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PowerCalligraphy.instance.ToggleBop(e.beat, e.length, e["bop"], e["bopAuto"]); }, + resizable = true, + parameters = new List() + { + new Param("bop", true, "Bop", "Toggle if the paddlers should bop for the duration of this event."), + new Param("bopAuto", false, "Bop (Auto)", "Toggle if the paddlers should automatically bop until another Bop event is reached.") + } + }, new GameAction("re", "Re (レ)") { preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re); }, @@ -82,6 +92,15 @@ namespace HeavenStudio.Games.Loaders function = delegate {PowerCalligraphy.instance.TheEnd();}, defaultLength = 0.5f, }, + new GameAction("chounin events", "Chounin Animations") + { + function = delegate { var e = eventCaller.currentEntity; PowerCalligraphy.instance.PlayChouninAnimation(e["type"], e["pos"]); }, + parameters = new List() + { + new Param("type", PowerCalligraphy.ChouninType.Dance, "Animation", "Set the animation for Chounin to perform."), + new Param("pos", new EntityTypes.Float(0, 12, 0), "Position", "Set the position of Chounin."), + } + }, }, new List() { "agb", "normal" }, "agbCalligraphy", "en", new List() { } ); @@ -101,6 +120,7 @@ namespace HeavenStudio.Games public Transform shiftHolder; public Transform paperHolder; public Animator endPaper; + public GameObject[] Chounin; public Animator fudePosAnim; public Animator fudeAnim; @@ -111,6 +131,8 @@ namespace HeavenStudio.Games [Header("Variables")] public Vector3 scrollSpeed = new Vector3(); + public float chouninSpeed; + float chouninRate => chouninSpeed / (Conductor.instance.pitchedSecPerBeat * 2f); public enum CharacterType { @@ -132,6 +154,7 @@ namespace HeavenStudio.Games void Awake() { instance = this; + SetupBopRegion("powerCalligraphy", "bop", "bopAuto"); } public override void OnGameSwitch(double beat) { @@ -165,6 +188,7 @@ namespace HeavenStudio.Games if (nowPaper.onGoing && nowPaper.Stroke == 1) { nowPaper.ProcessInput("fast"); + ChouninMiss(); ScoreMiss(); } } @@ -173,18 +197,23 @@ namespace HeavenStudio.Games if (nowPaper.onGoing && nowPaper.Stroke != 1) { nowPaper.ProcessInput("fast"); + ChouninMiss(); ScoreMiss(); } } + + UpdateChouninPos(chouninRate * Time.deltaTime); } private void SpawnPaper(int type) { + if (nowPaper is not null) nowPaper.transform.SetParent(paperHolder.transform, true); nowPaper = Instantiate(basePapers[type], paperHolder).GetComponent(); nowPaper.scrollSpeed = scrollSpeed; nowPaper.gameObject.SetActive(true); nowPaper.Init(); fudePosAnim.runtimeAnimatorController = fudePosCntls[type]; + fudePosAnim.Play("0", 0, 0); shiftAnim.runtimeAnimatorController = shiftCntls[type]; shiftHolder.transform.position = new Vector3(0, 0, 0); } @@ -192,13 +221,13 @@ namespace HeavenStudio.Games public void Write(double beat, int type) { Prepare(type); - nowPaper.transform.parent = shiftHolder.transform; + nowPaper.transform.SetParent(shiftHolder.transform, true); nowPaper.startBeat = beat; nowPaper.Play(); - isPrepare=false; double nextBeat = beat + nowPaper.nextBeat; BeatAction.New(instance, new List(){ - new BeatAction.Action(nextBeat, delegate{ NextPrepare(nextBeat);}) + new BeatAction.Action(beat, delegate{isPrepare = false;}), + new BeatAction.Action(nextBeat, delegate{NextPrepare(nextBeat);}), }); } @@ -265,5 +294,115 @@ namespace HeavenStudio.Games fudePosAnim.Play("fudePos-end"); endPaper.Play("paper-end"); } + + public override void OnBeatPulse(double beat) + { + if (BeatIsInBopRegion(beat)) Bop(); + } + + public void ToggleBop(double beat, float length, bool bopOrNah, bool autoBop) + { + if (bopOrNah) + { + for (int i = 0; i < length; i++) + { + BeatAction.New(instance, new() {new BeatAction.Action(beat + i, delegate {Bop();}) }); + } + } + } + + public void Bop() + { + if (!isChouninDance) return; + isChouninMove = true; + double beat = Conductor.instance.songPositionInBeats; + + for (int i=0; i<2; i++) { + int j = 0; + foreach (Transform child in Chounin[i].transform) { + var animator = child.GetComponent(); + if (animator != null) { + if ((int)(beat%2) == j%2) { + animator.DoScaledAnimationAsync("dance1", 0.5f); + } else { + animator.DoScaledAnimationAsync("dance0", 0.5f); + } + } + j++; + } + } + } + + public enum ChouninType { + Dance, + Bow, + Idle, + } + bool isChouninMove = false; + bool isChouninDance = false; + public void PlayChouninAnimation(int type, float pos) + { + isChouninMove = false; + isChouninDance = false; + switch (type) + { + case (int)ChouninType.Dance: + isChouninMove = true; + isChouninDance = true; + Bop(); + break; + case (int)ChouninType.Bow: + ChouninAnim("bow"); + break; + default: + ChouninAnim("idle"); + break; + } + if (pos>0) UpdateChouninPos(pos); + } + + public void ChouninAnim(string type) + { + for (int i=0; i<2; i++) { + foreach (Transform child in Chounin[i].transform) { + var animator = child.GetComponent(); + if (animator != null) { + if (i%2 == 1) { + animator.DoScaledAnimationAsync($"{type}1", 0.5f); + } else { + animator.DoScaledAnimationAsync($"{type}0", 0.5f); + } + } + } + } + } + + public void ChouninMiss() + { + isChouninMove = false; + isChouninDance = false; + double beat = Conductor.instance.songPositionInBeats; + BeatAction.New(instance, new() {new BeatAction.Action(beat + 1.5f, delegate {isChouninDance = true;})}); + ChouninAnim("fall"); + } + + private void UpdateChouninPos(float pos) + { + if (!isChouninMove) return; + + foreach (Transform child in Chounin[0].transform) { + var childPos = child.localPosition; + var newChildY = childPos.y - pos; + newChildY = newChildY < -6 ? newChildY + 12 : newChildY; + child.localPosition = new Vector3(childPos.x, newChildY, childPos.z); + } + + foreach (Transform child in Chounin[1].transform) { + var childPos = child.localPosition; + var newChildY = childPos.y + pos; + newChildY = newChildY > 6 ? newChildY - 12 : newChildY; + child.localPosition = new Vector3(childPos.x, newChildY, childPos.z); + } + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/PowerCalligraphy/Writing.cs b/Assets/Scripts/Games/PowerCalligraphy/Writing.cs index 77d62b069..309972175 100644 --- a/Assets/Scripts/Games/PowerCalligraphy/Writing.cs +++ b/Assets/Scripts/Games/PowerCalligraphy/Writing.cs @@ -169,24 +169,31 @@ namespace HeavenStudio.Games.Scripts_PowerCalligraphy { isFinish = true; paperSort.sortingOrder++; + transform.SetParent(game.paperHolder.transform, true); game.fudeAnim.Play("fude-none"); paperAnim.enabled = false; } private void writeSuccess(PlayerActionEvent caller, float state) { - if (state >= 1f) + if (state >= 1f) { ProcessInput("late"); - else if (state <= -1f) + game.ChouninMiss(); + } else if (state <= -1f) { ProcessInput("fast"); - else + game.ChouninMiss(); + } else { ProcessInput("just"); + } + } private void writeMiss(PlayerActionEvent caller) { - if (onGoing) + if (onGoing) { Miss(); + game.ChouninMiss(); + } } private void Empty(PlayerActionEvent caller) { }