pajamaParty/three1", beat), + new MultiSound.Sound("pajamaParty/three2", beat + 1), + new MultiSound.Sound("pajamaParty/three3", beat + 2), + }, forcePlay: true); WantThreeJump = beat; } @@ -294,21 +393,21 @@ namespace HeavenStudio.Games { Mako.ScheduleJump(beat); if (doSound) - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("pajamaParty/five1", beat), - new MultiSound.Sound("pajamaParty/five2", beat + 0.5f), - new MultiSound.Sound("pajamaParty/five3", beat + 1f), - new MultiSound.Sound("pajamaParty/five4", beat + 1.5f), - new MultiSound.Sound("pajamaParty/five5", beat + 2f) + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("pajamaParty/five1", beat), + new MultiSound.Sound("pajamaParty/five2", beat + 0.5), + new MultiSound.Sound("pajamaParty/five3", beat + 1), + new MultiSound.Sound("pajamaParty/five4", beat + 1.5), + new MultiSound.Sound("pajamaParty/five5", beat + 2) }); BeatAction.New(instance, new List() { new BeatAction.Action( beat, delegate { JumpRow(4, beat); }), - new BeatAction.Action( beat + 0.5f, delegate { JumpRow(3, beat + 0.5f, 2); }), - new BeatAction.Action( beat + 1f, delegate { JumpRow(2, beat + 1f); }), - new BeatAction.Action( beat + 1.5f, delegate { JumpRow(1, beat + 1.5f, 2); }), - new BeatAction.Action( beat + 2f, delegate { JumpRow(0, beat + 2f); }), + new BeatAction.Action( beat + 0.5, delegate { JumpRow(3, beat + 0.5, 2); }), + new BeatAction.Action( beat + 1, delegate { JumpRow(2, beat + 1); }), + new BeatAction.Action( beat + 1.5, delegate { JumpRow(1, beat + 1.5, 2); }), + new BeatAction.Action( beat + 2, delegate { JumpRow(0, beat + 2); }), }); } @@ -316,69 +415,76 @@ namespace HeavenStudio.Games { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("pajamaParty/five1", beat), - new MultiSound.Sound("pajamaParty/five2", beat + 0.5f), - new MultiSound.Sound("pajamaParty/five3", beat + 1f), - new MultiSound.Sound("pajamaParty/five4", beat + 1.5f), - new MultiSound.Sound("pajamaParty/five5", beat + 2f) - }, forcePlay:true); + new MultiSound.Sound("pajamaParty/five2", beat + 0.5), + new MultiSound.Sound("pajamaParty/five3", beat + 1), + new MultiSound.Sound("pajamaParty/five4", beat + 1.5), + new MultiSound.Sound("pajamaParty/five5", beat + 2) + }, forcePlay: true); WantFiveJump = beat; } - public void DoThrowSequence(double beat, bool doSound = true) + public void DoThrowSequence(double beat, bool doSound = true, bool high = false) { Mako.ScheduleThrow(beat); if (doSound) PlayThrowSequenceSound(beat); + if (high) + { + cameraHighStart = beat + 3; + expectHigh = true; + } + BeatAction.New(Mako, new List() { - new BeatAction.Action(beat + 2f, delegate { MonkeyCharge(beat + 2f); } ), - new BeatAction.Action(beat + 3f, delegate { MonkeyThrow(beat + 3f); } ), + new BeatAction.Action(beat + 2, delegate { MonkeyCharge(beat + 2); } ), + new BeatAction.Action(beat + 3, delegate { MonkeyThrow(beat + 3, high); } ), }); } - public static void WarnThrowSequence(double beat) + public static void WarnThrowSequence(double beat, bool high = false) { PlayThrowSequenceSound(beat, true); WantThrowSequence = beat; + WantThrowHigh = high; } public static void PlayThrowSequenceSound(double beat, bool force = false) { - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("pajamaParty/throw1", beat), - new MultiSound.Sound("pajamaParty/throw2", beat + 0.5f), - new MultiSound.Sound("pajamaParty/throw3", beat + 1f), + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("pajamaParty/throw1", beat), + new MultiSound.Sound("pajamaParty/throw2", beat + 0.5), + new MultiSound.Sound("pajamaParty/throw3", beat + 1), //TODO: change when locales are a thing - new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5f), + new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5), - new MultiSound.Sound("pajamaParty/charge", beat + 2f), + new MultiSound.Sound("pajamaParty/charge", beat + 2), }, forcePlay: force); } - public void DoSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true) + public void DoSleepSequence(double beat, bool alt = false, int action = (int)PajamaParty.SleepType.Normal, bool doSound = true) { Mako.StartSleepSequence(beat, alt, action); MonkeySleep(beat, action); if (doSound) - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("pajamaParty/siesta1", beat), - new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f), - new MultiSound.Sound("pajamaParty/siesta3", beat + 1f), - new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f), - new MultiSound.Sound("pajamaParty/siesta3", beat + 4f) + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("pajamaParty/siesta1", beat), + new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5), + new MultiSound.Sound("pajamaParty/siesta3", beat + 1), + new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5), + new MultiSound.Sound("pajamaParty/siesta3", beat + 4) }); } - public static void WarnSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal) + public static void WarnSleepSequence(double beat, bool alt = false, int action = (int)PajamaParty.SleepType.Normal) { - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("pajamaParty/siesta1", beat), - new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f), - new MultiSound.Sound("pajamaParty/siesta3", beat + 1f), - new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f), - new MultiSound.Sound("pajamaParty/siesta3", beat + 4f) + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("pajamaParty/siesta1", beat), + new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5), + new MultiSound.Sound("pajamaParty/siesta3", beat + 1), + new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5), + new MultiSound.Sound("pajamaParty/siesta3", beat + 4) }, forcePlay: true); WantSleepSequence = beat; WantSleepType = alt; @@ -388,17 +494,19 @@ namespace HeavenStudio.Games public void DoInstantSleep(double deslumber, int action) { Mako.anim.Play("MakoSleepJust", -1, 1); - for (int y = 0; y < 5; y++) { - for (int x = 0; x < 5; x++) { + for (int y = 0; y < 5; y++) + { + for (int x = 0; x < 5; x++) + { if (!(y == 0 && x == 2)) monkeys[x, y].anim.Play("MonkeySleep02", -1, 1); } } if (action == 1) return; BeatAction.New(this, new List() { - new BeatAction.Action(deslumber, delegate { + new BeatAction.Action(deslumber, delegate { Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f); - SoundByte.PlayOneShotGame("pajamaParty/siestaDone"); + SoundByte.PlayOneShotGame("pajamaParty/siestaDone"); for (int y = 0; y < 5; y++) { for (int x = 0; x < 5; x++) { if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyAwake", 0.5f); @@ -460,13 +568,13 @@ namespace HeavenStudio.Games } } - public void MonkeyThrow(double beat) + public void MonkeyThrow(double beat, bool high) { foreach (CtrPillowMonkey monkey in monkeys) { if (monkey != null) { - monkey.Throw(beat); + monkey.Throw(beat, high); } } } @@ -481,5 +589,69 @@ namespace HeavenStudio.Games } } } + + public void OpenBackground(double beat, double length, bool instant = false) + { + bgState = !bgState; + if (instant) + { + BgAnimator.Play(bgState ? "SlideOpen" : "SlideClose", 0, 1); + BgAnimator.speed = 0; + } + else + { + BgAnimator.DoScaledAnimationAsync(bgState ? "SlideOpen" : "SlideClose", (float)(1.0 / length), animLayer: 0); + } + } + + public void ForceToggleHigh(bool toggle, double beat) + { + expectHigh = false; + highState = toggle; + castleAppearStart = beat - 4; + PrepareHighState(); + Mako.DoForcedHigh(); + foreach (CtrPillowMonkey monkey in monkeys) + { + if (monkey != null) + { + monkey.DoForcedHigh(); + } + } + } + + public void ToggleHighState(bool hit, double beat, bool instant = false) + { + expectHigh = false; + if (hit && !highState) + { + highState = true; + if (!instant) + { + BalloonsEffect.Play(); + } + BgAnimator.Play("FloatsNear", 2, 0); + } + else + { + highState = false; + if (!instant) + { + BalloonsEffect.Play(); + } + BgAnimator.Play("FloatsFar", 2, 0); + } + castleAppearStart = instant ? beat - 4 : beat; + } + + public void PrepareHighState() + { + monkeyColMat.SetColor("_ColorAlpha", highState ? monkeyHighColour : monkeyNrmColour); + } + + public void DreamBoats() + { + BgAnimator.Play("BoatsAppear", 3, 0); + } } } diff --git a/Assets/Scripts/Games/PlayerActionEvent.cs b/Assets/Scripts/Games/PlayerActionEvent.cs index cbbf354f3..8ea9eaba8 100644 --- a/Assets/Scripts/Games/PlayerActionEvent.cs +++ b/Assets/Scripts/Games/PlayerActionEvent.cs @@ -32,6 +32,7 @@ namespace HeavenStudio.Games public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore public bool triggersAutoplay = true; + public string minigame; bool lockedByEvent = false; bool markForDeletion = false; @@ -89,15 +90,17 @@ namespace HeavenStudio.Games public void Update() { Conductor cond = Conductor.instance; + GameManager gm = GameManager.instance; if (markForDeletion) CleanUp(); if (!cond.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates if (noAutoplay && autoplayOnly) autoplayOnly = false; if (noAutoplay && triggersAutoplay) triggersAutoplay = false; if (!enabled) return; + if (minigame != GameManager.instance.currentGame) return; double normalizedTime = GetNormalizedTime(); - if (GameManager.instance.autoplay) + if (gm.autoplay && gm.canInput) { AutoplayInput(normalizedTime); return; @@ -179,7 +182,7 @@ namespace HeavenStudio.Games private void AutoplayInput(double normalizedTime, bool autoPlay = false) { - if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedTime >= 1f - (Time.deltaTime * 0.5f)) + if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && normalizedTime >= 1f - (Time.deltaTime * 0.5f)) { AutoplayEvent(); if (!autoPlay) @@ -191,6 +194,7 @@ namespace HeavenStudio.Games private void TimelineAutoplay() { if (Editor.Editor.instance == null) return; + if (!GameManager.instance.canInput) return; if (Editor.Track.Timeline.instance != null && !Editor.Editor.instance.fullscreen) { Editor.Track.Timeline.instance.AutoplayBTN.GetComponent().Play("Ace", 0, 0); @@ -223,6 +227,11 @@ namespace HeavenStudio.Games //For the Autoplay public void AutoplayEvent() { + if (!GameManager.instance.canInput) + { + CleanUp(); + return; + } if (EnableAutoplayCheat) { Hit(0f, 1f); @@ -238,6 +247,7 @@ namespace HeavenStudio.Games //The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late public void Hit(double state, double time) { + GameManager gm = GameManager.instance; if (OnHit != null && enabled) { if (canHit) @@ -246,12 +256,15 @@ namespace HeavenStudio.Games pitchWhenHit = Conductor.instance.SongPitch; double normalized = time - 1f; int offset = Mathf.CeilToInt((float)normalized * 1000); - GameManager.instance.AvgInputOffset = offset; + if (gm.canInput) + { + gm.AvgInputOffset = offset; + } state = System.Math.Max(-1.0, System.Math.Min(1.0, state)); - if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible) + if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly) && isEligible) { - GameManager.instance.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true); + gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true); if (state >= 1f || state <= -1f) { GoForAPerfect.instance.Miss(); @@ -319,15 +332,16 @@ namespace HeavenStudio.Games public void Miss() { + GameManager gm = GameManager.instance; CleanUp(); if (OnMiss != null && enabled && !autoplayOnly) { OnMiss(this); } - if (countsForAccuracy && !(noAutoplay || autoplayOnly)) + if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly)) { - GameManager.instance.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false); + gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false); GoForAPerfect.instance.Miss(); SectionMedalsManager.instance.MakeIneligible(); } diff --git a/Assets/Scripts/Games/QuizShow/QuizShow.cs b/Assets/Scripts/Games/QuizShow/QuizShow.cs index cf71c09fb..939bc201e 100644 --- a/Assets/Scripts/Games/QuizShow/QuizShow.cs +++ b/Assets/Scripts/Games/QuizShow/QuizShow.cs @@ -22,14 +22,14 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("auto", true, "Auto Pass Turn", "", new List() + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "sound", "con", "visual", "audio" }) }), - new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"), - new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."), - new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"), - new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?") + new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."), + new Param("con", false, "Consecutive", "Toggle if everything that happens at the end of the interval should be disabled. This should only be used when you're having two intervals back-to-back."), + new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."), + new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.") } }, new GameAction("prepare", "Prepare Host Hands") @@ -48,10 +48,10 @@ namespace HeavenStudio.Games.Loaders { parameters = new List() { - new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "The minimum number of presses this block will do."), - new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "The maximum number of presses this block will do."), - new Param("random", QuizShow.WhichButtonRandom.Random, "Which Buttons", "Which buttons will be pressed randomly?"), - new Param("con", true, "Consecutive Presses", "Will the presses be consecutive? As in if the first press doesn't trigger, the ones proceeding will not either.") + new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "Set the minimum number of presses this event will do."), + new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "Set the maximum number of presses this event will do."), + new Param("random", QuizShow.WhichButtonRandom.Random, "Buttons", "Set the buttons to be pressed randomly."), + new Param("con", true, "Consecutive Presses", "Toggle if the presses will be consecutive? This means that if the first press doesn't trigger, the ones proceeding will not either.") }, resizable = true }, @@ -60,10 +60,10 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate {var e = eventCaller.currentEntity; QuizShow.PrePassTurn(e.beat, e["sound"], e["con"], e["visual"], e["audio"]); }, parameters = new List() { - new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"), - new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."), - new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"), - new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?") + new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."), + new Param("con", false, "Consecutive", "Toggle if everything that happens at the end of the interval should be disabled. This should only be used when you're having two intervals back-to-back."), + new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."), + new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.") }, resizable = true }, @@ -78,18 +78,18 @@ namespace HeavenStudio.Games.Loaders function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.AnswerReaction(e["audience"], e["jingle"], e["reveal"]); }, parameters = new List() { - new Param("audience", true, "Audience", "Should the audience make a sound?"), - new Param("jingle", false, "Jingle", "Should the quiz show jingle play?"), - new Param("reveal", false, "Reveal Answer (Instant)", "Should the answer be revealed when this block starts?") + new Param("audience", true, "Audience Reaction", "Toggle if there should be an audience reaction.."), + new Param("jingle", false, "Jingle", "Toggle if the quiz show jingle should."), + new Param("reveal", false, "Instant", "Toggle if the answer should be revealed insantly when this event starts.") } }, - new GameAction("changeStage", "Change Expression Stage") + new GameAction("changeStage", "Change Expression") { function = delegate {QuizShow.instance.ChangeStage(eventCaller.currentEntity["value"]);}, defaultLength = 0.5f, parameters = new List() { - new Param("value", QuizShow.HeadStage.Stage1, "Stage", "What's the current stage of the expressions?") + new Param("value", QuizShow.HeadStage.Stage1, "Stage", "Set the current stage of the expressions.") } }, new GameAction("countMod", "Count Modifier") @@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("value", true, "Should Reset Count?", "Will the contestant's counter reset to 0 each time it hits 100 instead of exploding?") + new Param("value", true, "Auto Reset Count", "Toggle if the contestant's counter will reset to 0 each time it hits 100 instead of exploding.") } }, new GameAction("forceExplode", "Force Explode") @@ -107,7 +107,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("value", QuizShow.ShouldExplode.Contestant, "What To Explode", "What will explode?") + new Param("value", QuizShow.ShouldExplode.Contestant, "Target", "Set the object to explode.") } } }, diff --git a/Assets/Scripts/Games/RhythmRally/Paddlers.cs b/Assets/Scripts/Games/RhythmRally/Paddlers.cs index ece5cfebb..777037410 100644 --- a/Assets/Scripts/Games/RhythmRally/Paddlers.cs +++ b/Assets/Scripts/Games/RhythmRally/Paddlers.cs @@ -16,6 +16,9 @@ namespace HeavenStudio.Games.Scripts_RhythmRally private Animator opponentAnim; private Conductor cond; + public bool PlayerDown { get { return playerDown; } } + bool playerDown = false; + public void Init() { game = RhythmRally.instance; @@ -31,20 +34,23 @@ namespace HeavenStudio.Games.Scripts_RhythmRally if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicPress)) { playerAnim.Play("Ready1"); + playerDown = true; } if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicRelease)) { playerAnim.Play("UnReady1"); + playerDown = false; } } else { - if (!game.served || game.missed || !game.started) return; + if (!game.started) return; } if (PlayerInput.GetIsAction(RhythmRally.InputAction_FlickPress) && !game.IsExpectingInputNow(RhythmRally.InputAction_FlickPress)) { // Play "whoosh" sound here playerAnim.DoScaledAnimationAsync("Swing", 0.5f); + playerDown = false; } } @@ -65,7 +71,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally bounceBeat = game.serveBeat + game.targetBeat + 0.5f; } - playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ; + playerAnim.DoScaledAnimationAsync("Swing", 0.5f); + playerDown = false; MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) }); BounceFX(bounceBeat); game.ball.SetActive(true); @@ -75,7 +82,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally { MissBall(); SoundByte.PlayOneShot("miss"); - playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ; + playerAnim.DoScaledAnimationAsync("Swing", 0.5f); + playerDown = false; game.missCurve.KeyPoints[0].Position = game.ball.transform.position; game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f); diff --git a/Assets/Scripts/Games/RhythmRally/RhythmRally.cs b/Assets/Scripts/Games/RhythmRally/RhythmRally.cs index 8bb9d1cfe..1d6a0f7d7 100644 --- a/Assets/Scripts/Games/RhythmRally/RhythmRally.cs +++ b/Assets/Scripts/Games/RhythmRally/RhythmRally.cs @@ -2,11 +2,12 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; -using DG.Tweening; using HeavenStudio.Util; using HeavenStudio.InputSystem; +using Jukebox; + namespace HeavenStudio.Games.Loaders { using static Minigames; @@ -22,8 +23,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("bop", true, "Bop", "Will the paddlers bop?"), - new Param("bopAuto", false, "Bop (Auto)", "Will the paddlers auto bop?") + 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 GameAction("whistle", "Whistle") @@ -55,7 +56,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 6f, parameters = new List() { - new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.") + new Param("muteAudio", false, "Mute Cowbell", "Toggle if the cowbell \"tonk-tink-tonk\" sound should be muted.") } }, new GameAction("superfast rally", "Superfast Rally") @@ -64,7 +65,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 12f, parameters = new List() { - new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.") + new Param("muteAudio", false, "Mute Cowbell", "Toggle if the cowbell \"tonk-tink-tonk\" sound should be muted.") } }, new GameAction("tonktinktonk", "Tonk-Tink-Tonk (Stretchable)") @@ -88,18 +89,32 @@ namespace HeavenStudio.Games.Loaders { function = delegate { var e = eventCaller.currentEntity; - var rotation = new Vector3(0, e["valA"], 0); - RhythmRally.instance.ChangeCameraAngle(rotation, e["valB"], e.length, (Ease)e["type"], (RotateMode)e["type2"]); + // var rotation = new Vector3(0, e["valA"], 0); + RhythmRally.instance.ChangeCameraAngle(e.beat, e["valA"], e["valB"], e.length, (Util.EasingFunction.Ease)e["type"], e["additive"]); }, defaultLength = 4, resizable = true, parameters = new List() { - new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"), - new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"), - new Param("type", Ease.Linear, "Ease", "The easing function to use"), - new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use") + new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Rotation", "Set the rotation of the camera around the center of the table."), + new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "Set the camera's level of zoom."), + new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), + new Param("additive", true, "Additive Rotation", "Toggle if the above rotation should be added to the current angle instead of setting the target angle to travel to.") } }, + // todo: background recolouring + // new GameAction("bg colour", "Background Colour") + // { + // function = delegate { + // var e = eventCaller.currentEntity; + // }, + // defaultLength = 1, + // resizable = true, + // parameters = new List() { + // new Param("bottomColour", new Color(0,0,0,0), "Bottom Colour", "The colour at the bottom of the skybox"), + // new Param("topColour", new Color(1,1,1,1), "Top Colour", "The colour at the top of the skybox"), + // new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use"), + // } + // }, }, new List() { "ntr", "keep" }, "ntrpingpong", "en", @@ -125,7 +140,7 @@ namespace HeavenStudio.Games [Header("Ball and curve info")] public GameObject ball; public GameObject ballShadow; - public TrailRenderer ballTrail; + public ParticleSystem ballTrail; public BezierCurve3D serveCurve; public BezierCurve3D returnCurve; public BezierCurve3D tossCurve; @@ -167,8 +182,19 @@ namespace HeavenStudio.Games SetupBopRegion("rhythmRally", "bop", "bopAuto"); } + private void Start() + { + EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble); + } + const float tableHitTime = 0.58f; bool opponentServing = false; // Opponent serving this frame? + double cameraRotateBeat = double.MaxValue; + double cameraRotateLength; + Util.EasingFunction.Ease cameraRotateEase; + float cameraRotateLast = 0, cameraScaleLast = 1; + float cameraRotateNext = 0, cameraScaleNext = 1; + void Update() { var cond = Conductor.instance; @@ -274,10 +300,8 @@ namespace HeavenStudio.Games } } - // TODO: Make conditional so ball shadow only appears when over table. ballShadow.transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z); - var timeBeforeNextHit = hitBeat + beatDur1 + beatDur2 - currentBeat; // Check if the opponent should swing. @@ -342,7 +366,8 @@ namespace HeavenStudio.Games } // If player never swung and is still in ready state, snap them out of it. - if (missed && playerState.IsName("Ready1")) + // only if they're not manually preparing via touch controls + if (missed && playerState.IsName("Ready1") && (!paddlers.PlayerDown)) playerAnim.Play("Beat"); } } @@ -358,6 +383,48 @@ namespace HeavenStudio.Games opponentServing = false; //update camera + UpdateCamera(currentBeat); + } + + public override void OnPlay(double beat) + { + EntityPreCheck(beat); + } + + void EntityPreCheck(double beat) + { + cameraRotateBeat = double.MaxValue; + cameraRotateLength = 0; + cameraRotateEase = Util.EasingFunction.Ease.Linear; + cameraRotateLast = 0; cameraScaleLast = 1; + cameraRotateNext = 0; cameraScaleNext = 1; + + List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat < beat && c.datamodel.Split(0) == "rhythmRally"); + RiqEntity lastGameSwitch = GameManager.instance.Beatmap.Entities.FindLast(c => c.beat <= beat && c.datamodel == "gameManager/switchGame/rhythmRally"); + + if (lastGameSwitch == null) return; + List cameraEntities = prevEntities.FindAll(c => c.beat >= lastGameSwitch.beat && c.datamodel == "rhythmRally/camera"); + + foreach (var entity in cameraEntities) + { + ChangeCameraAngle(entity.beat, entity["valA"], entity["valB"], entity.length, (Util.EasingFunction.Ease)entity["type"], entity["additive"]); + } + + UpdateCamera(beat); + } + + void UpdateCamera(double beat) + { + if (beat >= cameraRotateBeat) + { + Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cameraRotateEase); + float rotProg = Conductor.instance.GetPositionFromBeat(cameraRotateBeat, cameraRotateLength, true); + rotProg = Mathf.Clamp01(rotProg); + float rot = func(cameraRotateLast, cameraRotateNext, rotProg); + cameraPivot.rotation = Quaternion.Euler(0, rot, 0); + cameraPivot.localScale = Vector3.one * func(cameraScaleLast, cameraScaleNext, rotProg); + } + GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f); GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles; GameCamera.AdditionalFoV = cameraFOV; @@ -395,10 +462,10 @@ namespace HeavenStudio.Games bool playerPrepping = false; // Player using prep animation? bool opponentPrepping = false; // Opponent using prep animation? - if (!playerPrepping && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))) + if ((!playerPrepping) && (!paddlers.PlayerDown) && (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))) playerAnim.DoScaledAnimationAsync("Beat", 0.5f); - if (!opponentPrepping && !opponentServing && !tossing && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))) + if ((!opponentPrepping) && (!opponentServing) && (!tossing) && (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))) opponentAnim.DoScaledAnimationAsync("Beat", 0.5f); } @@ -492,11 +559,22 @@ namespace HeavenStudio.Games inPose = true; } - public void ChangeCameraAngle(Vector3 rotation, float camZoom, float length, Ease ease, RotateMode rotateMode) + public void ChangeCameraAngle(double beat, float rotation, float camZoom, double length, Util.EasingFunction.Ease ease, bool additive = true) { - var len = length * Conductor.instance.secPerBeat; - cameraPivot.DORotate(rotation, len, rotateMode).SetEase(ease); - cameraPivot.DOScale(camZoom, len).SetEase(ease); + cameraRotateBeat = beat; + cameraRotateLength = length; + cameraRotateEase = ease; + cameraRotateLast = cameraRotateNext % 360f; + cameraScaleLast = cameraScaleNext; + cameraScaleNext = camZoom; + if (additive) + { + cameraRotateNext = cameraRotateLast + rotation; + } + else + { + cameraRotateNext = rotation; + } } public void PrepareFastRally(double beat, RallySpeed speedChange, bool muteAudio = false) diff --git a/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs b/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs index 46bd45c39..174f7c511 100644 --- a/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs +++ b/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs @@ -12,6 +12,16 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("rhythmSomen", "Rhythm Sōmen", "7ab96e", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); }, + resizable = true, + parameters = new List() + { + new Param("toggle2", true, "Bop", "Toggle if Boss should bop for the duration of this event."), + new Param("toggle", false, "Bop (Auto)", "Toggle if the man should automatically bop until another Bop event is reached.") + } + }, new GameAction("crane (far)", "Far Crane") { function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, @@ -34,16 +44,6 @@ namespace HeavenStudio.Games.Loaders new GameAction("slurp", "Slurp") { function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); } - }, - new GameAction("bop", "Bop") - { - function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); }, - resizable = true, - parameters = new List() - { - new Param("toggle2", true, "Bop", "Should the somen man bop?"), - new Param("toggle", false, "Bop (Auto)", "Should the somen man bop automatically?") - } } }, new List() { "pco", "normal" }, diff --git a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs index 48fd78738..152f6e9b2 100644 --- a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs +++ b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs @@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("auto", true, "Auto Pass Turn", "Will the turn automatically be passed at the end of this event?") + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.") } }, new GameAction("short hair", "Short Hair") @@ -48,10 +48,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"), - new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"), - new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato"), - new Param("instant", false, "Instant", "Instantly change vegetable?") + new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "Set the vegetable to switch to."), + new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "Set the color of the onion."), + new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "Set the color of the potato."), + new Param("instant", false, "Instant", "Toggle if the vegetable should skip the moving animation and instantly swap.") }, priority = 3 }, @@ -62,10 +62,10 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("type", RhythmTweezers.NoPeekSignType.Full, "Sign Type", "Which sign will be used?") + new Param("type", RhythmTweezers.NoPeekSignType.Full, "Side", "Set the side for the sign to appear on.") } }, - new GameAction("fade background color", "Background Color") + new GameAction("fade background color", "Background Appearance") { function = delegate { @@ -75,9 +75,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("colorA", Color.white, "Start Color", "The starting color in the fade"), - new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."), + new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("altSmile", "Use Alt Smile") @@ -274,7 +274,12 @@ namespace HeavenStudio.Games public override void OnPlay(double beat) { crHandlerInstance = null; - PersistColor(beat); + foreach (var evt in scheduledInputs) + { + evt.Disable(); + } + queuedIntervals.Clear(); + PersistBlocks(beat); } private void OnDestroy() @@ -562,15 +567,18 @@ namespace HeavenStudio.Games } //call this in OnPlay(double beat) and OnGameSwitch(double beat) - private void PersistColor(double beat) + private void PersistBlocks(double beat) { - var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("rhythmTweezers", new string[] { "fade background color" }).FindAll(x => x.beat < beat); - if (allEventsBeforeBeat.Count > 0) + var allEventsBeforeBeat = GameManager.instance.Beatmap.Entities.FindAll(x => x.datamodel.Split('/')[0] == "rhythmTweezers" && x.beat < beat); + var allColorEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/fade background color"); + if (allColorEventsBeforeBeat.Count > 0) { - allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case - var lastEvent = allEventsBeforeBeat[^1]; + allColorEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case + var lastEvent = allColorEventsBeforeBeat[^1]; BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorA"], lastEvent["colorB"], lastEvent["ease"]); } + var allAltFaceEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/altSmile"); + VegetableAnimator.SetBool("UseAltSmile", allAltFaceEventsBeforeBeat.Count % 2 == 1); } public static void PreNoPeeking(double beat, float length, int type) @@ -635,7 +643,7 @@ namespace HeavenStudio.Games queuedIntervals.Clear(); } } - PersistColor(beat); + PersistBlocks(beat); } private void ResetVegetable() diff --git a/Assets/Scripts/Games/Ringside/Ringside.cs b/Assets/Scripts/Games/Ringside/Ringside.cs index 603448136..bb1d57406 100644 --- a/Assets/Scripts/Games/Ringside/Ringside.cs +++ b/Assets/Scripts/Games/Ringside/Ringside.cs @@ -15,13 +15,23 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("ringside", "Ringside", "6bdfe7", false, false, new List() { + new GameAction("toggleBop", "Bop") + { + function = delegate {var e = eventCaller.currentEntity; Ringside.instance.ToggleBop(e.beat, e.length, e["bop2"], e["bop"]); }, + parameters = new List() + { + new Param("bop2", true, "Bop", "Toggle if the wrestler should bop for the duration of this event."), + new Param("bop", false, "Bop (Auto)", "Toggle if the wrestler should automatically bop until another Bop event is reached."), + }, + resizable = true, + }, new GameAction("question", "Question") { function = delegate {var e = eventCaller.currentEntity; Ringside.instance.Question(e.beat, e["alt"], e["variant"]); }, parameters = new List() { - new Param("alt", false, "Alt", "Whether the alt voice line should be used or not."), - new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Which variant of the cue do you wish to play.") + new Param("alt", false, "Alternate Voice Line", "Toggle if the reporter should use an alternate voice line."), + new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Choose the variant of the cue.") }, defaultLength = 4f }, @@ -30,7 +40,7 @@ namespace HeavenStudio.Games.Loaders function = delegate {var e = eventCaller.currentEntity; Ringside.instance.BigGuy(e.beat, e["variant"]); }, parameters = new List() { - new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Which variant of the cue do you wish to play.") + new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Choose the variant of the cue.") }, defaultLength = 4f }, @@ -39,30 +49,20 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate {var e = eventCaller.currentEntity; Ringside.PoseForTheFans(e.beat, e["and"], e["variant"], e["keepZoomedOut"], e["newspaperBeats"]); }, parameters = new List() { - new Param("and", false, "And", "Whether the And voice line should be said or not."), - new Param("variant", Ringside.PoseForTheFansVariant.Random, "Variant", "Which variant of the cue do you wish to play."), - new Param("keepZoomedOut", false, "Keep Zoomed Out", "Whether the camera should keep being zoomed out after the event has completed."), - new Param("newspaperBeats", new EntityTypes.Float(0, 80, 0), "Newspaper Beats", "How many beats should the newspaper stay for?"), - new Param("ease", Util.EasingFunction.Ease.EaseOutQuad, "Camera Ease", "What ease should the camera use?"), + new Param("and", false, "And", "Toggle if the camera crew should say \"And\" before saying the rest of the cue."), + new Param("variant", Ringside.PoseForTheFansVariant.Random, "Variant", "Choose the variant of the cue."), + new Param("keepZoomedOut", false, "Stay Zoomed Out", "Toggle if the camera should stay zoomed out after the event."), + new Param("newspaperBeats", new EntityTypes.Float(0, 80, 0), "Newspaper Beats", "Set how many beats the newspaper should be visible for."), + new Param("ease", Util.EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action."), }, defaultLength = 4f }, - new GameAction("toggleBop", "Bop") - { - function = delegate {var e = eventCaller.currentEntity; Ringside.instance.ToggleBop(e.beat, e.length, e["bop2"], e["bop"]); }, - parameters = new List() - { - new Param("bop2", true, "Bop?", "Whether the wrestler should bop or not."), - new Param("bop", false, "Bop? (Auto)", "Whether the wrestler should bop automatically or not."), - }, - resizable = true, - }, new GameAction("toggleSweat", "Toggle Sweat") { function = delegate {var e = eventCaller.currentEntity; Ringside.instance.ToggleSweat(e["sweat"]); }, parameters = new List() { - new Param("sweat", false, "Sweat?", "Whether the wrestler should sweat or not."), + new Param("sweat", false, "Sweat", "Toggle if the wrestler should sweat."), }, defaultLength = 0.5f }, @@ -72,8 +72,8 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate {if (Ringside.instance == null) return; var e = eventCaller.currentEntity; Ringside.instance.PreQuestion(e.beat, e["variant"], e.length); }, parameters = new List() { - new Param("alt", false, "Alt", "Whether the alt voice line should be used or not."), - new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Which variant of the cue do you wish to play.") + new Param("alt", false, "Alternate Voice Line", "Toggle if the reporter should use an alternate voice line."), + new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Choose the variant of the cue.") }, defaultLength = 4f, resizable = true @@ -276,7 +276,7 @@ namespace HeavenStudio.Games wrestlerAnim.Play($"Pose{randomPose}", 0, 0); if (canDoMissExpression()) reporterAnim.Play("FlinchReporter", 0, 0); if (canDoMissExpression()) reporterHeadAnim.Play("Flinch", 0, 0); - SoundByte.PlayOneShotGame($"ringside/yell{UnityEngine.Random.Range(1, 7)}Raw"); + SoundByte.PlayOneShotGame($"ringside/new/badpose_{UnityEngine.Random.Range(1, 7)}"); wrestlerTransform.localScale = new Vector3(1.1f, 1.1f, 1f); BeatAction.New(instance, new List() { @@ -386,12 +386,12 @@ namespace HeavenStudio.Games List qSounds = new List(); if (alt) { - qSounds.Add(new MultiSound.Sound($"ringside/wub{currentQuestion}", beat)); + qSounds.Add(new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_1", beat, 1, 1, false, 0.015)); } else { - qSounds.Add(new MultiSound.Sound($"ringside/wubba{currentQuestion}-1", beat)); - qSounds.Add(new MultiSound.Sound($"ringside/wubba{currentQuestion}-2", beat + 0.25f)); + qSounds.Add(new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_1", beat, 1, 1, false, 0.015)); + qSounds.Add(new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_2", beat + 0.25f, 1, 1, false, 0.002)); } float extend = length - 3f; int totalExtend = 0; @@ -399,10 +399,10 @@ namespace HeavenStudio.Games { for (int i = 0; i < extend; i++) { - qSounds.Add(new MultiSound.Sound($"ringside/dubba{currentQuestion}-1", beat + i + 0.5f )); - qSounds.Add(new MultiSound.Sound($"ringside/dubba{currentQuestion}-2", beat + i + 0.75f )); - qSounds.Add(new MultiSound.Sound($"ringside/dubba{currentQuestion}-3", beat + i + 1f )); - qSounds.Add(new MultiSound.Sound($"ringside/dubba{currentQuestion}-4", beat + i + 1.25f )); + qSounds.Add(new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_3", beat + i + 0.5f, 1, 1, false, 0.003 )); + qSounds.Add(new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_4", beat + i + 0.75f, 1, 1, false, 0 )); + qSounds.Add(new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_5", beat + i + 1f, 1, 1, false, 0 )); + qSounds.Add(new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_6", beat + i + 1.25f, 1, 1, false, 0 )); totalExtend++; } } @@ -431,8 +431,12 @@ namespace HeavenStudio.Games { MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound($"ringside/that{currentQuestion}", beat + 0.5f), - new MultiSound.Sound($"ringside/true{currentQuestion}", beat + 1f), + new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_7", beat + 0.5f, 1, 1, false, 0.025), + new MultiSound.Sound($"ringside/new/wubdub_konk_1", beat + 0.5f, 1, 1, false, 0), + new MultiSound.Sound($"ringside/new/wubdub_konk_2", beat + 0.75f, 1, 1, false, 0), + new MultiSound.Sound($"ringside/new/wubdub_var{currentQuestion}_8", beat + 1f, 1, 1, false, 0.018), + new MultiSound.Sound($"ringside/new/wubdub_konk_3", beat + 1f, 1, 1, false, 0), + new MultiSound.Sound($"ringside/new/mic_swoosh", beat + 1f, 1, 1, false, 0), }, forcePlay: true); ScheduleInput(beat, 2f, InputAction_BasicPress, JustQuestion, Miss, Nothing); BeatAction.New(instance, new List() @@ -449,15 +453,16 @@ namespace HeavenStudio.Games if (currentQuestion == (int)QuestionVariant.Random) currentQuestion = UnityEngine.Random.Range(1, 4); reporterAnim.DoScaledAnimationAsync("Woah", 0.5f); reporterHeadAnim.DoScaledAnimationAsync("Woah", 0.5f); - float youBeat = 0.65f; - if (currentQuestion == (int)QuestionVariant.Third) youBeat = 0.7f; + float youBeat = 0.081f; + if (currentQuestion == (int)QuestionVariant.Third) youBeat = 0.027f; MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound($"ringside/woah{currentQuestion}", beat), - new MultiSound.Sound($"ringside/you{currentQuestion}", beat + youBeat), - new MultiSound.Sound($"ringside/go{currentQuestion}", beat + 1f), - new MultiSound.Sound($"ringside/big{currentQuestion}", beat + 1.5f), - new MultiSound.Sound($"ringside/guy{currentQuestion}", beat + 2f), + new MultiSound.Sound($"ringside/new/bigguy_var{currentQuestion}_1", beat, 1, 1, false, youBeat), + new MultiSound.Sound($"ringside/new/bigguy_var{currentQuestion}_2", beat + 0.75f, 1, 1, false, youBeat), + new MultiSound.Sound($"ringside/new/bigguy_var{currentQuestion}_3", beat + 1f, 1, 1, false, 0), + new MultiSound.Sound($"ringside/new/bigguy_var{currentQuestion}_4", beat + 1.5f, 1, 1, false, 0.006), + new MultiSound.Sound($"ringside/new/bigguy_var{currentQuestion}_5", beat + 2f, 1, 1, false, 0.009), + new MultiSound.Sound($"ringside/new/mic_swoosh", beat + 2f, 1, 1, false, 0), }, forcePlay: true); ScheduleInput(beat, 2.5f, InputAction_BasicPress, JustBigGuyFirst, MissBigGuyOne, Nothing); @@ -476,17 +481,19 @@ namespace HeavenStudio.Games { MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("ringside/poseAnd", beat - 0.5f), + new MultiSound.Sound("ringside/new/pose_and", beat - 0.5f), }, forcePlay: true); } int poseLine = variant; if (poseLine == 3) poseLine = UnityEngine.Random.Range(1, 3); MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound($"ringside/pose{poseLine}", beat), - new MultiSound.Sound($"ringside/for{poseLine}", beat + 0.5f), - new MultiSound.Sound($"ringside/the{poseLine}", beat + 0.75f), - new MultiSound.Sound($"ringside/fans{poseLine}", beat + 1f), + new MultiSound.Sound($"ringside/new/pose_var{poseLine}_1", beat, 1, 1, false, 0.02), + new MultiSound.Sound($"ringside/new/pose_var{poseLine}_2", beat + 0.3333f, 1, 1, false, 0.00), + new MultiSound.Sound($"ringside/new/pose_var{poseLine}_3", beat + 0.5f, 1, 1, false, 0.00), + new MultiSound.Sound($"ringside/new/pose_var{poseLine}_4", beat + 0.75f, 1, 1, false, 0.022), + new MultiSound.Sound($"ringside/new/pose_var{poseLine}_5", beat + 1f, 1, 1, false, 0.035), + new MultiSound.Sound($"ringside/new/pose_var{poseLine}_6", beat + 1.8f, 1, 1, false, 0.00), }, forcePlay: true); if (GameManager.instance.currentGame == "ringside") { @@ -853,7 +860,7 @@ namespace HeavenStudio.Games wrestlerTransform.localScale = new Vector3(1.2f, 1.2f, 1f); int randomPose = UnityEngine.Random.Range(1, 7); wrestlerAnim.Play($"Pose{randomPose}", 0, 0); - SoundByte.PlayOneShotGame($"ringside/yell{UnityEngine.Random.Range(1, 7)}Raw"); + SoundByte.PlayOneShotGame($"ringside/new/badpose_{UnityEngine.Random.Range(1, 7)}"); reporterHeadAnim.Play("Late", 0, 0); SoundByte.PlayOneShotGame($"ringside/huhaudience{UnityEngine.Random.Range(0, 2)}"); BeatAction.New(instance, new List() diff --git a/Assets/Scripts/Games/Rockers/Rockers.cs b/Assets/Scripts/Games/Rockers/Rockers.cs index ed180b9b8..6ade80903 100644 --- a/Assets/Scripts/Games/Rockers/Rockers.cs +++ b/Assets/Scripts/Games/Rockers/Rockers.cs @@ -23,9 +23,9 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate { var e = eventCaller.currentEntity; Rockers.PreInterval(e.beat, e.length, e["auto"], e["moveCamera"], e["movePass"]); }, parameters = new List() { - new Param("moveCamera", true, "Move Camera", "Should the camera move?"), - new Param("movePass", true, "Move Camera (Pass Turn)", "Should the camera move at the auto pass turn?"), - new Param("auto", true, "Auto Pass Turn") + new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to JJ Rocker."), + new Param("movePass", true, "Move Camera (Pass Turn)", "Toggle if the camera should move to Soshi if Auto Pass Turn is enabled."), + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.") }, }, new GameAction("riff", "Riff") @@ -34,25 +34,25 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("respond", true, "Respond", "Will this guitar riff have to be responded to?"), - new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"), - new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"), - new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"), - new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"), - new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?") + 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(-24, 24, 0), "Sample Semtiones (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(-24, 24, 0), "Sample Semtiones (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") @@ -61,9 +61,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("respond", true, "Respond", "Will this guitar bend have to be responded to?"), - new Param("1JJ", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (JJ)", "How many semitones up is the current riff gonna be pitchbended?"), - new Param("1S", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (Soshi)", "How many semitones up is the current riff gonna be pitchbended?"), + new Param("respond", true, "Respond", "Toggle if this guitar bend will have to be responded to by Soshi (the player)."), + new Param("1JJ", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (JJ)", "Set how many semitones up the current riff will be pitchbent."), + new Param("1S", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (Soshi)", "Set how many semitones up the current riff will be pitchbent."), }, }, new GameAction("prepare", "Prepare") @@ -72,7 +72,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("who", Rockers.WhoMutes.JJ, "Who?", "Who will prepare? (Soshi is only affected by this event in auto-play.)") + new Param("who", Rockers.WhoMutes.JJ, "Target", "Set who will prepare. Soshi is only affected by this event in auto-play.") } }, new GameAction("unPrepare", "Unprepare") @@ -81,7 +81,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("who", Rockers.WhoMutes.JJ, "Who?", "Who will unprepare? (Soshi is only affected by this event in auto-play.)") + new Param("who", Rockers.WhoMutes.JJ, "Target", "Set who will unprepare. Soshi is only affected by this event in auto-play.") } }, new GameAction("passTurn", "Pass Turn") @@ -89,7 +89,7 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate { var e = eventCaller.currentEntity; Rockers.PrePassTurn(e.beat, e["moveCamera"]); }, parameters = new List { - new Param("moveCamera", true, "Move Camera", "Should the camera move?") + new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to Soshi.") }, preFunctionLength = 1 }, @@ -124,23 +124,23 @@ namespace HeavenStudio.Games.Loaders defaultLength = 11, parameters = new List() { - new Param("moveCamera", true, "Move Camera", "Should the camera move?"), - new Param("JJ1", Rockers.PremadeSamples.ChordG5, "Premade Sample 1 (JJ)", "What sample to use for the 1st riff?"), - new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("JJ2", Rockers.PremadeSamples.ChordG5, "Premade Sample 2 (JJ)", "What sample to use for the 2nd riff?"), - new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("JJ3", Rockers.PremadeSamples.ChordG5, "Premade Sample 3 (JJ)", "What sample to use for the 3rd riff?"), - new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("JJ4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (JJ)", "What sample to use for the final riff?"), - new Param("pJJ4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("S1", Rockers.PremadeSamples.ChordG, "Premade Sample 1 (Soshi)", "What sample to use for the 1st riff?"), - new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Pitch up the sample by X amount of semitones?"), - new Param("S2", Rockers.PremadeSamples.ChordG, "Premade Sample 2 (Soshi)", "What sample to use for the 2nd riff?"), - new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Pitch up the sample by X amount of semitones?"), - new Param("S3", Rockers.PremadeSamples.ChordG, "Premade Sample 3 (Soshi)", "What sample to use for the 3rd riff?"), - new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Pitch up the sample by X amount of semitones?"), - new Param("S4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (Soshi)", "What sample to use for the final riff?"), - new Param("pS4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (Soshi)", "Pitch up the sample by X amount of semitones?"), + 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 4 (Soshi)", "Set how many semitones the premade sample should be pitched up."), } }, new GameAction("lastOne", "Last One!") @@ -170,26 +170,26 @@ namespace HeavenStudio.Games.Loaders defaultLength = 7, parameters = new List() { - new Param("moveCamera", true, "Move Camera", "Should the camera move?"), - new Param("JJ1", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 1 (JJ)", "What sample to use for the 1st riff?"), - new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("JJ2", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 2 (JJ)", "What sample to use for the 2nd riff?"), - new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("JJ3", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 3 (JJ)", "What sample to use for the final riff?"), - new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("S1", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 1 (Soshi)", "What sample to use for the 1st riff?"), - new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Pitch up the sample by X amount of semitones?"), - new Param("S2", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 2 (Soshi)", "What sample to use for the 2nd riff?"), - new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Pitch up the sample by X amount of semitones?"), - new Param("S3", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 3 (Soshi)", "What sample to use for the final riff?"), - new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Pitch up the sample by X amount of semitones?"), + 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 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(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."), } }, - new GameAction("count", "Count In") + new GameAction("count", "Count") { parameters = new List() { - new Param("count", Rockers.CountIn.One, "Count", "Which voiceline?") + new Param("count", Rockers.CountIn.One, "Type", "Set the number to be said.") }, preFunction = delegate { @@ -215,7 +215,7 @@ namespace HeavenStudio.Games.Loaders { parameters = new List() { - new Param("cmon", true, "C'mon!", "Use the C'mon voiceline? If unchecked it uses the Last One voiceline."), + new Param("cmon", true, "C'mon!", "Toggle if the \"C'mon!\" voiceline should be used. If unchecked, it uses the \"Last One!\" voiceline."), }, preFunction = delegate { @@ -229,10 +229,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("cmon", Rockers.VoiceLineSelection.Cmon, "Voiceline", "Which voiceline should be used?"), - new Param("muteBeat", new EntityTypes.Integer(0, 30, 2), "Mute Beat", "How many beats from the start of this event will they prepare mute?"), - new Param("middleBeat", new EntityTypes.Integer(0, 30, 2), "Go-to-middle Beat", "How many beats from the start of this event will they go to the middle?"), - new Param("moveCamera", true, "Move Camera", "Should the camera move?") + new Param("cmon", Rockers.VoiceLineSelection.Cmon, "Voiceline", "Set the voiceline to be used."), + new Param("muteBeat", new EntityTypes.Integer(0, 30, 2), "Mute Beat", "Set how many beats from the start of this event the rockers will prepare prepare."), + new Param("middleBeat", new EntityTypes.Integer(0, 30, 2), "Go-to-middle Beat", "Set how many beats from the start of this event the rockers will go to the middle."), + new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle.") } }, new GameAction("riffTogether", "Custom Together Riff") @@ -240,24 +240,24 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"), - new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"), - new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"), - new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"), - new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?") + 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(-24, 24, 0), "Sample Semtiones (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(-24, 24, 0), "Sample Semtiones (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("riffTogetherEnd", "Custom Together End Riff") @@ -265,27 +265,31 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"), - new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"), - new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"), - new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."), - new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"), - new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"), - new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?") + 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(-24, 24, 0), "Sample Semtiones (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(-24, 24, 0), "Sample Semtiones (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 List() { "ntr", "repeat" }, + "ntrrockers", "en", + new List() { "en" } + ); } } } @@ -623,7 +627,7 @@ namespace HeavenStudio.Games && PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease)) { // todo: strum - Soshi.UnHold(); + Soshi.StrumStringsLast(false, false, true); } if (PlayerInput.GetIsAction(InputAction_BasicRelease)) { @@ -783,11 +787,11 @@ namespace HeavenStudio.Games }); RockersInput riffComp = Instantiate(rockerInputRef, transform); riffComp.Init(false, new int[6], beat, 3, (PremadeSamples)SoshiSamples[0], SoshiPitches[0]); - ScheduleInput(beat, 4, InputAction_BasicPress, JustMute, MuteMiss, Empty); + 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]); - ScheduleInput(beat, 5.5f, InputAction_BasicPress, JustMute, MuteMiss, Empty); + 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]); @@ -795,7 +799,7 @@ namespace HeavenStudio.Games RockersInput riffComp4 = Instantiate(rockerInputRef, transform); riffComp4.Init(false, new int[6], beat, 7, (PremadeSamples)SoshiSamples[3], SoshiPitches[3], true); - ScheduleInput(beat, 10, InputAction_BasicPress, JustMute, MuteMiss, Empty); + ScheduleAutoplayInput(beat, 10, InputAction_BasicPress, JustMute, MuteMiss, Empty); } public void TogetherPrepare(double beat, bool cmon, bool muteSound, float muteBeat, float goToMiddleBeat, bool moveCamera) @@ -846,7 +850,8 @@ namespace HeavenStudio.Games RockersInput riffComp = Instantiate(rockerInputRef, transform); riffComp.Init(e["gcS"], new int[6] { e["1S"], e["2S"], e["3S"], e["4S"], e["5S"], e["6S"] }, beat, e.beat - beat, (PremadeSamples)e["sampleS"], e["pitchSampleS"]); - ScheduleInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); + 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); } else { @@ -866,7 +871,8 @@ namespace HeavenStudio.Games RockersInput riffComp = Instantiate(rockerInputRef, transform); riffComp.Init(e["gcS"], new int[6] { e["1S"], e["2S"], e["3S"], e["4S"], e["5S"], e["6S"] }, beat, e.beat - beat, (PremadeSamples)e["sampleS"], e["pitchSampleS"], true); - ScheduleInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty); + 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; } } diff --git a/Assets/Scripts/Games/Rockers/RockersRocker.cs b/Assets/Scripts/Games/Rockers/RockersRocker.cs index bcc5ffe53..7afdd95e7 100644 --- a/Assets/Scripts/Games/Rockers/RockersRocker.cs +++ b/Assets/Scripts/Games/Rockers/RockersRocker.cs @@ -99,9 +99,21 @@ namespace HeavenStudio.Games.Scripts_Rockers } } + private bool lastGleeClub = false; + private Rockers.PremadeSamples lastSample; + private int lastSampleTones; + + public void StrumStringsLast(bool disableStrumEffect = false, bool jump = false, bool barely = false) + { + 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) { if (strumming) return; + lastGleeClub = gleeClub; + lastSample = sample; + lastSampleTones = sampleTones; muted = false; strumming = true; StopSounds(); @@ -114,7 +126,7 @@ namespace HeavenStudio.Games.Scripts_Rockers float pitch = SoundByte.GetPitchFromSemiTones(pitches[i], true); float volume = GetVolumeBasedOnAmountOfStrings(pitches.Length); string soundName = "rockers/strings/" + (gleeClub ? "gleeClub/" : "normal/" + (i + 1)); - Debug.Log("Pitch: " + pitch + " Volume: " + volume + " Name: " + soundName); + // Debug.Log("Pitch: " + pitch + " Volume: " + volume + " Name: " + soundName); stringSounds[i] = SoundByte.PlayOneShotGame(soundName, -1, pitch, volume, true); } } diff --git a/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs b/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs index 8bfd2c4ad..c6e4ac0f6 100644 --- a/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs +++ b/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs @@ -1,5 +1,6 @@ using System.Collections; using System.Collections.Generic; +using HeavenStudio.Util; using UnityEngine; namespace HeavenStudio.Games.Scripts_NtrSamurai @@ -17,15 +18,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai stepping = false; } - // Update is called once per frame - void Update() - { - - } - public void Bop() { - if (!stepping && !(animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash")) + if (!stepping && !animator.IsPlayingAnimationNames("Beat", "Unstep", "Slash")) animator.Play("Beat", -1, 0); } @@ -34,11 +29,11 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai stepping = !off; if (off) { - animator.Play("Beat", -1, 0); + animator.Play("Unstep", -1, 0); } else { - if (animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash") + if (animator.IsPlayingAnimationNames("Slash")) animator.Play("StepSeathe", -1, 0); else animator.Play("Step", -1, 0); @@ -51,7 +46,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai animator.Play("Slash", -1, 0); } - public bool isStepping() + public bool IsStepping() { return stepping; } diff --git a/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs b/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs index bbb681385..c67f790f4 100644 --- a/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs +++ b/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs @@ -10,15 +10,16 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai public class NtrSamuraiObject : MonoBehaviour { [Header("Objects")] - public ParticleSystem moneyBurst; - public ParticleSystem pickelBurst; - public Animator anim; + [SerializeField] ParticleSystem moneyBurst; + [SerializeField] ParticleSystem pickelBurst; + [SerializeField] ParticleSystem pickelBurstSplat; + [SerializeField] Animator anim; public NtrSamuraiObject secondHalf; [Header("Transforms")] public Transform doubleLaunchPos; public Transform heldPos; - + public double startBeat; public int type; public bool isDebris = false; @@ -39,13 +40,13 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai { switch (type) { - case (int) SamuraiSliceNtr.ObjectType.Fish: + case (int)SamuraiSliceNtr.ObjectType.Fish: anim.Play("ObjFishDebris"); break; - case (int) SamuraiSliceNtr.ObjectType.Demon: + case (int)SamuraiSliceNtr.ObjectType.Demon: anim.Play("ObjDemonDebris02"); break; - case (int) SamuraiSliceNtr.ObjectType.Melon2B2T: + case (int)SamuraiSliceNtr.ObjectType.Melon2B2T: anim.Play("ObjMelonPickelDebris02"); break; default: @@ -62,19 +63,19 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai { switch (type) { - case (int) SamuraiSliceNtr.ObjectType.Fish: + case (int)SamuraiSliceNtr.ObjectType.Fish: anim.Play("ObjFish"); break; - case (int) SamuraiSliceNtr.ObjectType.Demon: + case (int)SamuraiSliceNtr.ObjectType.Demon: anim.Play("ObjDemon"); - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1f, 1.5f), + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1f, 1.5f), new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 1.5f, 1.25f), new MultiSound.Sound("samuraiSliceNtr/ntrSamurai_in01", startBeat + 2f), }); break; - case (int) SamuraiSliceNtr.ObjectType.Melon2B2T: + case (int)SamuraiSliceNtr.ObjectType.Melon2B2T: anim.Play("ObjMelonPickel"); break; default: @@ -89,7 +90,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, SamuraiSliceNtr.InputAction_AltUp, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false; currentCurve = SamuraiSliceNtr.instance.InCurve; - transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * (float) startBeat)); + transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * (float)startBeat)); var cond = Conductor.instance; float flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f); @@ -108,14 +109,11 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai { case -3: // near miss on board launch flyPos = cond.GetPositionFromBeat(startBeat, 2f); - transform.position = currentCurve.GetPoint(flyPos); - transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (180f * Time.deltaTime)); - - if (flyPos > 1f) - { - GameObject.Destroy(gameObject); - return; - } + transform.position = currentCurve.GetPoint(Mathf.Clamp01(flyPos)); + if (flyPos >= 1) + transform.rotation = Quaternion.identity; + else + transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (180f * Time.deltaTime * cond.SongPitch)); break; case -2: // being carried by a child flyPos = cond.GetPositionFromBeat(startBeat + 2f, 4f); @@ -129,41 +127,40 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai case -1: // sliced by samurai, falling towards child flyPos = cond.GetPositionFromBeat(startBeat, 1f); transform.position = currentCurve.GetPoint(flyPos); - transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + ((isDebris? 360f : -360f) * Time.deltaTime)); + transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + ((isDebris ? 360f : -360f) * Time.deltaTime * cond.SongPitch)); - if (flyPos > 1f) + if (flyPos >= 1f) { SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_catch"); if (!isDebris) { NtrSamuraiChild child = SamuraiSliceNtr.instance.CreateChild(startBeat + 1f); heldPos = child.DebrisPosR; + transform.parent = child.DebrisPosR; secondHalf.heldPos = child.DebrisPosL; + secondHalf.transform.parent = child.DebrisPosL; } flyProg = -2; - GetComponent().sortingOrder = 7; + anim.GetComponent().sortingOrder = 7; return; } break; case 2: // fish first bounce float jumpPos = cond.GetPositionFromBeat(launchProg.startBeat, 2f); + jumpPos = Mathf.Min(jumpPos, 1.215f); float yMul = jumpPos * 2f - 1f; - float yWeight = -(yMul*yMul) + 1f; + float yWeight = -(yMul * yMul) + 1f; transform.position = doubleLaunchPos.position + new Vector3(0, 4.5f * yWeight); - transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-2 * 360f * Time.deltaTime)); - - if (jumpPos > 2f) - { - // missed... - GameObject.Destroy(gameObject); - return; - } + if (jumpPos >= 1.215f) + transform.rotation = Quaternion.identity; + else + transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-2 * 360f * Time.deltaTime * cond.SongPitch)); break; case 1: // launched from board to samurai float flyDur = 3f; switch (type) { - case (int) SamuraiSliceNtr.ObjectType.Demon: + case (int)SamuraiSliceNtr.ObjectType.Demon: flyDur = 5f; break; default: @@ -171,38 +168,59 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai break; } flyPos = cond.GetPositionFromBeat(hitProg.startBeat, flyDur); - transform.position = currentCurve.GetPoint(flyPos); - transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (3 * 360f * Time.deltaTime)); - - if (flyPos > 1f) - { - // missed... - GameObject.Destroy(gameObject); - return; - } + transform.position = currentCurve.GetPoint(Mathf.Clamp01(flyPos)); + if (flyPos >= 1) + transform.rotation = Quaternion.identity; + else + transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (3 * 360f * Time.deltaTime * cond.SongPitch)); break; default: // object initial spawn, flying towards board flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f); - transform.position = currentCurve.GetPoint(flyPos); - transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime)); - - if (flyPos > 1f) - { - // missed... - GameObject.Destroy(gameObject); - return; - } + transform.position = currentCurve.GetPoint(Mathf.Clamp01(flyPos)); + if (flyPos >= 1) + transform.rotation = Quaternion.identity; + else + transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime * cond.SongPitch)); break; } } } + void DoSplat(double beat) + { + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound("samuraiSliceNtr/item_splat", beat) + }); + BeatAction.New(this, new() + { + new BeatAction.Action(beat, delegate { + switch (type) + { + case (int)SamuraiSliceNtr.ObjectType.Fish: + anim.Play("ObjFishSplat"); + break; + case (int)SamuraiSliceNtr.ObjectType.Demon: + anim.Play("ObjDemonSplat"); + break; + case (int)SamuraiSliceNtr.ObjectType.Melon2B2T: + anim.Play("ObjMelonPickelSplat"); + pickelBurstSplat.transform.position = transform.position; + pickelBurstSplat.Play(); + break; + default: + anim.Play("ObjMelonSplat"); + break; + }}), + new BeatAction.Action(beat + 3, delegate { Destroy(gameObject); }) + }); + } + void DoLaunch() { switch (type) { - case (int) SamuraiSliceNtr.ObjectType.Fish: + case (int)SamuraiSliceNtr.ObjectType.Fish: if (flyProg == 2) { flyProg = 1; @@ -210,9 +228,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 4f, 2f, SamuraiSliceNtr.InputAction_FlickPress, DoSliceAutoplay, LaunchThrough, LaunchThrough); currentCurve = SamuraiSliceNtr.instance.LaunchCurve; - SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f/4); + SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f / 4); } - else + else { flyProg = 2; launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, SamuraiSliceNtr.InputAction_AltDown, LaunchSuccess, LaunchMiss, LaunchThrough); @@ -224,7 +242,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f); } break; - case (int) SamuraiSliceNtr.ObjectType.Demon: + case (int)SamuraiSliceNtr.ObjectType.Demon: flyProg = 1; hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, SamuraiSliceNtr.InputAction_FlickPress, HitSuccess, HitMiss, LaunchThrough); SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, SamuraiSliceNtr.InputAction_FlickPress, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false; @@ -266,6 +284,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai flyProg = -3; SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: 2f); launchProg.Disable(); + DoSplat(startBeat + 2); return; } launchProg.Disable(); @@ -277,9 +296,18 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai public void LaunchMiss(PlayerActionEvent caller) { missedLaunch = true; + switch (flyProg) + { + case 2: + DoSplat(caller.startBeat + 2.215); + break; + default: + DoSplat(caller.startBeat + 3); + break; + } } - public void LaunchThrough(PlayerActionEvent caller) {} + public void LaunchThrough(PlayerActionEvent caller) { } public void HitSuccess(PlayerActionEvent caller, float state) { @@ -290,6 +318,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai flyProg = -3; SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_ng"); hitProg.Disable(); + DoSplat(startBeat + 2); return; } flyProg = -1; @@ -310,15 +339,15 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai mobj.transform.position = transform.position; mobj.transform.rotation = transform.rotation; - mobj.GetComponent().sortingOrder = 4; + // mobj.GetComponent().sortingOrder = 4; mobj.SetActive(true); secondHalf = mobjDat; this.startBeat = caller.startBeat + caller.timer; - if (type == (int) SamuraiSliceNtr.ObjectType.Demon) + if (type == (int)SamuraiSliceNtr.ObjectType.Demon) anim.Play("ObjDemonDebris01"); - else if (type == (int) SamuraiSliceNtr.ObjectType.Melon2B2T) + else if (type == (int)SamuraiSliceNtr.ObjectType.Melon2B2T) { SoundByte.PlayOneShotGame("samuraiSliceNtr/melon_dig"); pickelBurst.Play(); @@ -334,6 +363,17 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai public void HitMiss(PlayerActionEvent caller) { + double flyDur; + switch (type) + { + case (int)SamuraiSliceNtr.ObjectType.Demon: + flyDur = 5; + break; + default: + flyDur = 3; + break; + } + DoSplat(caller.startBeat + flyDur); missedHit = true; } } diff --git a/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs b/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs index 1d422b5a1..599b4928d 100644 --- a/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs +++ b/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs @@ -13,17 +13,18 @@ namespace HeavenStudio.Games.Loaders using static Minigames; public static class NtrSamuraiLoader { - public static Minigame AddGame(EventCaller eventCaller) { + public static Minigame AddGame(EventCaller eventCaller) + { return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List() { new GameAction("bop", "Bop") { - function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); }, + function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); }, resizable = true, parameters = new List() { - new Param("whoBops", SamuraiSliceNtr.WhoBops.Both, "Who Bops?", "Who will bop?"), - new Param("whoBopsAuto", SamuraiSliceNtr.WhoBops.None, "Who Bops? (Auto)", "Who will automatically begin bopping?") + new Param("bop", true, "Bop", "Toggle if the child should bop for the duration of this event."), + new Param("bopAuto", false, "Bop (Auto)", "Toggle if the child should automatically bop until another Bop event is reached.") } }, new GameAction("melon", "Melon") @@ -31,12 +32,12 @@ namespace HeavenStudio.Games.Loaders function = delegate { SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Melon, (int) eventCaller.currentEntity["valA"], eventCaller.currentEntity["2b2t"]); - }, + }, defaultLength = 5, parameters = new List() { - new Param("2b2t", false, "Melon2B2T", "Should the melon be reskinned as the 2B2T melon?"), - new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"), + 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 GameAction("fish", "Fish") @@ -48,7 +49,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 7, parameters = new List() { - new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the fish spills out when sliced"), + new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."), } }, new GameAction("demon", "Demon") @@ -60,7 +61,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 7, parameters = new List() { - new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the demon spills out when sliced"), + new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."), } }, //backwards compatibility @@ -79,9 +80,9 @@ namespace HeavenStudio.Games.Loaders hidden = true }, }, - new List() {"ntr", "normal"}, + new List() { "ntr", "normal" }, "ntrsamurai", "en", - new List() {"en"} + new List() { "en" } ); } } @@ -94,7 +95,8 @@ namespace HeavenStudio.Games public class SamuraiSliceNtr : Minigame { - public enum ObjectType { + public enum ObjectType + { Melon, Fish, Demon, @@ -165,30 +167,25 @@ namespace HeavenStudio.Games private void Awake() { instance = this; - SetupBopRegion("samuraiSliceNtr", "bop", "whoBopsAuto", false); + SetupBopRegion("samuraiSliceNtr", "bop", "bopAuto", false); } public override void OnBeatPulse(double beat) { - int whoBopsAuto = BeatIsInBopRegionInt(beat); - bool goBopSamurai = whoBopsAuto == (int)WhoBops.Samurai || whoBopsAuto == (int)WhoBops.Both; - bool goBopChild = whoBopsAuto == (int)WhoBops.Children || whoBopsAuto == (int)WhoBops.Both; - - if (goBopSamurai) player.Bop(); - if (goBopChild) childParent.GetComponent().Bop(); + if (BeatIsInBopRegion(beat)) childParent.GetComponent().Bop(); } void Update() { if (PlayerInput.GetIsAction(InputAction_AltDown)) DoStep(); - if (PlayerInput.GetIsAction(InputAction_AltUp) && player.isStepping()) + if (PlayerInput.GetIsAction(InputAction_AltUp) && player.IsStepping()) DoUnStep(); if (PlayerInput.GetIsAction(InputAction_FlickPress)) DoSlice(); } - public void Bop(double beat, float length, int whoBops, int whoBopsAuto) + public void Bop(double beat, float length, bool whoBops, bool whoBopsAuto) { for (int i = 0; i < length; i++) { @@ -199,22 +196,11 @@ namespace HeavenStudio.Games } } - void BopSingle(int whoBops) + void BopSingle(bool whoBops) { - switch (whoBops) + if (whoBops) { - case (int)WhoBops.Samurai: - player.Bop(); - break; - case (int)WhoBops.Children: - childParent.GetComponent().Bop(); - break; - case (int)WhoBops.Both: - player.Bop(); - childParent.GetComponent().Bop(); - break; - default: - break; + childParent.GetComponent().Bop(); } } @@ -233,7 +219,7 @@ namespace HeavenStudio.Games public void DoSlice() { - if (player.isStepping()) + if (player.IsStepping()) { launcher.GetComponent().Play("UnStep", -1, 0); } @@ -241,13 +227,13 @@ namespace HeavenStudio.Games player.Slash(); } - public void Bop(double beat, float length) + public void Bop(double beat, float length) { bop.length = length; bop.startBeat = beat; } - public void ObjectIn(double beat, int type = (int) ObjectType.Melon, int value = 1, bool funnyMinecraft = false) + public void ObjectIn(double beat, int type = (int)ObjectType.Melon, int value = 1, bool funnyMinecraft = false) { var mobj = GameObject.Instantiate(objectPrefab, objectHolder); var mobjDat = mobj.GetComponent(); diff --git a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs index 16c995de3..2088e67a4 100644 --- a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs +++ b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs @@ -13,76 +13,6 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("seeSaw", "See-Saw", "ffb4f7", false, false, new List() { - new GameAction("longLong", "Long Long") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); }, - defaultLength = 4f, - parameters = new List() - { - new Param("high", false, "High", "Will they perform high jumps?", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) - }), - new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."), - new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?") - } - }, - new GameAction("longShort", "Long Short") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); }, - defaultLength = 3f, - parameters = new List() - { - new Param("high", false, "High", "Will they perform high jumps?", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) - }), - new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."), - new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?") - } - }, - new GameAction("shortLong", "Short Long") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); }, - defaultLength = 3f, - parameters = new List() - { - new Param("high", false, "High", "Will they perform high jumps?", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) - }), - new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."), - new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?") - } - }, - new GameAction("shortShort", "Short Short") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); }, - defaultLength = 2f, - parameters = new List() - { - new Param("high", false, "High", "Will they perform high jumps?", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) - }), - new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."), - new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?") - } - }, - new GameAction("changeBgColor", "Change Background Color") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); }, - defaultLength = 4f, - resizable = true, - parameters = new List() - { - new Param("colorFrom", SeeSaw.defaultBGColor, "Start Color (Top)", "The color the background will start at."), - new Param("colorTo", SeeSaw.defaultBGColor, "End Color (Top)", "The color the background will end at."), - new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Start Color (Bottom)", "The color the background will start at."), - new Param("colorTo2", SeeSaw.defaultBGColorBottom, "End Color (Bottom)", "The color the background will end at."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease of the fade.") - } - }, new GameAction("bop", "Bop") { function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Bop(e.beat, e.length, e["bopSee"], e["bopSaw"], e["autoSee"], e["autoSaw"], e["strumSee"], e["strumSaw"]); }, @@ -98,15 +28,85 @@ namespace HeavenStudio.Games.Loaders new Param("strumSaw", false, "Saw Strum", "Should saw do the strum bop?"), } }, - new GameAction("choke", "Choke") + new GameAction("longLong", "Long Long") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); }, + defaultLength = 4f, + parameters = new List() + { + new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) + }), + new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."), + new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.") + } + }, + new GameAction("longShort", "Long Short") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); }, + defaultLength = 3f, + parameters = new List() + { + new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) + }), + new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."), + new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.") + } + }, + new GameAction("shortLong", "Short Long") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); }, + defaultLength = 3f, + parameters = new List() + { + new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) + }), + new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."), + new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.") + } + }, + new GameAction("shortShort", "Short Short") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); }, + defaultLength = 2f, + parameters = new List() + { + new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) + }), + new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."), + new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.") + } + }, + new GameAction("choke", "Strum") { function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Choke(e.beat, e.length, e["see"], e["saw"]); }, defaultLength = 4f, resizable = true, parameters = new List() { - new Param("see", true, "See", "Will See Choke?"), - new Param("saw", true, "Saw", "Will Saw Choke?") + new Param("see", true, "See", "Toggle if See will strum and explode."), + new Param("saw", true, "Saw", "Toggle if Saw will strum and explode.") + } + }, + new GameAction("changeBgColor", "Background Appearance") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); }, + defaultLength = 4f, + resizable = true, + parameters = new List() + { + new Param("colorFrom", SeeSaw.defaultBGColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."), + new Param("colorTo", SeeSaw.defaultBGColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."), + new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."), + new Param("colorTo2", SeeSaw.defaultBGColorBottom, "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("recolor", "Color Pallete") @@ -115,8 +115,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "The color of the outlines on see and saw."), - new Param("fill", Color.white, "Fill Color", "The color of the fills on see and saw") + new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "Set the color used for the outlines."), + new Param("fill", Color.white, "Fill Color", "Set the color used for the fill.") } } }, @@ -285,7 +285,6 @@ namespace HeavenStudio.Games private void GrabJumpEvents(double beat) { - Debug.Log("Beat: " + beat); var jumpEvents = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "longLong", "longShort", "shortLong", "shortShort" }); List tempEvents = new List(); for (int i = 0; i < jumpEvents.Count; i++) @@ -317,10 +316,6 @@ namespace HeavenStudio.Games tempEvents.Remove(jump); } allJumpEvents = tempEvents; - foreach (var jump in allJumpEvents) - { - Debug.Log(jump.beat); - } } private void PersistColor(double beat) diff --git a/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs b/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs index d52f072bd..8c96d96fc 100644 --- a/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs +++ b/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs @@ -29,21 +29,16 @@ namespace HeavenStudio.Games.Loaders }, parameters = new List() { - new Param("slowDown", true, "Slowdown Effect", "Should there be a slowdown effect when the ghost is hit?"), - new Param("volume1", new EntityTypes.Integer(0, 100, 100), "Move Volume 1", "What height and what volume should this move be at?"), - new Param("volume2", new EntityTypes.Integer(0, 100, 100), "Move Volume 2", "What height and what volume should this move be at?"), - new Param("volume3", new EntityTypes.Integer(0, 100, 100), "Move Volume 3", "What height and what volume should this move be at?"), - new Param("volume4", new EntityTypes.Integer(0, 100, 100), "Move Volume 4", "What height and what volume should this move be at?"), - new Param("volume5", new EntityTypes.Integer(0, 100, 100), "Move Volume 5", "What height and what volume should this move be at?"), - new Param("volume6", new EntityTypes.Integer(0, 100, 100), "Move Volume 6", "What height and what volume should this move be at?"), - new Param("volume7", new EntityTypes.Integer(0, 100, 100), "Move Volume 7", "What height and what volume should this move be at?"), + new Param("slowDown", true, "Slowdown Effect", "Toggle if there should be a slowdown effect when the ghost is hit."), + new Param("volume1", new EntityTypes.Integer(0, 100, 100), "Move Volume 1", "Set the height and volume the ghost should have at this position."), + new Param("volume2", new EntityTypes.Integer(0, 100, 100), "Move Volume 2", "Set the height and volume the ghost should have at this position."), + new Param("volume3", new EntityTypes.Integer(0, 100, 100), "Move Volume 3", "Set the height and volume the ghost should have at this position."), + new Param("volume4", new EntityTypes.Integer(0, 100, 100), "Move Volume 4", "Set the height and volume the ghost should have at this position."), + new Param("volume5", new EntityTypes.Integer(0, 100, 100), "Move Volume 5", "Set the height and volume the ghost should have at this position."), + new Param("volume6", new EntityTypes.Integer(0, 100, 100), "Move Volume 6", "Set the height and volume the ghost should have at this position."), + new Param("volume7", new EntityTypes.Integer(0, 100, 100), "Move Volume 7", "Set the height and volume the ghost should have at this position."), } }, - new GameAction("forceReload", "Bow Force Reload") - { - function = delegate { SneakySpirits.instance.ForceReload(); }, - defaultLength = 1f, - }, new GameAction("movebow", "Bow Enter or Exit") { function = delegate {var e = eventCaller.currentEntity; SneakySpirits.instance.MoveBow(e.beat, e.length, e["exit"], e["ease"]); }, @@ -51,10 +46,15 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("exit", true, "Enter?", "Should the bow exit or enter?"), - new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?") + new Param("exit", true, "Enter", "Toggle if the bow should enter or exit the scene."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, + new GameAction("forceReload", "Bow Force Reload") + { + function = delegate { SneakySpirits.instance.ForceReload(); }, + defaultLength = 1f, + }, }, new List() {"agb", "aim"}, "agbghost", "en", @@ -199,13 +199,13 @@ namespace HeavenStudio.Games { MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound("sneakySpirits/moving", beat, 1f, volume1 * 0.01f), - new MultiSound.Sound("sneakySpirits/moving", beat + length, 1f, volume2 * 0.01f), - new MultiSound.Sound("sneakySpirits/moving", beat + length * 2, 1f, volume3 * 0.01f), - new MultiSound.Sound("sneakySpirits/moving", beat + length * 3, 1f, volume4 * 0.01f), - new MultiSound.Sound("sneakySpirits/moving", beat + length * 4, 1f, volume5 * 0.01f), - new MultiSound.Sound("sneakySpirits/moving", beat + length * 5, 1f, volume6 * 0.01f), - new MultiSound.Sound("sneakySpirits/moving", beat + length * 6, 1f, volume7 * 0.01f), + new MultiSound.Sound("sneakySpirits/moving", beat, 1f, volume1 * 0.01f, false, 0.019), + new MultiSound.Sound("sneakySpirits/moving", beat + length, 1f, volume2 * 0.01f, false, 0.019), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 2, 1f, volume3 * 0.01f, false, 0.019), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 3, 1f, volume4 * 0.01f, false, 0.019), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 4, 1f, volume5 * 0.01f, false, 0.019), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 5, 1f, volume6 * 0.01f, false, 0.019), + new MultiSound.Sound("sneakySpirits/moving", beat + length * 6, 1f, volume7 * 0.01f, false, 0.019), }, forcePlay: true); } @@ -375,7 +375,7 @@ namespace HeavenStudio.Games new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { if (GameManager.instance.currentGame == "sneakySpirits") { - SoundByte.PlayOneShotGame("sneakySpirits/laugh", -1, 1.2f); + SoundByte.PlayOneShotGame("sneakySpirits/laugh", -1, 1f); spawnedGhost.GetComponent().DoScaledAnimationAsync("GhostLaugh", 0.25f); } }), diff --git a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs index 8bd19f277..3812f9903 100644 --- a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs +++ b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs @@ -13,6 +13,19 @@ namespace HeavenStudio.Games.Loaders public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("spaceDance", "Space Dance", "0014d6", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.EpicBop(e.beat, e.length, e["auto"], e["bop"], e["grampsAuto"], e["gramps"]); }, + parameters = new List() + { + new Param("bop", true, "Dancers Bop", "Toggle if the dancers should bop for the duration of this event."), + new Param("auto", false, "Dancers Bop (Auto)", "Toggle if the dancers should automatically bop until another Bop event is reached."), + new Param("gramps", false, "Gramps Bop", "Toggle if Space Gramps should bop for the duration of this event."), + new Param("grampsAuto", false, "Gramps Bop (Auto)", "Toggle if Space Gramps should automatically bop until another Bop event is reached.") + }, + resizable = true, + defaultLength = 4f + }, new GameAction("turn right", "Turn Right") { function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["gramps"]); }, @@ -20,8 +33,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2.0f, parameters = new List() { - new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"), - new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?") + new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."), + new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will turn right with the dancers.") } }, new GameAction("sit down", "Sit Down") @@ -31,8 +44,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2.0f, parameters = new List() { - new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"), - new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?") + new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."), + new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will sit down with the dancers.") } }, new GameAction("punch", "Punch") @@ -42,8 +55,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2.0f, parameters = new List() { - new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"), - new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?") + new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."), + new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will punch with the dancers.") } }, new GameAction("shootingStar", "Shooting Star") @@ -53,7 +66,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the shooting of the stars use?") + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("changeBG", "Change Background Color") @@ -63,32 +76,19 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("start", SpaceDance.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."), - new Param("end", SpaceDance.defaultBGColor, "End Color", "The end color for the fade."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("start", SpaceDance.defaultBGColor, "Start Color", "Set the color at the start of the event."), + new Param("end", SpaceDance.defaultBGColor, "End Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, - new GameAction("bop", "Bop") - { - function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.EpicBop(e.beat, e.length, e["auto"], e["bop"], e["grampsAuto"], e["gramps"]); }, - parameters = new List() - { - new Param("bop", true, "Dancers Bop", "Should the dancers bop?"), - new Param("auto", false, "Dancers Bop (Auto)", "Should the dancers auto bop?"), - new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?"), - new Param("grampsAuto", false, "Gramps Bop (Auto)", "Should Space Gramps auto bop with the dancers?") - }, - resizable = true, - defaultLength = 4f - }, new GameAction("grampsAnims", "Space Gramps Animations") { function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.GrampsAnimations(e.beat, e["type"], e["toggle"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("toggle", true, "Looping", "Should the animation loop?"), - new Param("type", SpaceDance.GrampsAnimationType.Talk, "Which animation?", "Which animation should space gramps do?") + new Param("toggle", true, "Loop", "Toggle if the animation should loop."), + new Param("type", SpaceDance.GrampsAnimationType.Talk, "Animation", "Set the animation for Space Gramps to perform.") } }, new GameAction("scroll", "Scrolling Background") @@ -96,8 +96,8 @@ namespace HeavenStudio.Games.Loaders function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateScrollSpeed(e["x"], e["y"]); }, defaultLength = 1f, parameters = new List() { - new Param("x", new EntityTypes.Float(-10f, 10f, 0), "Horizontal", "How fast does the background move horizontally?"), - new Param("y", new EntityTypes.Float(-10f, 10f, 0), "Vertical", "How fast does the background move vertically?"), + new Param("x", new EntityTypes.Float(-10f, 10f, 0), "Horizontal Speed", "Set how fast the background will scroll horizontally."), + new Param("y", new EntityTypes.Float(-10f, 10f, 0), "Vertical Speed", "Set how fast the background will scroll vertically."), } }, }, diff --git a/Assets/Scripts/Games/SpaceSoccer/Ball.cs b/Assets/Scripts/Games/SpaceSoccer/Ball.cs index 55edff2ef..d82d900fb 100644 --- a/Assets/Scripts/Games/SpaceSoccer/Ball.cs +++ b/Assets/Scripts/Games/SpaceSoccer/Ball.cs @@ -81,9 +81,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer } else { - highKickSwing = highKicks[i]["swing"]; - if (highKickSwing == 0f) - highKickSwing = 0.5f; + highKickSwing = 0.5f; if (highKicks[i].beat + GetAnimLength(State.HighKicked) > currentBeat) { diff --git a/Assets/Scripts/Games/SpaceSoccer/Kicker.cs b/Assets/Scripts/Games/SpaceSoccer/Kicker.cs index cf18e077b..510dd3b3a 100644 --- a/Assets/Scripts/Games/SpaceSoccer/Kicker.cs +++ b/Assets/Scripts/Games/SpaceSoccer/Kicker.cs @@ -253,9 +253,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer if (ball) { - ball.highKickSwing = highKicks[i]["swing"]; - if (ball.highKickSwing == 0f) - ball.highKickSwing = 0.5f; + ball.highKickSwing = 0.5f; } break; } @@ -384,6 +382,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer // queue normal kick input nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out); } + game.hitBeats.Add(caller.startBeat + caller.timer); } private void Miss(PlayerActionEvent caller) @@ -407,6 +406,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer Toe(true); nextHit = game.ScheduleInput(caller.startBeat, 3f, SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out); ball.canKick = false; + game.hitBeats.Add(caller.startBeat + caller.timer); } private void ToePrepareJust(PlayerActionEvent caller, float state) diff --git a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs index 9d2472afc..136096928 100644 --- a/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs +++ b/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs @@ -13,12 +13,17 @@ namespace HeavenStudio.Games.Loaders { new GameAction("ball dispense", "Ball Dispense") { - function = delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat, !eventCaller.currentEntity["toggle"], false, eventCaller.currentEntity["down"]); }, + function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.Dispense(e.beat, !e["toggle"], false, e["down"], e["auto"], e["interval"]); }, defaultLength = 2f, parameters = new List() { - new Param("toggle", false, "Disable Sound", "Disables the dispense sound"), - new Param("down", false, "Down Sound", "Will the Down sound be played?") + new Param("toggle", false, "Disable Sound", "Toggle if the dispense sound should be disabled."), + new Param("down", false, "Down Sound", "Toggle if the \"Down!\" cue from Remix 9 (DS) should be played."), + new Param("auto", true, "Auto Redispense", "Toggle if a ball should automatically be redispensed if the player lets it fall.", new() + { + new((x, _) => (bool)x, new string[] { "interval" }) + }), + new("interval", new EntityTypes.Integer(2, 20, 2), "Redispense Interval", "Set how many beats it should take for a ball to be redispensed.") }, inactiveFunction = delegate { @@ -28,45 +33,40 @@ namespace HeavenStudio.Games.Loaders new GameAction("high kick-toe!", "High Kick-Toe!") { defaultLength = 3f, - parameters = new List() - { - new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing") - } }, - new GameAction("npc kickers enter or exit", "NPC Kickers Enter or Exit") + new GameAction("npc kickers enter or exit", "NPC Kickers") { - function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["choice"], e["ease"], e["amount"], e["x"], e["y"], e["z"], e["override"], e["preset"]); }, + function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["choice"], e["ease"], e["amount"], e["x"], e["y"], e["z"], true, e["preset"]); }, defaultLength = 4f, parameters = new List() { - new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Which preset should be used?", new List() + new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Choose a preset for the NPCs.", new List() { new Param.CollapseParam((x, _) => (int)x == (int)SpaceSoccer.EnterExitPresets.Custom, new string[] { "amount", "x", "y", "z" }) }), - new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Amount of Space Kickers."), - new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"), - new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"), - new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"), + new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Set the amount 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."), - new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Enter Or Exit", "Whether the kickers should exit or enter."), - new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the entering or exiting."), - new Param("override", true, "Override Easing", "Should this block override the easing of the space kickers' positions?") + new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Status", "Choose if the kickers should enter or exit."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), }, resizable = true }, - new GameAction("easePos", "Ease NPC Space Kicker Distances") + new GameAction("easePos", "Change NPC Distances") { function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.EaseSpaceKickersPositions(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"]); }, defaultLength = 4f, resizable = true, parameters = new List() { - new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"), - new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"), - new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"), - new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the space kickers moving."), + 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."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), } }, new GameAction("pMove", "Move Player") @@ -76,29 +76,29 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Which preset should be used?", new List() + new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Choose a preset for the player.", new List() { new Param.CollapseParam((x, _) => (int)x == (int)SpaceSoccer.PlayerPresets.Custom, new string[] { "x", "y", "z", "ease", "sound" }) }), - new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Pos", "Which position should the player move to on the x axis?"), - new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Pos", "Which position should the player move to on the y axis?"), - new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Pos", "Which position should the player move to on the z axis?"), - new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the space kickers moving."), - new Param("sound", SpaceSoccer.LaunchSoundToPlay.None, "Sound", "Which launch sound should be played at the start of this block?") + new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Position", "Set the position the player should move to on the x axis."), + new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Position", "Set the position the player should move to on the y axis."), + new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Position", "Set the position the player should move to on the z axis."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), + new Param("sound", SpaceSoccer.LaunchSoundToPlay.None, "Sound", "Set the launch sound to be played at the start of this event.") } }, - new GameAction("changeBG", "Change Background Color") + new GameAction("changeBG", "Background Appearance") { function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["startDots"], e["endDots"], e["ease"]); }, defaultLength = 1f, resizable = true, parameters = new List() { - new Param("start", SpaceSoccer.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."), - new Param("end", SpaceSoccer.defaultBGColor, "End Color", "The end color for the fade."), - new Param("startDots", Color.white, "Start Color (Dots)", "The start color for the fade or the color that will be switched to if -instant- is ticked on."), - new Param("endDots", Color.white, "End Color (Dots)", "The end color for the fade."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("start", SpaceSoccer.defaultBGColor, "Start Color", "Set the color at the start of the event."), + new Param("end", SpaceSoccer.defaultBGColor, "End Color", "Set the color at the end of the event."), + new Param("startDots", Color.white, "Start Color (Dots)", "Set the color at the start of the event."), + new Param("endDots", Color.white, "End Color (Dots)", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("scroll", "Scrolling Background") @@ -106,16 +106,16 @@ namespace HeavenStudio.Games.Loaders function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e["x"], e["y"]); }, defaultLength = 1f, parameters = new List() { - new Param("x", new EntityTypes.Float(-10f, 10, 0.1f), "Horizontal", "How fast does the background move horizontally?"), - new Param("y", new EntityTypes.Float(-10, 10f, 0.3f), "Vertical", "How fast does the background move vertically?"), + new Param("x", new EntityTypes.Float(-10f, 10, 0.1f), "Horizontal Speed", "Set how fast the background will scroll horizontally."), + new Param("y", new EntityTypes.Float(-10, 10f, 0.3f), "Vertical Speed", "Set how fast the background will scroll vertically."), } }, - new GameAction("stopBall", "Stop Ball") + new GameAction("stopBall", "Remove Ball") { function = delegate { SpaceSoccer.instance.StopBall(eventCaller.currentEntity["toggle"]); }, parameters = new List() { - new Param("toggle", true, "Stop ball?", "Should the ball be stopped? If ticked off the kickers will regain their ability to use the ball.") + new Param("toggle", true, "Remove", "Toggle if the ball should be removed and the kickers shouldn't be able to kick. To re-enable kicks, place this event again and disable this property.") } }, // This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however) @@ -163,6 +163,7 @@ namespace HeavenStudio.Games using HeavenStudio.Common; using UnityEngine.Rendering; using UnityEngine.UI; + using System; public class SpaceSoccer : Minigame { @@ -214,6 +215,12 @@ namespace HeavenStudio.Games float yScrollMultiplier = 0.3f; [SerializeField] private float xBaseSpeed = 1; [SerializeField] private float yBaseSpeed = 1; + + private List _highKickToeBeats = new(); + private List _stopBeats = new(); + + [NonSerialized] public List hitBeats = new(); + #region Space Kicker Position Easing float easeBeat; float easeLength; @@ -234,6 +241,11 @@ namespace HeavenStudio.Games instance = this; colorStart = defaultBGColor; colorEnd = defaultBGColor; + var allHighKickToeEvents = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "high kick-toe!" }); + foreach (var e in allHighKickToeEvents) + { + _highKickToeBeats.Add(e.beat); + } } new void OnDrawGizmos() @@ -276,6 +288,29 @@ namespace HeavenStudio.Games } } + public override void OnBeatPulse(double beat) + { + if (!ballDispensed) return; + + double offsetBeat = beat + (lastDispensedBeat % 1); + + if (_stopBeats.Exists(x => offsetBeat >= x) || offsetBeat < lastDispensedBeat + 2) return; + + if (_highKickToeBeats.Exists(x => offsetBeat >= x + 1 && offsetBeat < x + 3)) + { + if (_highKickToeBeats.Exists(x => offsetBeat == x + 2) && !IsExpectingInputNow(InputAction_FlickRelease)) + { + if (hitBeats.Exists(x => x == offsetBeat - 0.5)) return; + ScoreMiss(); + } + } + else if (!IsExpectingInputNow(InputAction_BasicPress)) + { + if (hitBeats.Exists(x => offsetBeat == x)) return; + ScoreMiss(); + } + } + public void StopBall(bool stop) { foreach (var kicker in kickers) @@ -329,12 +364,12 @@ namespace HeavenStudio.Games continue; } bool isOnGameSwitchBeat = entity.beat == beat; - Debug.Log(isOnGameSwitchBeat); - Dispense(entity.beat, isOnGameSwitchBeat && !entity["toggle"], false, isOnGameSwitchBeat && entity["down"]); + Dispense(entity.beat, isOnGameSwitchBeat && !entity["toggle"], false, isOnGameSwitchBeat && entity["down"], entity["auto"], entity["interval"]); break; } PersistColor(beat); + AddStopEvents(beat); } public SuperCurveObject.Path GetPath(string name) @@ -349,6 +384,8 @@ namespace HeavenStudio.Games return default(SuperCurveObject.Path); } + #region VisualInterpolation + public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY) { xScrollMultiplier = scrollSpeedX; @@ -452,10 +489,35 @@ namespace HeavenStudio.Games kickers.Add(spawnedKicker); kickerHolder.gameObject.SetActive(true); } - if (ballDispensed) Dispense(lastDispensedBeat, false, true); + if (ballDispensed) Dispense(lastDispensedBeat, false, true, false, false); } - public void Dispense(double beat, bool playSound = true, bool ignorePlayer = false, bool playDown = false) + #endregion + + public void Dispense(double beat, bool playSound = true, bool ignorePlayer = false, bool playDown = false, bool autoDispense = true, int autoInterval = 2) + { + DispenseExec(beat, playSound, ignorePlayer, playDown); + + if (!autoDispense) return; + + DispenseRecursion(beat + 2, autoInterval); + } + + private void DispenseRecursion(double beat, int interval) + { + double dispenseBeat = beat + interval; + if (_stopBeats.Exists(x => dispenseBeat + 2 >= x)) return; + BeatAction.New(this, new() + { + new(dispenseBeat, delegate + { + if (!_highKickToeBeats.Exists(x => dispenseBeat + 2 > x && dispenseBeat + 2 < x + 3)) DispenseExec(dispenseBeat); + DispenseRecursion(dispenseBeat + 2, interval); + }) + }); + } + + private void DispenseExec(double beat, bool playSound = true, bool ignorePlayer = false, bool playDown = false) { if (!ballDispensed) lastDispensedBeat = beat; ballDispensed = true; @@ -496,6 +558,15 @@ namespace HeavenStudio.Games }, forcePlay:true); } + private void AddStopEvents(double beat) + { + var allStopEvents = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "stopBall" }).FindAll(x => x.beat >= beat); + foreach (var e in allStopEvents) + { + _stopBeats.Add(e.beat); + } + } + private double colorStartBeat = -1; private float colorLength = 0f; private Color colorStart; //obviously put to the default color of the game @@ -550,6 +621,7 @@ namespace HeavenStudio.Games public override void OnPlay(double beat) { PersistColor(beat); + AddStopEvents(beat); } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/Spaceball/Spaceball.cs b/Assets/Scripts/Games/Spaceball/Spaceball.cs index 9ddd18c06..027e41813 100644 --- a/Assets/Scripts/Games/Spaceball/Spaceball.cs +++ b/Assets/Scripts/Games/Spaceball/Spaceball.cs @@ -21,7 +21,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2, parameters = new List() { - new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot") + new Param("type", Spaceball.BallType.Baseball, "Type", "Set the object to shoot.") } }, new GameAction("shootHigh", "Pitch High Ball") @@ -32,23 +32,23 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3, parameters = new List() { - new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot") + new Param("type", Spaceball.BallType.Baseball, "Type", "Set the object to shoot.") } }, - new GameAction("costume", "Change Batter Costume") + new GameAction("costume", "Batter Costume") { function = delegate { Spaceball.instance.Costume(eventCaller.currentEntity["type"]); }, parameters = new List() { - new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to") + new Param("type", Spaceball.CostumeType.Standard, "Type", "Set the costume for the batter to wear.") } }, - new GameAction("alien", "Show Alien") + new GameAction("alien", "Space Umpire Animation") { function = delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat, eventCaller.currentEntity["hide"]); }, parameters = new List() { - new Param("hide", false, "Hide", "Should the alien be hidden?") + new Param("hide", false, "Hide", "Toggle if Space Umpire should be hidden from the scene.") } }, new GameAction("camera", "Zoom Camera") @@ -57,8 +57,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "The camera's zoom level (Lower value = Zoomed in)"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use while zooming") + new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "Set the level to zoom to."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("prepare dispenser", "Dispenser Prepare") diff --git a/Assets/Scripts/Games/Splashdown/Splashdown.cs b/Assets/Scripts/Games/Splashdown/Splashdown.cs index 5cac91776..b0ca1b4d2 100644 --- a/Assets/Scripts/Games/Splashdown/Splashdown.cs +++ b/Assets/Scripts/Games/Splashdown/Splashdown.cs @@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("type", new EntityTypes.Integer(1, 3, 1), "Type") + new Param("type", new EntityTypes.Integer(1, 3, 1), "Type", "Set the type of animation to play when surfacing.") } }, new GameAction("jump", "Jump") @@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("dolphin", true, "Dolphin") + new Param("dolphin", true, "Dolphin", "Toggle if the dolphin should be used.") } }, new GameAction("together", "Together Jump") @@ -45,7 +45,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("al", false, "Alley-Oop!") + new Param("al", false, "Alley-Oop!", "Toggle if the \"Alley-Oop!\" sound effect and animation should be used.") } }, new GameAction("togetherR9", "Together Jump (Remix 9)") @@ -54,7 +54,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("al", false, "Alley-Oop!") + new Param("al", false, "Alley-Oop!", "Toggle if the \"Alley-Oop!\" sound effect and animation should be used.") } }, new GameAction("intro", "Intro") @@ -63,16 +63,20 @@ namespace HeavenStudio.Games.Loaders resizable = true, defaultLength = 8 }, - new GameAction("amount", "Synchrette Amount") + new GameAction("amount", "Change Synchrette Number") { function = delegate { Splashdown.instance.SpawnSynchrettes(eventCaller.currentEntity["amount"], eventCaller.currentEntity.beat); }, defaultLength = 0.5f, parameters = new List() { - new Param("amount", new EntityTypes.Integer(3, 5, 3), "Amount") + new Param("amount", new EntityTypes.Integer(3, 5, 3), "Synchrettes", "Set how many synchrettes there will be. The player is always the rightmost synchrette.") } } - }); + }, + new List() { "ntr", "normal" }, + "ntrdiving", "en", + new List() { "en" } + ); } } } @@ -269,12 +273,12 @@ namespace HeavenStudio.Games })); SoundByte.PlayOneShotGame("splashdown/yeah", diveBeat); SoundByte.PlayOneShotGame("splashdown/jumpOthers", diveBeat); - SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1); + if (dolphin) SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1); SoundByte.PlayOneShotGame("splashdown/splashOthers", diveBeat + 1.75); } BeatAction.New(instance, actions); SoundByte.PlayOneShotGame("splashdown/yeah", beat + (currentSynchrettes.Count * length)); - ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_FlickRelease, dolphin ? JustJump : JustJumpNoDolphin, Out, Out); + ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_FlickRelease, dolphin ? JustJump : JustJumpNoRollSound, Out, Out); } public void TogetherJump(double beat, bool alleyoop) @@ -416,25 +420,6 @@ namespace HeavenStudio.Games }); } - private void JustJumpNoDolphin(PlayerActionEvent caller, float state) - { - double diveBeat = caller.timer + caller.startBeat; - SoundByte.PlayOneShotGame("splashdown/jumpPlayer"); - SoundByte.PlayOneShotGame("splashdown/splashPlayer", diveBeat + 1.75); - if (state >= 1f || state <= -1f) - { - player.Jump(diveBeat, true, true); - return; - } - SoundByte.PlayOneShotGame("splashdown/rollPlayer", diveBeat + 1); - player.Jump(diveBeat, false, true); - BeatAction.New(instance, new List() - { - new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }), - new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); }) - }); - } - private void JustJumpNoRollSound(PlayerActionEvent caller, float state) { double diveBeat = caller.timer + caller.startBeat; diff --git a/Assets/Scripts/Games/Tambourine/Tambourine.cs b/Assets/Scripts/Games/Tambourine/Tambourine.cs index 0c76a65d2..1992674ee 100644 --- a/Assets/Scripts/Games/Tambourine/Tambourine.cs +++ b/Assets/Scripts/Games/Tambourine/Tambourine.cs @@ -14,6 +14,17 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("tambourine", "Tambourine", "388cd0", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); }, + parameters = new List() + { + new Param("whoBops", Tambourine.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."), + new Param("whoBopsAuto", Tambourine.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."), + }, + resizable = true, + priority = 4 + }, new GameAction("beat intervals", "Start Interval") { preFunction = delegate {var e = eventCaller.currentEntity; Tambourine.PreInterval(e.beat, e.length, e["auto"]); }, @@ -21,7 +32,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("auto", true, "Auto Pass Turn") + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.") } }, new GameAction("shake", "Shake") @@ -41,17 +52,6 @@ namespace HeavenStudio.Games.Loaders resizable = true, preFunctionLength = 1f }, - new GameAction("bop", "Bop") - { - function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); }, - parameters = new List() - { - new Param("whoBops", Tambourine.WhoBops.Both, "Who Bops", "Who will bop."), - new Param("whoBopsAuto", Tambourine.WhoBops.None, "Who Bops (Auto)", "Who will auto bop."), - }, - resizable = true, - priority = 4 - }, new GameAction("success", "Success") { function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.SuccessFace(e.beat); }, @@ -65,9 +65,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("colorStart", Color.white, "Start Color", "The starting color of the fade."), - new Param("colorEnd", Tambourine.defaultBGColor, "End Color", "The ending color of the fade."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("colorStart", Color.white, "Start Color", "Set the color at the start of the event."), + new Param("colorEnd", Tambourine.defaultBGColor, "End Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, }, diff --git a/Assets/Scripts/Games/TapTrial/TapTrial.cs b/Assets/Scripts/Games/TapTrial/TapTrial.cs index 89df2aeb7..0ace83215 100644 --- a/Assets/Scripts/Games/TapTrial/TapTrial.cs +++ b/Assets/Scripts/Games/TapTrial/TapTrial.cs @@ -19,8 +19,8 @@ namespace HeavenStudio.Games.Loaders 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 Param("toggle", true, "Bop", "Toggle if the characters should bop for the duration of this event."), + new Param("toggle2", false, "Bop (Auto)", "Toggle if the characters should automatically bop until another Bop event is reached.") } }, new GameAction("tap", "Tap") @@ -38,7 +38,7 @@ namespace HeavenStudio.Games.Loaders function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); }, defaultLength = 4.0f }, - new GameAction("jump tap prep", "Prepare Stance") + new GameAction("jump tap prep", "Jump Prepare") { function = delegate { TapTrial.instance.JumpPrepare(); }, }, @@ -48,7 +48,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2.0f, parameters = new List() { - new Param("final", false, "Final") + new Param("final", false, "Final", "Toggle if this jump should be the final one of the set.") } }, new GameAction("scroll event", "Scroll Background") @@ -57,12 +57,12 @@ namespace HeavenStudio.Games.Loaders defaultLength = 1f, parameters = new List() { - new Param("toggle", true, "Scroll FX", "Will scroll", new List() + new Param("toggle", true, "Scroll", "Toggle if the background should scroll.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "flash", "m"}) }), - new Param("flash", true, "Flash FX", "Will flash to white"), - new Param("m", new EntityTypes.Float(0, 10, 1), "Speed Multiplier") + new Param("flash", true, "White Fade", "Toggle if the background will have a white overlay."), + new Param("m", new EntityTypes.Float(0, 10, 1), "Speed", "Set how fast the background should scroll.") } }, new GameAction("giraffe events", "Giraffe Animations") @@ -71,8 +71,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("toggle", TapTrial.GiraffeAnimation.Enter, "Animation", "Which animation?"), - new Param("instant", EasingFunction.Ease.Linear, "Ease", "Which ease will be used?") + new Param("toggle", TapTrial.GiraffeAnimation.Enter, "Animation", "Set the animation for the giraffe to perform."), + new Param("instant", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, // backwards-compatibility diff --git a/Assets/Scripts/Games/TapTroupe/TapTroupe.cs b/Assets/Scripts/Games/TapTroupe/TapTroupe.cs index 22af931c1..2b4efccc1 100644 --- a/Assets/Scripts/Games/TapTroupe/TapTroupe.cs +++ b/Assets/Scripts/Games/TapTroupe/TapTroupe.cs @@ -14,6 +14,16 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("tapTroupe", "Tap Troupe", "999999", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); }, + resizable = true, + parameters = new List() + { + new Param("bop", true, "Bop", "Toggle if the tall tappers should bop for the duration of this event."), + new Param("bopAuto", false, "Bop (Auto)", "Toggle if the tall tappers should automatically bop until another Bop event is reached.") + } + }, new GameAction("stepping", "Stepping") { preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreStepping(e.beat, e.length, e["startTap"]); }, @@ -21,7 +31,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("startTap", false, "Start Tap Voice Line", "Whether or not it should say -Tap!- on the first step.") + new Param("startTap", false, "Tap Voice Line", "Toggle if the \"Tap!\" voice line should be played on the first tap.") } }, new GameAction("tapping", "Tapping") @@ -31,60 +41,50 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("okay", true, "Okay Voice Line", "Whether or not the tappers should say -Okay!- after successfully tapping.", new List() + new Param("okay", true, "OK", "Toggle if the tall tappers should say \"OK!\" after successfully tapping.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "okayType" }) }), - new Param("okayType", TapTroupe.OkayType.OkayA, "Okay Type", "Which version of the okay voice line should the tappers say?"), - new Param("animType", TapTroupe.OkayAnimType.Normal, "Okay Animation", "Which animations should be played when the tapper say OK?", new List() + new Param("okayType", TapTroupe.OkayType.OkayA, "Type", "Set the version of the voice line the tall tappers should say."), + new Param("animType", TapTroupe.OkayAnimType.Normal, "Animation", "Set the animation that should be played when the tall tappers say \"OK!\"", new List() { new Param.CollapseParam((x, _) => (int)x == (int)TapTroupe.OkayAnimType.Popper, new string[]{ "popperBeats"}) }), - new Param("popperBeats", new EntityTypes.Float(0f, 80f, 2f), "Popper Beats", "How many beats until the popper will pop?"), + new Param("popperBeats", new EntityTypes.Float(0f, 80f, 2f), "Popper Beats", "Set how many beats it should take for the party popper to pop."), new Param("randomVoiceLine", true, "Extra Random Voice Line", "Whether there should be randomly said woos or laughs after the tappers say OK!"), - new Param("noReady", false, "Mute Ready") + new Param("noReady", false, "Mute Ready", "Toggle if the \"Rea-dy!\" cue should be muted.") } }, - new GameAction("bop", "Bop") - { - function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); }, - resizable = true, - parameters = new List() - { - new Param("bop", true, "Bop", "Should the tappers bop?"), - new Param("bopAuto", false, "Bop (Auto)", "Should the tappers auto bop?") - } - }, - new GameAction("spotlights", "Toggle Spotlights") + new GameAction("spotlights", "Spotlights") { function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Spotlights(e["toggle"], e["player"], e["middleLeft"], e["middleRight"], e["leftMost"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("toggle", true, "Darkness On", "Whether or not it should be dark."), - new Param("player", true, "Player Spotlight", "Whether or not the player spotlight should be turned on or off."), - new Param("middleRight", false, "Middleright Tapper Spotlight", "Whether or not the middleright tapper spotlight should be turned on or off."), - new Param("middleLeft", false, "Middleleft Tapper Spotlight", "Whether or not the middleleft tapper spotlight should be turned on or off."), - new Param("leftMost", false, "Leftmost Tapper Spotlight", "Whether or not the leftmost tapper spotlight should be turned on or off."), + 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("player", true, "Player Spotlight", "Toggle if the player's spotlight should be turned on or off."), } }, - new GameAction("zoomOut", "Special Zoom Out") + new GameAction("zoomOut", "Zoom Out") { function = delegate { TapTroupe.instance.ToggleZoomOut(); }, defaultLength = 4f, resizable = true, parameters = new List() { - new Param("ease", Util.EasingFunction.Ease.EaseOutQuad, "Camera Ease", "What ease should the camera use?"), + new Param("ease", Util.EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action."), }, }, - new GameAction("tutorialMissFace", "Toggle Tutorial Miss Face") + new GameAction("tutorialMissFace", "Tutorial Miss Face") { function = delegate { var e = eventCaller.currentEntity; TapTroupe.instance.ToggleMissFace(e["toggle"]); }, defaultLength = 0.5f, parameters = new List() { - new Param("toggle", true, "Use it?", "Use the faces they do when you miss in the tutorial of Tap Troupe?") + new Param("toggle", true, "Tutorial Miss Face", "Toggle if the NPC tappers should use the miss face as seen in the original tutorial.") } } }, diff --git a/Assets/Scripts/Games/TheDazzles/TheDazzles.cs b/Assets/Scripts/Games/TheDazzles/TheDazzles.cs index 0592d454b..1051fca43 100644 --- a/Assets/Scripts/Games/TheDazzles/TheDazzles.cs +++ b/Assets/Scripts/Games/TheDazzles/TheDazzles.cs @@ -15,13 +15,23 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("theDazzles", "The Dazzles", "9cfff7", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate { var e = eventCaller.currentEntity; TheDazzles.instance.Bop(e.beat, e.length, e["toggle2"], e["toggle"]); }, + resizable = true, + parameters = new List() + { + new Param("toggle2", true, "Bop", "Toggle if the dazzles should bop for the duration of this event."), + new Param("toggle", false, "Bop (Auto)", "Toggle if the dazzles should automatically bop until another Bop event is reached.") + } + }, new GameAction("crouch", "Crouch") { preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); }, defaultLength = 3f, parameters = new List() { - new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Should the count-In be from megamix, DS or random?") + new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Set if the count-in should be from Megamix, DS or random.") } }, new GameAction("crouchStretch", "Crouch (Stretchable)") @@ -31,7 +41,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Should the count-In be from megamix, DS or random?") + new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Set if the count-in should be from Megamix, DS or random.") } }, new GameAction("poseThree", "Pose Horizontal") @@ -40,8 +50,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 3f, parameters = new List() { - new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"), - new Param("toggle2", true, "Cheer Sounds") + new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."), + new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.") } }, new GameAction("poseTwo", "Pose Vertical") @@ -50,8 +60,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("toggle", true, "Stars", "Should stars appear when successfully posing?"), - new Param("toggle2", true, "Cheer Sounds") + new Param("toggle", true, "Stars", "Toggle if stars should appear when successfully posing."), + new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.") } }, new GameAction("poseSixDiagonal", "Pose Diagonal") @@ -60,8 +70,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4.5f, parameters = new List() { - new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"), - new Param("toggle2", true, "Cheer Sounds") + new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."), + new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.") } }, new GameAction("poseSixColumns", "Pose Rows") @@ -70,8 +80,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"), - new Param("toggle2", true, "Cheer Sounds") + new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."), + new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.") } }, new GameAction("poseSix", "Pose Six") @@ -80,8 +90,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4.5f, parameters = new List() { - new Param("toggle", true, "Stars", "Should stars appear when successfully posing?"), - new Param("toggle2", true, "Cheer Sounds") + new Param("toggle", true, "Stars", "Toggle if stars should appear when successfully posing."), + new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.") } }, new GameAction("customPose", "Custom Pose") @@ -91,14 +101,14 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("upLeft", new EntityTypes.Float(0, 30f, 0f), "Up Left Girl Pose Beat", "How many beats after the event has started will this girl pose?"), - new Param("upMiddle", new EntityTypes.Float(0, 30f, 1f), "Up Middle Girl Pose Beat", "How many beats after the event has started will this girl pose?"), - new Param("upRight", new EntityTypes.Float(0, 30f, 2f), "Up Right Girl Pose Beat", "How many beats after the event has started will this girl pose?"), - new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "How many beats after the event has started will this girl pose?"), - new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "How many beats after the event has started will this girl pose?"), - new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "How many beats after the event has started should the player pose?"), - new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"), - new Param("toggle2", true, "Cheer Sounds") + new Param("upLeft", new EntityTypes.Float(0, 30f, 0f), "Up Left Girl Pose Beat", "Set how many beats after the event has started this girl will pose."), + new Param("upMiddle", new EntityTypes.Float(0, 30f, 1f), "Up Middle Girl Pose Beat", "Set how many beats after the event has started this girl will pose."), + new Param("upRight", new EntityTypes.Float(0, 30f, 2f), "Up Right Girl Pose Beat", "Set how many beats after the event has started this girl will pose."), + new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "Set how many beats after the event has started this girl will pose."), + new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "Set how many beats after the event has started this girl will pose."), + new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "Set how many beats after the event has started the player will pose."), + new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."), + new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.") } }, new GameAction("forceHold", "Force Hold") @@ -106,17 +116,6 @@ namespace HeavenStudio.Games.Loaders function = delegate { TheDazzles.instance.ForceHold(); }, defaultLength = 0.5f }, - new GameAction("bop", "Bop") - { - function = delegate { var e = eventCaller.currentEntity; TheDazzles.instance.Bop(e.beat, e.length, e["toggle2"], e["toggle"]); }, - resizable = true, - parameters = new List() - { - new Param("toggle2", true, "Should bop?", "Should the dazzles bop?"), - new Param("toggle", false, "Should auto bop?", "Should the dazzles auto bop?") - } - }, - }, new List() {"ntr", "normal"}, "ntrboxshow", "en", diff --git a/Assets/Scripts/Games/TossBoys/TossBoys.cs b/Assets/Scripts/Games/TossBoys/TossBoys.cs index b583bd972..4a77582db 100644 --- a/Assets/Scripts/Games/TossBoys/TossBoys.cs +++ b/Assets/Scripts/Games/TossBoys/TossBoys.cs @@ -12,17 +12,36 @@ namespace HeavenStudio.Games.Loaders { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("tossBoys", "Toss Boys", "9cfff7", false, false, new List() + return new Minigame("tossBoys", "Toss Boys \n(Tosu Bōizu)", "9cfff7", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate { var e = eventCaller.currentEntity; TossBoys.instance.Bop(e.beat, e.length, e["auto"], e["bop"]); }, + resizable = true, + parameters = new List() + { + new Param("bop", true, "Bop", "Toggle if the toss boys should bop for the duration of this event."), + new Param("auto", false, "Bop (Auto)", "Toggle if the toss boys should automatically bop until another Bop event is reached.") + } + }, new GameAction("dispense", "Dispense") { - function = delegate { var e = eventCaller.currentEntity; TossBoys.instance.Dispense(e.beat, e.length, e["who"], e["call"]); }, + function = delegate { var e = eventCaller.currentEntity; TossBoys.instance.Dispense(e.beat, e.length, e["who"], e["auto"], e["interval"], e["ignore"], e["callAuto"], true, e["call"]); }, + inactiveFunction = delegate { var e = eventCaller.currentEntity; TossBoys.DispenseSound(e.beat, e["who"], e["call"]); }, defaultLength = 2f, resizable = true, parameters = new List() { - new Param("who", TossBoys.KidChoice.Akachan, "Receiver", "Who will receive the ball?"), - new Param("call", false, "Name Call", "Should the other kids than the receiver call their name?") + new Param("who", TossBoys.KidChoice.Akachan, "Target", "Set who will receive the ball."), + new Param("call", false, "Name Call", "Toggle if the non-recieving kids should call the reciever's name."), + //auto dispense stuff + new Param("auto", true, "Auto Redispense", "Toggle if a ball should automatically be redispensed if the player lets it pop prematurely.", new() + { + new((x, _) => (bool)x, new string[] { "interval", "ignore", "callAuto" }) + }), + new Param("interval", new EntityTypes.Integer(1, 20, 2), "Redispense Interval", "Set how many passes it should take for a ball to be redispensed."), + new Param("ignore", true, "Ignore Special Passes", "Toggle if the redispense interval should ignore special passes."), + new Param("callAuto", false, "Name Call On Redispense", "Toggle if the recieving kid's name should be called out when a ball is redispensed.") } }, new GameAction("pass", "Normal Toss") @@ -31,7 +50,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("who", TossBoys.KidChoice.Aokun, "Receiver", "Who will receive the ball?") + new Param("who", TossBoys.KidChoice.Aokun, "Target", "Set who will receive the ball.") } }, new GameAction("dual", "Dual Toss") @@ -40,7 +59,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("who", TossBoys.KidChoice.Akachan, "Receiver", "Who will receive the ball?") + new Param("who", TossBoys.KidChoice.Akachan, "Target", "Set who will receive the ball.") } }, new GameAction("high", "High Toss") @@ -49,7 +68,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("who", TossBoys.KidChoice.Kiiyan, "Receiver", "Who will receive the ball?") + new Param("who", TossBoys.KidChoice.Kiiyan, "Target", "Set who will receive the ball.") } }, new GameAction("lightning", "Lightning Toss") @@ -58,7 +77,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("who", TossBoys.KidChoice.Aokun, "Receiver", "Who will receive the ball?") + new Param("who", TossBoys.KidChoice.Aokun, "Target", "Set who will receive the ball.") } }, new GameAction("blur", "Blur Toss") @@ -69,16 +88,6 @@ namespace HeavenStudio.Games.Loaders { defaultLength = 1f, }, - new GameAction("bop", "Bop") - { - function = delegate { var e = eventCaller.currentEntity; TossBoys.instance.Bop(e.beat, e.length, e["auto"], e["bop"]); }, - resizable = true, - parameters = new List() - { - new Param("bop", true, "Bop", "Should the toss boys bop to the beat?"), - new Param("auto", false, "Bop (Auto)", "Should the toss boys auto bop to the beat?") - } - }, new GameAction("changeBG", "Change Background Color") { function = delegate {var e = eventCaller.currentEntity; TossBoys.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); }, @@ -86,14 +95,14 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("start", TossBoys.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."), - new Param("end", TossBoys.defaultBGColor, "End Color", "The end color for the fade."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") + new Param("start", TossBoys.defaultBGColor, "Start Color", "Set the color at the start of the event."), + new Param("end", TossBoys.defaultBGColor, "End Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, }, new List() {"agb", "normal"}, - "agbtoss", "en", + "agbtoss", "jp", new List() {} ); } @@ -235,6 +244,7 @@ namespace HeavenStudio.Games colorStart = defaultBGColor; colorEnd = defaultBGColor; SetupBopRegion("tossBoys", "bop", "auto"); + SetPassBallEvents(); } new void OnDrawGizmos() @@ -339,6 +349,17 @@ namespace HeavenStudio.Games public override void OnGameSwitch(double beat) { PersistColor(beat); + HandleDispenses(beat); + } + + private void HandleDispenses(double beat) + { + var allRelevantDispenses = EventCaller.GetAllInGameManagerList("tossBoys", new string[] { "dispense" }).FindAll(x => x.beat < beat && x.beat + x.length >= beat); + if (allRelevantDispenses.Count == 0) return; + + var e = allRelevantDispenses[^1]; + + Dispense(e.beat, e.length, e["who"], e["auto"], e["interval"], e["ignore"], e["callAuto"], false, e["call"]); } #region Bop @@ -363,13 +384,112 @@ namespace HeavenStudio.Games } #endregion - public void Dispense(double beat, float length, int who, bool call) + public static void DispenseSound(double beat, int who, bool call) + { + SoundByte.PlayOneShotGame("tossBoys/ballStart" + GetColorBasedOnTossKid((WhichTossKid)who, true), beat, forcePlay: true); + if (!call) return; + double callBeat = beat; + switch (who) + { + case (int)WhichTossKid.Akachan: + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("tossBoys/blueRedHigh1", callBeat), + new MultiSound.Sound("tossBoys/yellowRedHigh1", callBeat), + new MultiSound.Sound("tossBoys/blueRedHigh2", callBeat + 0.25f), + new MultiSound.Sound("tossBoys/yellowRedHigh2", callBeat + 0.25f), + new MultiSound.Sound("tossBoys/blueRedHigh3", callBeat + 0.5f), + new MultiSound.Sound("tossBoys/yellowRedHigh3", callBeat + 0.5f), + }, forcePlay: true); + break; + case (int)WhichTossKid.Aokun: + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("tossBoys/redBlueHigh1", callBeat), + new MultiSound.Sound("tossBoys/yellowBlueHigh1", callBeat), + new MultiSound.Sound("tossBoys/redBlueHigh2", callBeat + 0.5f), + new MultiSound.Sound("tossBoys/yellowBlueHigh2", callBeat + 0.5f), + }, forcePlay: true); + break; + case (int)WhichTossKid.Kiiyan: + MultiSound.Play(new MultiSound.Sound[] + { + new MultiSound.Sound("tossBoys/redYellowHigh1", callBeat), + new MultiSound.Sound("tossBoys/blueYellowHigh1", callBeat), + new MultiSound.Sound("tossBoys/redYellowHigh2", callBeat + 0.5f), + new MultiSound.Sound("tossBoys/blueYellowHigh2", callBeat + 0.5f), + }, forcePlay: true); + break; + default: + break; + } + } + + public void Dispense(double beat, float length, int who, bool auto, int autoInterval, bool ignoreSpecial, bool callAuto, bool playSound, bool call) + { + if (playSound) DispenseSound(beat, who, call); + DispenseExec(beat, length, who, false, ""); + if (auto && passBallDict.TryGetValue(beat + length, out var e)) + { + if (e.datamodel == "tossBoys/blur") + { + DispenseRecursion(beat + length, -1, autoInterval, ignoreSpecial, callAuto, (int)WhichTossKid.None, who, false, e.length, true, true, e.datamodel); + } + else DispenseRecursion(beat + length, -1, autoInterval, ignoreSpecial, callAuto, e["who"], who, false, e.length, IsSpecialEvent(e.datamodel), false, e.datamodel); + } + } + + public void DispenseRecursion(double beat, int index, int interval, bool ignore, bool call, int curReceiver, int previousReceiver, bool isBlur, float currentLength, bool isSpecial, bool shouldForce, string eventDatamodel) + { + if (index % interval == 0 && !isBlur && !(ignore && isSpecial)) + { + double dispenseBeat = beat - 2; + BeatAction.New(this, new() + { + new(dispenseBeat, delegate + { + if (currentBall != null) return; + DispenseSound(dispenseBeat, curReceiver, call); + DispenseExec(dispenseBeat, 2, curReceiver, shouldForce, eventDatamodel); + }) + }); + } + if (!isBlur && !(ignore && isSpecial)) index++; + + var tempLastReceiver = previousReceiver; + var lastLength = isBlur ? 1 : currentLength; + previousReceiver = curReceiver; + var nextIsSpecial = isSpecial; + + var blurSet = isBlur; + var nextForce = false; + if (passBallDict.TryGetValue(beat + lastLength, out var e)) + { + if (e.datamodel == "tossBoys/pop") return; + curReceiver = e["who"]; + blurSet = e.datamodel == "tossBoys/blur"; + currentLength = e.length; + nextIsSpecial = IsSpecialEvent(e.datamodel); + eventDatamodel = e.datamodel; + } + else + { + curReceiver = tempLastReceiver; + nextForce = true; + } + // let's not do a stack overflow, alright? + BeatAction.New(this, new() + { + new(beat + lastLength - 2, delegate { DispenseRecursion(beat + lastLength, index, interval, ignore, call, curReceiver, previousReceiver, blurSet, currentLength, nextIsSpecial, nextForce, eventDatamodel); }) + }); + } + + public void DispenseExec(double beat, float length, int who, bool forcePass, string eventDatamodel) { if (currentBall != null) return; - SetPassBallEvents(); SetReceiver(who); GetCurrentReceiver().ShowArrow(beat, length - 1); - SoundByte.PlayOneShotGame("tossBoys/ballStart" + GetColorBasedOnTossKid(currentReceiver, true)); + hatchAnim.Play("HatchOpen", 0, 0); currentBall = Instantiate(ballPrefab, transform); currentBall.gameObject.SetActive(true); @@ -388,50 +508,10 @@ namespace HeavenStudio.Games break; } - if (call) - { - double callBeat = beat; - switch (who) - { - case (int)WhichTossKid.Akachan: - MultiSound.Play(new MultiSound.Sound[] - { - new MultiSound.Sound("tossBoys/blueRedHigh1", callBeat), - new MultiSound.Sound("tossBoys/yellowRedHigh1", callBeat), - new MultiSound.Sound("tossBoys/blueRedHigh2", callBeat + 0.25f), - new MultiSound.Sound("tossBoys/yellowRedHigh2", callBeat + 0.25f), - new MultiSound.Sound("tossBoys/blueRedHigh3", callBeat + 0.5f), - new MultiSound.Sound("tossBoys/yellowRedHigh3", callBeat + 0.5f), - }); - break; - case (int)WhichTossKid.Aokun: - MultiSound.Play(new MultiSound.Sound[] - { - new MultiSound.Sound("tossBoys/redBlueHigh1", callBeat), - new MultiSound.Sound("tossBoys/yellowBlueHigh1", callBeat), - new MultiSound.Sound("tossBoys/redBlueHigh2", callBeat + 0.5f), - new MultiSound.Sound("tossBoys/yellowBlueHigh2", callBeat + 0.5f), - }); - break; - case (int)WhichTossKid.Kiiyan: - MultiSound.Play(new MultiSound.Sound[] - { - new MultiSound.Sound("tossBoys/redYellowHigh1", callBeat), - new MultiSound.Sound("tossBoys/blueYellowHigh1", callBeat), - new MultiSound.Sound("tossBoys/redYellowHigh2", callBeat + 0.5f), - new MultiSound.Sound("tossBoys/blueYellowHigh2", callBeat + 0.5f), - }); - break; - default: - break; - } - } - - if (passBallDict.ContainsKey(beat + length)) { ScheduleInput(beat, length, GetInputTypeBasedOnCurrentReceiver(), JustHitBall, Miss, Empty); - if (passBallDict[beat + length].datamodel == "tossBoys/dual" || passBallDict[beat + length].datamodel == "tossBoys/lightning" || passBallDict[beat + length].datamodel == "tossBoys/blur") + if (IsSpecialEvent(passBallDict[beat + length].datamodel)) { BeatAction.New(instance, new List() { @@ -448,6 +528,26 @@ namespace HeavenStudio.Games }); } } + else if (forcePass) + { + ScheduleInput(beat, length, GetInputTypeBasedOnCurrentReceiver(), JustHitBall, Miss, Empty); + if (IsSpecialEvent(eventDatamodel)) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat + length - 1, delegate { DoSpecialBasedOnReceiver(beat + length - 1); }) + }); + } + 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(); }) + }); + } + } else { BeatAction.New(instance, new List() @@ -461,36 +561,32 @@ namespace HeavenStudio.Games { passBallDict.Clear(); var passBallEvents = EventCaller.GetAllInGameManagerList("tossBoys", new string[] { "pass", "dual", "pop", "high", "lightning", "blur" }); - for (int i = 0; i < passBallEvents.Count; i++) + for (int i = 0; i < passBallEvents.Count; i++) { - if (passBallEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble) - { - if (passBallDict.ContainsKey(passBallEvents[i].beat)) continue; - passBallDict.Add(passBallEvents[i].beat, passBallEvents[i]); - } + if (passBallDict.ContainsKey(passBallEvents[i].beat)) continue; + passBallDict.Add(passBallEvents[i].beat, passBallEvents[i]); } } - void DeterminePass(double beat, bool barely) + private void DeterminePassValues(double beat) { var tempLastReceiver = lastReceiver; lastReceiver = currentReceiver; if (passBallDict.TryGetValue(beat, out var receiver)) { - currentReceiver = (WhichTossKid)receiver["who"]; + if (receiver.datamodel != "tossBoys/blur") currentReceiver = (WhichTossKid)receiver["who"]; currentPassType = receiver.datamodel; currentEventLength = receiver.length; } else { - /* - RiqEntity spawnedEntity = new RiqEntity(); - spawnedEntity.DynamicData.Add("who", (int)tempLastReceiver); - spawnedEntity.datamodel = currentPassType; - passBallDict.Add(beat, spawnedEntity); - */ currentReceiver = tempLastReceiver; } + } + + void DeterminePass(double beat, bool barely) + { + DeterminePassValues(beat); switch (currentPassType) { case "tossBoys/pass": @@ -508,14 +604,7 @@ namespace HeavenStudio.Games default: break; } - if (barely) - { - currentBall.anim.DoScaledAnimationAsync("WiggleBall", 0.5f); - } - else - { - currentBall.anim.DoScaledAnimationAsync("Hit", 0.5f); - } + currentBall.anim.DoScaledAnimationAsync(barely ? "WiggleBall" : "Hit", 0.5f); if (passBallDict.ContainsKey(beat + currentEventLength) && passBallDict[beat + currentEventLength].datamodel == "tossBoys/pop") { currentBall.willBePopped = true; @@ -1048,6 +1137,7 @@ namespace HeavenStudio.Games Destroy(currentBall.gameObject); currentBall = null; SoundByte.PlayOneShotGame("tossBoys/misshit"); + if (caller != null) DeterminePassValues(caller.startBeat + caller.timer); } void Empty(PlayerActionEvent caller) { } @@ -1110,7 +1200,7 @@ namespace HeavenStudio.Games } } - string GetColorBasedOnTossKid(WhichTossKid tossKid, bool capital) + public static string GetColorBasedOnTossKid(WhichTossKid tossKid, bool capital) { switch (tossKid) { @@ -1162,6 +1252,24 @@ namespace HeavenStudio.Games return null; } } + + private bool IsSpecialEvent(string e) + { + bool b = false; + + switch (e) + { + case "tossBoys/dual": + case "tossBoys/lightning": + case "tossBoys/blur": + b = true; break; + default: + return b; + } + + return b; + } + #endregion } } diff --git a/Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs b/Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs index 907483cf4..c483a8c1c 100644 --- a/Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs +++ b/Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs @@ -11,35 +11,35 @@ namespace HeavenStudio.Games.Loaders { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("tramAndPauline", "Tram & Pauline", "adb5e7", "ca8b17", "c14fae", false, false, new List() + return new Minigame("tramAndPauline", "Tram & Pauline \n(Toran to Porin)", "adb5e7", "ca8b17", "c14fae", false, false, new List() { new GameAction("prepare", "Prepare") { function = delegate { TramAndPauline.instance.Prepare(eventCaller.currentEntity.beat, (TramAndPauline.TramOrPauline)eventCaller.currentEntity["who"]); }, parameters = new List() { - new Param("who", TramAndPauline.TramOrPauline.Pauline, "Who Prepares?") + new Param("who", TramAndPauline.TramOrPauline.Pauline, "Target", "Toggle who should prepare to jump.") } }, - new GameAction("pauline", "Pauline") - { - function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Pauline, eventCaller.currentEntity["toggle"]); }, - defaultLength = 2f, - parameters = new List() - { - new Param("toggle", false, "Audience Reaction") - } - }, - new GameAction("tram", "Tram") + new GameAction("tram", "Tram Jump") { function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Tram, eventCaller.currentEntity["toggle"]); }, defaultLength = 2f, parameters = new List() { - new Param("toggle", false, "Audience Reaction") + new Param("toggle", false, "Audience Reaction", "Toggle if the audience should react on a sucessful hit.") } }, - new GameAction("shape", "Change Transformation") + new GameAction("pauline", "Pauline Jump") + { + function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Pauline, eventCaller.currentEntity["toggle"]); }, + defaultLength = 2f, + parameters = new List() + { + new Param("toggle", false, "Audience Reaction", "Toggle if the audience should react on a sucessful hit.") + } + }, + new GameAction("shape", "Set Transformation") { function = delegate { @@ -49,8 +49,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("pauline", true, "Pauline is a Fox?"), - new Param("tram", true, "Tram is a Fox?") + new Param("tram", true, "Fox Tram", "Toggle if Tram should be set to his fox transformation."), + new Param("pauline", true, "Fox Pauline", "Toggle if Pauline should be set to her fox transformation.") } }, new GameAction("curtains", "Curtains") @@ -64,11 +64,14 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("toggle", false, "Going Up?"), - new Param("ease", EasingFunction.Ease.Linear, "Ease") + new Param("toggle", false, "Rise", "Toggle if the curtains should rise or fall."), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } } - } + }, + new List() {"agb", "normal"}, + "agbtrampoline", "jp", + new List() {} ); } } @@ -280,14 +283,14 @@ namespace HeavenStudio.Games private void TramJump(double beat, bool audienceReact) { - SoundByte.PlayOneShotGame("tramAndPauline/jump" + UnityEngine.Random.Range(1, 3)); + SoundByte.PlayOneShotGame("tramAndPauline/jumpL" + UnityEngine.Random.Range(1, 3)); tram.Jump(beat); ScheduleInput(beat, 1, InputAction_Left, audienceReact ? TramJustAudience : TramJust, Empty, Empty); } private void PaulineJump(double beat, bool audienceReact) { - SoundByte.PlayOneShotGame("tramAndPauline/jump" + UnityEngine.Random.Range(1, 3)); + SoundByte.PlayOneShotGame("tramAndPauline/jumpR" + UnityEngine.Random.Range(1, 3)); pauline.Jump(beat); ScheduleInput(beat, 1, InputAction_Right, audienceReact ? PaulineJustAudience : PaulineJust, Empty, Empty); } diff --git a/Assets/Scripts/Games/TrickClass/MobTrickObj.cs b/Assets/Scripts/Games/TrickClass/MobTrickObj.cs index 5d5ea1182..3dbb971ce 100644 --- a/Assets/Scripts/Games/TrickClass/MobTrickObj.cs +++ b/Assets/Scripts/Games/TrickClass/MobTrickObj.cs @@ -10,29 +10,39 @@ namespace HeavenStudio.Games.Scripts_TrickClass { public class MobTrickObj : MonoBehaviour { - public bool flyType; - public double startBeat; + [NonSerialized] public double startBeat; bool miss = false; - float flyBeats; - float dodgeBeats; - public int type; + [SerializeField] public byte flyType; + [SerializeField] float flyBeats; + [SerializeField] float dodgeBeats; + [SerializeField] float gravity; + [SerializeField] int hitLayer; + [SerializeField] TrickClass.TrickObjType type; + [SerializeField] string justSound; + [SerializeField] string missSound; + [SerializeField] SpriteRenderer spriteRenderer; [NonSerialized] public BezierCurve3D curve; private TrickClass game; + private float grav; private void Awake() { game = TrickClass.instance; - flyBeats = flyType ? 4f : 2f; - dodgeBeats = flyType ? 2f : 1f; var cond = Conductor.instance; float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats); transform.position = curve.GetPoint(flyPos); game.ScheduleInput(startBeat, dodgeBeats, TrickClass.InputAction_FlickPress, DodgeJustOrNg, DodgeMiss, DodgeThrough, CanDodge); + + if (type is not TrickClass.TrickObjType.Shock or TrickClass.TrickObjType.Plane) + { + transform.eulerAngles = new Vector3(0, 0, UnityEngine.Random.Range(0f, 360f)); + } + Update(); } // Update is called once per frame @@ -41,58 +51,72 @@ namespace HeavenStudio.Games.Scripts_TrickClass var cond = Conductor.instance; float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats); - if (flyPos <= 1f) + if (curve == null) { - if (!miss) - { - flyPos *= 0.95f; - } - Vector3 lastPos = transform.position; - Vector3 nextPos = curve.GetPoint(flyPos); - - if (flyType) - { - Vector3 direction = (nextPos - lastPos).normalized; - float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; - this.transform.eulerAngles = new Vector3(0, 0, rotation); - } - else - { - transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * Time.deltaTime)); - } - - transform.position = nextPos; + grav += gravity * Time.deltaTime * cond.SongPitch; + transform.position += new Vector3(0, -grav * Time.deltaTime * cond.SongPitch, 0); } else { - transform.position = curve.GetPoint(miss ? 1f : 0.95f); + if (flyPos <= 1f) + { + if (!miss) + { + flyPos *= 0.95f; + } + Vector3 lastPos = transform.position; + Vector3 nextPos = curve.GetPoint(flyPos); + + switch (flyType) + { + case 1: + Vector3 direction = (nextPos - lastPos).normalized; + float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; + transform.eulerAngles = new Vector3(0, 0, rotation); + break; + case 2: + transform.rotation = Quaternion.identity; + break; + default: + transform.eulerAngles = new Vector3(0, 0, transform.rotation.eulerAngles.z + (360f * Time.deltaTime * cond.SongPitch)); + break; + } + + transform.position = nextPos; + } + else + { + transform.position = curve.GetPoint(miss ? 1f : 0.95f); + } } if (flyPos > 1f) { if (Conductor.instance.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f) { - GameObject.Destroy(gameObject); + Destroy(gameObject); return; } } } - public string GetDodgeSound() + public string GetMissSound() { - switch (type) - { - default: - return "trickClass/ball_impact"; - } + return $"trickClass/{missSound}"; } - public void DoObjMiss() + public string GetJustSound() + { + return $"trickClass/{justSound}"; + } + + public void DoObjMiss(bool ng = false) { miss = true; switch (type) { - case (int) TrickClass.TrickObjType.Plane: + case TrickClass.TrickObjType.Plane: + startBeat += dodgeBeats; curve = game.planeMissCurve; flyBeats = 4f; @@ -104,12 +128,15 @@ namespace HeavenStudio.Games.Scripts_TrickClass transform.position = nextPos; break; + case TrickClass.TrickObjType.Shock: + Destroy(gameObject); + break; default: + startBeat += dodgeBeats; curve = game.ballMissCurve; flyBeats = 1.25f; break; } - startBeat += dodgeBeats; } public bool CanDodge() @@ -122,32 +149,46 @@ namespace HeavenStudio.Games.Scripts_TrickClass if (state <= -1f || state >= 1f) { //NG - game.PlayerDodgeNg(); - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f), - }); - SoundByte.PlayOneShotGame(GetDodgeSound(), volume: 0.6f); + game.PlayerDodgeNg(type is TrickClass.TrickObjType.Shock); + if (type is not TrickClass.TrickObjType.Shock) + { + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound(GetMissSound(), startBeat + flyBeats, volume: 0.4f), + }); + } + SoundByte.PlayOneShotGame(GetMissSound(), volume: 0.6f); SoundByte.PlayOneShot("miss"); - DoObjMiss(); + DoObjMiss(true); } else { //just - game.PlayerDodge(); - SoundByte.PlayOneShotGame("trickClass/player_dodge_success", volume: 0.8f, pitch: UnityEngine.Random.Range(0.85f, 1.15f)); - MultiSound.Play(new MultiSound.Sound[] { - new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f), + bool phone = type is TrickClass.TrickObjType.Phone; + game.PlayerDodge(phone, phone); + SoundByte.PlayOneShotGame(GetJustSound(), volume: 0.8f, pitch: UnityEngine.Random.Range(0.85f, 1.15f)); + MultiSound.Play(new MultiSound.Sound[] { + new MultiSound.Sound(GetMissSound(), startBeat + flyBeats, volume: 0.4f), }); + + if (phone) + { + transform.position = curve.GetPoint(0.5f); + curve = null; + grav = 0f; + startBeat = Conductor.instance.songPositionInBeatsAsDouble; + flyBeats = 1f; + spriteRenderer.sortingOrder = hitLayer; + } } } public void DodgeMiss(PlayerActionEvent caller) { - SoundByte.PlayOneShotGame(GetDodgeSound()); - DoObjMiss(); - game.PlayerThrough(); + SoundByte.PlayOneShotGame(GetMissSound()); + DoObjMiss(false); + game.PlayerThrough(type is TrickClass.TrickObjType.Shock); } - public void DodgeThrough(PlayerActionEvent caller) {} + public void DodgeThrough(PlayerActionEvent caller) { } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/TrickClass/TrickClass.cs b/Assets/Scripts/Games/TrickClass/TrickClass.cs index c7394294f..d05d7ad37 100644 --- a/Assets/Scripts/Games/TrickClass/TrickClass.cs +++ b/Assets/Scripts/Games/TrickClass/TrickClass.cs @@ -1,4 +1,3 @@ -using DG.Tweening; using NaughtyBezierCurves; using System; using System.Collections; @@ -12,16 +11,36 @@ namespace HeavenStudio.Games.Loaders using static Minigames; public static class MobTrickLoader { - public static Minigame AddGame(EventCaller eventCaller) { + public static Minigame AddGame(EventCaller eventCaller) + { return new Minigame("trickClass", "Trick on the Class", "ecede4", false, false, new List() { - new GameAction("toss", "Paper Ball") + new GameAction("bop", "Bop") + { + function = delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); }, + resizable = true, + parameters = new List() + { + new Param("bop", true, "Bop", "Toggle if the girl and boy should bop for the duration of this event."), + new Param("autoBop", false, "Bop (Auto)", "Toggle if the girl and boy should automatically bop until another Bop event is reached.") + } + }, + new GameAction("toss", "Toss Object") { preFunction = delegate { - TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Ball); - }, + var e = eventCaller.currentEntity; + TrickClass.PreTossObject(e.beat, (int)e["obj"], e["nx"]); + }, defaultLength = 2, + parameters = new List() + { + new Param("obj", TrickClass.TrickObjTypeEditor.PaperBall, "Object", "Choose the object that the girl should throw.", new List() + { + new Param.CollapseParam((x, _) => (int)x == (int)TrickClass.TrickObjTypeEditor.Phone, new string[] { "nx" }), + }), + new Param("nx", false, "Switch", "Toggle if the phone should be replaced with a Nintendo Switch."), + } }, new GameAction("plane", "Plane") { @@ -31,20 +50,49 @@ namespace HeavenStudio.Games.Loaders }, defaultLength = 3, }, - new GameAction("bop", "Bop") + new GameAction("blast", "Optic Blast") { - function = delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); }, - resizable = true, + preFunction = delegate + { + TrickClass.PreBlast(eventCaller.currentEntity.beat); + }, + defaultLength = 4, + }, + new GameAction("chair", "Chair") + { + preFunction = delegate + { + TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Chair); + }, + defaultLength = 2, + hidden = true, + }, + new GameAction("phone", "Phone") + { + preFunction = delegate + { + TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Phone, eventCaller.currentEntity["nx"]); + }, + defaultLength = 2, + hidden = true, parameters = new List() { - new Param("bop", true, "Bop", "Should the girl and boy bop?"), - new Param("autoBop", false, "Bop (Auto)", "Should the girl and boy auto bop?") + new Param("nx", false, "Switch", "Replace the phone with a Switch"), } }, + new GameAction("shock", "Lightning Bolt") + { + preFunction = delegate + { + TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Shock); + }, + defaultLength = 2, + hidden = true, + }, }, - new List() {"mob", "normal"}, + new List() { "mob", "normal" }, "mobtrick", "en", - new List() {} + new List() { } ); } } @@ -59,15 +107,29 @@ namespace HeavenStudio.Games using Scripts_TrickClass; public class TrickClass : Minigame { - public enum TrickObjType { + public enum TrickObjTypeEditor : int + { + PaperBall, + Chair, + Lightning, + Phone, + } + public enum TrickObjType : int + { Ball, + Chair, + Shock, + Phone, Plane, + Blast } public struct QueuedObject { public double beat; public int type; + public bool variant; } + public static List queuedInputs = new List(); [Header("Objects")] @@ -76,9 +138,11 @@ namespace HeavenStudio.Games public Animator warnAnim; [Header("References")] - public GameObject ballPrefab; - public GameObject planePrefab; - public GameObject shockPrefab; + public GameObject[] objPrefab; + public GameObject[] objPrefabVariant; + public string[] objWarnAnim; + public string[] objWarnAnimVariant; + public string[] objThrowAnim; public Transform objHolder; [Header("Curves")] @@ -96,7 +160,7 @@ namespace HeavenStudio.Games double playerBopStart = double.MinValue; double girlBopStart = double.MinValue; bool showBubble = true; - bool playerReady; + bool playerReady, girlBopEnable; public static PlayerInput.InputAction InputAction_TouchPressing = new("PcoTrickTouching", new int[] { IAEmptyCat, IAPressingCat, IAEmptyCat }, @@ -104,7 +168,7 @@ namespace HeavenStudio.Games void OnDestroy() { - if (queuedInputs.Count > 0) queuedInputs.Clear(); + queuedInputs.Clear(); foreach (var evt in scheduledInputs) { evt.Disable(); @@ -115,6 +179,7 @@ namespace HeavenStudio.Games { instance = this; SetupBopRegion("trickClass", "bop", "autoBop"); + girlBopEnable = true; } public override void OnBeatPulse(double beat) @@ -124,44 +189,54 @@ namespace HeavenStudio.Games if ((!playerReady) && cond.songPositionInBeatsAsDouble > playerBopStart) playerAnim.DoScaledAnimationAsync("Bop"); - if (cond.songPositionInBeatsAsDouble > girlBopStart) + if (cond.songPositionInBeatsAsDouble > girlBopStart && girlBopEnable) girlAnim.DoScaledAnimationAsync("Bop"); } - private void Update() + public override void OnPlay(double beat) { - var cond = Conductor.instance; - if (cond.isPlaying && !cond.isPaused) + queuedInputs.Clear(); + } + + public override void OnGameSwitch(double beat) + { + if (!Conductor.instance.isPlaying) return; + if (queuedInputs.Count > 0) { - if (queuedInputs.Count > 0) + foreach (var input in queuedInputs) { - foreach (var input in queuedInputs) + if (input.type is (int)TrickObjType.Blast) + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(input.beat, delegate + { + instance.DoBlast(input.beat); + }) + }); + } + else { BeatAction.New(instance, new List() { new BeatAction.Action(input.beat - 1f, delegate { - switch (input.type) - { - case (int)TrickClass.TrickObjType.Ball: - warnAnim.Play("WarnBall", 0, 0); - break; - case (int)TrickClass.TrickObjType.Plane: - warnAnim.Play("WarnPlane", 0, 0); - break; - } + warnAnim.Play(input.variant ? objWarnAnimVariant[input.type] : objWarnAnim[input.type], 0, 0); }), - new BeatAction.Action(input.beat, delegate + new BeatAction.Action(input.beat, delegate { warnAnim.Play("NoPose", 0, 0); - TossObject(input.beat, input.type); + TossObject(input.beat, input.type, input.variant); }) }); } - queuedInputs.Clear(); } } + queuedInputs.Clear(); + } + private void Update() + { if (PlayerInput.GetIsAction(InputAction_TouchPressing) && (!playerReady) && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble)) { playerAnim.DoScaledAnimationAsync("Prepare"); @@ -207,32 +282,24 @@ namespace HeavenStudio.Games { instance.showBubble = !instance.showBubble; } - - public static void PreTossObject(double beat, int type) + + public static void PreTossObject(double beat, int type, bool variant = false) { if (GameManager.instance.currentGame == "trickClass") { BeatAction.New(instance, new List() { - new BeatAction.Action(beat - 1, delegate + new BeatAction.Action(beat - 1, delegate { if (instance.showBubble == true) { - switch (type) - { - case (int)TrickClass.TrickObjType.Ball: - instance.warnAnim.Play("WarnBall", 0, 0); - break; - case (int)TrickClass.TrickObjType.Plane: - instance.warnAnim.Play("WarnPlane", 0, 0); - break; - } + instance.warnAnim.Play(variant ? instance.objWarnAnimVariant[type] : instance.objWarnAnim[type], 0, 0); } }), - new BeatAction.Action(beat, delegate + new BeatAction.Action(beat, delegate { instance.warnAnim.Play("NoPose", 0, 0); - instance.TossObject(beat, type); + instance.TossObject(beat, type, variant); }) }); } @@ -242,78 +309,182 @@ namespace HeavenStudio.Games { beat = beat, type = type, + variant = variant }); } + switch (type) + { + case (int)TrickObjType.Plane: + PlaySoundSequence("trickClass", "planeThrow", beat); + break; + case (int)TrickObjType.Chair: + PlaySoundSequence("trickClass", "chairThrow", beat); + break; + case (int)TrickObjType.Shock: + PlaySoundSequence("trickClass", "shockThrow", beat); + break; + case (int)TrickObjType.Phone: + PlaySoundSequence("trickClass", "phoneThrow", beat); + break; + default: + PlaySoundSequence("trickClass", "ballThrow", beat); + break; + } } - public void TossObject(double beat, int type) + public void TossObject(double beat, int type, bool variant = false) { - switch (type) - { - case (int) TrickObjType.Plane: - SoundByte.PlayOneShotGame("trickClass/girl_toss_plane"); - break; - default: - SoundByte.PlayOneShotGame("trickClass/girl_toss_ball"); - break; - } - SpawnObject(beat, type); + SpawnObject(beat, type, variant); - girlAnim.DoScaledAnimationAsync("Throw"); + girlAnim.DoScaledAnimationAsync(objThrowAnim[type]); girlBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f; } - public void SpawnObject(double beat, int type) + public void SpawnObject(double beat, int type, bool variant = false) { GameObject objectToSpawn; BezierCurve3D curve; - bool isPlane = false; switch (type) { - case (int) TrickObjType.Plane: - objectToSpawn = planePrefab; + case (int)TrickObjType.Plane: curve = planeTossCurve; - isPlane = true; + break; + case (int)TrickObjType.Shock: + curve = shockTossCurve; break; default: - objectToSpawn = ballPrefab; curve = ballTossCurve; break; } - var mobj = GameObject.Instantiate(objectToSpawn, objHolder); + objectToSpawn = variant ? objPrefabVariant[type] : objPrefab[type]; + var mobj = Instantiate(objectToSpawn, objHolder); var thinker = mobj.GetComponent(); thinker.startBeat = beat; - thinker.flyType = isPlane; thinker.curve = curve; - thinker.type = type; + // thinker.type = type; mobj.SetActive(true); } - public void PlayerDodge(bool slow = false) + public static void PreBlast(double beat) + { + PlaySoundSequence("trickClass", "girlCharge", beat); + if (GameManager.instance.currentGame == "trickClass") + { + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate + { + instance.DoBlast(beat); + }) + }); + } + else + { + queuedInputs.Add(new QueuedObject + { + beat = beat, + type = (int)TrickObjType.Blast, + variant = false + }); + } + } + + public void DoBlast(double beat) + { + ScheduleInput(beat, 2, InputAction_FlickPress, BlastJustOrNg, BlastMiss, Through, CanDodge); + BeatAction.New(instance, new List() + { + new BeatAction.Action(beat, delegate + { + girlBopEnable = false; + girlAnim.DoScaledAnimationAsync("Charge0"); + }), + new BeatAction.Action(beat + 0.75, delegate + { + girlAnim.DoScaledAnimationAsync("Charge1"); + }), + new BeatAction.Action(beat + 1.5, delegate + { + girlAnim.DoScaledAnimationAsync("Charge1"); + }), + new BeatAction.Action(beat + 4, delegate + { + girlBopEnable = true; + }), + }); + } + + public bool CanDodge() + { + return playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble; + } + + public void BlastJustOrNg(PlayerActionEvent caller, float state) + { + if (state <= -1f || state >= 1f) + { + SoundByte.PlayOneShotGame("trickClass/shock_impact"); + girlAnim.DoScaledAnimationAsync("BlastNg", 0.5f); + PlayerDodgeNg(true); + return; + } + girlAnim.DoScaledAnimationAsync("BlastDodged", 0.5f); + if (playerCanDodge > Conductor.instance.songPositionInBeatsAsDouble) return; + + SoundByte.PlayOneShotGame("trickClass/blast_dodge"); + playerAnim.DoScaledAnimationAsync("DodgeBlast0", 1f); + playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 1.25; + playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 1; + playerReady = false; + + SoundByte.PlayOneShotGame("trickClass/blast_dodge_return", caller.startBeat + caller.timer + 1f); + BeatAction.New(instance, new List() + { + new BeatAction.Action(caller.startBeat + caller.timer + 1, delegate + { + playerAnim.DoScaledAnimationAsync("DodgeBlast1", 1f); + }), + }); + } + + public void BlastMiss(PlayerActionEvent caller) + { + girlAnim.DoScaledAnimationAsync("BlastNg", 0.5f); + + SoundByte.PlayOneShotGame("trickClass/blast_miss"); + + playerAnim.DoScaledAnimationAsync("ThroughBlast"); + playerReady = false; + playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 1.5f; + playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.5f; + } + + public void Through(PlayerActionEvent caller) { } + + public void PlayerDodge(bool slow = false, bool type = false) { if (playerCanDodge > Conductor.instance.songPositionInBeatsAsDouble) return; //anim SoundByte.PlayOneShotGame("trickClass/player_dodge"); - playerAnim.DoScaledAnimationAsync("Dodge", slow ? 0.6f : 1f); + playerAnim.DoScaledAnimationAsync(type ? "DodgeAlt" : "Dodge", slow ? 0.6f : 1f); playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f; playerReady = false; - } - public void PlayerDodgeNg() + public void PlayerDodgeNg(bool shock = false) { - playerAnim.DoScaledAnimationAsync("DodgeNg"); + playerAnim.DoScaledAnimationAsync(shock ? "DodgeNgShock" : "DodgeNg"); playerReady = false; playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f; playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.15f; } - public void PlayerThrough() + public void PlayerThrough(bool shock = false) { - playerAnim.DoScaledAnimationAsync("Through"); + playerAnim.DoScaledAnimationAsync(shock ? "ThroughShock" : "Through"); playerReady = false; playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f; playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.15f; diff --git a/Assets/Scripts/Games/Tunnel/Tunnel.cs b/Assets/Scripts/Games/Tunnel/Tunnel.cs index dfdcefc9f..881079643 100644 --- a/Assets/Scripts/Games/Tunnel/Tunnel.cs +++ b/Assets/Scripts/Games/Tunnel/Tunnel.cs @@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("tunnel", "Tunnel \n[WIP]", "c00000", false, false, new List() + return new Minigame("tunnel", "Tunnel", "c00000", false, false, new List() { new GameAction("cowbell", "Start Cowbell") { @@ -31,8 +31,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("duration", new EntityTypes.Float(0, 8, 2), "Fade Duration", "The duration of the volume fade in beats"), - new Param("volume", new EntityTypes.Float(0, 200, 10), "Volume", "The volume to fade to"), + new Param("duration", new EntityTypes.Float(0, 8, 2), "Fade Duration", "Set how long it takes for the volume to fade."), + new Param("volume", new EntityTypes.Float(0, 200, 10), "Volume", "Set the volume to fade to while in the tunnel."), } }, new GameAction("countin", "Count In") diff --git a/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs b/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs index 25c5d4309..0bfc71d54 100644 --- a/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs +++ b/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs @@ -23,7 +23,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("auto", true, "Auto Pass Turn") + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.") }, preFunctionLength = 1 }, @@ -94,6 +94,8 @@ namespace HeavenStudio.Games { SetWizardOffset(beat); crHandlerInstance = null; + queuedIntervals.Clear(); + passedTurns.Clear(); } public override void OnGameSwitch(double beat) diff --git a/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs b/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs index 379b3178c..38ac59a64 100644 --- a/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs +++ b/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs @@ -36,6 +36,8 @@ namespace HeavenStudio.Games.Scripts_WorkingDough private PlayerActionEvent wrongInput; private PlayerActionEvent rightInput; + bool canJust, canWrong; + [SerializeField] private GameObject gandw; private void Awake() @@ -47,15 +49,17 @@ namespace HeavenStudio.Games.Scripts_WorkingDough { startBeat = beat; big = isBig; + canJust = true; + canWrong = true; enterPath = game.GetPath("PlayerEnter"); hitPath = game.GetPath("PlayerHit"); barelyPath = game.GetPath("PlayerBarely"); missPath = game.GetPath("PlayerMiss"); weakPath = game.GetPath("PlayerWeak"); - rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty); + rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty, CanJust); if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch) - wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty); + wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty, CanWrong); currentState = State.Entering; if (gandw != null) gandw.SetActive(hasGandw); @@ -114,16 +118,31 @@ namespace HeavenStudio.Games.Scripts_WorkingDough } } + bool CanJust() + { + return canJust; + } + + bool CanWrong() + { + return canWrong; + } + private void Just(PlayerActionEvent caller, float state) { if (wrongInput != null) + { + canWrong = false; wrongInput.Disable(); - double beat = Conductor.instance.songPositionInBeats; + wrongInput.CleanUp(); + } + if (currentState is State.Hit or State.Barely or State.Weak) return; + double beat = Conductor.instance.songPositionInBeatsAsDouble; startBeat = beat; game.playerImpact.SetActive(true); BeatAction.New(game, new List() { - new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }), + new BeatAction.Action(beat + 0.1, delegate { game.playerImpact.SetActive(false); }), }); if (state >= 1f || state <= -1f) { @@ -142,6 +161,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough Update(); return; } + Debug.Log($"hit at {beat}"); currentState = State.Hit; if (big) { @@ -160,17 +180,23 @@ namespace HeavenStudio.Games.Scripts_WorkingDough if (gandw != null) hasGandw = gandw.activeSelf; BeatAction.New(game, new List() { - new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }), - new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }), - new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }), + new BeatAction.Action(beat + 0.9, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }), + new BeatAction.Action(beat + 1, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }), + new BeatAction.Action(beat + 2, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }), }); Update(); } private void WrongInput(PlayerActionEvent caller, float state) { + if (rightInput != null) + { + canJust = false; + rightInput.Disable(); + rightInput.CleanUp(); + } + if (currentState is State.Hit or State.Barely or State.Weak) return; double beat = Conductor.instance.songPositionInBeats; - rightInput.Disable(); game.playerImpact.SetActive(true); BeatAction.New(game, new List() { @@ -193,6 +219,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough SoundByte.PlayOneShotGame("workingDough/tooSmall"); Destroy(gameObject); } + game.ScoreMiss(); } private void Miss(PlayerActionEvent caller) diff --git a/Assets/Scripts/Games/WorkingDough/WorkingDough.cs b/Assets/Scripts/Games/WorkingDough/WorkingDough.cs index f8d2024c1..1d527798e 100644 --- a/Assets/Scripts/Games/WorkingDough/WorkingDough.cs +++ b/Assets/Scripts/Games/WorkingDough/WorkingDough.cs @@ -20,7 +20,7 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("auto", true, "Auto Pass Turn", "Will the turn automatically be passed at the end of this event?") + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.") } }, new GameAction("small ball", "Small Ball") @@ -34,7 +34,7 @@ namespace HeavenStudio.Games.Loaders priority = 1, parameters = new List() { - new Param("hasGandw", false, "Has Mr. Game & Watch") + new Param("hasGandw", false, "Mr. Game & Watch", "Toggle if Mr. Game & Watch should be riding on the ball.") } }, new GameAction("passTurn", "Pass Turn") @@ -42,16 +42,16 @@ namespace HeavenStudio.Games.Loaders preFunction = delegate { WorkingDough.PrePassTurn(eventCaller.currentEntity.beat); }, preFunctionLength = 1 }, - new GameAction("launch spaceship", "Launch Spaceship") + new GameAction("rise spaceship", "Rise Up Spaceship") { - function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); }, + function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); }, defaultLength = 4f, resizable = true, priority = 0 }, - new GameAction("rise spaceship", "Rise Up Spaceship") + new GameAction("launch spaceship", "Launch Spaceship") { - function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); }, + function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); }, defaultLength = 4f, resizable = true, priority = 0 @@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("toggle", false, "Go Up?", "Toggle to go Up or Down.") + new Param("toggle", false, "Up", "Toggle if the dough dudes should go up or down.") }, resizable = true, priority = 0 @@ -72,7 +72,7 @@ namespace HeavenStudio.Games.Loaders function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantElevation(e["toggle"]); }, parameters = new List() { - new Param("toggle", true, "Go Up?", "Toggle to go Up or Down.") + new Param("toggle", true, "Up", "Toggle if the dough dudes should go up or down.") }, defaultLength = 0.5f, priority = 0 @@ -83,7 +83,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("toggle", false, "Should exit?", "Toggle to make him leave or enter.") + new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.") }, resizable = true, priority = 0 @@ -93,7 +93,7 @@ namespace HeavenStudio.Games.Loaders function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantGANDWEnterOrExit(e["toggle"]); }, parameters = new List() { - new Param("toggle", false, "Exit?", "Toggle to make him leave or enter.") + new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.") }, defaultLength = 0.5f, priority = 0 @@ -104,7 +104,7 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("ship", false, "Spaceship Only", "Will only the spaceship be affected by this event?") + new Param("ship", false, "Spaceship Only", "Toggle if the only the spaceship should be toggled.") } } }, @@ -263,15 +263,8 @@ namespace HeavenStudio.Games private List GetAllBallsInBetweenBeat(double beat, double endBeat) { List ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" }); - List tempEvents = new(); - - foreach (var entity in ballEvents) - { - if (entity.beat >= beat && entity.beat < endBeat) - { - tempEvents.Add(entity); - } - } + List tempEvents = ballEvents.FindAll(x => x.beat >= beat && x.beat < endBeat); + tempEvents.Sort((x, y) => x.beat.CompareTo(y.beat)); return tempEvents; } @@ -298,7 +291,6 @@ namespace HeavenStudio.Games } if (isBig) hasBigBall = true; } - Debug.Log(autoPassTurn); if (autoPassTurn) { PassTurn(beat + interval, interval, beat); @@ -367,9 +359,12 @@ namespace HeavenStudio.Games } } }), + new BeatAction.Action(beat, delegate + { + if (gandwHasEntered && !bgDisabled) gandwAnim.Play("MrGameAndWatchLeverDown", 0, 0); + }), new BeatAction.Action(beat + 1, delegate { - if (gandwHasEntered && !bgDisabled) gandwAnim.Play("MrGameAndWatchLeverDown", 0, 0); if (beat + 1 > GetLastIntervalBeforeBeat(beat + 1).beat + GetLastIntervalBeforeBeat(beat + 1).length) { ballTransporterLeftNPC.GetComponent().Play("BallTransporterLeftClose", 0, 0); @@ -424,6 +419,7 @@ namespace HeavenStudio.Games public void SpawnPlayerBall(double beat, bool isBig, bool hasGandw) { + Debug.Log($"Spawned player ball for beat {beat} (big: {isBig})"); var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall; var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder); @@ -479,6 +475,12 @@ namespace HeavenStudio.Games } } + public override void OnPlay(double beat) + { + queuedIntervals.Clear(); + passedTurns.Clear(); + } + void Update() { if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength); diff --git a/Assets/Scripts/GlobalGameManager.cs b/Assets/Scripts/GlobalGameManager.cs index 17d4bbac2..80a63fec6 100644 --- a/Assets/Scripts/GlobalGameManager.cs +++ b/Assets/Scripts/GlobalGameManager.cs @@ -37,6 +37,7 @@ namespace HeavenStudio public static string PlayOpenFile = null; public static string buildTime = "00/00/0000 00:00:00"; + public static string friendlyReleaseName = "Heaven Studio (1.0 Lush)"; public static bool HasShutDown = false; public static bool discordDuringTesting = false; @@ -98,7 +99,6 @@ namespace HeavenStudio CustomScreenWidth = PersistentDataManager.gameSettings.resolutionWidth; CustomScreenHeight = PersistentDataManager.gameSettings.resolutionHeight; - if (PersistentDataManager.gameSettings.dspSize == 0) PersistentDataManager.gameSettings.dspSize = 512; if (PersistentDataManager.gameSettings.sampleRate == 0) @@ -108,17 +108,16 @@ namespace HeavenStudio // ChangeAudioSettings(currentDspSize, currentSampleRate); AudioConfiguration config = AudioSettings.GetConfiguration(); - if (currentDspSize == config.dspBufferSize && currentSampleRate == config.sampleRate) return; config.dspBufferSize = currentDspSize; config.sampleRate = currentSampleRate; AudioSettings.Reset(config); Application.targetFrameRate = -1; QualitySettings.vSyncCount = 0; - QualitySettings.maxQueuedFrames = 1; + QualitySettings.maxQueuedFrames = 2; if (PersistentDataManager.gameSettings.isFullscreen) { - Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.ExclusiveFullScreen); + Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow); Screen.fullScreen = true; } else @@ -129,12 +128,15 @@ namespace HeavenStudio } ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume); PlayerInput.InitInputControllers(); -#if UNITY_EDITOR +#if HEAVENSTUDIO_PROD && !UNITY_EDITOR + Starpelly.OS.ChangeWindowTitle("Heaven Studio"); + buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss"); +#elif UNITY_EDITOR Starpelly.OS.ChangeWindowTitle("Heaven Studio UNITYEDITOR "); buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss"); #else - Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8)); - buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss"); + Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8)); + buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss"); #endif } @@ -428,21 +430,23 @@ namespace HeavenStudio public static void UpdateDiscordStatus(string details, bool editor = false, bool updateTime = false) { - if (discordDuringTesting || !Application.isEditor) - { - if (PersistentDataManager.gameSettings.discordRPCEnable) - { - try - { - DiscordRPC.DiscordRPC.UpdateActivity(editor ? "In Editor " : "Playing ", details, updateTime); - Debug.Log("Discord status updated"); - } - catch (System.Exception e) - { - Debug.Log("Discord status update failed: " + e.Message); - } - } - } + Debug.Log("Discord Rich Presence temporarily disabled"); + return; + // if (discordDuringTesting || !Application.isEditor) + // { + // if (PersistentDataManager.gameSettings.discordRPCEnable) + // { + // try + // { + // DiscordRPC.DiscordRPC.UpdateActivity(editor ? "In Editor " : "Playing ", details, updateTime); + // Debug.Log("Discord status updated"); + // } + // catch (System.Exception e) + // { + // Debug.Log("Discord status update failed: " + e.Message); + // } + // } + // } } private static void OnQuitting() @@ -453,8 +457,8 @@ namespace HeavenStudio PlayerInput.CleanUp(); Debug.Log("Clearing RIQ Cache..."); Jukebox.RiqFileHandler.ClearCache(); - Debug.Log("Closing Discord GameSDK..."); - DiscordRPC.DiscordController.instance?.Disconnect(); + // Debug.Log("Closing Discord GameSDK..."); + // DiscordRPC.DiscordController.instance?.Disconnect(); HasShutDown = true; } diff --git a/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs b/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs index 8ec72561a..2e6295b9a 100644 --- a/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs +++ b/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs @@ -52,8 +52,8 @@ namespace HeavenStudio.InputSystem (int)KeyCode.D, (int)KeyCode.J, (int)KeyCode.K, - (int)KeyCode.I, (int)KeyCode.U, + (int)KeyCode.I, (int)KeyCode.E, (int)KeyCode.U, (int)KeyCode.Escape, diff --git a/Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs b/Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs index e3813c5a7..094055487 100644 --- a/Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs +++ b/Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs @@ -91,8 +91,16 @@ namespace HeavenStudio.InputSystem public override void UpdateState() { - if (GameManager.instance == null) return; - Camera cam = GameManager.instance.CursorCam; + Camera cam; + if (GameManager.instance == null || GameManager.instance.CursorCam == null) + { + cam = Camera.main; + } + else + { + cam = GameManager.instance.CursorCam; + } + if (cam == null) return; hasFlicked = false; hasSwiped = false; diff --git a/Assets/Scripts/InputSystem/PlayerInput.cs b/Assets/Scripts/InputSystem/PlayerInput.cs index 9840b42d5..f8668236c 100644 --- a/Assets/Scripts/InputSystem/PlayerInput.cs +++ b/Assets/Scripts/InputSystem/PlayerInput.cs @@ -47,7 +47,7 @@ namespace HeavenStudio public static InputController.ControlStyles CurrentControlStyle = InputController.ControlStyles.Pad; - static List inputDevices; + static List inputDevices = new List(); public delegate InputController[] InputControllerInitializer(); @@ -121,22 +121,12 @@ namespace HeavenStudio public static InputController GetInputController(int player) { - // Needed so Keyboard works on MacOS and Linux -#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX - inputDevices = new List(); - if(inputDevices.Count < 1) - { - InputKeyboard keyboard = new InputKeyboard(); - keyboard.SetPlayer(1); - keyboard.InitializeController(); - inputDevices.Add(keyboard); - } -#endif //select input controller that has player field set to player //this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons) //so such controllers should have a reference to the other controller in the pair foreach (InputController i in inputDevices) { + if (i == null) continue; if (i.GetPlayer() == player) { return i; @@ -151,21 +141,9 @@ namespace HeavenStudio //this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons) //so such controllers should have a reference to the other controller in the pair //controller IDs are determined by connection order (the Keyboard is always first) - - - // Needed so Keyboard works on MacOS and Linux -#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX - inputDevices = new List(); - if(inputDevices.Count < 1) - { - InputKeyboard keyboard = new InputKeyboard(); - keyboard.SetPlayer(1); - keyboard.InitializeController(); - inputDevices.Add(keyboard); - } -#endif for (int i = 0; i < inputDevices.Count; i++) { + if (inputDevices[i] == null) continue; if (inputDevices[i].GetPlayer() == player) { return i; @@ -176,19 +154,10 @@ namespace HeavenStudio public static void UpdateInputControllers() { - // Needed so Keyboard works on MacOS and Linux -#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX - inputDevices = new List(); - if(inputDevices.Count < 1) - { - InputKeyboard keyboard = new InputKeyboard(); - keyboard.SetPlayer(1); - keyboard.InitializeController(); - inputDevices.Add(keyboard); - } -#endif + if (inputDevices == null) return; foreach (InputController i in inputDevices) { + if (i == null) continue; i.UpdateState(); } } diff --git a/Assets/Scripts/JudgementManager.cs b/Assets/Scripts/JudgementManager.cs index 55f93a56d..0bf93344c 100644 --- a/Assets/Scripts/JudgementManager.cs +++ b/Assets/Scripts/JudgementManager.cs @@ -99,8 +99,10 @@ namespace HeavenStudio [SerializeField] TMP_Text epilogueMessage; [SerializeField] Image epilogueImage; + [SerializeField] Image epilogueFrame; [SerializeField] AspectRatioFitter epilogueFitter; [SerializeField] Sprite epilogueNg, epilogueOk, epilogueHi; + [SerializeField] Sprite epilogueFrmNg, epilogueFrmOk, epilogueFrmHi; [SerializeField] GameObject bg; [SerializeField] GameObject rankLogo; @@ -294,6 +296,13 @@ namespace HeavenStudio imageResource = playedBeatmap != null ? playedBeatmap["epilogue_hi_res"] : null; } + epilogueFrame.sprite = rank switch + { + Rank.Ok => epilogueFrmOk, + Rank.Hi => epilogueFrmHi, + _ => epilogueFrmNg + }; + if (imageResource != null) { imagePath = imageResource.Value.path; diff --git a/Assets/Scripts/LevelEditor/Editor.cs b/Assets/Scripts/LevelEditor/Editor.cs index 5a954f7c9..c8493f389 100644 --- a/Assets/Scripts/LevelEditor/Editor.cs +++ b/Assets/Scripts/LevelEditor/Editor.cs @@ -104,12 +104,15 @@ namespace HeavenStudio.Editor GameManager.instance.Init(); Timeline.Init(); - foreach (var minigame in EventCaller.instance.minigames) + foreach (var minigame in EventCaller.instance.minigames.Values) AddIcon(minigame); UpdateEditorStatus(true); - +#if HEAVENSTUDIO_PROD + BuildDateDisplay.text = GlobalGameManager.friendlyReleaseName; +#else BuildDateDisplay.text = GlobalGameManager.buildTime; +#endif isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable; isDiscordEnabled = PersistentDataManager.gameSettings.discordRPCEnable; GameManager.instance.CursorCam.enabled = isCursorEnabled; @@ -131,6 +134,7 @@ namespace HeavenStudio.Editor public void ShowQuitPopUp(bool show) { + if (fullscreen) Fullscreen(); _confirmQuitMain.SetActive(show); SetAuthoritiveMenu(show); } @@ -167,12 +171,12 @@ namespace HeavenStudio.Editor Fullscreen(); } - if (Input.GetKeyDown(KeyCode.Delete) || Input.GetKeyDown(KeyCode.Backspace)) + if ((Input.GetKeyDown(KeyCode.Delete) || Input.GetKeyDown(KeyCode.Backspace)) && !fullscreen) { CommandManager.Instance.AddCommand(new Commands.Delete(Selections.instance.eventsSelected.Select(c => c.entity.guid).ToList())); } - if (Input.GetKey(KeyCode.LeftControl)) + if (Input.GetKey(KeyCode.LeftControl) && !fullscreen) { if (Input.GetKeyDown(KeyCode.Z)) { @@ -193,20 +197,13 @@ namespace HeavenStudio.Editor { Timeline.instance.Paste(); } - - if (Input.GetKey(KeyCode.LeftShift)) - { - if (Input.GetKeyDown(KeyCode.D)) - { - ToggleDebugCam(); - } - } } if (Input.GetKey(KeyCode.LeftControl)) { if (Input.GetKeyDown(KeyCode.N)) { + if (fullscreen) Fullscreen(); NewBTN.onClick.Invoke(); } else if (Input.GetKeyDown(KeyCode.O)) @@ -224,6 +221,14 @@ namespace HeavenStudio.Editor { SaveRemix(false); } + + if (Input.GetKey(KeyCode.LeftShift)) + { + if (Input.GetKeyDown(KeyCode.D)) + { + ToggleDebugCam(); + } + } } } #endregion @@ -247,33 +252,6 @@ namespace HeavenStudio.Editor PasteBTN.transform.GetChild(0).GetComponent().color = Color.white; else PasteBTN.transform.GetChild(0).GetComponent().color = Color.gray; - - - if (Timeline.instance.timelineState.selected && Editor.instance.canSelect) - { - /* - if (Input.GetMouseButtonUp(0)) - { - List selectedEvents = Timeline.instance.eventObjs.FindAll(c => c.selected == true && c.eligibleToMove == true); - - if (selectedEvents.Count > 0) - { - List result = new List(); - - for (int i = 0; i < selectedEvents.Count; i++) - { - //TODO: this is in LateUpdate, so this will never run! change this to something that works properly - if (!(selectedEvents[i].isCreating || selectedEvents[i].wasDuplicated)) - { - result.Add(selectedEvents[i]); - } - selectedEvents[i].OnUp(); - } - CommandManager.instance.Execute(new Commands.Move(result)); - } - } - */ - } } public static Sprite GameIcon(string name) @@ -360,6 +338,7 @@ namespace HeavenStudio.Editor { if (dialog.GetType() == typeof(RemixPropertiesDialog)) { + if (fullscreen) Fullscreen(); GlobalGameManager.ShowErrorMessage("Set Remix Properties", "Set remix properties before saving."); (dialog as RemixPropertiesDialog).SwitchPropertiesDialog(); (dialog as RemixPropertiesDialog).SetSaveOnClose(true, saveAs); @@ -431,6 +410,7 @@ namespace HeavenStudio.Editor public void LoadRemix(bool create = false) { + if (fullscreen) Fullscreen(); if (create) { GameManager.instance.NewRemix(); @@ -446,6 +426,7 @@ namespace HeavenStudio.Editor public void OpenRemix() { + if (fullscreen) Fullscreen(); var extensions = new[] { new ExtensionFilter("Heaven Studio Remix File ", new string[] { "riq" }), diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs b/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs index be47e122c..deb5ca4c0 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs @@ -81,8 +81,9 @@ namespace HeavenStudio.Editor private void AddParams(RiqEntity entity) { - var minigame = EventCaller.instance.GetMinigame(entity.datamodel.Split(0)); - int actionIndex = minigame.actions.IndexOf(minigame.actions.Find(c => c.actionName == entity.datamodel.Split(1))); + 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]; if (action.parameters != null) diff --git a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs index 1d2f67bab..d227bb9d2 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs @@ -310,6 +310,7 @@ namespace HeavenStudio.Editor new List(), new List(), new List(), + new List(), }; for (int i = 0; i < mgs.Count; i++) { @@ -321,10 +322,11 @@ namespace HeavenStudio.Editor "ntr" => 1, "rvl" => 2, "ctr" => 3, - _ => 4, + "mob" => 4, + _ => 5, }].Add(mgs[i]); } else if (mg.inferred) { - systems[4].Add(mgs[i]); + systems[^1].Add(mgs[i]); } else { Debug.LogWarning($"Chronological sorting has failed, does \"{mg.displayName}\" ({mg.name}) have an asset bundle assigned to it?"); } diff --git a/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/ColorPropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/ColorPropertyPrefab.cs index 4e69b914d..69b5a16e8 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/ColorPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/ColorPropertyPrefab.cs @@ -20,6 +20,7 @@ namespace HeavenStudio.Editor public RectTransform ColorTable; public bool colorTableActive; public ColorPreview colorPreview; + public TMP_InputField hex; private Color _defaultColor; @@ -27,6 +28,17 @@ namespace HeavenStudio.Editor { InitProperties(propertyName, caption); + hex.onSelect.AddListener( + _ => + Editor.instance.editingInputField = true + ); + hex.onEndEdit.AddListener( + _ => + {; + Editor.instance.editingInputField = false; + } + ); + colorPreview.colorPicker.onColorChanged += _ => { parameterManager.entity[propertyName] = colorPreview.colorPicker.color; @@ -78,6 +90,7 @@ namespace HeavenStudio.Editor { ColorTable.gameObject.SetActive(false); colorTableActive = false; + Editor.instance.editingInputField = false; } } } diff --git a/Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/EnumChartPropertyPrefab.cs b/Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/EnumChartPropertyPrefab.cs index 9a66e55c0..89faf4049 100644 --- a/Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/EnumChartPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/EnumChartPropertyPrefab.cs @@ -1,14 +1,9 @@ +using UnityEngine; +using System; using System.Collections; using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -using System; using System.Linq; using TMPro; -using Starpelly; - -using HeavenStudio.Util; -using HeavenStudio.Editor; namespace HeavenStudio.Editor { @@ -22,9 +17,9 @@ namespace HeavenStudio.Editor { InitProperties(diag, propertyName, caption); - var enumType = type.GetType(); - var enumVals = Enum.GetValues(enumType); - var enumNames = Enum.GetNames(enumType).ToList(); + Type enumType = type.GetType(); + Array enumVals = Enum.GetValues(enumType); + List enumNames = Enum.GetNames(enumType).ToList(); // Can we assume non-holey enum? // If we can we can simplify to dropdown.value = (int) parameterManager.chart[propertyName] @@ -38,7 +33,7 @@ namespace HeavenStudio.Editor dropdown.value = selected; dropdown.onValueChanged.AddListener(_ => - parameterManager.chart[propertyName] = (int) enumVals.GetValue(dropdown.value) + parameterManager.chart[propertyName] = Enum.ToObject(enumType, (int) enumVals.GetValue(dropdown.value)) ); } diff --git a/Assets/Scripts/LevelEditor/RemixPropertiesDialog/Tabs/ChartInfoProperties.cs b/Assets/Scripts/LevelEditor/RemixPropertiesDialog/Tabs/ChartInfoProperties.cs index 05409f746..79ebc71b3 100644 --- a/Assets/Scripts/LevelEditor/RemixPropertiesDialog/Tabs/ChartInfoProperties.cs +++ b/Assets/Scripts/LevelEditor/RemixPropertiesDialog/Tabs/ChartInfoProperties.cs @@ -25,10 +25,15 @@ namespace HeavenStudio.Editor public void AddParam(RemixPropertiesDialog diag, string propertyName, object type, string caption, bool isReadOnly = false, string tooltip = "") { + if (!Minigames.propertiesModel.ContainsKey(propertyName)) + { + Debug.LogError("Property " + propertyName + " does not exist!"); + return; + } GameObject prefab = diag.IntegerP; GameObject input; - var objType = type.GetType(); + var objType = Minigames.propertiesModel[propertyName].GetType(); if (objType == typeof(EntityTypes.Integer)) { @@ -83,13 +88,13 @@ namespace HeavenStudio.Editor property.SetProperties(diag, propertyName, type, caption); break; default: - Debug.LogError("Can't make property interface of type: " + type.GetType()); + Debug.LogError("Can't make property interface of type: " + objType); return; } } else { - Debug.LogError("Can't make property interface of type: " + type.GetType()); + Debug.LogError("Can't make property interface of type: " + objType); return; } } diff --git a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs index f480ed42a..ca637f878 100644 --- a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs +++ b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs @@ -200,7 +200,7 @@ namespace HeavenStudio.Editor.Track if (create) { - RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 100f); + RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 80f); volumeTimelineObj.chartEntity = volumeC; CommandManager.Instance.AddCommand(new Commands.AddMarker(volumeC, volumeC.guid, HoveringTypes.VolumeChange)); } diff --git a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs index aa1ba0e99..602e1f825 100644 --- a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs +++ b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs @@ -338,7 +338,6 @@ namespace HeavenStudio.Editor.Track public void CreateWaveform() { - Debug.Log("what"); // DrawWaveform(); // StartCoroutine(DrawWaveformRealtime()); } @@ -873,10 +872,8 @@ namespace HeavenStudio.Editor.Track public TimelineEventObj AddEventObject(string eventName, bool dragNDrop = false, Vector3 pos = new Vector3(), RiqEntity entity = null, bool addEvent = false) { - var game = EventCaller.instance.GetMinigame(eventName.Split(0)); - var action = EventCaller.instance.GetGameAction(game, eventName.Split(1)); - - var gameAction = EventCaller.instance.GetGameAction(EventCaller.instance.GetMinigame(eventName.Split(0)), eventName.Split(1)); + string[] split = eventName.Split('/'); + var action = EventCaller.instance.GetGameAction(split[0], split[1]); if (addEvent) { @@ -884,7 +881,7 @@ namespace HeavenStudio.Editor.Track if (entity == null) { - RiqEntity en = GameManager.instance.Beatmap.AddNewEntity(eventName, 0, gameAction.defaultLength); + RiqEntity en = GameManager.instance.Beatmap.AddNewEntity(eventName, 0, action.defaultLength); tempEntity = en; @@ -938,6 +935,7 @@ namespace HeavenStudio.Editor.Track { Selections.instance.ClickSelect(marker); marker.moving = true; + marker.entity.beat = Mathf.Max(MousePos2BeatSnap, 0); } else { @@ -971,119 +969,6 @@ namespace HeavenStudio.Editor.Track CommandManager.Instance.AddCommand(new Commands.Paste(CopiedEntities)); } - /* - public TimelineEventObj AddEventObject(string eventName, bool dragNDrop = false, Vector3 pos = new Vector3(), RiqEntity entity = null, bool addEvent = false) - { - var game = EventCaller.instance.GetMinigame(eventName.Split(0)); - var action = EventCaller.instance.GetGameAction(game, eventName.Split(1)); - GameObject g = Instantiate(TimelineEventObjRef.gameObject, TimelineEventObjRef.parent); - g.transform.localPosition = pos; - - TimelineEventObj eventObj = g.GetComponent(); - eventObj.eventLabel.text = action.displayName; - - if (eventName.Split(1) == "switchGame") - eventObj.Icon.sprite = Editor.GameIcon(eventName.Split(2)); - else - eventObj.Icon.sprite = Editor.GameIcon(eventName.Split(0)); - - Minigames.GameAction gameAction = EventCaller.instance.GetGameAction(EventCaller.instance.GetMinigame(eventName.Split(0)), eventName.Split(1)); - - if (gameAction != null) - { - if (gameAction.resizable == false) - { - g.GetComponent().sizeDelta = new Vector2(gameAction.defaultLength * Timeline.instance.PixelsPerBeat, LayerHeight()); - float length = gameAction.defaultLength; - eventObj.length = length; - } - else - { - eventObj.resizable = true; - if (entity != null && gameAction.defaultLength != entity.length && dragNDrop == false) - { - g.GetComponent().sizeDelta = new Vector2(entity.length * Timeline.instance.PixelsPerBeat, LayerHeight()); - } - else - { - g.GetComponent().sizeDelta = new Vector2(gameAction.defaultLength * Timeline.instance.PixelsPerBeat, LayerHeight()); - } - } - } - - if (dragNDrop) - { - var mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition); - g.transform.position = new Vector3(mousePos.x, mousePos.y, 0); - - Selections.instance.ClickSelect(eventObj); - eventObj.moving = true; - } - else - { - entity["track"] = eventObj.GetTrack(); - } - - if (addEvent) - { - RiqEntity tempEntity = entity; - - if (entity == null) - { - RiqEntity en = GameManager.instance.Beatmap.AddNewEntity(eventName, g.transform.localPosition.x, gameAction.defaultLength); - - tempEntity = en; - - // default param values - var ep = action.parameters; - - if (ep != null) - { - for (int i = 0; i < ep.Count; i++) - { - object returnVal = ep[i].parameter; - - var propertyType = returnVal.GetType(); - if (propertyType == typeof(EntityTypes.Integer)) - { - returnVal = ((EntityTypes.Integer)ep[i].parameter).val; - } - else if (propertyType == typeof(EntityTypes.Float)) - { - returnVal = ((EntityTypes.Float)ep[i].parameter).val; - } - else if (propertyType.IsEnum) - { - returnVal = (int) ep[i].parameter; - } - - //tempEntity[ep[i].propertyName] = returnVal; - tempEntity.CreateProperty(ep[i].propertyName, returnVal); - } - } - } - else - { - GameManager.instance.Beatmap.Entities.Add(tempEntity); - } - - GameManager.instance.SortEventsList(); - eventObj.entity = tempEntity; - } - else - { - eventObj.entity = entity; - } - - eventObjs.Add(eventObj); - eventObj.eventObjID = eventObj.entity.uid; - - g.SetActive(true); - - return eventObj; - } - */ - private List duplicatedEventObjs = new List(); public TimelineEventObj CopyEventObject(TimelineEventObj e) { diff --git a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs index e39e36647..0b70e835b 100644 --- a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs +++ b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs @@ -60,11 +60,11 @@ namespace HeavenStudio.Editor.Track private bool altWhenClicked = false; private bool dragging = false; - private float initMoveX = 0.0f; - private float initMoveY = 0.0f; + private double initMoveX = 0; + private float initMoveY = 0; private bool movedEntity = false; - private float lastBeat = 0.0f; + private double lastBeat = 0; private int lastLayer = 0; private int lastSiblingIndex; @@ -87,32 +87,31 @@ namespace HeavenStudio.Editor.Track var eventName = entity.datamodel; - var game = EventCaller.instance.GetMinigame(eventName.Split(0)); - var action = EventCaller.instance.GetGameAction(game, eventName.Split(1)); - var gameAction = EventCaller.instance.GetGameAction(EventCaller.instance.GetMinigame(eventName.Split(0)), eventName.Split(1)); + string[] split = eventName.Split('/'); + var action = EventCaller.instance.GetGameAction(split[0], split[1]); - if (eventName.Split(1) == "switchGame") - Icon.sprite = Editor.GameIcon(eventName.Split(2)); + if (split[1] == "switchGame") + Icon.sprite = Editor.GameIcon(split[2]); else - Icon.sprite = Editor.GameIcon(eventName.Split(0)); + Icon.sprite = Editor.GameIcon(split[0]); - if (gameAction != null) + if (action != null) { - this.resizable = gameAction.resizable; - if (gameAction.resizable == false) + this.resizable = action.resizable; + if (action.resizable == false) { - rectTransform.sizeDelta = new Vector2(gameAction.defaultLength * Timeline.instance.PixelsPerBeat, Timeline.instance.LayerHeight()); - this.length = gameAction.defaultLength; + rectTransform.sizeDelta = new Vector2(action.defaultLength * Timeline.instance.PixelsPerBeat, Timeline.instance.LayerHeight()); + this.length = action.defaultLength; } else { - if (entity != null && gameAction.defaultLength != entity.length) + if (entity != null && action.defaultLength != entity.length) { rectTransform.sizeDelta = new Vector2(entity.length * Timeline.instance.PixelsPerBeat, Timeline.instance.LayerHeight()); } else { - rectTransform.sizeDelta = new Vector2(gameAction.defaultLength * Timeline.instance.PixelsPerBeat, Timeline.instance.LayerHeight()); + rectTransform.sizeDelta = new Vector2(action.defaultLength * Timeline.instance.PixelsPerBeat, Timeline.instance.LayerHeight()); } } } @@ -126,6 +125,12 @@ namespace HeavenStudio.Editor.Track SetColor((int)entity["track"]); SetWidthHeight(); selectedImage.gameObject.SetActive(false); + + lastBeat = entity.beat; + initMoveX = 0.0f; + initMoveY = 0.0f; + lastResizeBeat = 0; + lastResizeLength = 0; } public void SetEntity(RiqEntity entity) @@ -233,7 +238,7 @@ namespace HeavenStudio.Editor.Track { foreach (var marker in Selections.instance.eventsSelected) { - marker.entity.beat = Mathf.Max(Timeline.instance.MousePos2BeatSnap - marker.initMoveX, 0); + 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); marker.SetColor((int)entity["track"]); marker.SetWidthHeight(); @@ -282,10 +287,10 @@ namespace HeavenStudio.Editor.Track foreach (var marker in Selections.instance.eventsSelected) { if (setMovedEntity) marker.movedEntity = true; - marker.lastBeat = (float)marker.entity.beat; + marker.lastBeat = marker.entity.beat; marker.lastLayer = (int)marker.entity["track"]; - marker.initMoveX = Timeline.instance.MousePos2BeatSnap - (float)marker.entity.beat; + marker.initMoveX = Timeline.instance.MousePos2BeatSnap - marker.entity.beat; marker.initMoveY = Timeline.instance.MousePos2Layer - (int)marker.entity["track"]; } } @@ -383,13 +388,13 @@ namespace HeavenStudio.Editor.Track } else if (Input.GetMouseButton(2)) { - var mgs = EventCaller.instance.minigames; + // var mgs = EventCaller.instance.minigames; string[] datamodels = entity.datamodel.Split('/'); Debug.Log("Selected entity's datamodel : " + entity.datamodel); bool isSwitchGame = datamodels[1] == "switchGame"; - int gameIndex = mgs.FindIndex(c => c.name == datamodels[isSwitchGame ? 2 : 0]); - int block = isSwitchGame ? 0 : mgs[gameIndex].actions.FindIndex(c => c.actionName == datamodels[1]) + 1; + // int gameIndex = mgs.FindIndex(c => c.name == datamodels[isSwitchGame ? 2 : 0]); + int block = isSwitchGame ? 0 : EventCaller.instance.minigames[datamodels[isSwitchGame ? 2 : 0]].actions.FindIndex(c => c.actionName == datamodels[1]) + 1; if (!isSwitchGame) { diff --git a/Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs b/Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs index e4127b014..fb5b8e378 100644 --- a/Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs +++ b/Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs @@ -44,7 +44,11 @@ namespace HeavenStudio.Editor.Track Vector2 relativeMousePosition; var cam = Editor.instance.EditorCamera; - if (cam == null) Debug.LogError("Camera not set!"); + if (cam == null) + { + Debug.LogError("Camera not set!"); + return; + } RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, cam, out relativeMousePosition); if (scrollDeltaY > 0) diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 7baf6cb21..674893529 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -82,9 +82,9 @@ namespace HeavenStudio {"resultcat3_hi", "You followed the example well."}, // "Superb" message for input category 3 "repeat" (two-liner) {"resultcat3_ng", "Next time, follow the example better."}, // "Try Again" message for input category 3 "repeat" (two-liner) - {"epilogue_hi", "Superb picture"}, // epilogue "Superb" message - {"epilogue_ok", "OK picture"}, // epilogue "OK" message - {"epilogue_ng", "Try Again picture"}, // epilogue "Try Again" message + {"epilogue_hi", "Superb"}, // epilogue "Superb" message + {"epilogue_ok", "OK"}, // epilogue "OK" message + {"epilogue_ng", "Try Again"}, // epilogue "Try Again" message {"epilogue_hi_res", new EntityTypes.Resource(EntityTypes.Resource.ResourceType.Image, "Images/Epilogue/", "Hi")}, // epilogue "Superb" image resource path {"epilogue_ok_res", new EntityTypes.Resource(EntityTypes.Resource.ResourceType.Image, "Images/Epilogue/", "Ok")}, // epilogue "OK" image resource path @@ -151,9 +151,14 @@ namespace HeavenStudio public static string JukeboxAudioConverter(string filePath, AudioType audioType, string specificType) { - if (Directory.Exists(Path.Combine(Application.temporaryCachePath, "/savewav"))) + string wavCachePath = Path.Combine(Application.temporaryCachePath, "savewav"); + if (Directory.Exists(wavCachePath)) { - Directory.Delete(Path.Combine(Application.temporaryCachePath, "/savewav"), true); + Directory.Delete(wavCachePath, true); + } + if (!Directory.Exists(wavCachePath)) + { + Directory.CreateDirectory(wavCachePath); } if (audioType == AudioType.MPEG) { @@ -172,8 +177,8 @@ namespace HeavenStudio } AudioClip clip = DownloadHandlerAudioClip.GetContent(www); string fileName = Path.GetFileNameWithoutExtension(filePath); - SavWav.Save("/savewav/" + fileName, clip, true); - filePath = Path.Combine(Application.temporaryCachePath, "/savewav/" + fileName + ".wav"); + SavWav.Save(fileName, clip, true); + filePath = Path.Combine(wavCachePath, $"{fileName}.wav"); clip = null; } @@ -192,16 +197,18 @@ namespace HeavenStudio System.Type type, pType; if (EventCaller.instance != null) { + string[] split; foreach (var e in data.entities) { - var gameName = e.datamodel.Split(0); - var actionName = e.datamodel.Split(1); + split = e.datamodel.Split('/'); + var gameName = split[0]; + var actionName = split[1]; game = EventCaller.instance.GetMinigame(gameName); if (game == null) { Debug.LogWarning($"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); - EventCaller.instance.minigames.Add(game); + EventCaller.instance.minigames.Add(gameName, game); if (Editor.Editor.instance != null) Editor.Editor.instance.AddIcon(game); } @@ -325,6 +332,8 @@ namespace HeavenStudio { if (data.properties[prop.Key].GetType() == typeof(string)) data.properties[prop.Key] = Enum.Parse(mType, (string)data.properties[prop.Key]); + else + data.properties[prop.Key] = Enum.ToObject(mType, data.properties[prop.Key]); } // convert all JObjects to their respective types else if (data.properties[prop.Key].GetType() == typeof(Newtonsoft.Json.Linq.JObject)) @@ -644,9 +653,6 @@ namespace HeavenStudio this.preFunction = prescheduleFunction ?? delegate { }; this.priority = priority; this.preFunctionLength = preFunctionLength; - - - //todo: converting to new versions of GameActions } /// @@ -726,7 +732,7 @@ namespace HeavenStudio public static void Init(EventCaller eventCaller) { - eventCaller.minigames = new List() + List defaultGames = new() { new Minigame("gameManager", "Game Manager", "", false, true, new List() { @@ -734,7 +740,7 @@ namespace HeavenStudio 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", "Enable or disable the black screen for this Game Switch") + 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.") }, inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); } ), @@ -758,7 +764,7 @@ namespace HeavenStudio new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true, new List() { - new Param("toggle", true, "Enable Inputs") + 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.") }, delegate { @@ -801,22 +807,22 @@ namespace HeavenStudio new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true, new List() { - new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in") + new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.") }, delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); } ), new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true, new List() { - new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in") + new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.") }, delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); } ), new GameAction("count", "Count", 1f, false, new List() { - new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"), - new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") + new Param("type", SoundEffects.CountNumbers.One, "Type", "Set the number to say."), + new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.") }, delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); } ), @@ -832,7 +838,7 @@ namespace HeavenStudio new GameAction("go!", "Go!", 1f, false, new List() { - new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") + new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.") }, function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); } ), @@ -859,11 +865,11 @@ namespace HeavenStudio new GameAction("flash", "Flash", 1f, true, new List() { - new Param("colorA", Color.white, "Start Color"), - new Param("colorB", Color.white, "End Color"), - new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"), - new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."), + new Param("colorB", Color.white, "End Color", "Set the color at the end of the event."), + new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity", "Set the opacity at the start of the event."), + new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity", "Set the opacity at the end of the event."), + new Param("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[] { "colorA", "valA" }) }) @@ -872,7 +878,7 @@ namespace HeavenStudio new GameAction("filter", "Filter", 1f, true, new List() { - new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"), + new Param("filter", Games.Global.Filter.FilterType.grayscale, "Type", "Set the type of filter to use."), // old /*new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"), @@ -880,10 +886,10 @@ namespace HeavenStudio new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")*/ // new - new Param("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Slot 1 is activated first and slot 10 last."), - new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"), - new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + new Param("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Set the slot for the filter. Higher slots are applied first. There can only be one filter per slot."), + new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity", "Set the intensity at the start of the event."), + new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity", "Set the intensity at the end of the event."), + new Param("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[] { "start" }) }), @@ -891,20 +897,42 @@ namespace HeavenStudio ), new GameAction("move camera", "Move Camera", 1f, true, new List() { - new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"), - new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"), - new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Next position on the Z axis"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), - new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" ) + 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."), + new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Set the position on the Z axis."), + 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("rotate camera", "Rotate Camera", 1f, true, new List() { - new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Next rotation on the X axis"), - new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Next rotation on the Y axis"), - new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Next rotation on the Z axis"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), - new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" ) + 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("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 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."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), + 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 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 Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Set the width of the viewport."), + new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Set the height of the viewport."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), + new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." ) } ), new("stretch camera", "Stretch Camera") @@ -912,87 +940,77 @@ namespace HeavenStudio resizable = true, parameters = new() { - new("x1", new EntityTypes.Float(0f, 50f, 1f), "Start Width"), - new("y1", new EntityTypes.Float(0f, 50f, 1f), "Start Height"), - new("x2", new EntityTypes.Float(0f, 50f, 1f), "End Width"), - new("y2", new EntityTypes.Float(0f, 50f, 1f), "End Height"), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + new("x1", new EntityTypes.Float(0f, 50f, 1f), "Start Width", "Set the width at the start of the event."), + new("x2", new EntityTypes.Float(0f, 50f, 1f), "End Width", "Set the width at the end of the event."), + new("y1", new EntityTypes.Float(0f, 50f, 1f), "Start Height", "Set the height at the start of the event."), + new("y2", new EntityTypes.Float(0f, 50f, 1f), "End Height", "Set the height 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[] { "x1", "y1" }) }), - new Param("axis", GameCamera.CameraAxis.All, "Axis") + new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified.") } }, - new GameAction("camera background color", "Camera Background Color", 1, true, new List() + new GameAction("fitScreen", "Force Game Stretching To Window") + { + defaultLength = 0.5f, + parameters = new() { - new Param("color", Color.black, "Start Color"), - new Param("color2", Color.black, "End Color"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type") + new("enable", true, "Enabled", "Toggle if the game should be forced to stretch to the window size, removing the letterbox.") } - ), - new GameAction("pan view", "Pan Viewport", 1f, true, new List() - { - new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"), - new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), - new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to pan the viewport in" ) - } - ), - new GameAction("rotate view", "Rotate Viewport", 1f, true, new List() - { - new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Next viewport rotation"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), - } - ), - new GameAction("scale view", "Scale Viewport", 1f, true, new List() - { - new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Next viewport width"), - new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Next viewport height"), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), - new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the viewport in" ) - } - ), - + }, new GameAction("screen shake", "Screen Shake", 1f, true, new List() { - new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"), - new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity") + 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."), + new Param("valA", new EntityTypes.Float(0, 10, 0), "End Horizontal Intensity", "Set the horizontal intensity of the screen shake at the end of the event."), + new Param("easedB", new EntityTypes.Float(0, 10, 0.5f), "Start Vertical Intensity", "Set the vertical intensity of the screen shake at the start of the event."), + new Param("valB", new EntityTypes.Float(0, 10, 0.5f), "End Vertical Intensity", "Set the vertical intensity of the screen shake 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[] { "easedA", "easedB" }) + }), } ), - new GameAction("display textbox", "Display Textbox", 1f, true, new List() { - new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"), - new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"), - new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"), - new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier") + 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."), + new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Width", "Set the width of the textbox."), + 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 List() { - new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"), - new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"), - new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"), - new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier") + new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."), + new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Set where to anchor the captions."), + new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Width", "Set the width of the captions."), + 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 List() { - new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"), - new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"), - new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier") + new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."), + new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Set where to anchor the captions."), + 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 List() { - new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"), - new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"), - new Param("instantOn", false, "Instant Show", "Skip the show animation?"), - new Param("instantOff", false, "Instant Hide", "Skip the hide animation?"), + new Param("text1", "", "Title", "Set the text to display in the upper label. Rich text is supported."), + new Param("text2", "", "Artist", "Set the text to display in the lower label. Rich text is supported."), + new Param("instantOn", false, "Instant Show", "Toggle if the slide-in animation should be skipped."), + 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 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."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } ), @@ -1002,20 +1020,20 @@ namespace HeavenStudio resizable = true, parameters = new() { - new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"), - new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"), + 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("colorStart", Color.black, "Start Color"), - new("colorEnd", Color.black, "End Color"), + 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("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness"), - new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness"), + 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."), - new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness"), - new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"), - new("rounded", false, "Rounded"), + new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness", "Set the roundness at the start of the event."), + new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness", "Set the roundness at the end of the event."), + new("rounded", false, "Rounded", "Toggle if the vignette should be equal on all sides."), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + 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" }) }), @@ -1026,9 +1044,9 @@ namespace HeavenStudio resizable = true, parameters = new() { - new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"), - new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", 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("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" }) }), @@ -1039,22 +1057,22 @@ namespace HeavenStudio resizable = true, parameters = new() { - new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity"), - new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity"), + new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity", "Set the intensity at the start of the event."), + new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity", "Set the intensity at the end of the event."), - new("colorStart", Color.white, "Start Tint"), - new("colorEnd", Color.white, "End Tint"), + new("colorStart", Color.white, "Start Tint", "Set the tint at the start of the event."), + new("colorEnd", Color.white, "End Tint", "Set the tint at the end of the event."), - new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold"), - new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold"), + new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold", "Set the threshold at the start of the event."), + new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold", "Set the threshold at the end of the event."), - new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee"), - new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee"), + new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee", "Set the soft knee at the start of the event."), + new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee", "Set the soft knee at the end of the event."), - new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"), - new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"), + new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio", "Set the anamorphic ratio at the start of the event."), + new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio", "Set the anamorphic ratio at the end of the event."), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + 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", "thresholdStart", "softKneeStart", "anaStart" }) }), @@ -1065,15 +1083,15 @@ namespace HeavenStudio resizable = true, parameters = new() { - new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity"), - new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity"), + new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity", "Set the intensity at the start of the event."), + new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity", "Set the intensity at the end of the event."), - new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier"), - new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier"), - new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"), - new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"), + new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier", "Set the X multiplier at the start of the event."), + new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier", "Set the X multiplier at the end of the event."), + new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier", "Set the Y multiplier at the start of the event."), + new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier", "Set the Y multiplier at the end of the event."), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + 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", "xStart", "yStart" }) }), @@ -1084,15 +1102,15 @@ namespace HeavenStudio resizable = true, parameters = new() { - new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"), - new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"), + 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("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size"), - new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size"), + new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size", "Set the size at the start of the event."), + new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size", "Set the size at the end of the event."), - new("colored", true, "Colored"), + new("colored", true, "Colored", "Toggle if the grain will be colored."), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + 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", "sizeStart" }) }), @@ -1103,52 +1121,44 @@ namespace HeavenStudio resizable = true, parameters = new() { - new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature"), - new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature"), + new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature", "Set the temperature at the start of the event."), + new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature", "Set the temperature at the end of the event."), - new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint"), - new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint"), + new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint", "Set the tint at the start of the event."), + new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint", "Set the tint at the end of the event."), - new("colorStart", Color.white, "Start Color Filter"), - new("colorEnd", Color.white, "End Color Filter"), + new("colorStart", Color.white, "Start Color Filter", "Set the color filter at the start of the event."), + new("colorEnd", Color.white, "End Color Filter", "Set the color filter at the end of the event."), - new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift"), - new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift"), + new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift", "Set the hue shift at the start of the event."), + new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift", "Set the hue shift at the end of the event."), - new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation"), - new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation"), + new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation", "Set the saturation at the start of the event."), + new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation", "Set the saturation at the end of the event."), - new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness"), - new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness"), + new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness", "Set the brightness at the start of the event."), + new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness", "Set the brightness at the end of the event."), - new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast"), - new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast"), + new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast", "Set the contrast at the start of the event."), + new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast", "Set the contrast at the end of the event."), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + 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[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" }) }), } }, - new GameAction("fitScreen", "Fit Game To Screen") - { - defaultLength = 0.5f, - parameters = new() - { - new("enable", true, "Enabled") - } - }, new GameAction("screenTiling", "Tile Screen") { resizable = true, parameters = new() { - new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles"), - new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles"), - new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles"), - new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles"), - new Param("axis", StaticCamera.ViewAxis.All, "Axis"), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", 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 Param("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() { new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xStart", "yStart" }) }), @@ -1159,12 +1169,12 @@ namespace HeavenStudio resizable = true, parameters = new() { - new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll"), - new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll"), - new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll"), - new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll"), - new Param("axis", StaticCamera.ViewAxis.All, "Axis"), - new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() + new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll", "Set the horizontal scroll at the start of the event."), + new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll", "Set the horizontal scroll at the end of the event."), + new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll", "Set the vertical scroll at the start of the event."), + new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll", "Set the vertical scroll at the end of the event."), + new Param("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() { new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xScrollStart", "yScrollStart" }) }), @@ -1173,12 +1183,24 @@ namespace HeavenStudio }), }; + foreach (var game in defaultGames) + { + eventCaller.minigames.Add(game.name, game); + } + BuildLoadRunnerList(); + Debug.Log($"Running {loadRunners.Count} game loaders..."); foreach (var load in loadRunners) { Debug.Log("Running game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name); - eventCaller.minigames.Add(load(eventCaller)); + Minigame game = load(eventCaller); + if (game == null) + { + Debug.LogError("Game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name + " failed!"); + continue; + } + eventCaller.minigames.Add(game.name, game); } } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/TitleManager.cs b/Assets/Scripts/TitleManager.cs index 0c41447be..5be75cd55 100644 --- a/Assets/Scripts/TitleManager.cs +++ b/Assets/Scripts/TitleManager.cs @@ -44,13 +44,18 @@ namespace HeavenStudio [SerializeField] private GameObject playPanel; [SerializeField] private TMP_Text chartTitleText; [SerializeField] private TMP_Text chartMapperText; + [SerializeField] private TMP_Text chartIdolText; [SerializeField] private TMP_Text chartDescText; [SerializeField] private TMP_Text chartStyleText; + [SerializeField] private Image campaignOption; + [SerializeField] private Sprite campaignOn; + [SerializeField] private Sprite campaignOff; [SerializeField] private Selectable[] mainSelectables; [SerializeField] private Selectable defaultSelectable; [SerializeField] private RectTransform selectedDisplayRect; [SerializeField] private GameObject selectedDisplayIcon; + [SerializeField] private GameObject[] otherHiddenOnMouse; private AudioSource musicSource; @@ -91,7 +96,9 @@ namespace HeavenStudio selectedDisplayAnim = anim; } -#if UNITY_EDITOR +#if HEAVENSTUDIO_PROD + versionText.text = GlobalGameManager.friendlyReleaseName; +#elif UNITY_EDITOR versionText.text = "EDITOR"; #else versionText.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss"); @@ -122,44 +129,67 @@ namespace HeavenStudio selectedDisplayAnim.DoNormalizedAnimation("Idle", GetPositionFromBeat(0, 2)); } - if (logoRevealed && !menuMode) + if (!menuMode && songPosBeat >= 0.5) { var controllers = PlayerInput.GetInputControllers(); foreach (var newController in controllers) { if (newController.GetLastButtonDown(true) > 0) { - menuMode = true; - firstPress = true; - currentSelectable = defaultSelectable; - SetSelectableRectTarget(currentSelectable); - selectableLerpTimer = 1; - - menuAnim.Play("Revealed", 0, 0); - pressAnyKeyAnim.Play("PressKeyFadeOut", 0, 0); - SoundByte.PlayOneShot("ui/UIEnter"); - - Debug.Log("Assigning controller: " + newController.GetDeviceName()); - - var lastController = PlayerInput.GetInputController(1); - if (lastController != newController) + if (logoRevealed) { - lastController.SetPlayer(null); - newController.SetPlayer(1); - PlayerInput.CurrentControlStyle = newController.GetDefaultStyle(); - usingMouse = PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch; - selectedDisplayIcon.SetActive(!usingMouse); + menuMode = true; + firstPress = true; + currentSelectable = defaultSelectable; + SetSelectableRectTarget(currentSelectable); + selectableLerpTimer = 1; - if ((lastController as InputJoyshock) != null) - { - (lastController as InputJoyshock)?.UnAssignOtherHalf(); - } + menuAnim.Play("Revealed", 0, 0); + pressAnyKeyAnim.Play("PressKeyFadeOut", 0, 0); + SoundByte.PlayOneShot("ui/UIEnter"); - if ((newController as InputJoyshock) != null) + var nextController = newController; + var lastController = PlayerInput.GetInputController(1); + + if ((newController is InputMouse) && (lastController is not InputMouse)) { - newController.OnSelected(); - (newController as InputJoyshock)?.UnAssignOtherHalf(); + Debug.Log("Mouse used, selecting keyboard instead"); + nextController = controllers[0]; } + Debug.Log("Assigning controller: " + newController.GetDeviceName()); + + if (lastController != nextController) + { + if (nextController == null) + { + Debug.Log("invalid controller, using keyboard"); + nextController = controllers[0]; + } + lastController.SetPlayer(null); + nextController.SetPlayer(1); + PlayerInput.CurrentControlStyle = nextController.GetDefaultStyle(); + usingMouse = PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch; + selectedDisplayIcon.SetActive(!usingMouse); + foreach (var obj in otherHiddenOnMouse) + { + obj.SetActive(!usingMouse); + } + + if ((lastController as InputJoyshock) != null) + { + (lastController as InputJoyshock)?.UnAssignOtherHalf(); + } + + if ((nextController as InputJoyshock) != null) + { + nextController.OnSelected(); + (nextController as InputJoyshock)?.UnAssignOtherHalf(); + } + } + } + else + { + SkipToBeat(3.5); } } } @@ -167,7 +197,7 @@ namespace HeavenStudio if (loops == 0 && !logoRevealed) { - float normalizedBeat = GetPositionFromBeat(4, 1); + float normalizedBeat = GetPositionFromBeat(3, 1); if (normalizedBeat > 0 && normalizedBeat <= 1f) { logoAnim.DoNormalizedAnimation("Reveal", normalizedBeat); @@ -200,7 +230,7 @@ namespace HeavenStudio star.Play("StarBop", 0, 0); } } - if (targetBopBeat > 3 || loops > 0) + if (targetBopBeat > 2 || loops > 0) { logoAnim.Play(altBop ? "LogoBop2" : "LogoBop", 0, 0); altBop = !altBop; @@ -223,6 +253,9 @@ namespace HeavenStudio case (int)InputController.ActionsPad.South: PlayPanelBack(); break; + case (int)InputController.ActionsPad.North: + ToggleCampaign(); + break; } } } @@ -281,6 +314,10 @@ namespace HeavenStudio { usingMouse = false; selectedDisplayIcon.SetActive(true); + foreach (var obj in otherHiddenOnMouse) + { + obj.SetActive(true); + } } currentSelectable.GetComponent