KTB Works! now onto countdown
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8
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Normal file
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|
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||||||
|
|
@ -34,24 +34,56 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
public static Minigame AddGame(EventCaller eventCaller)
|
public static Minigame AddGame(EventCaller eventCaller)
|
||||||
{
|
{
|
||||||
return new Minigame("rhythmTestGBA", "Rhythm Test (GBA)", "ffffff", false, false, new List<GameAction>()
|
return new Minigame("rhythmTestGBA", "Rhythm Test (GBA) \n<color=#adadad>(Rhythm-kan Check)</color>", "ffffff", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
|
||||||
new GameAction("countin", "Start Beeping")
|
new GameAction("countin", "Start Beeping")
|
||||||
{
|
{
|
||||||
function = delegate { RhythmTestGBA.instance.KeepTheBeep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
function = delegate { RhythmTestGBA.instance.KeepTheBeep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
||||||
defaultLength = 1f,
|
defaultLength = 1f,
|
||||||
resizable = false,
|
resizable = true,
|
||||||
},
|
},
|
||||||
|
|
||||||
new GameAction("button", "Start Keep-the-Beat")
|
new GameAction("button", "Start Keep-the-Beat")
|
||||||
{
|
{
|
||||||
preFunction = delegate { RhythmTestGBA.PreStartKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
function = delegate { var e = eventCaller.currentEntity; RhythmTestGBA.StartKeepbeat(e.beat); },
|
||||||
defaultLength = 1f,
|
defaultLength = 1f,
|
||||||
resizable = false,
|
resizable = false,
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
new GameAction("stopktb", "Stop Keep-the-Beat")
|
||||||
|
{
|
||||||
|
function = delegate { RhythmTestGBA.instance.StopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
||||||
|
defaultLength = 4f,
|
||||||
|
resizable = false,
|
||||||
|
},
|
||||||
|
|
||||||
|
new GameAction("countthree", "Count Down From Three")
|
||||||
|
{
|
||||||
|
function = delegate {RhythmTestGBA.instance.CountDownThree(
|
||||||
|
eventCaller.currentEntity.beat, eventCaller.currentEntity["mute3"], eventCaller.currentEntity["mute2"], eventCaller.currentEntity["mute1"]);},
|
||||||
|
defaultLength = 4f,
|
||||||
|
resizable = false,
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("mute3", false, "3 Muted", "Hides and mutes the 3 in the countdown."),
|
||||||
|
new Param("mute2", false, "2 Muted", "Hides and mutes the 2 in the countdown."),
|
||||||
|
new Param("mute1", false, "1 Muted", "Hides and mutes the 1 in the countdown."),
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
new GameAction("countdown", "Countdown")
|
||||||
|
{
|
||||||
|
function = delegate {RhythmTestGBA.instance.CountDown(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["countdownNumber"]);},
|
||||||
|
defaultLength = 1f,
|
||||||
|
resizable = true,
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("countdownNumber", new EntityTypes.Integer(1, 9, 3), "Beats", "Set how many beats there will be before the player has to input.")
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
},
|
},
|
||||||
new List<string>() {"abg", "aim"},
|
new List<string>() {"abg", "aim"},
|
||||||
"agbRhythmTestGBA", "en",
|
"agbRhythmTestGBA", "en",
|
||||||
|
|
@ -67,44 +99,48 @@ namespace HeavenStudio.Games
|
||||||
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
|
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
|
||||||
public class RhythmTestGBA : Minigame
|
public class RhythmTestGBA : Minigame
|
||||||
{
|
{
|
||||||
public static RhythmTestGBA instance { get; set; }
|
public static RhythmTestGBA instance;
|
||||||
|
static List<double> queuedButton = new();
|
||||||
|
|
||||||
[Header("Animators")]
|
[Header("Animators")]
|
||||||
[SerializeField] Animator buttonAnimator;
|
[SerializeField] Animator buttonAnimator;
|
||||||
[SerializeField] Animator flashAnimator;
|
[SerializeField] Animator flashAnimator;
|
||||||
|
[SerializeField] Animator numberbgAnimator;
|
||||||
|
[SerializeField] Animator numberAnimator;
|
||||||
|
|
||||||
[Header("Properties")]
|
[Header("Properties")]
|
||||||
private static double startBlippingBeat = double.MaxValue;
|
private static double startBlippingBeat = double.MaxValue;
|
||||||
|
|
||||||
|
[Header("Variables")]
|
||||||
|
bool keepPressing;
|
||||||
|
int pressPlayerCount;
|
||||||
|
public static double wantButton = double.MinValue;
|
||||||
|
|
||||||
GameEvent button = new GameEvent();
|
GameEvent button = new GameEvent();
|
||||||
|
|
||||||
double lastButton = double.MaxValue;
|
double lastButton = double.MaxValue;
|
||||||
|
|
||||||
public struct QueuedButton
|
// public struct QueuedButton
|
||||||
{
|
// {
|
||||||
public double beat;
|
// public double beat;
|
||||||
public float length;
|
// public float length;
|
||||||
}
|
// }
|
||||||
static List<QueuedButton> queuedInputs = new List<QueuedButton>();
|
// static List<QueuedButton> queuedButton = new List<QueuedButton>();
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDestroy()
|
void OnDestroy()
|
||||||
{
|
{
|
||||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
if (queuedButton.Count > 0) queuedButton.Clear();
|
||||||
foreach (var evt in scheduledInputs)
|
foreach (var ktb in scheduledInputs)
|
||||||
{
|
{
|
||||||
evt.Disable();
|
ktb.Disable();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnPlay(double beat)
|
|
||||||
{
|
|
||||||
queuedInputs.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
|
@ -115,28 +151,45 @@ namespace HeavenStudio.Games
|
||||||
PressButton();
|
PressButton();
|
||||||
//print("unexpected input");
|
//print("unexpected input");
|
||||||
}
|
}
|
||||||
if (queuedInputs.Count > 0)
|
|
||||||
|
if (wantButton != double.MinValue)
|
||||||
{
|
{
|
||||||
foreach (var input in queuedInputs)
|
queuedButton.Add(wantButton);
|
||||||
{
|
keepPressing = true;
|
||||||
StartKeepbeat(input.beat, input.length);
|
pressPlayerCount = 0;
|
||||||
}
|
wantButton = double.MinValue;
|
||||||
queuedInputs.Clear();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (queuedInputs.Count > 0)
|
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
||||||
{
|
{
|
||||||
foreach (var input in queuedInputs)
|
|
||||||
|
if (queuedButton.Count > 0)
|
||||||
{
|
{
|
||||||
StartKeepbeat(input.beat, input.length);
|
|
||||||
|
foreach (var ktb in queuedButton)
|
||||||
|
{
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||||
|
new BeatAction.Action(ktb, delegate {
|
||||||
|
ScheduleInput(ktb, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||||
|
flashAnimator.Play("KTBPulse", 0, 0);
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
|
||||||
|
|
||||||
|
}),
|
||||||
|
new BeatAction.Action(ktb + 1, delegate {
|
||||||
|
flashAnimator.Play("KTBPulse", 0, 0);
|
||||||
|
if (keepPressing) queuedButton.Add(ktb + 1);
|
||||||
|
}),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
queuedButton.Clear();
|
||||||
}
|
}
|
||||||
queuedInputs.Clear();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (lastButton + 1 <= cond.songPositionInBeatsAsDouble)
|
if (lastButton + 1 <= cond.songPositionInBeatsAsDouble)
|
||||||
{
|
{
|
||||||
lastButton++;
|
lastButton++;
|
||||||
ScheduleInput(lastButton, 1, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
ScheduleInput(lastButton, 1, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -149,6 +202,7 @@ namespace HeavenStudio.Games
|
||||||
new BeatAction.Action(beat + i, delegate
|
new BeatAction.Action(beat + i, delegate
|
||||||
{
|
{
|
||||||
flashAnimator.Play("KTBPulse", 0, 0);
|
flashAnimator.Play("KTBPulse", 0, 0);
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
|
||||||
|
|
||||||
})
|
})
|
||||||
});
|
});
|
||||||
|
|
@ -160,7 +214,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void PressButton()
|
public void PressButton()
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShot("count-ins/cowbell");
|
SoundByte.PlayOneShotGame("rhythmTestGBA/press");
|
||||||
|
|
||||||
buttonAnimator.Play("Press", 0, 0);
|
buttonAnimator.Play("Press", 0, 0);
|
||||||
|
|
||||||
|
|
@ -169,39 +223,180 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public static void PreStartKeepbeat(double beat, float length)
|
public void StopKeepbeat(double beat, float length)
|
||||||
{
|
{
|
||||||
if (GameManager.instance.currentGame == "rhythmTestGBA")
|
|
||||||
|
keepPressing = false;
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
instance.StartKeepbeat(beat, length);
|
new BeatAction.Action(beat+1, delegate { StopKeepbeatInput(beat);}),
|
||||||
|
new BeatAction.Action(beat+1, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}),
|
||||||
|
new BeatAction.Action(beat+2, delegate { StopKeepbeatInput(beat);}),
|
||||||
|
new BeatAction.Action(beat+2, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}),
|
||||||
|
new BeatAction.Action(beat+3, delegate { StopKeepbeatInput(beat);}),
|
||||||
|
new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);})
|
||||||
|
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void StopKeepbeatInput(double beat)
|
||||||
|
{
|
||||||
|
ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||||
|
flashAnimator.Play("KTBPulse");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public static void StartKeepbeat(double beat)
|
||||||
|
{
|
||||||
|
RhythmTestGBA.wantButton = beat-1;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CountDownThree(double beat, bool mute3, bool mute2, bool mute1)
|
||||||
|
{
|
||||||
|
ScheduleInput(beat, 3f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||||
|
if (mute3)
|
||||||
|
{
|
||||||
|
FlashNone(beat);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
queuedInputs.Add(new QueuedButton { beat = beat, length = length });
|
FlashThree(beat);
|
||||||
}
|
}
|
||||||
|
if (mute2)
|
||||||
|
{
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||||
|
new BeatAction.Action(beat+1, delegate {FlashNone(beat);})});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||||
|
new BeatAction.Action(beat+1, delegate {FlashTwo(beat);})});
|
||||||
|
}
|
||||||
|
if (mute1)
|
||||||
|
{
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||||
|
new BeatAction.Action(beat+2, delegate {FlashNone(beat);})});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||||
|
new BeatAction.Action(beat+2, delegate {FlashOne(beat);})});
|
||||||
|
}
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>(){
|
||||||
|
new BeatAction.Action(beat+3, delegate {FlashZero(beat);})});
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void CountDown(double beat, float length, int countdownNumber)
|
||||||
public void StartKeepbeat(double beat, float length)
|
|
||||||
{
|
{
|
||||||
|
|
||||||
lastButton = beat - 1;
|
|
||||||
ScheduleInput(lastButton, 1, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
|
||||||
|
ScheduleInput(beat, length * (countdownNumber), InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Number Call Functions
|
||||||
|
public void FlashSeven(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("FlashBG");
|
||||||
|
numberAnimator.Play("Seven");
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||||
|
|
||||||
|
}
|
||||||
|
public void FlashSix(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("FlashBG");
|
||||||
|
numberAnimator.Play("Six");
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||||
|
|
||||||
|
}
|
||||||
|
public void FlashFive(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("FlashBG");
|
||||||
|
numberAnimator.Play("Five");
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||||
|
|
||||||
|
}
|
||||||
|
public void FlashFour(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("FlashBG");
|
||||||
|
numberAnimator.Play("Four");
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||||
|
|
||||||
|
}
|
||||||
|
public void FlashThree(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("FlashBG");
|
||||||
|
numberAnimator.Play("Three");
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||||
|
|
||||||
|
}
|
||||||
|
public void FlashTwo(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("FlashBG");
|
||||||
|
numberAnimator.Play("Two");
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||||
|
|
||||||
|
}
|
||||||
|
public void FlashOne(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("FlashBG");
|
||||||
|
numberAnimator.Play("One");
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
|
||||||
|
|
||||||
|
}
|
||||||
|
public void FlashZero(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("FlashHit");
|
||||||
|
numberAnimator.Play("Zero");
|
||||||
|
SoundByte.PlayOneShotGame("rhythmTestGBA/blip3");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public void FlashNone(double beat)
|
||||||
|
{
|
||||||
|
|
||||||
|
numberbgAnimator.Play("Idle");
|
||||||
|
numberAnimator.Play("Idle");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
public void ButtonSuccess(PlayerActionEvent caller, float state)
|
public void ButtonSuccess(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
PressButton();
|
PressButton();
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ButtonFailure(PlayerActionEvent caller)
|
public void ButtonFailure(PlayerActionEvent caller)
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
public void ButtonEmpty(PlayerActionEvent caller) { }
|
public void ButtonEmpty(PlayerActionEvent caller) {
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue