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flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 3
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
spriteSheet:
|
||||||
|
serializedVersion: 2
|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID: 5e97eb03825dee720800000000000000
|
||||||
|
internalID: 0
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
spritePackingTag:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
pSDShowRemoveMatteOption: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -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>();
|
||||||
|
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -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:
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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
|
||||||
{
|
{
|
||||||
|
|
|
@ -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)
|
||||||
|
|
25
Assets/Scripts/Games/MarchingOrders/Cadet.cs
Normal 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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: ea7831ec549a9984c8c3e5afd98bac2f
|
guid: 4579598a91810594cbcd80bff4a2a033
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
|
@ -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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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:
|
||||||
|
|
|
@ -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
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
|
@ -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();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
|
@ -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;
|
||||||
|
|