Started work on mr upbeat

This commit is contained in:
Rapandrasmus 2023-01-22 17:37:54 +01:00
parent cd153c1582
commit 8cd7da180c
13 changed files with 288 additions and 546 deletions

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@ -41,7 +41,7 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); },
defaultLength = 2f
},
new GameAction("marching", "Marching")
new GameAction("marching", "Stepping")
{
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
defaultLength = 4f,
@ -65,7 +65,6 @@ namespace HeavenStudio.Games
[Header("Properties")]
GameEvent bop = new GameEvent();
static List<float> queuedInputs = new List<float>();
public static Lockstep instance;

View file

@ -37,6 +37,12 @@ namespace HeavenStudio.Games.Loaders
new Param("toggle", false, "Applause")
}
},
new GameAction("stepping", "Stepping")
{
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); },
defaultLength = 4f,
resizable = true
}
});
}
}
@ -49,7 +55,7 @@ namespace HeavenStudio.Games
public class MrUpbeat : Minigame
{
[Header("References")]
public GameObject metronome;
public Animator metronomeAnim;
public UpbeatMan man;
public GameObject bt;
private static MultiSound beeps; //only used when this game isn't active.
@ -98,7 +104,7 @@ namespace HeavenStudio.Games
if (canGo)
{
var songPos = Conductor.instance.songPositionInBeats - beatOffset;
metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60);
//metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60);
}
if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat))
@ -175,6 +181,59 @@ namespace HeavenStudio.Games
man.Blip();
}
public static void Stepping(float beat, float length)
{
if (GameManager.instance.currentGame == "mrUpbeat")
{
for (int i = 0; i < length + 1; i++)
{
MrUpbeat.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, MrUpbeat.instance.Just, MrUpbeat.instance.Miss, MrUpbeat.instance.Nothing);
if (i % 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, 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, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }),
});
}
}
}
else
{
}
}
public void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
return;
}
Success();
}
public void Success()
{
}
public void Miss(PlayerActionEvent caller)
{
}
public void Nothing(PlayerActionEvent caller) {}
public static void Beep(float beat, float length)
{
if(GameManager.instance.currentGame == "mrUpbeat") //this function is only meant for making beeps while the game is inactive