Merge branch 'master' into ssds-fx
7
.vscode/settings.json
vendored
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@ -51,5 +51,10 @@
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@ -1,4 +1,3 @@
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<<<<<<< Updated upstream
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path:
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=======
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>>>>>>> Stashed changes
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|
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m_Curve:
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tangentMode: 136
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@ -1969,25 +1969,25 @@ AnimationClip:
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inWeight: 0.33333334
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outWeight: 0.33333334
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value: -130
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outSlope: 0
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tangentMode: 136
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@ -2006,7 +2006,7 @@ AnimationClip:
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m_Curve:
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value: 36.6
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outSlope: 0
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tangentMode: 136
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@ -2015,25 +2015,25 @@ AnimationClip:
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outWeight: 0.33333334
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value: 34.67729
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inSlope: -13.002821
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outSlope: -13.002821
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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value: 39.049007
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inSlope: -1.6255189
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value: 32.04901
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inSlope: -0.5346679
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inWeight: 0.33333334
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value: 32
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inSlope: 0
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outSlope: 0
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outSlope: 30.977
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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value: -78.85805
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value: -75.85805
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inSlope: 9.3605175
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outSlope: 9.3605175
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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value: -78.4
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value: -75
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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@ -2679,9 +2679,18 @@ AnimationClip:
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- curve:
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serializedVersion: 2
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m_Curve:
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inWeight: 0.33333334
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value: -130
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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@ -2698,9 +2707,18 @@ AnimationClip:
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- curve:
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serializedVersion: 2
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m_Curve:
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value: 32
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@ -2736,9 +2754,18 @@ AnimationClip:
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- curve:
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m_Curve:
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value: -75
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inSlope: 0
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tangentMode: 136
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@ -8591,9 +8618,18 @@ AnimationClip:
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- curve:
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serializedVersion: 2
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m_Curve:
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value: -130
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@ -8610,9 +8646,18 @@ AnimationClip:
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m_Curve:
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value: 32
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inSlope: 0
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outSlope: 0
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@ -8648,9 +8693,18 @@ AnimationClip:
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- curve:
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m_Curve:
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value: -75
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outSlope: 0
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tangentMode: 136
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|
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|
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|
|
@ -3425,11 +3425,11 @@ PrefabInstance:
|
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objectReference: {fileID: 0}
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- target: {fileID: 1560073862984560981, guid: 0254202fd7d5ca84c8cf0950a645230b, type: 3}
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propertyPath: m_AnchoredPosition.x
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value: -134.1
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value: -130
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objectReference: {fileID: 0}
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- target: {fileID: 1560073862984560981, guid: 0254202fd7d5ca84c8cf0950a645230b, type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 38.9
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value: 32
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objectReference: {fileID: 0}
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- target: {fileID: 1592191254074691408, guid: 0254202fd7d5ca84c8cf0950a645230b, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
|
|
@ -4005,7 +4005,7 @@ PrefabInstance:
|
|||
objectReference: {fileID: 0}
|
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- target: {fileID: 8105389132497216969, guid: 0254202fd7d5ca84c8cf0950a645230b, type: 3}
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propertyPath: m_AnchoredPosition.y
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value: -78.4
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value: -75
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objectReference: {fileID: 0}
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- target: {fileID: 8138981468587079799, guid: 0254202fd7d5ca84c8cf0950a645230b, type: 3}
|
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propertyPath: m_LocalScale.x
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||||
|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
using System;
|
||||
|
||||
public static class AppInfo {
|
||||
public const string Version = "0.0.1018";
|
||||
public static readonly DateTime Date = new DateTime(2024, 01, 15, 19, 39, 36, 317, DateTimeKind.Utc);
|
||||
public const string Version = "1.0.5";
|
||||
public static readonly DateTime Date = new DateTime(2024, 02, 23, 20, 57, 14, 989, DateTimeKind.Utc);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -620,6 +620,31 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
|
||||
public static void PlaySFXArbitrary(double beat, float length, string game, string name, float pitch, float volume, bool looping, int offset)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name)) return;
|
||||
Sound sound;
|
||||
if (game == "common") {
|
||||
sound = SoundByte.PlayOneShot(name, beat, pitch, volume, looping, null, (offset / 1000f));
|
||||
} else {
|
||||
SoundByte.PreloadGameAudioClips(game);
|
||||
sound = SoundByte.PlayOneShotGame(game + "/" + name, beat, pitch, volume, looping, true, (offset / 1000f));
|
||||
}
|
||||
if (looping) {
|
||||
BeatAction.New(null, new() {
|
||||
new(beat + length, () => sound.KillLoop(0)),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayAnimationArbitrary(string animator, string animation, float scale)
|
||||
{
|
||||
Transform animTrans = minigameObj.transform.Find(animator);
|
||||
if (animTrans != null && animTrans.TryGetComponent(out Animator anim)) {
|
||||
anim.DoScaledAnimationAsync(animation, scale);
|
||||
}
|
||||
}
|
||||
|
||||
public void ToggleInputs(bool inputs)
|
||||
{
|
||||
canInput = inputs;
|
||||
|
|
|
|||
|
|
@ -59,12 +59,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lions", "Set how many lions there will be. The player is always the rightmost lion.")
|
||||
}
|
||||
},
|
||||
// This is still here for backwards-compatibility but is hidden in the editor
|
||||
new GameAction("prepare_alt", "")
|
||||
{
|
||||
function = delegate { ClappyTrio.instance.Prepare(3); },
|
||||
hidden = true
|
||||
},
|
||||
},
|
||||
new List<string>() {"agb", "normal"},
|
||||
"agbclap", "en",
|
||||
|
|
@ -81,7 +75,6 @@ namespace HeavenStudio.Games
|
|||
public class ClappyTrio : Minigame
|
||||
{
|
||||
public int lionCount = 3;
|
||||
|
||||
public List<GameObject> Lion;
|
||||
|
||||
[SerializeField] private Sprite[] faces;
|
||||
|
|
|
|||
|
|
@ -76,27 +76,10 @@ namespace HeavenStudio.Games
|
|||
|
||||
public static CoinToss instance { get; set; }
|
||||
|
||||
private static Color _defaultBgColor;
|
||||
public static Color defaultBgColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#F7F742", out _defaultBgColor);
|
||||
return _defaultBgColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBgColor = new Color(0.97f, 0.97f, 0.26f);
|
||||
public static Color defaultFgColor = new Color(1f, 1f, 0.51f);
|
||||
|
||||
|
||||
private static Color _defaultFgColor;
|
||||
public static Color defaultFgColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FFFF83", out _defaultFgColor);
|
||||
return _defaultFgColor;
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Backgrounds")]
|
||||
public SpriteRenderer fg;
|
||||
public SpriteRenderer bg;
|
||||
|
|
@ -123,10 +106,6 @@ namespace HeavenStudio.Games
|
|||
|
||||
coin = null;
|
||||
|
||||
colorStart = defaultBgColor;
|
||||
colorEnd = defaultBgColor;
|
||||
colorStartF = defaultBgColor;
|
||||
colorEndF = defaultBgColor;
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
|
|
@ -142,6 +121,9 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat) => PersistColor(beat);
|
||||
public override void OnGameSwitch(double beat) => PersistColor(beat);
|
||||
|
||||
public void TossCoin(double beat, int type, bool audienceReacting)
|
||||
{
|
||||
if (coin != null) return;
|
||||
|
|
@ -176,21 +158,6 @@ namespace HeavenStudio.Games
|
|||
//coin.perfectOnly = true;
|
||||
}
|
||||
|
||||
public void TossCoin(double beat)
|
||||
{
|
||||
if (coin != null) return;
|
||||
|
||||
//Play sound and animations
|
||||
SoundByte.PlayOneShotGame("coinToss/throw");
|
||||
handAnimator.Play("Throw", 0, 0);
|
||||
//Game state says the hand is throwing the coin
|
||||
isThrowing = true;
|
||||
this.audienceReacting = false;
|
||||
|
||||
coin = ScheduleInput(beat, 6f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
|
||||
//coin.perfectOnly = true;
|
||||
}
|
||||
|
||||
public void CatchSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("coinToss/catch");
|
||||
|
|
@ -217,43 +184,20 @@ namespace HeavenStudio.Games
|
|||
coin.CanHit(false);
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Color colorStartF; //obviously put to the default color of the game
|
||||
private Color colorEndF;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
private ColorEase bgColorEase = new(defaultBgColor);
|
||||
private ColorEase bgFColorEase = new(defaultBgColor);
|
||||
|
||||
//call this in update
|
||||
// call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
|
||||
float newRF = func(colorStartF.r, colorEndF.r, normalizedBeat);
|
||||
float newGF = func(colorStartF.g, colorEndF.g, normalizedBeat);
|
||||
float newBF = func(colorStartF.b, colorEndF.b, normalizedBeat);
|
||||
|
||||
fg.color = new Color(newRF, newGF, newBF);
|
||||
bg.color = bgColorEase.GetColor();
|
||||
fg.color = bgFColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetF, Color colorEndSetF, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorStartF = colorStartSetF;
|
||||
colorEndF = colorEndSetF;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new ColorEase(beat, length, colorStartSet, colorEndSet, ease);
|
||||
bgFColorEase = new ColorEase(beat, length, colorStartSetF, colorEndSetF, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
@ -268,14 +212,5 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -67,10 +67,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
|
||||
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "Set the top-most color of the background gradient at the end of the event."),
|
||||
new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
|
||||
new Param("colorB", new Color(1, 1, 1), "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
|
||||
new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Top Color Start", "Set the top-most color of the background gradient at the start of the event."),
|
||||
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Top Color End", "Set the top-most color of the background gradient at the end of the event."),
|
||||
new Param("colorBStart", new Color(1, 1, 1), "Bottom Color Start", "Set the bottom-most color of the background gradient at the start of the event."),
|
||||
new Param("colorB", new Color(1, 1, 1), "Bottom Color End", "Set the bottom-most color of the background gradient at the end of the event."),
|
||||
new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "Set the color of the streaks that appear upon a successful hit."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
|
|
@ -280,46 +280,22 @@ namespace HeavenStudio.Games
|
|||
SetFaces(0);
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = new Color(43 / 255f, 207 / 255f, 51 / 255f); //obviously put to the default color of the game
|
||||
private Color colorEnd = new Color(43 / 255f, 207 / 255f, 51 / 255f);
|
||||
private Color colorStartB = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEndB = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
private ColorEase tColorEase = new(new Color(43 / 255f, 207 / 255f, 51 / 255f)); // top gradient color
|
||||
private ColorEase bColorEase = new(Color.white); // bottom gradient color
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
backgroundGradient.color = new Color(newR, newG, newB);
|
||||
|
||||
float newRB = func(colorStartB.r, colorEndB.r, normalizedBeat);
|
||||
float newGB = func(colorStartB.g, colorEndB.g, normalizedBeat);
|
||||
float newBB = func(colorStartB.b, colorEndB.b, normalizedBeat);
|
||||
|
||||
background.color = new Color(newRB, newGB, newBB);
|
||||
backgroundGradient.color = tColorEase.GetColor();
|
||||
background.color = bColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetB, Color colorEndSetB, Color setStreak, int ease)
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSetT, Color colorEndSetT, Color colorStartSetB, Color colorEndSetB, Color setStreak, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorStartB = colorStartSetB;
|
||||
colorEndB = colorEndSetB;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
tColorEase = new ColorEase(beat, length, colorStartSetT, colorEndSetT, ease);
|
||||
bColorEase = new ColorEase(beat, length, colorStartSetB, colorEndSetB, ease);
|
||||
|
||||
foreach (SpriteRenderer streak in streaks)
|
||||
{
|
||||
foreach (SpriteRenderer streak in streaks) {
|
||||
streak.color = new Color(setStreak.r, setStreak.g, setStreak.b, streak.color.a);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -178,61 +178,48 @@ namespace HeavenStudio.Games
|
|||
fo.SetActive(true);
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
private double colorStartBeatGrad = -1;
|
||||
private float colorLengthGrad = 0f;
|
||||
private Color colorStartGrad = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEndGrad = Color.white;
|
||||
private Util.EasingFunction.Ease colorEaseGrad; //putting Util in case this game is using jukebox
|
||||
private ColorEase bgColorEase = new(Color.white);
|
||||
private ColorEase gradColorEase = new(Color.white);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
bg.color =
|
||||
viewerCircle.color =
|
||||
handShadow.color = bgColorEase.GetColor();
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
viewerCircle.color = new Color(newR, newG, newB);
|
||||
handShadow.color = new Color(newR, newG, newB);
|
||||
|
||||
float normalizedBeatGrad = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeatGrad, colorLengthGrad));
|
||||
|
||||
var funcGrad = Util.EasingFunction.GetEasingFunction(colorEaseGrad);
|
||||
|
||||
float newRGrad = funcGrad(colorStartGrad.r, colorEndGrad.r, normalizedBeatGrad);
|
||||
float newGGrad = funcGrad(colorStartGrad.g, colorEndGrad.g, normalizedBeatGrad);
|
||||
float newBGrad = funcGrad(colorStartGrad.b, colorEndGrad.b, normalizedBeatGrad);
|
||||
|
||||
bgGradient.color = new Color(newRGrad, newGGrad, newBGrad);
|
||||
playerShadow.color = new Color(newRGrad, newGGrad, newBGrad);
|
||||
bgGradient.color =
|
||||
playerShadow.color = gradColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new ColorEase(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
public void BackgroundColorGrad(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
public void BackgroundColorGrad(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
colorStartBeatGrad = beat;
|
||||
colorLengthGrad = length;
|
||||
colorStartGrad = colorStartSet;
|
||||
colorEndGrad = colorEndSet;
|
||||
colorEaseGrad = (Util.EasingFunction.Ease)ease;
|
||||
gradColorEase = new ColorEase(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "color" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
|
||||
}
|
||||
|
||||
var allEventsBeforeBeatGrad = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "colorGrad" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeatGrad.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeatGrad.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEventGrad = allEventsBeforeBeatGrad[^1];
|
||||
BackgroundColorGrad(lastEventGrad.beat, lastEventGrad.length, lastEventGrad["start"], lastEventGrad["end"], lastEventGrad["ease"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -117,7 +117,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
KarateMan.QueueCue(e);
|
||||
KarateMan.CreateItemSFX(e.beat, e["type"], e["mute"]);
|
||||
},
|
||||
defaultLength = 2,
|
||||
|
|
@ -137,7 +136,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
KarateMan.QueueCue(e);
|
||||
if (!e["mute"]) KarateMan.CreateBulbSFX(e.beat, e["type"], e["sfx"], e["throwSfx"]);
|
||||
},
|
||||
defaultLength = 2,
|
||||
|
|
@ -167,7 +165,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
KarateMan.QueueCue(e);
|
||||
KarateMan.KickSFX();
|
||||
},
|
||||
defaultLength = 4f,
|
||||
|
|
@ -196,7 +193,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
KarateMan.QueueCue(e);
|
||||
KarateMan.ComboSFX();
|
||||
},
|
||||
defaultLength = 4,
|
||||
|
|
@ -526,7 +522,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
#endregion
|
||||
|
||||
static List<RiqEntity> queuedCues = new();
|
||||
// static List<RiqEntity> queuedCues = new();
|
||||
public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
|
||||
// public static bool IsKickEnable = true; //same as above, except with kick inputs
|
||||
public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
|
||||
|
|
@ -567,15 +563,7 @@ namespace HeavenStudio.Games
|
|||
static double wordClearTime = double.MinValue;
|
||||
|
||||
[Header("Backgrounds")]
|
||||
// 0 = bg color, 1 = shadow color, 2 = filter color
|
||||
private double[] colorStartBeats = new double[3] {
|
||||
-1,
|
||||
-1,
|
||||
-1
|
||||
};
|
||||
private float[] colorLengths = new float[3];
|
||||
private Color[] colorStarts, colorEnds = new Color[3];
|
||||
private Util.EasingFunction.Ease[] colorEases = new Util.EasingFunction.Ease[3];
|
||||
private ColorEase[] colorEases = new ColorEase[3];
|
||||
|
||||
public int currentBgEffect = (int)BackgroundFXType.None;
|
||||
|
||||
|
|
@ -704,11 +692,10 @@ namespace HeavenStudio.Games
|
|||
bgEffectAnimator = BGEffect.GetComponent<Animator>();
|
||||
bgEffectSpriteRenderer = BGEffect.GetComponent<SpriteRenderer>();
|
||||
|
||||
colorEnds =
|
||||
colorStarts = new Color[] {
|
||||
BackgroundColors[0],
|
||||
TintColor(BackgroundColors[0]),
|
||||
new Color(),
|
||||
colorEases = new ColorEase[] {
|
||||
new(BackgroundColors[0]),
|
||||
new(TintColor(BackgroundColors[0])),
|
||||
new(new Color()),
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -717,38 +704,31 @@ namespace HeavenStudio.Games
|
|||
Update();
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat) => OnGameSwitch(beat);
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
EntityPreCheck(beat);
|
||||
|
||||
var entities = gameManager.Beatmap.Entities.FindAll(e => (e.datamodel is "karateman/hit" or "karateman/bulb" or "karateman/kick" or "karateman/combo") && e.beat < beat && e.beat + 1 > beat);
|
||||
|
||||
// queued objects
|
||||
if (queuedCues.Count > 0)
|
||||
foreach (var e in entities)
|
||||
{
|
||||
foreach (var e in queuedCues)
|
||||
{
|
||||
switch (e.datamodel)
|
||||
{
|
||||
case "karateman/hit": CreateItem(e.beat, e["type"], e["type2"]); break;
|
||||
case "karateman/bulb": CreateBulbSpecial(e.beat, e["type"], e["colorA"], e["type2"], e["sfx"], e["hitSfx"]); break;
|
||||
case "karateman/kick": Kick(e.beat, e["toggle"], e["shouldGlow"], e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"], e["woodColor"], e["hoopColor"]); break;
|
||||
case "karateman/combo": Combo(e.beat, e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"]); break;
|
||||
default: Debug.LogError($"Karate Man has failed to cue an object with datamodel {e.datamodel} at beat {e.beat}"); break;
|
||||
}
|
||||
switch (e.datamodel) {
|
||||
case "karateman/hit": CreateItem(e.beat, e["type"], e["type2"]); break;
|
||||
case "karateman/bulb": CreateBulbSpecial(e.beat, e["type"], e["colorA"], e["type2"], e["sfx"], e["hitSfx"]); break;
|
||||
case "karateman/kick": Kick(e.beat, e["toggle"], e["shouldGlow"], e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"], e["woodColor"], e["hoopColor"]); break;
|
||||
case "karateman/combo": Combo(e.beat, e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"]); break;
|
||||
default: Debug.LogError($"Karate Man has failed to cue an object with datamodel {e.datamodel} at beat {e.beat}"); break;
|
||||
}
|
||||
queuedCues.Clear();
|
||||
}
|
||||
|
||||
EntityPreCheck(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
queuedCues.Clear();
|
||||
EntityPreCheck(beat);
|
||||
}
|
||||
|
||||
public override void OnStop(double beat) => EntityPreCheck(beat);
|
||||
void EntityPreCheck(double beat)
|
||||
{
|
||||
if (gameManager == null) return;
|
||||
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "karateman");
|
||||
List<RiqEntity> prevEntities = gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "karateman");
|
||||
|
||||
RiqEntity voice = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/warnings");
|
||||
if (wordClearTime > beat && wordStartTime < beat && voice != null)
|
||||
|
|
@ -769,11 +749,6 @@ namespace HeavenStudio.Games
|
|||
bg["textureType"], bg["autoColor"], bg["startTexture"], bg["endTexture"]
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
var c = new Color();
|
||||
BackgroundColor(0, 0, 0, 0, c, c, (int)Util.EasingFunction.Ease.Instant, 0, c, c, 0, true, c, c);
|
||||
}
|
||||
|
||||
if (obj != null)
|
||||
{
|
||||
|
|
@ -806,10 +781,10 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
var songPos = conductor.songPositionInBeatsAsDouble;
|
||||
|
||||
if (conductor != null && !conductor.isPlaying)
|
||||
{
|
||||
EntityPreCheck(songPos);
|
||||
}
|
||||
// if (conductor != null && !conductor.isPlaying)
|
||||
// {
|
||||
// EntityPreCheck(songPos);
|
||||
// }
|
||||
|
||||
switch (currentBgEffect)
|
||||
{
|
||||
|
|
@ -875,7 +850,6 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
if (!Conductor.instance.NotStopped())
|
||||
{
|
||||
if (queuedCues.Count > 0) queuedCues.Clear();
|
||||
startCamSpecial = double.MinValue;
|
||||
wantsReturn = double.MinValue;
|
||||
cameraReturnLength = 0f;
|
||||
|
|
@ -931,11 +905,6 @@ namespace HeavenStudio.Games
|
|||
return $"Word0{(type < (int)HitThree.HitThreeAlt ? type : type - 1)}";
|
||||
}
|
||||
|
||||
public static void QueueCue(RiqEntity entity)
|
||||
{
|
||||
queuedCues.Add(entity);
|
||||
}
|
||||
|
||||
public static void CreateItemSFX(double beat, int type, bool muteSound = false)
|
||||
{
|
||||
if (!muteSound) SoundByte.PlayOneShotGame($"karateman/{(beat % 1.0 == 0.5 ? $"offbeatObject" : "object")}Out", forcePlay: true);
|
||||
|
|
@ -1108,28 +1077,15 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
currentBgEffect = fxType;
|
||||
|
||||
for (int i = 0; i < colorStarts.Length; i++)
|
||||
{
|
||||
colorStartBeats[i] = beat;
|
||||
colorLengths[i] = length;
|
||||
colorEases[i] = (Util.EasingFunction.Ease)colorEaseSet;
|
||||
}
|
||||
|
||||
bool preset = presetBG != (int)BackgroundType.Custom;
|
||||
bool tinted = shadowType == (int)ShadowType.Tinted;
|
||||
|
||||
Color bgColorStart = preset ? BGPlane.color : colorStart;
|
||||
colorStarts = new Color[] {
|
||||
bgColorStart,
|
||||
tinted ? TintColor(bgColorStart) : shadowStart,
|
||||
autoColor ? TintColor(bgColorStart): filterStart,
|
||||
};
|
||||
|
||||
Color bgColorEnd = preset ? BackgroundColors[presetBG] : colorEnd;
|
||||
colorEnds = new Color[] {
|
||||
bgColorEnd,
|
||||
tinted ? TintColor(bgColorEnd) : shadowEnd,
|
||||
autoColor ? TintColor(bgColorEnd) : filterEnd,
|
||||
colorEases = new ColorEase[] {
|
||||
new(beat, length, bgColorStart, bgColorEnd, colorEaseSet),
|
||||
new(beat, length, (tinted ? TintColor(bgColorStart) : shadowStart), (tinted ? TintColor(bgColorEnd) : shadowEnd), colorEaseSet),
|
||||
new(beat, length, (autoColor ? TintColor(bgColorStart): filterStart), (autoColor ? TintColor(bgColorEnd) : filterEnd), colorEaseSet),
|
||||
};
|
||||
|
||||
for (int i = 0; i < BGTextures.Length; i++)
|
||||
|
|
@ -1150,18 +1106,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
for (int i = 0; i < spriteRenderers.Length; i++)
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeats[i], colorLengths[i]));
|
||||
if (double.IsNaN(normalizedBeat)) normalizedBeat = 0; // happens if the game is stopped onto the first beat
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEases[i]);
|
||||
float[] color = new float[3] {
|
||||
func(colorStarts[i].r, colorEnds[i].r, normalizedBeat),
|
||||
func(colorStarts[i].g, colorEnds[i].g, normalizedBeat),
|
||||
func(colorStarts[i].b, colorEnds[i].b, normalizedBeat),
|
||||
};
|
||||
|
||||
foreach (var renderer in spriteRenderers[i])
|
||||
{
|
||||
renderer.color = new Color(color[0], color[1], color[2]);
|
||||
foreach (var renderer in spriteRenderers[i]) {
|
||||
renderer.color = colorEases[i].GetColor();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -479,33 +479,17 @@ namespace HeavenStudio.Games
|
|||
player.canClap = true;
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
private ColorEase bgColorEase = new(Color.white);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
background.color = new Color(newR, newG, newB);
|
||||
background.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new ColorEase(beat, length, colorStartSet, colorEndSet, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
|||
|
|
@ -428,6 +428,67 @@ namespace HeavenStudio.Games
|
|||
|
||||
#endregion
|
||||
|
||||
#region Color
|
||||
|
||||
// truly a moment in history. documentation in heaven studio :)
|
||||
public class ColorEase
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the eased color from the variables inside a <c>ColorEase</c>. <br/>
|
||||
/// Use this in <c>Update()</c>.
|
||||
/// </summary>
|
||||
/// <returns>A new color, based on <c>startColor</c> and <c>endColor</c>.</returns>
|
||||
public Color GetColor() => MakeNewColor(startBeat, length, startColor, endColor, easeFunc);
|
||||
public static Color MakeNewColor(double beat, float length, Color start, Color end, Util.EasingFunction.Function func)
|
||||
{
|
||||
if (length != 0) {
|
||||
float normalizedBeat = length == 0 ? 1 : Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(beat, length));
|
||||
|
||||
float newR = func(start.r, end.r, normalizedBeat);
|
||||
float newG = func(start.g, end.g, normalizedBeat);
|
||||
float newB = func(start.b, end.b, normalizedBeat);
|
||||
return new Color(newR, newG, newB);
|
||||
} else {
|
||||
return end;
|
||||
}
|
||||
}
|
||||
|
||||
public double startBeat = 0;
|
||||
public float length = 0;
|
||||
public Color startColor, endColor = Color.white;
|
||||
public Util.EasingFunction.Ease ease = Util.EasingFunction.Ease.Instant;
|
||||
public readonly Util.EasingFunction.Function easeFunc;
|
||||
|
||||
/// <summary>
|
||||
/// The constructor to use when constructing a ColorEase from a block.
|
||||
/// </summary>
|
||||
/// <param name="startBeat">The start beat of the ease.</param>
|
||||
/// <param name="length">The length of the ease.</param>
|
||||
/// <param name="startColor">The beginning color of the ease.</param>
|
||||
/// <param name="endColor">The end color of the ease.</param>
|
||||
/// <param name="ease">
|
||||
/// The ease to use to transition between <paramref name="startColor"/> and <paramref name="endColor"/>.<br/>
|
||||
/// Should be derived from <c>Util.EasingFunction.Ease</c>,
|
||||
/// </param>
|
||||
public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease) {
|
||||
this.startBeat = startBeat;
|
||||
this.length = length;
|
||||
(this.startColor, this.endColor) = (startColor, endColor);
|
||||
this.ease = (Util.EasingFunction.Ease)ease;
|
||||
this.easeFunc = Util.EasingFunction.GetEasingFunction(this.ease);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The constructor to use when initializing the ColorEase variable.
|
||||
/// </summary>
|
||||
/// <param name="defaultColor">The default color to initialize with.</param>
|
||||
public ColorEase(Color? defaultColor = null) {
|
||||
startColor = endColor = defaultColor ?? Color.white;
|
||||
easeFunc = Util.EasingFunction.Instant;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
foreach (var evt in scheduledInputs)
|
||||
|
|
|
|||
|
|
@ -3,6 +3,7 @@ using UnityEngine;
|
|||
using DG.Tweening;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
|
@ -10,6 +11,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class AgbUpbeatLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
|
||||
{
|
||||
if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease"))
|
||||
{
|
||||
e.CreateProperty("ease", (int)(e["toggle"] ? Util.EasingFunction.Ease.Instant : Util.EasingFunction.Ease.Linear));
|
||||
e.dynamicData.Remove("toggle");
|
||||
return e;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
RiqBeatmap.OnUpdateEntity += BackgroundUpdater;
|
||||
|
||||
return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("prepare", "Prepare")
|
||||
|
|
@ -49,14 +62,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
|
||||
MrUpbeat.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]);
|
||||
},
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "Set the color at the start of the event."),
|
||||
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "Set the color at the start of the event."),
|
||||
new Param("toggle", false, "Instant", "Toggle if the background should jump to it's end state.")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the background.")
|
||||
}
|
||||
},
|
||||
new GameAction("upbeatColors", "Upbeat Colors")
|
||||
|
|
@ -151,13 +164,14 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] SpriteRenderer[] shadowSr;
|
||||
|
||||
[Header("Properties")]
|
||||
private Tween bgColorTween;
|
||||
public int stepIterate = 0;
|
||||
private static double startSteppingBeat = double.MaxValue;
|
||||
private static double startBlippingBeat = double.MaxValue;
|
||||
private bool stopStepping;
|
||||
public bool stopBlipping;
|
||||
|
||||
private ColorEase bgColorEase = new(new Color(0.878f, 0.878f, 0.878f));
|
||||
|
||||
public static MrUpbeat instance;
|
||||
|
||||
private void Awake()
|
||||
|
|
@ -209,9 +223,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused) {
|
||||
var songPos = cond.songPositionInBeatsAsDouble;
|
||||
bg.color = bgColorEase.GetColor();
|
||||
if (conductor.isPlaying && !conductor.isPaused) {
|
||||
var songPos = conductor.songPositionInBeatsAsDouble;
|
||||
|
||||
if (songPos >= startSteppingBeat - 2) {
|
||||
man.canStep = true;
|
||||
|
|
@ -273,7 +287,6 @@ namespace HeavenStudio.Games
|
|||
private void RecursiveStepping(double beat)
|
||||
{
|
||||
if (stopStepping) {
|
||||
|
||||
stopStepping = false;
|
||||
return;
|
||||
}
|
||||
|
|
@ -327,25 +340,9 @@ namespace HeavenStudio.Games
|
|||
man.Fall();
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color1, Color color2, float beats)
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
|
||||
if (seconds == 0) {
|
||||
bg.color = color2;
|
||||
} else {
|
||||
bg.color = color1;
|
||||
bgColorTween = bg.DOColor(color2, seconds);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
{
|
||||
ChangeBackgroundColor(start, end, 0f);
|
||||
if (!instant) ChangeBackgroundColor(start, end, beats);
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor)
|
||||
|
|
|
|||
|
|
@ -184,15 +184,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private static Color _defaultBgColor;
|
||||
public static Color defaultBgColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#A14FA1", out _defaultBgColor);
|
||||
return _defaultBgColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBgColor = new(0.631f, 0.31f, 0.631f);
|
||||
|
||||
public static RhythmTweezers instance { get; set; }
|
||||
private static CallAndResponseHandler crHandlerInstance;
|
||||
|
|
@ -241,8 +233,6 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBgColor;
|
||||
colorEnd = defaultBgColor;
|
||||
if (crHandlerInstance != null && crHandlerInstance.queuedEvents.Count > 0)
|
||||
{
|
||||
foreach (var crEvent in crHandlerInstance.queuedEvents)
|
||||
|
|
@ -537,45 +527,22 @@ namespace HeavenStudio.Games
|
|||
VegetableDupe.color = newColor;
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
private ColorEase bgColorEase = new(defaultBgColor);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistBlocks(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = GameManager.instance.Beatmap.Entities.FindAll(x => x.datamodel.Split('/')[0] == "rhythmTweezers" && x.beat < beat);
|
||||
var allColorEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/fade background color");
|
||||
if (allColorEventsBeforeBeat.Count > 0)
|
||||
var lastColorEvent = allEventsBeforeBeat.FindLast(x => x.datamodel == "rhythmTweezers/fade background color");
|
||||
if (lastColorEvent != null)
|
||||
{
|
||||
allColorEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allColorEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorA"], lastEvent["colorB"], lastEvent["ease"]);
|
||||
var e = lastColorEvent;
|
||||
BackgroundColor(e.beat, e.length, e["colorA"], e["colorB"], e["ease"]);
|
||||
}
|
||||
var allAltFaceEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/altSmile");
|
||||
VegetableAnimator.SetBool("UseAltSmile", allAltFaceEventsBeforeBeat.Count % 2 == 1);
|
||||
|
|
@ -627,7 +594,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
BackgroundColorUpdate();
|
||||
bg.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
|
|
|
|||
|
|
@ -42,7 +42,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
|
|
@ -51,7 +51,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
},
|
||||
},
|
||||
|
|
@ -126,21 +126,21 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle."),
|
||||
new Param("JJ1", Rockers.PremadeSamples.ChordG5, "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ2", Rockers.PremadeSamples.ChordG5, "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ3", Rockers.PremadeSamples.ChordG5, "Premade Sample 3 (JJ)", "Set the sample to use for the 3rd riff."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (JJ)", "Set the sample to use for the final riff."),
|
||||
new Param("pJJ4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ4", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 4 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S1", Rockers.PremadeSamples.ChordG, "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S2", Rockers.PremadeSamples.ChordG, "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S3", Rockers.PremadeSamples.ChordG, "Premade Sample 3 (Soshi)", "Set the sample to use for the 3rd riff."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (Soshi)", "Set the sample to use for the final riff."),
|
||||
new Param("pS4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS4", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 4 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
}
|
||||
},
|
||||
new GameAction("lastOne", "Last One!")
|
||||
|
|
@ -172,17 +172,17 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle."),
|
||||
new Param("JJ1", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ2", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ3", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 3 (JJ)", "Set the sample to use for the final riff."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S1", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S2", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S3", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 3 (Soshi)", "Set the sample to use for the final riff."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
}
|
||||
},
|
||||
new GameAction("count", "Count")
|
||||
|
|
@ -247,7 +247,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
|
|
@ -256,7 +256,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
}
|
||||
},
|
||||
|
|
@ -272,7 +272,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
|
|
@ -281,7 +281,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -8,67 +8,73 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public class SoundEffects : MonoBehaviour
|
||||
{
|
||||
|
||||
public enum CountNumbers { One, Two, Three, Four }
|
||||
public static string[] countNames = { "one", "two", "three", "four" };
|
||||
public static void Count(int type, bool alt)
|
||||
{
|
||||
string sound = countNames[type];
|
||||
if (!alt)
|
||||
sound += "1";
|
||||
else
|
||||
sound += "2";
|
||||
SoundByte.PlayOneShot("count-ins/" + sound);
|
||||
}
|
||||
// public readonly static string[] countNames = { "one", "two", "one", "two", "three", "four" };
|
||||
public readonly static string[] countNames = { "one", "two", "one", "two", "three", "four" };
|
||||
public readonly static float[] timings = { 0f, 2f, 4f, 5f, 6f, 7f };
|
||||
|
||||
public enum CountInType { Normal, Alt, Cowbell }
|
||||
public static string[] GetCountInSounds(string[] sounds, CountInType type)
|
||||
public static string GetCountInSound(int type)
|
||||
{
|
||||
for (int i = 0; i < sounds.Length; i++)
|
||||
return (CountInType)type switch {
|
||||
CountInType.Normal => "1",
|
||||
CountInType.Alt => "2",
|
||||
CountInType.Cowbell or _ => "cowbell",
|
||||
};
|
||||
}
|
||||
|
||||
public static void PreloadCounts()
|
||||
{
|
||||
foreach (string load in new string[] { "one", "two", "three", "four", "cowbell", "ready1", "ready2" })
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case CountInType.Normal:
|
||||
sounds[i] += "1";
|
||||
break;
|
||||
case CountInType.Alt:
|
||||
sounds[i] += "2";
|
||||
break;
|
||||
case CountInType.Cowbell:
|
||||
sounds[i] = "cowbell";
|
||||
break;
|
||||
SoundByte.PreloadAudioClipAsync(load);
|
||||
}
|
||||
}
|
||||
|
||||
public static void CountIn(double beat, float length, bool alt, bool go)
|
||||
{
|
||||
PreloadCounts();
|
||||
string countType = alt ? "2" : "1";
|
||||
double startBeat = beat + length - 8;
|
||||
|
||||
List<MultiSound.Sound> sfx = new();
|
||||
for (int i = 0; i < countNames.Length; i++) {
|
||||
if (startBeat + timings[i] >= beat) {
|
||||
sfx.Add(new MultiSound.Sound("count-ins/" + countNames[i] + countType, startBeat + timings[i]));
|
||||
}
|
||||
}
|
||||
return sounds;
|
||||
if (go) sfx[^1].name = "count-ins/go" + countType;
|
||||
MultiSound.Play(sfx, false);
|
||||
}
|
||||
|
||||
public static void FourBeatCountIn(double beat, float length, int type)
|
||||
{
|
||||
string[] sounds = { "one", "two", "three", "four" };
|
||||
sounds = GetCountInSounds(sounds, (CountInType)type);
|
||||
PreloadCounts();
|
||||
string countType = GetCountInSound(type);
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("count-ins/" + sounds[0], beat),
|
||||
new MultiSound.Sound("count-ins/" + sounds[1], beat + 1f * length),
|
||||
new MultiSound.Sound("count-ins/" + sounds[2], beat + 2f * length),
|
||||
new MultiSound.Sound("count-ins/" + sounds[3], beat + 3f * length)
|
||||
}, false);
|
||||
List<MultiSound.Sound> sfx = new();
|
||||
for (int i = 0; i < 4; i++) {
|
||||
sfx.Add(new MultiSound.Sound("count-ins/" + countNames[i + 2] + countType, beat + (i * length)));
|
||||
}
|
||||
MultiSound.Play(sfx, false);
|
||||
}
|
||||
|
||||
public static void EightBeatCountIn(double beat, float length, int type)
|
||||
{
|
||||
PreloadCounts();
|
||||
string[] sounds = { "one", "two", "one", "two", "three", "four" };
|
||||
sounds = GetCountInSounds(sounds, (CountInType)type);
|
||||
string sound = GetCountInSound(type);
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("count-ins/" + sounds[0], beat),
|
||||
new MultiSound.Sound("count-ins/" + sounds[1], beat + 2f * length),
|
||||
new MultiSound.Sound("count-ins/" + sounds[2], beat + 4f * length),
|
||||
new MultiSound.Sound("count-ins/" + sounds[3], beat + 5f * length),
|
||||
new MultiSound.Sound("count-ins/" + sounds[4], beat + 6f * length),
|
||||
new MultiSound.Sound("count-ins/" + sounds[5], beat + 7f * length)
|
||||
}, false);
|
||||
List<MultiSound.Sound> sfx = new();
|
||||
for (int i = 0; i < sounds.Length; i++) {
|
||||
sfx.Add(new MultiSound.Sound("count-ins/" + sounds[i] + sound, beat + (timings[i] * length)));
|
||||
}
|
||||
MultiSound.Play(sfx, false);
|
||||
}
|
||||
|
||||
public static void Count(int type, bool alt)
|
||||
{
|
||||
SoundByte.PlayOneShot("count-ins/" + (CountNumbers)type + (!alt ? "1" : "2"));
|
||||
}
|
||||
|
||||
public static void Cowbell()
|
||||
|
|
@ -78,10 +84,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
public static void Ready(double beat, float length)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("count-ins/ready1", beat),
|
||||
new MultiSound.Sound("count-ins/ready2", beat + 1f * length),
|
||||
new MultiSound.Sound("count-ins/ready2", beat + (1f * length)),
|
||||
}, false);
|
||||
}
|
||||
|
||||
|
|
@ -92,12 +97,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
public static void Go(bool alt)
|
||||
{
|
||||
string sound = "count-ins/go";
|
||||
if (!alt)
|
||||
sound += "1";
|
||||
else
|
||||
sound += "2";
|
||||
SoundByte.PlayOneShot(sound);
|
||||
SoundByte.PlayOneShot("count-ins/go" + (!alt ? "1" : "2"));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -114,15 +114,7 @@ namespace HeavenStudio.Games
|
|||
// using Scripts_SpaceDance;
|
||||
public class SpaceDance : Minigame
|
||||
{
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#0029D6", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBGColor = new(0f, 0.161f, 0.839f);
|
||||
public enum WhoSpeaks
|
||||
{
|
||||
Dancers = 0,
|
||||
|
|
@ -223,8 +215,6 @@ namespace HeavenStudio.Games
|
|||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
SetupBopRegion("spaceDance", "bop", "auto");
|
||||
}
|
||||
|
||||
|
|
@ -244,7 +234,7 @@ namespace HeavenStudio.Games
|
|||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
bg.color = bgColorEase.GetColor();
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
scroll.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
|
|
@ -467,7 +457,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
canBop = false;
|
||||
if (grampsTurns) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1f, InputAction_Turn, JustRight, RightMiss, Empty);
|
||||
ScheduleInput(beat, 1f, InputAction_Turn, JustRight, RightMiss, null);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
|
|
@ -536,7 +526,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
canBop = false;
|
||||
if (grampsSits) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1f, InputAction_Down, JustSit, SitMiss, Empty);
|
||||
ScheduleInput(beat, 1f, InputAction_Down, JustSit, SitMiss, null);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
|
|
@ -611,7 +601,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
canBop = false;
|
||||
if (grampsPunches) grampsCanBop = false;
|
||||
ScheduleInput(beat, 1.5f, InputAction_Punch, JustPunch, PunchMiss, Empty);
|
||||
ScheduleInput(beat, 1.5f, InputAction_Punch, JustPunch, PunchMiss, null);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
|
|
@ -690,33 +680,11 @@ namespace HeavenStudio.Games
|
|||
Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
private ColorEase bgColorEase = new(defaultBGColor);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
@ -754,10 +722,10 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
public void RightSuccess()
|
||||
{
|
||||
{
|
||||
SoundByte.PlayOneShotGame("spaceDance/inputGood");
|
||||
DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void RightMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
|
@ -806,10 +774,10 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
public void PunchSuccess()
|
||||
{
|
||||
{
|
||||
SoundByte.PlayOneShotGame("spaceDance/inputGood");
|
||||
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void PunchMiss(PlayerActionEvent caller)
|
||||
{
|
||||
|
|
@ -818,9 +786,5 @@ namespace HeavenStudio.Games
|
|||
Hit.Play("HitPunch", -1, 0);
|
||||
Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
|
||||
}
|
||||
|
||||
public void Empty(PlayerActionEvent caller) { }
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -190,15 +190,8 @@ namespace HeavenStudio.Games
|
|||
Enter = 0,
|
||||
Exit = 1
|
||||
}
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FF7D27", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBGColor = new(1f, 0.49f, 0.153f);
|
||||
|
||||
[Header("Components")]
|
||||
[SerializeField] private GameObject kickerPrefab;
|
||||
[SerializeField] private GameObject ballRef;
|
||||
|
|
@ -239,8 +232,6 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
var allHighKickToeEvents = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "high kick-toe!" });
|
||||
foreach (var e in allHighKickToeEvents)
|
||||
{
|
||||
|
|
@ -262,12 +253,12 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
bg.color = bgColorEase.GetColor();
|
||||
bgImage.color = dotColorEase.GetColor();
|
||||
backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
|
||||
|
||||
float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength);
|
||||
float normalizedEaseBeat = conductor.GetPositionFromBeat(easeBeat, easeLength);
|
||||
if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
||||
|
|
@ -277,7 +268,7 @@ namespace HeavenStudio.Games
|
|||
UpdateKickersPositions(newPosX, newPosY, newPosZ);
|
||||
}
|
||||
|
||||
float normalizedPBeat = cond.GetPositionFromBeat(easeBeatP, easeLengthP);
|
||||
float normalizedPBeat = conductor.GetPositionFromBeat(easeBeatP, easeLengthP);
|
||||
if (normalizedPBeat <= 1 && normalizedPBeat > 0)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEaseP);
|
||||
|
|
@ -567,43 +558,18 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Color colorStartDot = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEndDot = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
private ColorEase bgColorEase = new(defaultBGColor);
|
||||
private ColorEase dotColorEase = new(Color.white);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
|
||||
float newRDot = func(colorStartDot.r, colorEndDot.r, normalizedBeat);
|
||||
float newGDot = func(colorStartDot.g, colorEndDot.g, normalizedBeat);
|
||||
float newBDot = func(colorStartDot.b, colorEndDot.b, normalizedBeat);
|
||||
|
||||
bgImage.color = new Color(newRDot, newGDot, newBDot);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartDotSet, Color colorEndDotSet, int ease)
|
||||
public void BackgroundColor(double beat, float length, Color startColorBG, Color endColorBG, Color startColorDot, Color endColorDot, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorStartDot = colorStartDotSet;
|
||||
colorEndDot = colorEndDotSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new(beat, length, startColorBG, endColorBG, ease);
|
||||
dotColorEase = new(beat, length, startColorDot, endColorDot, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
|||
|
|
@ -83,15 +83,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public class Tambourine : Minigame
|
||||
{
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#388cd0", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBGColor = new Color(0.22f, 0.55f, 0.82f);
|
||||
|
||||
[Header("Components")]
|
||||
[SerializeField] Animator handsAnimator;
|
||||
|
|
@ -155,8 +147,6 @@ namespace HeavenStudio.Games
|
|||
frogAnimator.Play("FrogExited", 0, 0);
|
||||
handsAnimator.Play("Idle", 0, 0);
|
||||
monkeyAnimator.Play("MonkeyIdle", 0, 0);
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
|
@ -475,33 +465,17 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
private ColorEase bgColorEase = new(defaultBGColor);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
bg.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
|||
|
|
@ -114,15 +114,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
public class TossBoys : Minigame
|
||||
{
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#62FDBB", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBGColor = new Color(0.38f, 0.99f, 0.73f);
|
||||
public enum KidChoice
|
||||
{
|
||||
Akachan = 0,
|
||||
|
|
@ -235,8 +227,6 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
SetupBopRegion("tossBoys", "bop", "auto");
|
||||
SetPassBallEvents();
|
||||
}
|
||||
|
|
@ -294,33 +284,17 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
private ColorEase bgColorEase = new(defaultBGColor);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
bg.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
|||
|
|
@ -40,6 +40,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
},
|
||||
new GameAction("bg", "Change Background")
|
||||
{
|
||||
function = delegate { Tunnel.instance?.SetBg(eventCaller.currentEntity["type"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = false,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", Tunnel.BgOption.Beach, "Background", "Set the background to change to."),
|
||||
}
|
||||
}
|
||||
},
|
||||
new List<string>() { "ntr", "keep" },
|
||||
|
|
@ -58,8 +68,7 @@ namespace HeavenStudio.Games
|
|||
public static Tunnel instance { get; set; }
|
||||
|
||||
[Header("Backgrounds")]
|
||||
[SerializeField] Transform bg;
|
||||
[SerializeField] float bgScrollTime;
|
||||
[SerializeField] GameObject[] bg;
|
||||
|
||||
[SerializeField] Material tunnelLightMaterial;
|
||||
[SerializeField] Color tunnelTint;
|
||||
|
|
@ -82,9 +91,18 @@ namespace HeavenStudio.Games
|
|||
[Header("Curves")]
|
||||
[SerializeField] BezierCurve3D handCurve;
|
||||
|
||||
GameEvent cowbell = new GameEvent();
|
||||
public enum BgOption
|
||||
{
|
||||
Beach,
|
||||
Desert,
|
||||
Field,
|
||||
City,
|
||||
Night,
|
||||
MoaiDooWop,
|
||||
CropStomp,
|
||||
QuizShow
|
||||
}
|
||||
|
||||
float bgStartX;
|
||||
float fadeDuration = 2f;
|
||||
double tunnelStartTime = double.MinValue;
|
||||
double tunnelEndTime = double.MinValue;
|
||||
|
|
@ -114,9 +132,9 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
evt.Disable();
|
||||
}
|
||||
if (Conductor.instance != null && !(Conductor.instance.isPlaying || Conductor.instance.isPaused))
|
||||
if (conductor != null && !(conductor.isPlaying || conductor.isPaused))
|
||||
{
|
||||
Conductor.instance.FadeMinigameVolume(Conductor.instance.songPositionInBeatsAsDouble, 0, 1);
|
||||
conductor.FadeMinigameVolume(conductor.songPositionInBeatsAsDouble, 0, 1);
|
||||
tunnelLightMaterial.SetColor("_Color", Color.white);
|
||||
tunnelLightMaterial.SetColor("_AddColor", Color.black);
|
||||
|
||||
|
|
@ -139,12 +157,11 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
//update hand position
|
||||
handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
|
||||
handProgress = Math.Min(base.conductor.songPositionInBeats - handStart, 1);
|
||||
|
||||
frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
|
||||
if (!cond.isPlaying || cond.isPaused)
|
||||
if (!conductor.isPlaying || conductor.isPaused)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
@ -163,7 +180,7 @@ namespace HeavenStudio.Games
|
|||
queuedInputs.Clear();
|
||||
}
|
||||
|
||||
if (lastCowbell + 1 <= cond.songPositionInBeatsAsDouble)
|
||||
if (lastCowbell + 1 <= conductor.songPositionInBeatsAsDouble)
|
||||
{
|
||||
lastCowbell++;
|
||||
ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
|
||||
|
|
@ -172,11 +189,11 @@ namespace HeavenStudio.Games
|
|||
// bg.localPosition = new Vector3(bgStartX - (2 * bgStartX * (((float)Time.realtimeSinceStartupAsDouble % bgScrollTime) / bgScrollTime)), 0, 0);
|
||||
if (tunnelWall.activeSelf)
|
||||
{
|
||||
tunnelWall.transform.localPosition = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(cond.songPositionAsDouble - tunnelStartTime), 0, 0);
|
||||
tunnelWall.transform.localPosition = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(conductor.songPositionAsDouble - tunnelStartTime), 0, 0);
|
||||
}
|
||||
if (inTunnel && cond.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
|
||||
if (inTunnel && conductor.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
|
||||
{
|
||||
cond.FadeMinigameVolume(cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime), fadeDuration, 1);
|
||||
conductor.FadeMinigameVolume(conductor.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime), fadeDuration, 1);
|
||||
tunnelLightMaterial.SetColor("_Color", Color.white);
|
||||
tunnelLightMaterial.SetColor("_AddColor", Color.black);
|
||||
inTunnel = false;
|
||||
|
|
@ -187,7 +204,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
SoundByte.PlayOneShot("count-ins/cowbell");
|
||||
|
||||
handStart = Conductor.instance.songPositionInBeats;
|
||||
handStart = conductor.songPositionInBeats;
|
||||
|
||||
cowbellAnimator.Play("Shake", -1, 0);
|
||||
}
|
||||
|
|
@ -257,14 +274,13 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void StartTunnel(double beat, double length, float volume = 0.1f, float fadeDuration = 2f)
|
||||
{
|
||||
Conductor cond = Conductor.instance;
|
||||
if (cond.songPositionAsDouble < tunnelEndTime + PostTunnelScrnTime)
|
||||
if (conductor.songPositionAsDouble < tunnelEndTime + PostTunnelScrnTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
double targetBeat = beat + length;
|
||||
tunnelStartTime = cond.GetSongPosFromBeat(beat);
|
||||
tunnelEndTime = cond.GetSongPosFromBeat(targetBeat);
|
||||
tunnelStartTime = conductor.GetSongPosFromBeat(beat);
|
||||
tunnelEndTime = conductor.GetSongPosFromBeat(targetBeat);
|
||||
// tunnel chunks can be divided into quarters
|
||||
double durationSec = Math.Ceiling((tunnelEndTime - tunnelStartTime) * 4 * tunnelChunksPerSec) * 0.25 / tunnelChunksPerSec;
|
||||
|
||||
|
|
@ -272,7 +288,7 @@ namespace HeavenStudio.Games
|
|||
tunnelWall.transform.localPosition = tunnelStartPos;
|
||||
tunnelWall.SetActive(true);
|
||||
this.fadeDuration = fadeDuration;
|
||||
cond.FadeMinigameVolume(beat, fadeDuration, volume);
|
||||
conductor.FadeMinigameVolume(beat, fadeDuration, volume);
|
||||
|
||||
tunnelSoundRight?.Stop();
|
||||
tunnelSoundMiddle?.Stop();
|
||||
|
|
@ -282,19 +298,28 @@ namespace HeavenStudio.Games
|
|||
tunnelSoundMiddle = SoundByte.PlayOneShotGame("tunnel/tunnelMiddle", beat + (6 / 48f), looping: true);
|
||||
tunnelSoundLeft = SoundByte.PlayOneShotGame("tunnel/tunnelLeft", beat + (12 / 48f), looping: true);
|
||||
|
||||
double tunnelEnd = cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime);
|
||||
double tunnelEnd = conductor.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime);
|
||||
tunnelSoundRight.SetLoopParams(tunnelEnd, 0.1);
|
||||
tunnelSoundMiddle.SetLoopParams(tunnelEnd + (6 / 48f), 0.1);
|
||||
tunnelSoundLeft.SetLoopParams(tunnelEnd + (12 / 48f), 0.25);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(cond.GetBeatFromSongPos(tunnelStartTime + 0.25), delegate {
|
||||
new BeatAction.Action(conductor.GetBeatFromSongPos(tunnelStartTime + 0.25), delegate {
|
||||
tunnelLightMaterial.SetColor("_Color", tunnelTint);
|
||||
tunnelLightMaterial.SetColor("_AddColor", tunnelScreen);
|
||||
}),
|
||||
});
|
||||
inTunnel = true;
|
||||
}
|
||||
|
||||
public void SetBg(int type)
|
||||
{
|
||||
foreach (var b in bg)
|
||||
{
|
||||
b.SetActive(false);
|
||||
}
|
||||
bg[type].SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -134,7 +134,14 @@ namespace HeavenStudio.Editor.Commands
|
|||
|
||||
foreach (var entity in entities)
|
||||
{
|
||||
dupEntityData.Add(entity.DeepCopy());
|
||||
var newEntity = entity.DeepCopy();
|
||||
// there's gotta be a better way to do this. i just don't know how... -AJ
|
||||
foreach ((var key, var value) in new Dictionary<string, dynamic>(newEntity.dynamicData)) {
|
||||
if (value is EntityTypes.DropdownObj dd) {
|
||||
newEntity[key] = new EntityTypes.DropdownObj(dd.value, dd.Values);
|
||||
}
|
||||
}
|
||||
dupEntityData.Add(newEntity);
|
||||
}
|
||||
|
||||
for (var i = 0; i < original.Count; i++)
|
||||
|
|
|
|||
|
|
@ -2,10 +2,11 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using HeavenStudio.Editor.Track;
|
||||
using Jukebox;
|
||||
using Jukebox.Legacy;
|
||||
using System.Linq;
|
||||
using System;
|
||||
using static HeavenStudio.EntityTypes;
|
||||
using HeavenStudio.Common;
|
||||
|
||||
namespace HeavenStudio.Editor
|
||||
{
|
||||
|
|
@ -18,10 +19,12 @@ namespace HeavenStudio.Editor
|
|||
[Header("Property Prefabs")]
|
||||
[SerializeField] private GameObject IntegerP;
|
||||
[SerializeField] private GameObject FloatP;
|
||||
[SerializeField] private GameObject ButtonP;
|
||||
[SerializeField] private GameObject BooleanP;
|
||||
[SerializeField] private GameObject DropdownP;
|
||||
[SerializeField] private GameObject ColorP;
|
||||
[SerializeField] private GameObject StringP;
|
||||
private static Dictionary<Type, GameObject> PropertyPrefabs;
|
||||
|
||||
public RiqEntity entity;
|
||||
|
||||
|
|
@ -36,6 +39,18 @@ namespace HeavenStudio.Editor
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
|
||||
if (PropertyPrefabs == null) {
|
||||
PropertyPrefabs = new() {
|
||||
{ typeof(Integer), IntegerP },
|
||||
{ typeof(Float), FloatP },
|
||||
{ typeof(Dropdown), DropdownP },
|
||||
{ typeof(Button), ButtonP },
|
||||
{ typeof(Color), ColorP },
|
||||
{ typeof(bool), BooleanP },
|
||||
{ typeof(string), StringP },
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
|
|
@ -70,15 +85,6 @@ namespace HeavenStudio.Editor
|
|||
AddParams(entity);
|
||||
}
|
||||
|
||||
static string TrackToThemeColour(int track) => track switch
|
||||
{
|
||||
1 => EditorTheme.theme.properties.Layer2Col,
|
||||
2 => EditorTheme.theme.properties.Layer3Col,
|
||||
3 => EditorTheme.theme.properties.Layer4Col,
|
||||
4 => EditorTheme.theme.properties.Layer5Col,
|
||||
_ => EditorTheme.theme.properties.Layer1Col
|
||||
};
|
||||
|
||||
private void AddParams(RiqEntity entity)
|
||||
{
|
||||
string[] split = entity.datamodel.Split('/');
|
||||
|
|
@ -91,7 +97,14 @@ namespace HeavenStudio.Editor
|
|||
eventSelector.SetActive(false);
|
||||
this.entity = entity;
|
||||
|
||||
string col = TrackToThemeColour((int)entity["track"]);
|
||||
string col = (int)entity["track"] switch
|
||||
{
|
||||
1 => EditorTheme.theme.properties.Layer2Col,
|
||||
2 => EditorTheme.theme.properties.Layer3Col,
|
||||
3 => EditorTheme.theme.properties.Layer4Col,
|
||||
4 => EditorTheme.theme.properties.Layer5Col,
|
||||
_ => EditorTheme.theme.properties.Layer1Col
|
||||
};
|
||||
Editor.instance.SetGameEventTitle($"Properties for <color=#{col}>{action.displayName}</color> on Beat {entity.beat.ToString("F2")} on <color=#{col}>Track {(int)entity["track"] + 1}</color>");
|
||||
|
||||
DestroyParams();
|
||||
|
|
@ -100,11 +113,8 @@ namespace HeavenStudio.Editor
|
|||
|
||||
for (int i = 0; i < action.parameters.Count; i++)
|
||||
{
|
||||
object param = action.parameters[i].parameter;
|
||||
string caption = action.parameters[i].propertyCaption;
|
||||
string propertyName = action.parameters[i].propertyName;
|
||||
string tooltip = action.parameters[i].tooltip;
|
||||
ePrefabs.Add(propertyName, AddParam(propertyName, param, caption, tooltip));
|
||||
var p = action.parameters[i];
|
||||
ePrefabs.Add(p.propertyName, AddParam(p.propertyName, p.parameter, p.caption, p.tooltip));
|
||||
}
|
||||
|
||||
foreach (var p in action.parameters)
|
||||
|
|
@ -129,70 +139,27 @@ namespace HeavenStudio.Editor
|
|||
|
||||
private GameObject AddParam(string propertyName, object type, string caption, string tooltip = "")
|
||||
{
|
||||
GameObject prefab = IntegerP;
|
||||
GameObject input;
|
||||
|
||||
var objType = type.GetType();
|
||||
|
||||
if (objType == typeof(EntityTypes.Integer))
|
||||
{
|
||||
prefab = IntegerP;
|
||||
input = InitPrefab(prefab, tooltip);
|
||||
var property = input.GetComponent<NumberPropertyPrefab>();
|
||||
property.SetProperties(propertyName, type, caption);
|
||||
}
|
||||
else if (objType == typeof(EntityTypes.Float))
|
||||
{
|
||||
prefab = FloatP;
|
||||
input = InitPrefab(prefab, tooltip);
|
||||
var property = input.GetComponent<NumberPropertyPrefab>();
|
||||
property.SetProperties(propertyName, type, caption);
|
||||
}
|
||||
else if(type is bool)
|
||||
{
|
||||
prefab = BooleanP;
|
||||
input = InitPrefab(prefab, tooltip);
|
||||
var property = input.GetComponent<BoolPropertyPrefab>();
|
||||
property.SetProperties(propertyName, type, caption);
|
||||
}
|
||||
else if (objType.IsEnum)
|
||||
{
|
||||
prefab = DropdownP;
|
||||
input = InitPrefab(prefab, tooltip);
|
||||
var property = input.GetComponent<EnumPropertyPrefab>();
|
||||
property.SetProperties(propertyName, type, caption);
|
||||
}
|
||||
else if (objType == typeof(Color))
|
||||
{
|
||||
prefab = ColorP;
|
||||
input = InitPrefab(prefab, tooltip);
|
||||
var property = input.GetComponent<ColorPropertyPrefab>();
|
||||
property.SetProperties(propertyName, type, caption);
|
||||
}
|
||||
else if(objType == typeof(string))
|
||||
{
|
||||
prefab = StringP;
|
||||
input = InitPrefab(prefab, tooltip);
|
||||
var property = input.GetComponent<StringPropertyPrefab>();
|
||||
property.SetProperties(propertyName, type, caption);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Can't make property interface of type: " + type.GetType());
|
||||
Type typeType = type.GetType();
|
||||
GameObject propertyPrefab = DropdownP; // enum check is hardcoded because enums are awesome (lying)
|
||||
if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab)) {
|
||||
Debug.LogError("Can't make property interface of type: " + typeType);
|
||||
return null;
|
||||
}
|
||||
return input;
|
||||
}
|
||||
|
||||
private GameObject InitPrefab(GameObject prefab, string tooltip = "")
|
||||
{
|
||||
GameObject input = Instantiate(prefab);
|
||||
input.transform.SetParent(this.gameObject.transform);
|
||||
GameObject input = Instantiate(propertyPrefab, transform);
|
||||
input.SetActive(true);
|
||||
input.transform.localScale = Vector3.one;
|
||||
|
||||
if(tooltip != string.Empty)
|
||||
Tooltip.AddTooltip(input, "", tooltip);
|
||||
if (tooltip != string.Empty) {
|
||||
if (PersistentDataManager.gameSettings.showParamTooltips) {
|
||||
Tooltip.AddTooltip(input, tooltip);
|
||||
} else {
|
||||
Tooltip.AddTooltip(input, "", tooltip);
|
||||
}
|
||||
}
|
||||
|
||||
EventPropertyPrefab property = input.GetComponent<EventPropertyPrefab>();
|
||||
property.SetProperties(propertyName, type, caption);
|
||||
|
||||
return input;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,8 +6,6 @@ using System;
|
|||
using System.Linq;
|
||||
using TMPro;
|
||||
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Editor
|
||||
|
|
@ -17,29 +15,30 @@ namespace HeavenStudio.Editor
|
|||
public TMP_Text caption;
|
||||
protected string _captionText;
|
||||
public EventParameterManager parameterManager;
|
||||
public RiqEntity entity;
|
||||
public string propertyName;
|
||||
public List<PropertyCollapse> propertyCollapses = new List<PropertyCollapse>();
|
||||
|
||||
public void SetProperties(string propertyName, object type, string caption) {}
|
||||
public virtual void SetCollapses(object type) { }
|
||||
|
||||
public void InitProperties(string propertyName, string caption)
|
||||
public virtual void SetProperties(string propertyName, object type, string caption)
|
||||
{
|
||||
this.parameterManager = EventParameterManager.instance;
|
||||
|
||||
entity = parameterManager.entity;
|
||||
this.propertyName = propertyName;
|
||||
|
||||
_captionText = caption;
|
||||
|
||||
this.caption.text = _captionText;
|
||||
this.caption.text = _captionText = caption;
|
||||
}
|
||||
public virtual void SetCollapses(object type) { }
|
||||
|
||||
public void UpdateCollapse(object type)
|
||||
{
|
||||
foreach (var p in propertyCollapses)
|
||||
{
|
||||
foreach (var c in p.collapseables)
|
||||
{
|
||||
if (c != null) c.SetActive(p.collapseOn(type, p.entity) && gameObject.activeSelf);
|
||||
if (p.collapseables.Count > 0) { // there could be a better way to do it, but for now this works
|
||||
foreach (var c in p.collapseables) {
|
||||
if (c != null) c.SetActive(p.collapseOn(type, p.entity) && gameObject.activeSelf);
|
||||
}
|
||||
} else {
|
||||
_ = p.collapseOn(type, p.entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,10 +6,6 @@ using System;
|
|||
using System.Linq;
|
||||
using TMPro;
|
||||
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.Editor;
|
||||
|
||||
namespace HeavenStudio.Editor
|
||||
{
|
||||
public class BoolPropertyPrefab : EventPropertyPrefab
|
||||
|
|
@ -20,27 +16,18 @@ namespace HeavenStudio.Editor
|
|||
|
||||
private bool _defaultValue;
|
||||
|
||||
new public void SetProperties(string propertyName, object type, string caption)
|
||||
public override void SetProperties(string propertyName, object type, string caption)
|
||||
{
|
||||
InitProperties(propertyName, caption);
|
||||
base.SetProperties(propertyName, type, caption);
|
||||
|
||||
_defaultValue = (bool)type;
|
||||
toggle.isOn = Convert.ToBoolean(parameterManager.entity[propertyName]);
|
||||
toggle.isOn = Convert.ToBoolean(entity[propertyName]);
|
||||
|
||||
toggle.onValueChanged.AddListener(
|
||||
_ =>
|
||||
{
|
||||
parameterManager.entity[propertyName] = toggle.isOn;
|
||||
if (toggle.isOn != _defaultValue)
|
||||
{
|
||||
this.caption.text = _captionText + "*";
|
||||
}
|
||||
else
|
||||
{
|
||||
this.caption.text = _captionText;
|
||||
}
|
||||
}
|
||||
);
|
||||
toggle.onValueChanged.AddListener(_ =>
|
||||
{
|
||||
entity[propertyName] = toggle.isOn;
|
||||
this.caption.text = (toggle.isOn != _defaultValue) ? (_captionText + "*") : _captionText;
|
||||
});
|
||||
}
|
||||
|
||||
public void ResetValue()
|
||||
|
|
@ -50,9 +37,7 @@ namespace HeavenStudio.Editor
|
|||
|
||||
public override void SetCollapses(object type)
|
||||
{
|
||||
toggle.onValueChanged.AddListener(
|
||||
_ => UpdateCollapse(toggle.isOn)
|
||||
);
|
||||
toggle.onValueChanged.AddListener(newVal => UpdateCollapse(newVal));
|
||||
UpdateCollapse(toggle.isOn);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,10 +6,6 @@ using System;
|
|||
using System.Linq;
|
||||
using TMPro;
|
||||
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.Editor;
|
||||
|
||||
namespace HeavenStudio.Editor
|
||||
{
|
||||
public class ColorPropertyPrefab : EventPropertyPrefab
|
||||
|
|
@ -24,9 +20,9 @@ namespace HeavenStudio.Editor
|
|||
|
||||
private Color _defaultColor;
|
||||
|
||||
new public void SetProperties(string propertyName, object type, string caption)
|
||||
public override void SetProperties(string propertyName, object type, string caption)
|
||||
{
|
||||
InitProperties(propertyName, caption);
|
||||
base.SetProperties(propertyName, type, caption);
|
||||
|
||||
hex.onSelect.AddListener(
|
||||
_ =>
|
||||
|
|
|
|||
|
|
@ -1,95 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.Editor;
|
||||
using HeavenStudio.Common;
|
||||
|
||||
namespace HeavenStudio.Editor
|
||||
{
|
||||
public class EnumPropertyPrefab : EventPropertyPrefab
|
||||
{
|
||||
[Header("Dropdown")]
|
||||
[Space(10)]
|
||||
public LeftClickTMP_Dropdown dropdown;
|
||||
private Array enumVals;
|
||||
|
||||
private int _defaultValue;
|
||||
|
||||
private bool openedDropdown = false;
|
||||
|
||||
new public void SetProperties(string propertyName, object type, string caption)
|
||||
{
|
||||
InitProperties(propertyName, caption);
|
||||
|
||||
var enumType = type.GetType();
|
||||
enumVals = Enum.GetValues(enumType);
|
||||
var enumNames = Enum.GetNames(enumType).ToList();
|
||||
_defaultValue = (int)type;
|
||||
|
||||
// Can we assume non-holey enum?
|
||||
// If we can we can simplify to dropdown.value = (int) parameterManager.entity[propertyName]
|
||||
var currentlySelected = (int) parameterManager.entity[propertyName];
|
||||
var selected = enumVals
|
||||
.Cast<object>()
|
||||
.ToList()
|
||||
.FindIndex(val => (int) val == currentlySelected);
|
||||
|
||||
dropdown.AddOptions(enumNames);
|
||||
dropdown.value = selected;
|
||||
|
||||
dropdown.onValueChanged.AddListener(_ =>
|
||||
{
|
||||
parameterManager.entity[propertyName] = (int)enumVals.GetValue(dropdown.value);
|
||||
if ((int)enumVals.GetValue(dropdown.value) != _defaultValue)
|
||||
{
|
||||
this.caption.text = _captionText + "*";
|
||||
}
|
||||
else
|
||||
{
|
||||
this.caption.text = _captionText;
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
public void ResetValue()
|
||||
{
|
||||
dropdown.value = _defaultValue;
|
||||
}
|
||||
|
||||
public override void SetCollapses(object type)
|
||||
{
|
||||
dropdown.onValueChanged.AddListener(_ => UpdateCollapse((int)enumVals.GetValue(dropdown.value)));
|
||||
UpdateCollapse((int)enumVals.GetValue(dropdown.value));
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var scrollbar = GetComponentInChildren<ScrollRect>()?.verticalScrollbar;
|
||||
|
||||
// This is bad but we'll fix it later.
|
||||
if (scrollbar != null)
|
||||
{
|
||||
if (openedDropdown == false)
|
||||
{
|
||||
openedDropdown = true;
|
||||
|
||||
var valuePos = (float)dropdown.value / (dropdown.options.Count - 1);
|
||||
var scrollVal = scrollbar.direction == Scrollbar.Direction.TopToBottom ? valuePos : 1.0f - valuePos;
|
||||
scrollbar.value = Mathf.Max(0.001f, scrollVal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
openedDropdown = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8ada001011e54c74b87c04d7186d5f3c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -6,11 +6,6 @@ using System;
|
|||
using System.Linq;
|
||||
using TMPro;
|
||||
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.Editor;
|
||||
using static HeavenStudio.EntityTypes;
|
||||
|
||||
namespace HeavenStudio.Editor
|
||||
{
|
||||
public class NumberPropertyPrefab : EventPropertyPrefab
|
||||
|
|
@ -22,9 +17,9 @@ namespace HeavenStudio.Editor
|
|||
|
||||
private float _defaultValue;
|
||||
|
||||
new public void SetProperties(string propertyName, object type, string caption)
|
||||
public override void SetProperties(string propertyName, object type, string caption)
|
||||
{
|
||||
InitProperties(propertyName, caption);
|
||||
base.SetProperties(propertyName, type, caption);
|
||||
|
||||
switch (type)
|
||||
{
|
||||
|
|
@ -141,42 +136,18 @@ namespace HeavenStudio.Editor
|
|||
switch (type)
|
||||
{
|
||||
case EntityTypes.Integer integer:
|
||||
slider.onValueChanged.AddListener(
|
||||
_ =>
|
||||
{
|
||||
UpdateCollapse((int)slider.value);
|
||||
}
|
||||
);
|
||||
|
||||
inputField.onEndEdit.AddListener(
|
||||
_ =>
|
||||
{
|
||||
UpdateCollapse((int)slider.value);
|
||||
}
|
||||
);
|
||||
slider.onValueChanged.AddListener(_ => UpdateCollapse((int)slider.value));
|
||||
inputField.onEndEdit.AddListener(_ => UpdateCollapse((int)slider.value));
|
||||
|
||||
UpdateCollapse((int)slider.value);
|
||||
|
||||
break;
|
||||
|
||||
case EntityTypes.Float fl:
|
||||
slider.onValueChanged.AddListener(
|
||||
_ =>
|
||||
{
|
||||
var newValue = (float)Math.Round(slider.value, 4);
|
||||
UpdateCollapse(newValue);
|
||||
}
|
||||
);
|
||||
slider.onValueChanged.AddListener(newVal => UpdateCollapse((float)Math.Round(newVal, 4)));
|
||||
inputField.onEndEdit.AddListener(_ => UpdateCollapse(slider.value));
|
||||
|
||||
var newValue = (float)Math.Round(slider.value, 4);
|
||||
UpdateCollapse(newValue);
|
||||
|
||||
inputField.onEndEdit.AddListener(
|
||||
_ =>
|
||||
{
|
||||
UpdateCollapse(slider.value);
|
||||
}
|
||||
);
|
||||
UpdateCollapse((float)Math.Round(slider.value, 4));
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
|
|||
|
|
@ -21,13 +21,13 @@ namespace HeavenStudio.Editor
|
|||
|
||||
private string _defaultValue;
|
||||
|
||||
new public void SetProperties(string propertyName, object type, string caption)
|
||||
public override void SetProperties(string propertyName, object type, string caption)
|
||||
{
|
||||
InitProperties(propertyName, caption);
|
||||
base.SetProperties(propertyName, type, caption);
|
||||
|
||||
_defaultValue = (string)type;
|
||||
|
||||
inputFieldString.text = (string) parameterManager.entity[propertyName];
|
||||
inputFieldString.text = (string)entity[propertyName];
|
||||
|
||||
inputFieldString.onSelect.AddListener(
|
||||
_ =>
|
||||
|
|
@ -36,21 +36,14 @@ namespace HeavenStudio.Editor
|
|||
inputFieldString.onValueChanged.AddListener(
|
||||
_ =>
|
||||
{
|
||||
parameterManager.entity[propertyName] = inputFieldString.text;
|
||||
if (inputFieldString.text != _defaultValue)
|
||||
{
|
||||
this.caption.text = _captionText + "*";
|
||||
}
|
||||
else
|
||||
{
|
||||
this.caption.text = _captionText;
|
||||
}
|
||||
entity[propertyName] = inputFieldString.text;
|
||||
this.caption.text = (inputFieldString.text != _defaultValue) ? (_captionText + "*") : _captionText;
|
||||
}
|
||||
);
|
||||
|
||||
inputFieldString.onEndEdit.AddListener(
|
||||
_ =>
|
||||
{;
|
||||
{
|
||||
Editor.instance.editingInputField = false;
|
||||
}
|
||||
);
|
||||
|
|
@ -63,16 +56,15 @@ namespace HeavenStudio.Editor
|
|||
|
||||
public override void SetCollapses(object type)
|
||||
{
|
||||
inputFieldString.onValueChanged.AddListener(
|
||||
_ =>
|
||||
{
|
||||
UpdateCollapse(inputFieldString.text);
|
||||
});
|
||||
inputFieldString.onValueChanged.AddListener(newVal => UpdateCollapse(newVal));
|
||||
UpdateCollapse(inputFieldString.text);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (entity[propertyName] != inputFieldString.text) {
|
||||
inputFieldString.text =entity[propertyName];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -888,23 +888,18 @@ namespace HeavenStudio.Editor.Track
|
|||
{
|
||||
for (int i = 0; i < ep.Count; i++)
|
||||
{
|
||||
object returnVal = ep[i].parameter;
|
||||
object returnVal = ep[i].parameter switch {
|
||||
EntityTypes.Integer intVal => intVal.val,
|
||||
EntityTypes.Float floatVal => floatVal.val,
|
||||
EntityTypes.Button buttonVal => buttonVal.defaultLabel,
|
||||
EntityTypes.Dropdown ddVal => new EntityTypes.DropdownObj(ddVal),
|
||||
_ => ep[i].parameter,
|
||||
};
|
||||
|
||||
var propertyType = returnVal.GetType();
|
||||
if (propertyType == typeof(EntityTypes.Integer))
|
||||
{
|
||||
returnVal = ((EntityTypes.Integer)ep[i].parameter).val;
|
||||
}
|
||||
else if (propertyType == typeof(EntityTypes.Float))
|
||||
{
|
||||
returnVal = ((EntityTypes.Float)ep[i].parameter).val;
|
||||
}
|
||||
else if (propertyType.IsEnum)
|
||||
{
|
||||
if (returnVal.GetType().IsEnum) {
|
||||
returnVal = (int)ep[i].parameter;
|
||||
}
|
||||
|
||||
//tempEntity[ep[i].propertyName] = returnVal;
|
||||
tempEntity.CreateProperty(ep[i].propertyName, returnVal);
|
||||
}
|
||||
}
|
||||
|
|
@ -956,7 +951,14 @@ namespace HeavenStudio.Editor.Track
|
|||
|
||||
foreach (RiqEntity entity in original)
|
||||
{
|
||||
CopiedEntities.Add(entity.DeepCopy());
|
||||
var newEntity = entity.DeepCopy();
|
||||
// there's gotta be a better way to do this. i just don't know how... -AJ
|
||||
foreach ((var key, var value) in new Dictionary<string, dynamic>(newEntity.dynamicData)) {
|
||||
if (value is EntityTypes.DropdownObj dd) {
|
||||
newEntity[key] = new EntityTypes.DropdownObj(dd.value, dd.Values);
|
||||
}
|
||||
}
|
||||
CopiedEntities.Add(newEntity);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -388,20 +388,19 @@ namespace HeavenStudio.Editor.Track
|
|||
}
|
||||
else if (Input.GetMouseButton(2))
|
||||
{
|
||||
// var mgs = EventCaller.instance.minigames;
|
||||
string[] datamodels = entity.datamodel.Split('/');
|
||||
Debug.Log("Selected entity's datamodel : " + entity.datamodel);
|
||||
|
||||
bool isSwitchGame = datamodels[1] == "switchGame";
|
||||
// int gameIndex = mgs.FindIndex(c => c.name == datamodels[isSwitchGame ? 2 : 0]);
|
||||
int block = isSwitchGame ? 0 : EventCaller.instance.minigames[datamodels[isSwitchGame ? 2 : 0]].actions.FindIndex(c => c.actionName == datamodels[1]) + 1;
|
||||
var game = EventCaller.instance.minigames[datamodels[isSwitchGame ? 2 : 0]];
|
||||
int block = isSwitchGame ? 0 : game.actions.FindIndex(c => c.actionName == datamodels[1]) + 1;
|
||||
|
||||
if (!isSwitchGame)
|
||||
{
|
||||
// hardcoded stuff
|
||||
// needs to happen because hidden blocks technically change the event index
|
||||
if (datamodels[0] == "gameManager") block -= 2;
|
||||
else if (datamodels[0] is "countIn" or "vfx") block -= 1;
|
||||
if (game.fxOnly) block--;
|
||||
if (datamodels[0] == "gameManager") block --;
|
||||
}
|
||||
|
||||
GridGameSelector.instance.SelectGame(datamodels[isSwitchGame ? 2 : 0], block);
|
||||
|
|
|
|||
|
|
@ -71,8 +71,15 @@ namespace HeavenStudio.Editor
|
|||
private void OnEnterPrivate(string tooltipText, string altTooltipText)
|
||||
{
|
||||
group.alpha = 1;
|
||||
SetText(tooltipText);
|
||||
Editor.instance.tooltipText.text = altTooltipText.Replace("\n","");
|
||||
|
||||
text.text = tooltipText;
|
||||
text.ForceMeshUpdate();
|
||||
|
||||
Vector2 textSize = text.GetRenderedValues(false);
|
||||
Vector2 paddingSize = new Vector2(8, 8);
|
||||
|
||||
background.sizeDelta = textSize + paddingSize;
|
||||
Editor.instance.tooltipText.text = altTooltipText.Replace("\n", "");
|
||||
Editor.instance.tooltipText.ForceMeshUpdate();
|
||||
}
|
||||
|
||||
|
|
@ -92,10 +99,9 @@ namespace HeavenStudio.Editor
|
|||
background.sizeDelta = textSize + paddingSize;
|
||||
}
|
||||
|
||||
public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = "")
|
||||
public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = null)
|
||||
{
|
||||
if (altTooltipText == "")
|
||||
altTooltipText = tooltipText;
|
||||
altTooltipText ??= tooltipText;
|
||||
|
||||
EventTrigger et = g.AddComponent<EventTrigger>();
|
||||
|
||||
|
|
|
|||
|
|
@ -5,7 +5,6 @@ using Cysharp.Threading.Tasks;
|
|||
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using DG.Tweening;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.Editor.Track;
|
||||
|
|
@ -15,9 +14,10 @@ using Jukebox;
|
|||
using SatorImaging.UnitySourceGenerator;
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEngine.Assertions.Must;
|
||||
using Newtonsoft.Json.Linq;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
|
|
@ -267,6 +267,13 @@ namespace HeavenStudio
|
|||
e.dynamicData[param.propertyName] = (int)e[param.propertyName];
|
||||
else if (type == typeof(EntityTypes.Float))
|
||||
e.dynamicData[param.propertyName] = (float)e[param.propertyName];
|
||||
else if (type == typeof(EntityTypes.Button))
|
||||
e.dynamicData[param.propertyName] = (string)e[param.propertyName];
|
||||
else if (type == typeof(EntityTypes.Dropdown)) {
|
||||
JValue value = e[param.propertyName]["value"];
|
||||
JArray values = e[param.propertyName]["Values"];
|
||||
e.dynamicData[param.propertyName] = new EntityTypes.DropdownObj((int)value, values.Select(x => (string)x).ToList());
|
||||
}
|
||||
else if (type == typeof(EntityTypes.Resource))
|
||||
e.dynamicData[param.propertyName] = (EntityTypes.Resource)e[param.propertyName];
|
||||
else if (type.IsEnum)
|
||||
|
|
@ -635,11 +642,10 @@ namespace HeavenStudio
|
|||
/// <param name="function"><para>What the block does when read during playback</para>
|
||||
/// <para>Only does this if the game that it is associated with is loaded.</para></param>
|
||||
/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
|
||||
/// <param name="prescheduleFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
|
||||
/// <param name="preFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
|
||||
/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
|
||||
/// <param name="preFunction">Runs two beats before this event is reached.</param>
|
||||
/// <param name="priority">Priority of this event. Higher priority events will be run first.</param>
|
||||
public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false, EventCallback preFunction = null, int priority = 0, float preFunctionLength = 2.0f)
|
||||
public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback preFunction = null, bool hidden = false, int priority = 0, float preFunctionLength = 2.0f)
|
||||
{
|
||||
this.actionName = actionName;
|
||||
if (displayName == String.Empty) this.displayName = actionName;
|
||||
|
|
@ -651,7 +657,7 @@ namespace HeavenStudio
|
|||
|
||||
this.function = function ?? delegate { };
|
||||
this.inactiveFunction = inactiveFunction ?? delegate { };
|
||||
this.preFunction = prescheduleFunction ?? delegate { };
|
||||
this.preFunction = preFunction ?? delegate { };
|
||||
this.priority = priority;
|
||||
this.preFunctionLength = preFunctionLength;
|
||||
}
|
||||
|
|
@ -674,7 +680,7 @@ namespace HeavenStudio
|
|||
{
|
||||
public string propertyName;
|
||||
public object parameter;
|
||||
public string propertyCaption;
|
||||
public string caption;
|
||||
public string tooltip;
|
||||
public List<CollapseParam> collapseParams;
|
||||
|
||||
|
|
@ -683,12 +689,12 @@ namespace HeavenStudio
|
|||
/// </summary>
|
||||
/// <param name="propertyName">The name of the variable that's being changed.</param>
|
||||
/// <param name="parameter">The value of the parameter</param>
|
||||
/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
|
||||
public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "", List<CollapseParam> collapseParams = null)
|
||||
/// <param name="caption">The name shown in the editor. Can be anything you want.</param>
|
||||
public Param(string propertyName, object parameter, string caption, string tooltip = "", List<CollapseParam> collapseParams = null)
|
||||
{
|
||||
this.propertyName = propertyName;
|
||||
this.parameter = parameter;
|
||||
this.propertyCaption = propertyCaption;
|
||||
this.caption = caption;
|
||||
this.tooltip = tooltip;
|
||||
this.collapseParams = collapseParams;
|
||||
}
|
||||
|
|
@ -702,7 +708,7 @@ namespace HeavenStudio
|
|||
/// </summary>
|
||||
/// <param name="collapseOn">What values should make it collapse/uncollapse?</param>
|
||||
/// <param name="collapseables">IDs of the parameters to collapse</param>
|
||||
public CollapseParam(Func<object, RiqEntity, bool> collapseOn, string[] collapseables)
|
||||
public CollapseParam(Func<object, RiqEntity, bool> collapseOn, params string[] collapseables)
|
||||
{
|
||||
CollapseOn = collapseOn;
|
||||
this.collapseables = collapseables;
|
||||
|
|
@ -758,19 +764,36 @@ namespace HeavenStudio
|
|||
|
||||
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
|
||||
{
|
||||
new GameAction("count-in", "Count-In", 4f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("alt", false, "Alt", "Set the type of sounds to use for the count-in."),
|
||||
new Param("go", false, "Go!", "Toggle to end the count-in with \"Go!\""),
|
||||
},
|
||||
preFunction : delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
SoundEffects.CountIn(e.beat, e.length, e["alt"], e["go"]);
|
||||
}
|
||||
),
|
||||
new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
|
||||
},
|
||||
delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); }
|
||||
delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]);
|
||||
}
|
||||
),
|
||||
new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
|
||||
},
|
||||
delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); }
|
||||
delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]);
|
||||
}
|
||||
),
|
||||
new GameAction("count", "Count", 1f, false,
|
||||
new List<Param>()
|
||||
|
|
@ -778,13 +801,16 @@ namespace HeavenStudio
|
|||
new Param("type", SoundEffects.CountNumbers.One, "Type", "Set the number to say."),
|
||||
new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.")
|
||||
},
|
||||
delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); }
|
||||
delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
SoundEffects.Count(e["type"], e["toggle"]);
|
||||
}
|
||||
),
|
||||
new GameAction("cowbell", "Cowbell",
|
||||
function: delegate { SoundEffects.Cowbell(); }
|
||||
),
|
||||
new GameAction("ready!", "Ready!", 2f, true,
|
||||
function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }
|
||||
function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, (e.length / 2f)); }
|
||||
),
|
||||
new GameAction("and", "And", 0.5f,
|
||||
function: delegate { SoundEffects.And(); }
|
||||
|
|
@ -816,7 +842,7 @@ namespace HeavenStudio
|
|||
|
||||
new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
|
||||
{
|
||||
new GameAction("flash", "Flash", 1f, true,
|
||||
new GameAction("flash", "Flash/Fade", 1f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
|
||||
|
|
@ -853,7 +879,7 @@ namespace HeavenStudio
|
|||
{
|
||||
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."),
|
||||
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
|
||||
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Set the position on the Z axis."),
|
||||
new Param("valC", new EntityTypes.Float(-250, 250, 10), "In / Out", "Set the position on the Z axis."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
|
||||
}
|
||||
|
|
@ -883,8 +909,8 @@ namespace HeavenStudio
|
|||
),
|
||||
new GameAction("scale view", "Scale Viewport", 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Set the width of the viewport."),
|
||||
new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Set the height of the viewport."),
|
||||
new Param("valA", new EntityTypes.Float(-50f, 50, 1), "Width", "Set the width of the viewport."),
|
||||
new Param("valB", new EntityTypes.Float(-50f, 50, 1), "Height", "Set the height of the viewport."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
|
||||
}
|
||||
|
|
@ -894,10 +920,10 @@ namespace HeavenStudio
|
|||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("x1", new EntityTypes.Float(0f, 50f, 1f), "Start Width", "Set the width at the start of the event."),
|
||||
new("x2", new EntityTypes.Float(0f, 50f, 1f), "End Width", "Set the width at the end of the event."),
|
||||
new("y1", new EntityTypes.Float(0f, 50f, 1f), "Start Height", "Set the height at the start of the event."),
|
||||
new("y2", new EntityTypes.Float(0f, 50f, 1f), "End Height", "Set the height at the end of the event."),
|
||||
new("x1", new EntityTypes.Float(-50f, 50f, 1f), "Start Width", "Set the width at the start of the event."),
|
||||
new("x2", new EntityTypes.Float(-50f, 50f, 1f), "End Width", "Set the width at the end of the event."),
|
||||
new("y1", new EntityTypes.Float(-50f, 50f, 1f), "Start Height", "Set the height at the start of the event."),
|
||||
new("y2", new EntityTypes.Float(-50f, 50f, 1f), "End Height", "Set the height at the end of the event."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "x1", "y1" })
|
||||
|
|
@ -1111,7 +1137,7 @@ namespace HeavenStudio
|
|||
new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the amount of horizontal tiles at the end of the event."),
|
||||
new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the amount of vertical tiles at the start of the event."),
|
||||
new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the amount of vertical tiles at the end of the event."),
|
||||
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
|
||||
new("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xStart", "yStart" })
|
||||
|
|
@ -1127,7 +1153,7 @@ namespace HeavenStudio
|
|||
new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll", "Set the horizontal scroll at the end of the event."),
|
||||
new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll", "Set the vertical scroll at the start of the event."),
|
||||
new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll", "Set the vertical scroll at the end of the event."),
|
||||
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
|
||||
new("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xScrollStart", "yScrollStart" })
|
||||
|
|
@ -1135,6 +1161,107 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
}),
|
||||
|
||||
new Minigame("advanced", "Advanced", "", false, true, new List<GameAction>()
|
||||
{
|
||||
new GameAction("play animation", "Play Animation", 0.5f, false,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("getAnimators", new EntityTypes.Button("No Game", e => {
|
||||
var gm = GameManager.instance;
|
||||
Minigame game = gm.GetGameInfo(gm.currentGame);
|
||||
if (game != null) {
|
||||
Animator[] animators = gm.minigameObj.transform.GetComponentsInChildren<Animator>();
|
||||
// not in an update loop so it's fine :3
|
||||
((EntityTypes.DropdownObj)e["animator"]).SetValues(animators.Select(anim => {
|
||||
Transform obj = anim.transform;
|
||||
List<string> path = new() { obj.name };
|
||||
for (int i = 0; i < 10; i++) // not a while loop because i don't trust myself
|
||||
{
|
||||
if (obj.parent.name == game.name || obj.parent == null) break;
|
||||
obj = obj.parent;
|
||||
path.Insert(0, obj.name);
|
||||
}
|
||||
return string.Join('/', path);
|
||||
}).ToList());
|
||||
}
|
||||
return game?.displayName ?? "No Game";
|
||||
}), "Get Animators", "Get all the animators in the current minigame scene. (Make sure to have the minigame you want loaded!)", new() {
|
||||
new((x, _) => (string)x != "No Game", "animator", "getAnimations")
|
||||
}),
|
||||
new Param("animator", new EntityTypes.Dropdown(), "Animator", "Specify which animator in the scene to play an animation on."),
|
||||
new Param("getAnimations", new EntityTypes.Button("", e => {
|
||||
var gm = GameManager.instance;
|
||||
Minigame game = gm.GetGameInfo(gm.currentGame);
|
||||
string animPath = ((EntityTypes.DropdownObj)e["animator"]).CurrentValue;
|
||||
Animator animator = null;
|
||||
if (!string.IsNullOrEmpty(animPath)) {
|
||||
var animObj = gm.minigameObj.transform.Find(animPath);
|
||||
if (animObj != null && animObj.TryGetComponent(out animator) && animator != null) {
|
||||
List<string> animationClips = new();
|
||||
foreach (var clip in animator.runtimeAnimatorController.animationClips) {
|
||||
if (clip != null) {
|
||||
animationClips.Add(clip.name);
|
||||
}
|
||||
}
|
||||
((EntityTypes.DropdownObj)e["animation"]).SetValues(animationClips);
|
||||
}
|
||||
}
|
||||
return animator != null ? animator.name : "";
|
||||
}), "Get Animations", "Get all the animations in the selected animator.", new() {
|
||||
new((x, _) => (string)x != "", "animation", "scale")
|
||||
}),
|
||||
new Param("animation", new EntityTypes.Dropdown(), "Animation", "Specify the name of the animation to play."),
|
||||
new Param("scale", new EntityTypes.Float(0, 5, 0.5f), "Animation Scale", "The time scale of the animation. Higher values are faster."),
|
||||
},
|
||||
delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
GameManager.instance.PlayAnimationArbitrary(e["animator"].CurrentValue, e["animation"].CurrentValue, e["scale"]);
|
||||
}
|
||||
),
|
||||
new GameAction("play sfx", "Play SFX", 0.5f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("game", new EntityTypes.Dropdown(), "Which Game", "Specify the game's sfx to play. An empty input will play global sfx."),
|
||||
new Param("getSfx", new EntityTypes.Button("", e => {
|
||||
string gameName = ((EntityTypes.DropdownObj)e["game"]).CurrentValue;
|
||||
List<string> clips;
|
||||
if (eventCaller.minigames.TryGetValue(gameName, out Minigame game) && game != null) {
|
||||
IEnumerable<AudioClip> audioClips = game.GetCommonAssetBundle().LoadAllAssets<AudioClip>();
|
||||
var localAssBun = game.GetLocalizedAssetBundle();
|
||||
if (localAssBun != null) {
|
||||
audioClips = audioClips.Concat(localAssBun.LoadAllAssets<AudioClip>());
|
||||
}
|
||||
clips = audioClips.Select(x => x.name).ToList();
|
||||
} else {
|
||||
// this is probably the best way to do it?
|
||||
clips = new() { "applause", "metronome", "miss", "nearMiss", "perfectMiss", "skillStar" };
|
||||
}
|
||||
clips.Sort((s1, s2) => s1.CompareTo(s2));
|
||||
EntityTypes.DropdownObj sfxDD = e["sfxName"];
|
||||
sfxDD.SetValues(clips);
|
||||
return clips.Count > 0 ? (game != null ? game.displayName : "Common") : "Empty!";
|
||||
}), "Get SFX", "Get all the sfx in the selected minigame."),
|
||||
new Param("sfxName", new EntityTypes.Dropdown(), "SFX Name", "The name of the sfx to play."),
|
||||
new Param("useSemitones", false, "Use Semitones", "Toggle to use semitones instead of straight pitch.", new() {
|
||||
new((x, e) => (bool)x, "semitones", "cents"),
|
||||
new((x, e) => !(bool)x, "pitch"),
|
||||
}),
|
||||
new Param("semitones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The semitones of the sfx."),
|
||||
new Param("cents", new EntityTypes.Integer(-100, 100, 0), "Cents", "The cents of the sfx."),
|
||||
new Param("pitch", new EntityTypes.Float(0, 5, 1), "Pitch", "The pitch of the sfx."),
|
||||
new Param("volume", new EntityTypes.Float(0, 2, 1), "Volume", "The volume of the sfx."),
|
||||
new Param("offset", new EntityTypes.Integer(-500, 500), "Offset (ms)", "The offset of the sfx in milliseconds."),
|
||||
new Param("loop", false, "Loop", "Loop the sfx for the length of the block."),
|
||||
},
|
||||
preFunction : delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
float pitch = e["pitch"];
|
||||
if (e["useSemitones"]) pitch = SoundByte.GetPitchFromCents((e["semitones"] * 100) + e["cents"], false);
|
||||
GameManager.PlaySFXArbitrary(e.beat, e.length, e["game"].CurrentValue, e["sfxName"].CurrentValue, pitch, e["volume"], e["loop"], e["offset"]);
|
||||
}
|
||||
),
|
||||
}),
|
||||
};
|
||||
|
||||
foreach (var game in defaultGames)
|
||||
|
|
@ -1143,6 +1270,10 @@ namespace HeavenStudio
|
|||
}
|
||||
|
||||
LoadMinigames(eventCaller);
|
||||
|
||||
// im so sorry
|
||||
eventCaller.minigames["advanced"].actions
|
||||
.Find(a => a.actionName == "play sfx").parameters[0].parameter = new EntityTypes.Dropdown(0, new string[] { "common" }.Concat(eventCaller.minigames.Keys.Skip(defaultGames.Count)).ToArray());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -29,7 +29,7 @@ namespace HeavenStudio.Common
|
|||
GlobalGameManager.DEFAULT_SCREEN_SIZES[1].width,
|
||||
GlobalGameManager.DEFAULT_SCREEN_SIZES[1].height,
|
||||
0.8f,
|
||||
512,
|
||||
340,
|
||||
48000,
|
||||
true,
|
||||
true,
|
||||
|
|
@ -37,6 +37,7 @@ namespace HeavenStudio.Common
|
|||
true,
|
||||
false,
|
||||
true,
|
||||
true,
|
||||
true
|
||||
);
|
||||
|
||||
|
|
@ -119,7 +120,7 @@ namespace HeavenStudio.Common
|
|||
int resolutionWidth = 1280,
|
||||
int resolutionHeight = 720,
|
||||
float masterVolume = 0.8f,
|
||||
int dspSize = 512,
|
||||
int dspSize = 340,
|
||||
int sampleRate = 44100,
|
||||
bool editorCursorEnable = true,
|
||||
bool discordRPCEnable = true,
|
||||
|
|
@ -130,7 +131,8 @@ namespace HeavenStudio.Common
|
|||
bool letterboxBgEnable = true,
|
||||
bool letterboxFxEnable = true,
|
||||
int editorScale = 0,
|
||||
bool scaleWScreenSize = false
|
||||
bool scaleWScreenSize = false,
|
||||
bool showParamTooltips = true
|
||||
)
|
||||
{
|
||||
this.showSplash = showSplash;
|
||||
|
|
@ -151,6 +153,7 @@ namespace HeavenStudio.Common
|
|||
this.discordRPCEnable = true;
|
||||
this.editorScale = editorScale;
|
||||
this.scaleWScreenSize = scaleWScreenSize;
|
||||
this.showParamTooltips = showParamTooltips;
|
||||
|
||||
this.perfectChallengeType = perfectChallengeType;
|
||||
this.isMedalOn = isMedalOn;
|
||||
|
|
@ -190,6 +193,8 @@ namespace HeavenStudio.Common
|
|||
public bool discordRPCEnable;
|
||||
public int editorScale;
|
||||
public bool scaleWScreenSize;
|
||||
public bool showParamTooltips;
|
||||
// public bool showCornerTooltips;
|
||||
|
||||
// Gameplay Settings
|
||||
public PerfectChallengeType perfectChallengeType;
|
||||
|
|
|
|||
|
|
@ -8,17 +8,19 @@ namespace HeavenStudio.Editor
|
|||
{
|
||||
public class EditorSettings : TabsContent
|
||||
{
|
||||
public Toggle cursorCheckbox;
|
||||
public Toggle discordRPCCheckbox;
|
||||
public Button editorScaleDecre, editorScaleIncre;
|
||||
public Toggle scaleWSS;
|
||||
[SerializeField] Toggle cursorCheckbox;
|
||||
[SerializeField] Toggle discordRPCCheckbox;
|
||||
[SerializeField] Button editorScaleDecre, editorScaleIncre;
|
||||
[SerializeField] Toggle scaleWSS;
|
||||
[SerializeField] Toggle paramTooltipsToggle;
|
||||
// [SerializeField] Toggle cornerTooltipsToggle;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
cursorCheckbox.isOn = PersistentDataManager.gameSettings.editorCursorEnable;
|
||||
discordRPCCheckbox.isOn = PersistentDataManager.gameSettings.discordRPCEnable;
|
||||
scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize;
|
||||
|
||||
paramTooltipsToggle.isOn = PersistentDataManager.gameSettings.showParamTooltips;
|
||||
|
||||
SetDecreIncreInteractable();
|
||||
}
|
||||
|
|
@ -41,12 +43,7 @@ namespace HeavenStudio.Editor
|
|||
|
||||
public override void OnOpenTab()
|
||||
{
|
||||
cursorCheckbox.isOn = PersistentDataManager.gameSettings.editorCursorEnable;
|
||||
discordRPCCheckbox.isOn = PersistentDataManager.gameSettings.discordRPCEnable;
|
||||
scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize;
|
||||
|
||||
|
||||
SetDecreIncreInteractable();
|
||||
Start();
|
||||
}
|
||||
|
||||
public override void OnCloseTab()
|
||||
|
|
@ -59,6 +56,16 @@ namespace HeavenStudio.Editor
|
|||
scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize;
|
||||
}
|
||||
|
||||
public void OnParamTooltipsChanged()
|
||||
{
|
||||
PersistentDataManager.gameSettings.showParamTooltips = paramTooltipsToggle.isOn;
|
||||
}
|
||||
|
||||
// public void OnCornerTooltipsChanged()
|
||||
// {
|
||||
// PersistentDataManager.gameSettings.showParamTooltips = cornerTooltipsToggle.isOn;
|
||||
// }
|
||||
|
||||
public void OnEditorScaleDecre()
|
||||
{
|
||||
PersistentDataManager.gameSettings.editorScale--;
|
||||
|
|
|
|||
|
|
@ -43,6 +43,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader RvlBoardMeetingLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbBonOdoriLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader AgbBonOdoriLoader failed!");
|
||||
}
|
||||
|
||||
game = NtrFlickLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
@ -53,6 +63,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader NtrFlickLoader failed!");
|
||||
}
|
||||
|
||||
game = PcoCanneryLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader PcoCanneryLoader failed!");
|
||||
}
|
||||
|
||||
game = CtrCatchLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
@ -83,6 +103,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader AgbClapLoader failed!");
|
||||
}
|
||||
|
||||
game = RvlClapTrapLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader RvlClapTrapLoader failed!");
|
||||
}
|
||||
|
||||
game = NtrCoinLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
@ -243,6 +273,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader NtrBackbeatLoader failed!");
|
||||
}
|
||||
|
||||
game = CtrLumBEARjackLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader CtrLumBEARjackLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbMannequinFactoryLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
@ -313,6 +353,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader ntrMunchyMonkLoader failed!");
|
||||
}
|
||||
|
||||
game = PcoNailLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader PcoNailLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbNightWalkLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
@ -352,7 +402,6 @@ namespace HeavenStudio
|
|||
{
|
||||
Debug.LogWarning("Game loader AgbQuizShowLoader failed!");
|
||||
}
|
||||
|
||||
game = NtrPingpongLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
@ -373,6 +422,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader PcoSomenLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbRhythmTestGBALoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader AgbRhythmTestGBALoader failed!");
|
||||
}
|
||||
|
||||
game = AgbHairLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
@ -423,6 +482,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader RvlSeeSawLoader failed!");
|
||||
}
|
||||
|
||||
game = NtrSlotMonsterLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader NtrSlotMonsterLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbGhostLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
@ -473,6 +542,16 @@ namespace HeavenStudio
|
|||
Debug.LogWarning("Game loader NtrSplashdownLoader failed!");
|
||||
}
|
||||
|
||||
game = CtrSumouLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader CtrSumouLoader failed!");
|
||||
}
|
||||
|
||||
game = RvlTambourineLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,9 +1,9 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using System.Linq;
|
||||
using Jukebox;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
|
|
@ -29,7 +29,7 @@ namespace HeavenStudio
|
|||
public float val;
|
||||
public float max;
|
||||
|
||||
public Float(float min, float max, float val = 0f)
|
||||
public Float(float min, float max, float val = 0)
|
||||
{
|
||||
this.min = min;
|
||||
this.val = val;
|
||||
|
|
@ -37,6 +37,84 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
|
||||
// this will eventually replace Float and Integer
|
||||
public struct Number
|
||||
{
|
||||
public float snap;
|
||||
public float min;
|
||||
public float val;
|
||||
public float max;
|
||||
|
||||
public Number(float snap, float min, float max, float val = 0)
|
||||
{
|
||||
this.snap = snap;
|
||||
this.min = min;
|
||||
this.val = val;
|
||||
this.max = max;
|
||||
}
|
||||
|
||||
public Number(float min, float max, float val = 0)
|
||||
{
|
||||
this.snap = 0.001f;
|
||||
this.min = min;
|
||||
this.val = val;
|
||||
this.max = max;
|
||||
}
|
||||
}
|
||||
|
||||
public struct Button
|
||||
{
|
||||
public string defaultLabel;
|
||||
public Func<RiqEntity, string> onClick;
|
||||
|
||||
public Button(string defaultLabel, Func<RiqEntity, string> onClick)
|
||||
{
|
||||
this.defaultLabel = defaultLabel;
|
||||
this.onClick = onClick;
|
||||
}
|
||||
}
|
||||
|
||||
public struct Dropdown
|
||||
{
|
||||
public int defaultValue;
|
||||
public List<string> values;
|
||||
|
||||
public Dropdown(int defaultValue = 0, params string[] values)
|
||||
{
|
||||
this.defaultValue = defaultValue;
|
||||
this.values = values.ToList();
|
||||
}
|
||||
}
|
||||
|
||||
public class DropdownObj
|
||||
{
|
||||
public void SetValues(List<string> values)
|
||||
{
|
||||
Values = values ?? new();
|
||||
onValueChanged?.Invoke(values);
|
||||
}
|
||||
public int value;
|
||||
public List<string> Values { get; private set; }
|
||||
[JsonIgnore] public string CurrentValue => value < Values?.Count ? Values?[value] : null;
|
||||
[JsonIgnore] public Action<List<string>> onValueChanged;
|
||||
|
||||
public DropdownObj(int defaultValue = 0, List<string> values = null)
|
||||
{
|
||||
value = defaultValue;
|
||||
Values = values ?? new();
|
||||
|
||||
onValueChanged = null;
|
||||
}
|
||||
|
||||
public DropdownObj(Dropdown dd)
|
||||
{
|
||||
value = dd.defaultValue;
|
||||
Values = dd.values ?? new();
|
||||
|
||||
onValueChanged = null;
|
||||
}
|
||||
}
|
||||
|
||||
public struct Resource
|
||||
{
|
||||
public enum ResourceType
|
||||
|
|
|
|||
|
|
@ -3,7 +3,6 @@ using System.Collections.Generic;
|
|||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Cysharp.Threading.Tasks.Triggers;
|
||||
|
||||
namespace HeavenStudio.Util
|
||||
{
|
||||
|
|
@ -36,12 +35,15 @@ namespace HeavenStudio.Util
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
|
||||
public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false)
|
||||
{
|
||||
if (Conductor.instance == null) return null;
|
||||
return Play(sounds.ToList(), game, forcePlay);
|
||||
}
|
||||
|
||||
public static MultiSound Play(List<Sound> sounds, bool game = true, bool forcePlay = false)
|
||||
{
|
||||
if (Conductor.instance == null || sounds.Count < 1) return null;
|
||||
|
||||
List<Sound> sounds = snds.ToList();
|
||||
GameObject go = new GameObject("MultiSound");
|
||||
MultiSound ms = go.AddComponent<MultiSound>();
|
||||
|
||||
|
|
|
|||
|
|
@ -6,15 +6,25 @@ namespace HeavenStudio.Util
|
|||
{
|
||||
public static void PlayScaledAsync(this ParticleSystem particleSystem, float timeScale)
|
||||
{
|
||||
ParticleSystem.MainModule main = particleSystem.main;
|
||||
main.simulationSpeed = (1 / Conductor.instance.pitchedSecPerBeat) * timeScale;
|
||||
SetAsyncScaling(particleSystem, timeScale);
|
||||
particleSystem.Play();
|
||||
}
|
||||
|
||||
public static void SetAsyncScaling(this ParticleSystem particleSystem, float timeScale)
|
||||
{
|
||||
ParticleSystem.MainModule main = particleSystem.main;
|
||||
main.simulationSpeed = (1 / Conductor.instance.pitchedSecPerBeat) * timeScale;
|
||||
main.simulationSpeed = main.simulationSpeed / Conductor.instance.pitchedSecPerBeat * timeScale;
|
||||
}
|
||||
|
||||
public static void PlayScaledAsyncAllChildren(this ParticleSystem particleSystem, float timeScale)
|
||||
{
|
||||
particleSystem.PlayScaledAsync(timeScale);
|
||||
|
||||
foreach (var p in particleSystem.GetComponentsInChildren<ParticleSystem>())
|
||||
{
|
||||
if (p == particleSystem) continue;
|
||||
p.PlayScaledAsyncAllChildren(timeScale);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ namespace HeavenStudio.Util
|
|||
static AudioSource oneShotAudioSource;
|
||||
static int soundIdx = 0;
|
||||
|
||||
static Dictionary<string, AudioClip> audioClips = new Dictionary<string, AudioClip>();
|
||||
public static Dictionary<string, AudioClip> audioClips { get; private set; } = new Dictionary<string, AudioClip>();
|
||||
|
||||
public enum AudioType
|
||||
{
|
||||
|
|
@ -460,14 +460,9 @@ namespace HeavenStudio.Util
|
|||
/// </summary>
|
||||
public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic)
|
||||
{
|
||||
if (pitchToMusic)
|
||||
{
|
||||
return Mathf.Pow(2f, (1f / 12f) * semiTones) * Conductor.instance.musicSource.pitch;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Mathf.Pow(2f, (1f / 12f) * semiTones);
|
||||
}
|
||||
var newSemitones = Mathf.Pow(2f, (1f / 12f) * semiTones);
|
||||
if (pitchToMusic) newSemitones *= Conductor.instance.musicSource.pitch;
|
||||
return newSemitones;
|
||||
}
|
||||
/// <summary>
|
||||
/// Returns the semitones from a pitch.
|
||||
|
|
|
|||
|
|
@ -134,7 +134,7 @@ PlayerSettings:
|
|||
16:10: 1
|
||||
16:9: 1
|
||||
Others: 1
|
||||
bundleVersion: 1.0.2
|
||||
bundleVersion: 1.0.5
|
||||
preloadedAssets:
|
||||
- {fileID: 102900000, guid: 5348c08b82446e0478cee8bda6c02cfc, type: 3}
|
||||
metroInputSource: 0
|
||||
|
|
@ -158,11 +158,11 @@ PlayerSettings:
|
|||
applicationIdentifier:
|
||||
Standalone: com.RHeavenStudio.Heaven-Studio
|
||||
buildNumber:
|
||||
Standalone: 100002
|
||||
Standalone: 100005
|
||||
iPhone: 0
|
||||
tvOS: 0
|
||||
overrideDefaultApplicationIdentifier: 0
|
||||
AndroidBundleVersionCode: 100002
|
||||
AndroidBundleVersionCode: 100005
|
||||
AndroidMinSdkVersion: 22
|
||||
AndroidTargetSdkVersion: 0
|
||||
AndroidPreferredInstallLocation: 1
|
||||
|
|
|
|||
|
|
@ -17,6 +17,5 @@ MonoBehaviour:
|
|||
DenseViewWidthThreshold: 512
|
||||
_disableAutoReloadInBackground: 0
|
||||
ImportedScriptPaths:
|
||||
- Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
|
||||
PathsToSkipImportEvent: []
|
||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@
|
|||
</a>
|
||||
</p>
|
||||
|
||||
[](https://www.gnu.org/licenses/gpl-3.0)
|
||||
[](https://opensource.org/licenses/MIT)
|
||||
|
||||
[itch.io Page](https://rheavenstudio.itch.io/heaven-studio)
|
||||
|
||||
|
|
|
|||