Merge branch 'megaminerjenny:master' into master

This commit is contained in:
AstrlJelly 2023-01-23 23:01:10 -05:00 committed by GitHub
commit 7ca6978508
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40 changed files with 2502 additions and 868 deletions

54
.github/workflows/linux.yml vendored Normal file
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@ -0,0 +1,54 @@
name: Build Linux
on: [push]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneLinux64
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v2
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/

View file

@ -1,4 +1,4 @@
name: Build my project ✨ name: Build MacOS
on: [push] on: [push]
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fail-fast: false fail-fast: false
matrix: matrix:
targetPlatform: targetPlatform:
- StandaloneWindows64
- StandaloneLinux64
- StandaloneOSX - StandaloneOSX
steps: steps:

54
.github/workflows/windows.yml vendored Normal file
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@ -0,0 +1,54 @@
name: Build Windows
on: [push]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
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UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v2
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/

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@ -17,65 +17,46 @@ namespace HeavenStudio.Games.Loaders
return new Minigame("lockstep", "Lockstep \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>() return new Minigame("lockstep", "Lockstep \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Bop(e.beat, e["toggle"]); },
parameters = new List<Param>()
{ {
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Bop(e.beat, e["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", false, "Reset Pose", "Resets to idle pose.") new Param("toggle", false, "Reset Pose", "Resets to idle pose.")
},
defaultLength = 1f,
}, },
defaultLength = 1f,
},
new GameAction("hai", "Hai!") new GameAction("hai", "Hai!")
{ {
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); }, function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
defaultLength = 1f, defaultLength = 1f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);} inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
},
},
new GameAction("offbeatSwitch", "Switch to Offbeat") new GameAction("offbeatSwitch", "Switch to Offbeat")
{ {
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatSwitch(e.beat); }, preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitch(e.beat); },
defaultLength = 8f defaultLength = 8f
},
},
new GameAction("onbeatSwitch", "Switch to Onbeat") new GameAction("onbeatSwitch", "Switch to Onbeat")
{
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); },
defaultLength = 2f
},
new GameAction("marching", "Stepping")
{
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
defaultLength = 4f,
resizable = true
},
new GameAction("set colours", "Set Background Colours")
{
function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetbackgroundColours(e["colorA"], e["colorB"]); },
parameters = new List<Param>()
{ {
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OffbeatSwitch(e.beat); }, new Param("colorA", Lockstep.defaultBGColorOn, "Onbeat", "Select the color that appears for the onbeat."),
defaultLength = 2f new Param("colorB", Lockstep.defaultBGColorOff, "Offbeat", "Select the color that appears for the offbeat."),
}, },
defaultLength = 0.5f,
new GameAction("marching", "Onbeat Stepping") }
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatStep(e.beat, e.length); },
defaultLength = 4f,
resizable = true,
hidden = true
},
new GameAction("startStepping", "Start Stepping")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.BeginStepping(e.beat); },
defaultLength = 1f,
hidden = true
},
new GameAction("test1", "onbeat march test")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatMarch(e.beat); },
defaultLength = 1f,
hidden = true
}
}); });
} }
@ -87,78 +68,96 @@ namespace HeavenStudio.Games
// using Scripts_Lockstep; // using Scripts_Lockstep;
public class Lockstep : Minigame public class Lockstep : Minigame
{ {
private static Color _defaultBGColorOn;
public static Color defaultBGColorOn
{
get
{
ColorUtility.TryParseHtmlString("#f0338d", out _defaultBGColorOn);
return _defaultBGColorOn;
}
}
private static Color _defaultBGColorOff;
public static Color defaultBGColorOff
{
get
{
ColorUtility.TryParseHtmlString("#BC318B", out _defaultBGColorOff);
return _defaultBGColorOff;
}
}
// private Animator stepswitcher; public Color currentBGOnColor;
public Color currentBGOffColor;
public Animator stepswitcherP; [Header("Components")]
public Animator stepswitcher0; [SerializeField] Animator stepswitcherP;
public Animator stepswitcher1; [SerializeField] Animator stepswitcher0;
[SerializeField] Animator stepswitcher1;
public GameObject Player; [SerializeField] SpriteRenderer background;
[Header("Properties")] [Header("Properties")]
public GameEvent bop = new GameEvent(); static List<float> queuedInputs = new List<float>();
public bool goStep; HowMissed currentMissStage;
public enum HowMissed
{
NotMissed = 0,
MissedOff = 1,
MissedOn = 2
}
bool offColorActive;
public float steppingLength; public static Lockstep instance;
public float steppingStartBeat;
private float lastReportedBeat = 0f;
public static Lockstep instance { get; set; }
// Start is called before the first frame update
void Awake() void Awake()
{ {
instance = this; instance = this;
goStep = false; currentBGOnColor = defaultBGColorOn;
currentBGOffColor = defaultBGColorOff;
}
void OnDestroy()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
} }
// Update is called once per frame
public void Update() public void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
if (goStep)
{ {
print("stepping is on"); if (queuedInputs.Count > 0)
if (Conductor.instance.ReportBeat(ref lastReportedBeat))
{ {
print("one small step for switch"); foreach (var input in queuedInputs)
Jukebox.PlayOneShotGame("Lockstep/marchOnBeat1"); {
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f); ScheduleInput(cond.songPositionInBeats, input - cond.songPositionInBeats, InputType.STANDARD_DOWN, Just, Miss, Nothing);
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f); BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f); {
new BeatAction.Action(input, delegate { EvaluateMarch(); }),
});
}
queuedInputs.Clear();
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
currentMissStage = HowMissed.NotMissed;
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
Jukebox.PlayOneShotGame("lockstep/miss");
stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
} }
} }
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
//Jukebox.PlayOneShot("miss");
var beatAnimCheck = Math.Round(Conductor.instance.songPositionInBeats * 2);
print("check: " + beatAnimCheck);
var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
Jukebox.PlayOneShotGame("lockstep/miss");
stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
}
} }
public void Bop(float beat, bool reset) public void Bop(float beat, bool reset)
{ {
if (reset)
if(reset)
{ {
stepswitcher0.DoScaledAnimationAsync("BopReset", 0.5f); stepswitcher0.DoScaledAnimationAsync("BopReset", 0.5f);
stepswitcher1.DoScaledAnimationAsync("BopReset", 0.5f); stepswitcher1.DoScaledAnimationAsync("BopReset", 0.5f);
@ -172,10 +171,6 @@ namespace HeavenStudio.Games
stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f); stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
} }
} }
public void Hai(float beat) public void Hai(float beat)
@ -183,23 +178,30 @@ namespace HeavenStudio.Games
Jukebox.PlayOneShotGame("lockstep/switch1"); Jukebox.PlayOneShotGame("lockstep/switch1");
} }
public void BeginStepping(float beat) public static void OnbeatSwitch(float beat)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { goStep = true; }),
});
print("Start Stepping");
print(goStep);
}
public void OnbeatSwitch(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] MultiSound.Play(new MultiSound.Sound[]
{ {
new MultiSound.Sound("lockstep/switch5", beat),
new MultiSound.Sound("lockstep/switch6", beat + 0.5f),
new MultiSound.Sound("lockstep/switch5", beat + 1f),
new MultiSound.Sound("lockstep/switch6", beat + 1.5f)
}, forcePlay: true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
new BeatAction.Action(beat + 0.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
new BeatAction.Action(beat + 1.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
});
}
public static void OffbeatSwitch(float beat)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("lockstep/switch1", beat), new MultiSound.Sound("lockstep/switch1", beat),
new MultiSound.Sound("lockstep/switch1", beat + 1f), new MultiSound.Sound("lockstep/switch1", beat + 1f),
new MultiSound.Sound("lockstep/switch1", beat + 2f), new MultiSound.Sound("lockstep/switch1", beat + 2f),
@ -210,44 +212,142 @@ namespace HeavenStudio.Games
new MultiSound.Sound("lockstep/switch4", beat + 5.5f), new MultiSound.Sound("lockstep/switch4", beat + 5.5f),
new MultiSound.Sound("lockstep/switch4", beat + 6.5f), new MultiSound.Sound("lockstep/switch4", beat + 6.5f),
new MultiSound.Sound("lockstep/switch4", beat + 7.5f), new MultiSound.Sound("lockstep/switch4", beat + 7.5f),
}, forcePlay: false); }, forcePlay: true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
new BeatAction.Action(beat + 3f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }),
new BeatAction.Action(beat + 3.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }),
});
} }
public void OffbeatSwitch(float beat) public static void Marching(float beat, float length)
{ {
var sound = new MultiSound.Sound[] if (GameManager.instance.currentGame == "lockstep")
{
for (int i = 0; i < length + 1; i++)
{ {
new MultiSound.Sound("lockstep/switch5", beat), Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing);
new MultiSound.Sound("lockstep/switch6", beat + 0.5f), BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
new MultiSound.Sound("lockstep/switch5", beat + 1f), {
new MultiSound.Sound("lockstep/switch6", beat + 1.5f) new BeatAction.Action(beat + i, delegate { Lockstep.instance.EvaluateMarch(); }),
}; });
}
}
MultiSound.Play(sound); else
{
for (int i = 0; i < length + 1; i++)
{
queuedInputs.Add(beat + i);
}
}
} }
public void OnbeatStep(float beat, float length) public void EvaluateMarch()
{ {
/*marching.length = length; var cond = Conductor.instance;
marching.startBeat = beat; var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
print("onbeatstep len: " + marching.length); if (beatAnimCheck % 2 != 0)
print("onbeatstep start: " + marching.startBeat);*/ {
stepswitcher0.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
stepswitcher1.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
}
else
{
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
}
} }
public void OnbeatMarch(float beat) public void Just(PlayerActionEvent caller, float state)
{ {
currentMissStage = HowMissed.NotMissed;
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f); if (state >= 1f || state <= -1f)
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f); {
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f); var cond = Conductor.instance;
Jukebox.PlayOneShotGame("lockstep/marchOnbeat1"); var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
if (beatAnimCheck % 2 != 0)
{
Jukebox.PlayOneShotGame("lockstep/tink");
stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
}
else
{
Jukebox.PlayOneShotGame("lockstep/tink");
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
}
return;
}
Success();
} }
public void Success()
{
var cond = Conductor.instance;
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
if (beatAnimCheck % 2 != 0)
{
Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
}
else
{
Jukebox.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
}
}
public void Miss(PlayerActionEvent caller)
{
var cond = Conductor.instance;
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
{
stepswitcherP.Play("OffbeatMiss", 0, 0);
Jukebox.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOff;
}
else if (beatAnimCheck % 2 == 0 && currentMissStage != HowMissed.MissedOn)
{
stepswitcherP.Play("OnbeatMiss", 0, 0);
Jukebox.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOn;
}
}
public void ChangeBeatBackGroundColour(bool off)
{
if (off)
{
background.color = currentBGOffColor;
offColorActive = true;
}
else
{
background.color = currentBGOnColor;
offColorActive = false;
}
}
public void SetbackgroundColours(Color onColor, Color offColor)
{
currentBGOnColor = onColor;
currentBGOffColor = offColor;
if (offColorActive)
{
background.color = currentBGOffColor;
}
else
{
background.color = currentBGOnColor;
}
}
public void Nothing(PlayerActionEvent caller) {}
} }
} }

View file

@ -15,23 +15,22 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("mrUpbeat", "Mr. Upbeat", "FFFFFF", false, false, new List<GameAction>() return new Minigame("mrUpbeat", "Mr. Upbeat", "FFFFFF", false, false, new List<GameAction>()
{ {
new GameAction("prepare", "Prepare") new GameAction("stepping", "Start Stepping")
{ {
function = delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); },
defaultLength = 0.5f, defaultLength = 4f,
resizable = true,
inactiveFunction = delegate { MrUpbeat.Beep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }
},
new GameAction("go", "Start Stepping")
{
function = delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); },
defaultLength = 4f,
resizable = true resizable = true
}, },
new GameAction("ding!", "Finish Stepping") new GameAction("blipping", "Beeping")
{
function = delegate {var e = eventCaller.currentEntity; MrUpbeat.instance.Blipping(e.beat, e.length); },
defaultLength = 4f,
resizable = true
},
new GameAction("ding!", "Ding!")
{ {
function = delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"]); }, function = delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"]); },
defaultLength = 0.5f, defaultLength = 0.5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", false, "Applause") new Param("toggle", false, "Applause")
@ -49,148 +48,144 @@ namespace HeavenStudio.Games
public class MrUpbeat : Minigame public class MrUpbeat : Minigame
{ {
[Header("References")] [Header("References")]
public GameObject metronome; public Animator metronomeAnim;
public UpbeatMan man; public UpbeatMan man;
public GameObject bt;
private static MultiSound beeps; //only used when this game isn't active.
public GameEvent beat = new GameEvent(); [Header("Properties")]
public bool canGo = false; static List<queuedUpbeatInputs> queuedInputs = new List<queuedUpbeatInputs>();
public int beatCount = 0; public struct queuedUpbeatInputs
{
public float beatOffset = 0f; public float beat;
public bool goRight;
}
public static MrUpbeat instance; public static MrUpbeat instance;
private void Awake() private void Awake()
{ {
instance = this; instance = this;
canGo = false; }
man.stepTimes = 0;
SetInterval(0);
var pos = Conductor.instance.songPositionInBeats;
StartCoroutine(Upbeat(pos - Mathf.Round(pos)));
List<float> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go").Select(c => c.beat).ToList(); void OnDestroy()
{
if (gos.Count > 0) if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{ {
var nextInterval = gos.IndexOf(Mathp.GetClosestInList(gos, Conductor.instance.songPositionInBeats)); if (queuedInputs.Count > 0) queuedInputs.Clear();
beatOffset = gos[nextInterval];
} }
} }
private void Update() public void Update()
{ {
List<DynamicBeatmap.DynamicEntity> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go"); var cond = Conductor.instance;
for (int i = 0; i < gos.Count; i++) if (cond.isPlaying && !cond.isPaused)
{ {
if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats) if (queuedInputs.Count > 0)
{ {
canGo = true; foreach (var input in queuedInputs)
break; {
} else ScheduleInput(cond.songPositionInBeats, input.beat - cond.songPositionInBeats, InputType.STANDARD_DOWN, Success, Miss, Nothing);
{ if (input.goRight)
canGo = false; {
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }),
new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }),
});
}
else
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }),
new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }),
});
}
}
queuedInputs.Clear();
} }
} }
if (canGo)
{
var songPos = Conductor.instance.songPositionInBeats - beatOffset;
metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60);
}
if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat))
{
StartCoroutine(Upbeat());
if (canGo)
{
if (beatCount % 2 == 0)
Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
else
Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
Beat(Mathf.Round(Conductor.instance.songPositionInBeats));
}
}
}
public override void OnGameSwitch(float beat)
{
foreach (var entity in GameManager.instance.Beatmap.entities)
{
if (entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
{
break;
}
if (entity.datamodel != "mrUpbeat/prepare" || entity.beat + entity.length < beat) //check for prepares that happen before the switch
{
continue;
}
SetInterval(entity.beat);
break;
}
if(beeps != null)
{
beeps.Delete(); //the beeps are only for when the game isn't active
beeps = null;
}
}
public void SetInterval(float beat)
{
beatCount = 0;
man.targetBeat = beat + 320f;
man.Idle();
}
public void Go(float beat)
{
beatCount = 0;
} }
public void Ding(bool applause) public void Ding(bool applause)
{ {
Jukebox.PlayOneShotGame("mrUpbeat/ding"); Jukebox.PlayOneShotGame("mrUpbeat/ding");
if (applause) if (applause) Jukebox.PlayOneShot("applause");
Jukebox.PlayOneShot("applause");
} }
public void Beat(float beat) public void Blipping(float beat, float length)
{ {
beatCount++; for (int i = 0; i < length + 1; i++)
{
GameObject _beat = Instantiate(bt); BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
_beat.transform.parent = bt.transform.parent; {
_beat.SetActive(true); new BeatAction.Action(beat + i, delegate { man.Blip(); }),
UpbeatStep s = _beat.GetComponent<UpbeatStep>(); });
s.startBeat = beat; }
s.beatOffset = beatOffset;
} }
private IEnumerator Upbeat(float offset = 0) public static void Stepping(float beat, float length)
{ {
yield return new WaitForSeconds(Conductor.instance.secPerBeat * 0.5f - offset); if (GameManager.instance.currentGame == "mrUpbeat")
man.Blip(); {
float offSet = 0;
if (!MrUpbeat.instance.isPlaying(MrUpbeat.instance.metronomeAnim, "MetronomeIdle") && !MrUpbeat.instance.isPlaying(MrUpbeat.instance.metronomeAnim, "MetronomeGoRight"))
{
offSet = 1;
}
for (int i = 0; i < length + 1; i++)
{
MrUpbeat.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, MrUpbeat.instance.Success, MrUpbeat.instance.Miss, MrUpbeat.instance.Nothing);
if ((i + offSet) % 2 == 0)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }),
new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }),
});
}
else
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }),
new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }),
});
}
}
}
else
{
for (int i = 0; i < length + 1; i++)
{
queuedInputs.Add(new queuedUpbeatInputs
{
beat = beat + i,
goRight = i % 2 == 0
});
}
}
} }
public static void Beep(float beat, float length) public void Success(PlayerActionEvent caller, float state)
{ {
if(GameManager.instance.currentGame == "mrUpbeat") //this function is only meant for making beeps while the game is inactive man.Step();
{
return;
}
if (beeps != null)
{
beeps.Delete();
}
MultiSound.Sound[] beepSounds = new MultiSound.Sound[Mathf.CeilToInt(length)];
for(int i = 0; i < beepSounds.Length; i++)
{
beepSounds[i] = new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i);
}
beeps = MultiSound.Play(beepSounds, forcePlay:true);
} }
public void Miss(PlayerActionEvent caller)
{
man.Fall();
}
bool isPlaying(Animator anim, string stateName)
{
if (anim.GetCurrentAnimatorStateInfo(0).IsName(stateName) &&
anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f)
return true;
else
return false;
}
public void Nothing(PlayerActionEvent caller) {}
} }
} }

View file

@ -1,67 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MrUpbeat
{
public class UpbeatStep : PlayerActionObject
{
public float startBeat;
private bool passedFirst = false;
public float beatOffset = 0;
private void Awake()
{
PlayerActionInit(gameObject, startBeat);
}
public override void OnAce()
{
Hit(true, true);
}
private void Update()
{
if (Conductor.instance.GetPositionFromBeat(startBeat, 0.35f) >= 1 && !passedFirst)
{
if(MrUpbeat.instance.man.stepTimes % 2 != Math.Round(startBeat - beatOffset) % 2)
Hit(false);
passedFirst = true;
}
if (Conductor.instance.GetPositionFromBeat(startBeat, 0.65f) >= 1)
Hit(false);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 0.5f);
StateCheck(normalizedBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Hit(true);
} else if (state.notPerfect())
{
Hit(false);
}
}
}
public void Hit(bool hit, bool force = false)
{
if (force) MrUpbeat.instance.man.Step();
else if (!hit) MrUpbeat.instance.man.Fall();
CleanUp();
}
public void CleanUp()
{
Destroy(this.gameObject);
}
}
}

View file

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 671722aab5d7ff34da139a076534caf4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -25,9 +25,9 @@
This project is still in development, so there are currently no release builds yet. GitHub Actions creates experimental builds on each commmit, but minimal support will be provided. This project is still in development, so there are currently no release builds yet. GitHub Actions creates experimental builds on each commmit, but minimal support will be provided.
- [Windows](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneWindows64-build.zip) - [Windows](https://nightly.link/megaminerjenny/HeavenStudio/workflows/windows/master/StandaloneWindows64-build.zip)
- [Linux](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneLinux64-build.zip) - [Linux](https://nightly.link/megaminerjenny/HeavenStudio/workflows/linux/master/StandaloneLinux64-build.zip)
- [MacOS](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneOSX-build.zip) - [MacOS](https://nightly.link/megaminerjenny/HeavenStudio/workflows/macos/master/StandaloneOSX-build.zip)
#### Important Notes: #### Important Notes:
- The prebuilt binaries are compressed in tar format, you may need to use 7-Zip or WinRAR on Windows to extract them. - The prebuilt binaries are compressed in tar format, you may need to use 7-Zip or WinRAR on Windows to extract them.
- On MacOS and Linux builds you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72), but in most cases Heaven Studio works perfectly. - On MacOS and Linux builds you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72), but in most cases Heaven Studio works perfectly.