This commit is contained in:
adianfiuef 2022-09-18 20:33:48 -04:00
commit b0e2b18120
137 changed files with 22316 additions and 2561 deletions

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@ -235,6 +235,12 @@ namespace HeavenStudio
game = EventCaller.instance.GetMinigame(e.datamodel.Split(0)); game = EventCaller.instance.GetMinigame(e.datamodel.Split(0));
action = EventCaller.instance.GetGameAction(game, e.datamodel.Split(1)); action = EventCaller.instance.GetGameAction(game, e.datamodel.Split(1));
if (game == null || action == null)
{
//FUTURE: attempt to convert to a new entity if a converter exists for this datamodel
UnityEngine.Debug.LogError($"Could not find game or gameaction from datamodel {e.datamodel} @ beat {e.beat}, skipping entity");
continue;
}
// Debug.Log($"{game.name} {action.displayName} @ beat {e.beat}"); // Debug.Log($"{game.name} {action.displayName} @ beat {e.beat}");
Dictionary<string, dynamic> dynamicData = new Dictionary<string, dynamic>(); Dictionary<string, dynamic> dynamicData = new Dictionary<string, dynamic>();

View file

@ -31,6 +31,8 @@ namespace HeavenStudio
// Current time of the song // Current time of the song
private float time; private float time;
double lastAbsTime;
// an AudioSource attached to this GameObject that will play the music. // an AudioSource attached to this GameObject that will play the music.
public AudioSource musicSource; public AudioSource musicSource;
@ -140,6 +142,7 @@ namespace HeavenStudio
musicSource.PlayScheduled(AudioSettings.dspTime); musicSource.PlayScheduled(AudioSettings.dspTime);
} }
} }
lastAbsTime = Time.realtimeSinceStartupAsDouble;
// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats); // GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
} }
@ -172,7 +175,9 @@ namespace HeavenStudio
if (isPlaying) if (isPlaying)
{ {
var dt = Time.unscaledDeltaTime * musicSource.pitch; double absTime = Time.realtimeSinceStartupAsDouble;
float dt = (float) (absTime - lastAbsTime) * musicSource.pitch;
lastAbsTime = absTime;
time += dt; time += dt;
@ -344,7 +349,7 @@ namespace HeavenStudio
secPerBeat = 60f / songBpm; secPerBeat = 60f / songBpm;
} }
public void SetVolume(int percent) public void SetVolume(float percent)
{ {
musicSource.volume = percent / 100f; musicSource.volume = percent / 100f;
} }

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@ -31,19 +31,28 @@ namespace HeavenStudio
Coroutine currentGameSwitchIE; Coroutine currentGameSwitchIE;
[Header("Properties")] [Header("Properties")]
public int currentEvent, currentTempoEvent, currentPreEvent, currentPreSwitch; public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
currentPreEvent, currentPreSwitch;
public float endBeat;
public float startOffset; public float startOffset;
public bool playOnStart; public bool playOnStart;
public float startBeat; public float startBeat;
[NonSerialized] public GameObject currentGameO; [NonSerialized] public GameObject currentGameO;
public bool autoplay; public bool autoplay;
public bool canInput = true; public bool canInput = true;
public DynamicBeatmap.ChartSection currentSection, nextSection;
public float sectionProgress { get {
if (currentSection == null) return 0;
if (nextSection == null) return (Conductor.instance.songPositionInBeats - currentSection.beat) / (endBeat - currentSection.beat);
return (Conductor.instance.songPositionInBeats - currentSection.beat) / (nextSection.beat - currentSection.beat);
}}
public event Action<float> onBeatChanged; public event Action<float> onBeatChanged;
public event Action<DynamicBeatmap.ChartSection> onSectionChange;
public int BeatmapEntities() public int BeatmapEntities()
{ {
return Beatmap.entities.Count + Beatmap.tempoChanges.Count; return Beatmap.entities.Count + Beatmap.tempoChanges.Count + Beatmap.volumeChanges.Count + Beatmap.beatmapSections.Count;
} }
public static GameManager instance { get; private set; } public static GameManager instance { get; private set; }
@ -218,22 +227,47 @@ namespace HeavenStudio
return; return;
if (!Conductor.instance.isPlaying) if (!Conductor.instance.isPlaying)
return; return;
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList(); List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0) if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
{ {
// Debug.Log("Checking Tempo Change at " + tempoChanges[currentTempoEvent] + ", current beat " + Conductor.instance.songPositionInBeats);
if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent]) if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
{ {
// Debug.Log("Tempo Change at " + Conductor.instance.songPositionInBeats + " of bpm " + DynamicBeatmap.tempoChanges[currentTempoEvent].tempo);
Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo); Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
Conductor.instance.timeSinceLastTempoChange = Time.time; Conductor.instance.timeSinceLastTempoChange = Time.time;
currentTempoEvent++; currentTempoEvent++;
} }
} }
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
if (currentVolumeEvent < Beatmap.volumeChanges.Count && currentVolumeEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= volumeChanges[currentVolumeEvent])
{
Conductor.instance.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume);
currentVolumeEvent++;
}
}
List<float> chartSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
if (currentSectionEvent < Beatmap.beatmapSections.Count && currentSectionEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= chartSections[currentSectionEvent])
{
Debug.Log("Section " + Beatmap.beatmapSections[currentSectionEvent].sectionName + " started");
currentSection = Beatmap.beatmapSections[currentSectionEvent];
currentSectionEvent++;
if (currentSectionEvent < Beatmap.beatmapSections.Count)
nextSection = Beatmap.beatmapSections[currentSectionEvent];
else
nextSection = null;
onSectionChange?.Invoke(currentSection);
}
}
float seekTime = 8f; float seekTime = 8f;
//seek ahead to preload games that have assetbundles //seek ahead to preload games that have assetbundles
SeekAheadAndPreload(Conductor.instance.songPositionInBeats, seekTime); SeekAheadAndPreload(Conductor.instance.songPositionInBeats, seekTime);
@ -273,6 +307,8 @@ namespace HeavenStudio
// currentEvent += gameManagerEntities.Count; // currentEvent += gameManagerEntities.Count;
} }
} }
} }
public void ToggleInputs(bool inputs) public void ToggleInputs(bool inputs)
@ -305,6 +341,10 @@ namespace HeavenStudio
} }
KillAllSounds(); KillAllSounds();
Minigame miniGame = currentGameO.GetComponent<Minigame>();
if (miniGame != null)
miniGame.OnPlay(beat);
} }
public void Pause() public void Pause()
@ -389,10 +429,17 @@ namespace HeavenStudio
{ {
SetGame(newGame); SetGame(newGame);
} }
List<DynamicBeatmap.DynamicEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
if (allEnds.Count > 0)
endBeat = allEnds.Select(c => c.beat).Min();
else
endBeat = Conductor.instance.SongLengthInBeats();
} }
else else
{ {
SetGame("noGame"); SetGame("noGame");
endBeat = Conductor.instance.SongLengthInBeats();
} }
if (Beatmap.tempoChanges.Count > 0) if (Beatmap.tempoChanges.Count > 0)
@ -413,6 +460,39 @@ namespace HeavenStudio
// Debug.Log("currentTempoEvent is now " + currentTempoEvent); // Debug.Log("currentTempoEvent is now " + currentTempoEvent);
} }
if (Beatmap.volumeChanges.Count > 0)
{
currentVolumeEvent = 0;
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
for (int t = 0; t < volumeChanges.Count; t++)
{
if (volumeChanges[t] > beat)
{
break;
}
currentVolumeEvent = t;
}
}
currentSection = null;
nextSection = null;
if (Beatmap.beatmapSections.Count > 0)
{
currentSectionEvent = 0;
List<float> beatmapSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
for (int t = 0; t < beatmapSections.Count; t++)
{
if (beatmapSections[t] > beat)
{
break;
}
currentSectionEvent = t;
}
}
onSectionChange?.Invoke(currentSection);
SeekAheadAndPreload(beat); SeekAheadAndPreload(beat);
} }

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@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
defaultReferences: [] defaultReferences: []
executionOrder: -43 executionOrder: -44
icon: {instanceID: 0} icon: {instanceID: 0}
userData: userData:
assetBundleName: assetBundleName:

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@ -16,10 +16,11 @@ namespace HeavenStudio.Games.Loaders
{ {
new GameAction("toss", "Toss Coin") new GameAction("toss", "Toss Coin")
{ {
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]); }, function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); },
defaultLength = 7, defaultLength = 7,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"),
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"), new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
} }
}, },
@ -130,6 +131,12 @@ namespace HeavenStudio.Games
public PlayerActionEvent coin; public PlayerActionEvent coin;
public enum CoinVariation
{
Default,
Cowbell,
}
private void Awake() private void Awake()
{ {
instance = this; instance = this;
@ -148,7 +155,7 @@ namespace HeavenStudio.Games
//nothing //nothing
} }
public void TossCoin(float beat, bool audienceReacting) public void TossCoin(float beat, int type, bool audienceReacting)
{ {
if (coin != null) return; if (coin != null) return;
@ -158,6 +165,24 @@ namespace HeavenStudio.Games
//Game state says the hand is throwing the coin //Game state says the hand is throwing the coin
isThrowing = true; isThrowing = true;
switch (type)
{
case (int) CoinToss.CoinVariation.Cowbell:
//this was intentional. it was to avoid the throw and cowbells to go offbeat.
Jukebox.PlayOneShotGame("coinToss/cowbell1");
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell1", beat + 4f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f),
});
break;
default:
break;
}
this.audienceReacting = audienceReacting; this.audienceReacting = audienceReacting;
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);

View file

@ -135,6 +135,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
float yWeight = -(yMul*yMul) + 1f; float yWeight = -(yMul*yMul) + 1f;
motionRoot.transform.localPosition = new Vector3(0, 3f * yWeight); motionRoot.transform.localPosition = new Vector3(0, 3f * yWeight);
shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * 1.4f, (1f-yWeight*0.8f) * 1.4f, 1f); shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * 1.4f, (1f-yWeight*0.8f) * 1.4f, 1f);
animator.Play("FanJump", -1, 0);
} }
else else
{ {

View file

@ -446,8 +446,24 @@ namespace HeavenStudio.Games
cameraPosition = CameraPosition[0].position; cameraPosition = CameraPosition[0].position;
} }
public override void OnPlay(float beat)
{
var cond = Conductor.instance;
if (!cond.isPlaying)
{
SetBgEffectsToLast(beat);
// remove all children of the ItemHolder
foreach (Transform child in ItemHolder)
{
Destroy(child.gameObject);
}
}
}
private void Start() private void Start()
{ {
var cond = Conductor.instance;
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition; GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
bgEffectAnimator = BGEffect.GetComponent<Animator>(); bgEffectAnimator = BGEffect.GetComponent<Animator>();
bgEffectSpriteRenderer = BGEffect.GetComponent<SpriteRenderer>(); bgEffectSpriteRenderer = BGEffect.GetComponent<SpriteRenderer>();
@ -456,7 +472,8 @@ namespace HeavenStudio.Games
bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>(); bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>(); bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect); SetBgEffectsToLast(cond.songPositionInBeats);
SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, bgColour, customShadowColour, (int)currentBgEffect);
SetBgTexture(textureType, textureFilterType, filterColour, filterColour); SetBgTexture(textureType, textureFilterType, filterColour, filterColour);
UpdateMaterialColour(BodyColor, HighlightColor, ItemColor); UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
ToggleBop(WantBop); ToggleBop(WantBop);
@ -806,10 +823,10 @@ namespace HeavenStudio.Games
var e = bgfx[i]; var e = bgfx[i];
if (e.beat > beat) if (e.beat > beat)
break; break;
SetBgAndShadowCol(e.beat, e.length, e["type"], e["type2"], e["colorA"], e["colorB"], e["type3"]); SetBgEffectsUnloaded(e.beat, e.length, e["type"], e["type2"], e["colorA"], e["colorB"], e["type3"], e["type4"], e["type5"], e["colorC"], e["colorD"]);
SetBgTexture(e["type4"], e["type5"], e["colorC"], e["colorD"]);
} }
var camfx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/special camera"); var camfx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/special camera");
DoSpecialCamera(0, 0, true);
for (int i = 0; i < camfx.Count; i++) for (int i = 0; i < camfx.Count; i++)
{ {
var e = camfx[i]; var e = camfx[i];
@ -817,17 +834,16 @@ namespace HeavenStudio.Games
break; break;
DoSpecialCamera(e.beat, e.length, e["toggle"]); DoSpecialCamera(e.beat, e.length, e["toggle"]);
} }
// has issues when creating a new hitx entity so this is deactivated for now var objfx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/set object colors");
// var hitx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/hitX"); for (int i = 0; i < objfx.Count; i++)
// for (int i = 0; i < hitx.Count; i++) {
// { var e = objfx[i];
// var e = hitx[i]; if (e.beat > beat)
// if (e.beat > beat) break;
// break; UpdateMaterialColour(e["colorA"], e["colorB"], e["colorC"]);
// Debug.Log("hitx"); }
// DoWord(e.beat, e["type"], false); SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, bgColour, customShadowColour, (int)currentBgEffect);
// } SetBgTexture(textureType, textureFilterType, filterColour, filterColour);
} }
public static void SetBgEffectsUnloaded(float beat, float length, int newBgType, int newShadowType, Color bgCol, Color shadowCol, int bgFx, int texture, int textureFilter, Color filterCol, Color filterColNext) public static void SetBgEffectsUnloaded(float beat, float length, int newBgType, int newShadowType, Color bgCol, Color shadowCol, int bgFx, int texture, int textureFilter, Color filterCol, Color filterColNext)

View file

@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MarchingOrders
{
public class Cadet : PlayerActionObject
{
public bool isSparkler;
// Start is called before the first frame update
void Awake()
{
}
// Update is called once per frame
void Update()
{
}
}
}

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@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: ea7831ec549a9984c8c3e5afd98bac2f guid: 4579598a91810594cbcd80bff4a2a033
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

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@ -1,14 +1,15 @@
//notes: //notes:
// BEFORE NEW PROPS // BEFORE NEW PROPS
//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update // - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
//2. see fan club for separate prefabs (cadets) [DONE] // - see fan club for separate prefabs (cadets) [DONE]
//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS] // - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
// AFTER NEW PROPS // AFTER NEW PROPS
//4. see space soccer, mr upbeat, tunnel for keep-the-beat codes // - testmod marching orders using speed
//5. figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases) // - see space soccer, mr upbeat, tunnel for keep-the-beat codes
//6. will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame) // - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
// - will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame)
// AFTER FEATURE COMPLETION // AFTER FEATURE COMPLETION
//7. delete all notes once the minigame is considered feature-complete // - delete all notes once the minigame is considered feature-complete
using HeavenStudio.Util; using HeavenStudio.Util;
using System; using System;
@ -23,49 +24,51 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>() return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
{ {
//from krispy:
//i'm not that good at coding but i'll try my best to make a minigame
//please don't take over... i'll get back into it once i know coding
//thank you and have a nice day!
//the cues do nothing at the moment, so i temporarily disabled them
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
defaultLength = 1f, defaultLength = 1f,
resizable = true resizable = true
}, },
//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true), new GameAction("marching", "Cadets March")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); },
defaultLength = 4f,
resizable = true
},
new GameAction("attention", "Attention...") new GameAction("attention", "Attention...")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
defaultLength = 2.25f, defaultLength = 2.25f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);} inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
}, },
new GameAction("march", "March!") new GameAction("march", "March!")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); },
defaultLength = 2f, defaultLength = 2f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);} inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}
},
new GameAction("halt", "Halt!")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
defaultLength = 2f
}, },
//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>() new GameAction("halt", "Halt!")
//{ {
// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"), function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"), defaultLength = 2f,
//}), inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);}
},
new GameAction("face turn", "Direction to Turn")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
}
},
}); });
} }
} }
@ -76,28 +79,38 @@ namespace HeavenStudio.Games
//using Scripts_MarchingOrders; //using Scripts_MarchingOrders;
public class MarchingOrders : Minigame public class MarchingOrders : Minigame
{ {
//code is just copied from other minigame code, i will polish them later //code is just copied from other minigame code, i will polish them later
[Header("References")] [Header("References")]
public Animator Sarge; public Animator Sarge;
public Animator Steam;
public Animator Cadet1; public Animator Cadet1;
public Animator Cadet2; public Animator Cadet2;
public Animator Cadet3; public Animator Cadet3;
public Animator CadetPlayer; public Animator CadetPlayer;
public Animator CadetHead1;
public Animator CadetHead2;
public Animator CadetHead3;
public Animator CadetHeadPlayer;
public GameObject Player; public GameObject Player;
public GameEvent bop = new GameEvent();
public GameEvent bop = new GameEvent(); public GameEvent noBop = new GameEvent();
public GameEvent noBop = new GameEvent(); public GameEvent marching = new GameEvent();
private int marchOtherCount;
private int marchPlayerCount;
private int turnLength;
public static MarchingOrders instance; public static MarchingOrders instance;
public enum DirectionFaceTurn public enum DirectionFaceTurn
{ {
Right, Right,
Left, Left,
} }
public enum FaceTurnLength public enum FaceTurnLength
{ {
Normal, Normal,
Fast, Fast,
} }
@ -111,35 +124,57 @@ namespace HeavenStudio.Games
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{ {
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length) if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
{ {
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length)) if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
Cadet1.Play("Bop", -1, 0); Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
Cadet2.Play("Bop", -1, 0); Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
Cadet3.Play("Bop", -1, 0); Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
CadetPlayer.Play("Bop", -1, 0); CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
} }
} }
if (PlayerInput.Pressed() && !IsExpectingInputNow()) if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1))
{
if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
{
marchOtherCount += 1;
var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
}
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{ {
Jukebox.PlayOneShot("miss"); Jukebox.PlayOneShot("miss");
Sarge.Play("Anger", -1, 0); Sarge.DoScaledAnimationAsync("Anger", 0.5f);
Steam.DoScaledAnimationAsync("Steam", 0.5f);
marchPlayerCount += 1;
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
Jukebox.PlayOneShotGame("marchingOrders/step1");
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
} }
} }
public void Bop(float beat, float length) public void Bop(float beat, float length)
{ {
bop.length = length; bop.length = length;
bop.startBeat = beat; bop.startBeat = beat;
} }
public void CadetsMarch(float beat) public void CadetsMarch(float beat, float length)
{ {
marching.length = length;
marching.startBeat = beat;
} }
public void SargeAttention(float beat) public void SargeAttention(float beat)
@ -149,44 +184,107 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f), new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f), new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}), new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
}); });
} }
public void SargeMarch(float beat) public void SargeMarch(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { marchOtherCount = 0;
marchPlayerCount = 0;
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f), new MultiSound.Sound("marchingOrders/march2", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet1.Play("MarchL", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
}); });
} }
public void SargeHalt(float beat) public void SargeHalt(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat), new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f), new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
new MultiSound.Sound("marchingOrders/step1", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
}); new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("Halt", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}),
});
} }
public static void AttentionSound(float beat) public void SargeFaceTurn(float beat, int type, int type2)
{
switch (type2)
{
case (int) MarchingOrders.FaceTurnLength.Fast:
turnLength = 0;
break;
default:
turnLength = 1;
break;
}
switch (type)
{
case (int) MarchingOrders.DirectionFaceTurn.Left:
//ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, LeftSuccess, LeftMiss, LeftEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}),
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}),
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}),
});
break;
default:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
}, forcePlay:true);
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);}),
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}),
new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}),
});
break;
}
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
});
}
public static void AttentionSound(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/attention1", beat), new MultiSound.Sound("marchingOrders/attention1", beat),
@ -194,14 +292,22 @@ namespace HeavenStudio.Games
new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f), new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
}, forcePlay:true); }, forcePlay:true);
} }
public static void MarchSound(float beat) public static void MarchSound(float beat)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/march1", beat), new MultiSound.Sound("marchingOrders/march1", beat),
new MultiSound.Sound("marchingOrders/march2", beat + 1f), new MultiSound.Sound("marchingOrders/march2", beat + 1f),
}, forcePlay:true); }, forcePlay:true);
} }
public static void HaltSound(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("marchingOrders/halt1", beat),
new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
}, forcePlay:true);
}
} }
} }

View file

@ -6,7 +6,7 @@ namespace HeavenStudio.Games
{ {
public class Minigame : MonoBehaviour public class Minigame : MonoBehaviour
{ {
public static float earlyTime = 0.1f, perfectTime = 0.08f, aceEarlyTime = 0.02f, aceLateTime = 0.02f, lateTime = 0.08f, endTime = 0.1f; public static float earlyTime = 0.1f, perfectTime = 0.08f, aceEarlyTime = 0.025f, aceLateTime = 0.025f, lateTime = 0.08f, endTime = 0.1f;
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>(); public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
[System.Serializable] [System.Serializable]
@ -132,7 +132,6 @@ namespace HeavenStudio.Games
{ {
PlayerActionEvent input = GetClosestScheduledInput(); PlayerActionEvent input = GetClosestScheduledInput();
if (input == null) return false; if (input == null) return false;
return input.IsExpectingInputNow(); return input.IsExpectingInputNow();
} }
@ -190,6 +189,11 @@ namespace HeavenStudio.Games
} }
public virtual void OnPlay(float beat)
{
}
public int MultipleEventsAtOnce() public int MultipleEventsAtOnce()
{ {
int sameTime = 0; int sameTime = 0;

View file

@ -52,6 +52,7 @@ namespace HeavenStudio.Games
this.canHit = canHit; this.canHit = canHit;
} }
public void Update() public void Update()
{ {
if(!Conductor.instance.NotStopped()){CleanUp();} // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates if(!Conductor.instance.NotStopped()){CleanUp();} // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates

View file

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
defaultReferences: [] defaultReferences: []
executionOrder: 0 executionOrder: 5
icon: {instanceID: 0} icon: {instanceID: 0}
userData: userData:
assetBundleName: assetBundleName:

View file

@ -34,7 +34,8 @@ namespace HeavenStudio.Games.Loaders
new GameAction("keep-up", "") new GameAction("keep-up", "")
{ {
defaultLength = 4f, defaultLength = 4f,
resizable = true resizable = true,
hidden = true
}, },
}); });
} }

View file

@ -59,6 +59,7 @@ namespace HeavenStudio
DontDestroyOnLoad(this.gameObject); DontDestroyOnLoad(this.gameObject);
instance = this; instance = this;
Starpelly.OS.ChangeWindowTitle("Heaven Studio DEMO"); Starpelly.OS.ChangeWindowTitle("Heaven Studio DEMO");
QualitySettings.maxQueuedFrames = 1;
PlayerInput.InitInputControllers(); PlayerInput.InitInputControllers();
} }

View file

@ -64,7 +64,7 @@ namespace HeavenStudio.Editor.Commands
{ {
Pos p = new Pos(); Pos p = new Pos();
p.eventObj = eventObjs[i]; p.eventObj = eventObjs[i];
p.lastPos_ = eventObjs[i].lastPos_; p.lastPos_ = eventObjs[i].moveStartPos;
p.previousPos = eventObjs[i].transform.localPosition; p.previousPos = eventObjs[i].transform.localPosition;
this.pos.Add(p); this.pos.Add(p);
} }

View file

@ -134,7 +134,7 @@ namespace HeavenStudio.Editor
Fullscreen(); Fullscreen();
} }
if (Input.GetKeyDown(KeyCode.Delete)) if (Input.GetKeyDown(KeyCode.Delete) || Input.GetKeyDown(KeyCode.Backspace))
{ {
List<TimelineEventObj> ev = new List<TimelineEventObj>(); List<TimelineEventObj> ev = new List<TimelineEventObj>();
for (int i = 0; i < Selections.instance.eventsSelected.Count; i++) ev.Add(Selections.instance.eventsSelected[i]); for (int i = 0; i < Selections.instance.eventsSelected.Count; i++) ev.Add(Selections.instance.eventsSelected[i]);
@ -409,9 +409,9 @@ namespace HeavenStudio.Editor
{ {
GameManager.instance.LoadRemix(json, type); GameManager.instance.LoadRemix(json, type);
Timeline.instance.LoadRemix(); Timeline.instance.LoadRemix();
Timeline.instance.TempoInfo.UpdateStartingBPMText(); // Timeline.instance.SpecialInfo.UpdateStartingBPMText();
Timeline.instance.VolumeInfo.UpdateStartingVolumeText(); // Timeline.instance.VolumeInfo.UpdateStartingVolumeText();
Timeline.instance.TempoInfo.UpdateOffsetText(); // Timeline.instance.SpecialInfo.UpdateOffsetText();
Timeline.FitToSong(); Timeline.FitToSong();
currentRemixPath = string.Empty; currentRemixPath = string.Empty;

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