finish ktb games

This commit is contained in:
minenice55 2023-09-23 15:49:49 -04:00
parent f53d68f22e
commit b425702df7
4 changed files with 259 additions and 121 deletions

View file

@ -1,4 +1,5 @@
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
@ -71,7 +72,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 4f,
resizable = true
},
new GameAction("bop", "Bop")
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
resizable = true,
@ -97,9 +98,9 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f
}
},
new List<string>() {"ntr", "keep"},
new List<string>() { "ntr", "keep" },
"rvlseal", "en",
new List<string>() {"en"}
new List<string>() { "en" }
);
}
}
@ -132,6 +133,7 @@ namespace HeavenStudio.Games
float lastCameraXPos;
float currentCameraXPos;
bool isWalking;
bool readyRoll;
public GameEvent bop = new GameEvent();
bool goBopFlip;
bool goBopTuck;
@ -182,6 +184,34 @@ namespace HeavenStudio.Games
}
public static FlipperFlop instance;
const int IAAltDownCat = 4;
protected static bool IA_TouchPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& (instance.IsExpectingInputNow(InputAction_Nrm) || !(instance.IsExpectingInputNow(InputAction_Alt) || instance.readyRoll));
}
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetSlide(out dt);
}
public static PlayerInput.InputAction InputAction_Alt =
new("RvlSealAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
public static PlayerInput.InputAction InputAction_Nrm =
new("RvlSealNrm", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadBasicPress, IA_TouchPress, IA_BatonBasicPress);
void Awake()
{
instance = this;
@ -203,7 +233,7 @@ namespace HeavenStudio.Games
private void Update()
{
var cond = Conductor.instance;
if(cond.isPlaying && !cond.isPaused)
if (cond.isPlaying && !cond.isPaused)
{
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
@ -221,14 +251,14 @@ namespace HeavenStudio.Games
isWalking = false;
}
}
if ((PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) || (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN)))
if ((PlayerInput.GetIsAction(InputAction_Nrm) && !IsExpectingInputNow(InputAction_Nrm)) || (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt)))
{
flipperPlayer.Flip(false, false, false, true);
}
if (queuedInputs.Count > 0)
{
foreach (var input in queuedInputs)
{
foreach (var input in queuedInputs)
{
QueueFlips(input.beat, input.length, input.roll, input.uh, input.thatsIt, input.appreciation, input.heart, input.thatsItBarberShop);
}
queuedInputs.Clear();
@ -301,7 +331,7 @@ namespace HeavenStudio.Games
public void ToggleTuck()
{
captainTuckAnim.gameObject.SetActive(!captainTuckAnim.gameObject.active);
captainTuckAnim.gameObject.SetActive(!captainTuckAnim.gameObject.activeSelf);
}
public void BumpIntoOtherSeal(bool toTheLeft)
@ -408,11 +438,12 @@ namespace HeavenStudio.Games
{
if (roll)
{
ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_ALT_DOWN, JustFlipperRoll, MissFlipperRoll, Nothing);
ScheduleInput(beat - 1, 1 + i, InputAction_Alt, JustFlipperRoll, MissFlipperRoll, Nothing);
queuedMovements.Add(beat + i);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - 0.5f, delegate { moveLeft = flippers[0].left;})
new BeatAction.Action(beat + i - NgEarlyTime() - 1.5, delegate { readyRoll = true; }),
new BeatAction.Action(beat + i - 0.5, delegate { moveLeft = flippers[0].left; readyRoll = true; }),
});
foreach (var flipper in flippers)
{
@ -469,9 +500,9 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit1");
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
}),
new BeatAction.Action(beat + i, delegate
{
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit2");
new BeatAction.Action(beat + i, delegate
{
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit2");
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
SoundByte.PlayOneShotGame(soundToPlay);
captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f);
@ -500,7 +531,7 @@ namespace HeavenStudio.Games
}
CaptainTuckBop();
SoundByte.PlayOneShotGame(voiceLine);
SoundByte.PlayOneShotGame(voiceLine);
}),
});
}
@ -556,7 +587,11 @@ namespace HeavenStudio.Games
}
else
{
ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing);
ScheduleInput(beat - 1, 1 + i, InputAction_Nrm, JustFlip, MissFlip, Nothing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - NgEarlyTime() - 1, delegate { readyRoll = false; }),
});
foreach (var flipper in flippers)
{
BeatAction.New(instance, new List<BeatAction.Action>()
@ -566,6 +601,13 @@ namespace HeavenStudio.Games
}
}
}
if (roll)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length + NgLateTime() - 1, delegate { readyRoll = false; }),
});
}
if (uh > 0 && flopCount != 4)
{
for (int i = 0; i < uh; i++)
@ -579,7 +621,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + length + i, delegate {
string voiceLineToPlay = voiceLine;
string failVoiceLineToPlay = failVoiceLine;
if (missed)
if (missed)
{
voiceLineToPlay = failVoiceLineToPlay;
currentCaptainBop = CaptainTuckBopType.Miss;
@ -592,14 +634,14 @@ namespace HeavenStudio.Games
}
CaptainTuckBop();
SoundByte.PlayOneShotGame(voiceLineToPlay);
SoundByte.PlayOneShotGame(voiceLineToPlay);
}),
});
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length + uh, delegate
{
new BeatAction.Action(beat + length + uh, delegate
{
AppreciationVoiceLine(beat + length + uh, appreciation, heart);
if (!missed && appreciation != (int)AppreciationType.None)
{
@ -611,7 +653,7 @@ namespace HeavenStudio.Games
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
}
CaptainTuckBop();
missed = false;
missed = false;
}),
new BeatAction.Action(beat + length + uh + 1f, delegate
{
@ -765,9 +807,9 @@ namespace HeavenStudio.Games
new MultiSound.Sound("flipperFlop/ding", beat + 1f),
}, forcePlay: true);
ScheduleInput(beat, 2, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing);
ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing);
ScheduleInput(beat, 3, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing);
ScheduleInput(beat, 2, InputAction_Nrm, JustFlip, MissFlip, Nothing);
ScheduleInput(beat, 2.5f, InputAction_Nrm, JustFlip, MissFlip, Nothing);
ScheduleInput(beat, 3, InputAction_Nrm, JustFlip, MissFlip, Nothing);
foreach (var flipper in flippers)
{
BeatAction.New(instance, new List<BeatAction.Action>()
@ -779,6 +821,7 @@ namespace HeavenStudio.Games
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3 - NgEarlyTime(), delegate {readyRoll = false; }),
new BeatAction.Action(beat + 2, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }),
new BeatAction.Action(beat + 3, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }),
});
@ -823,9 +866,9 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat - 0.25f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 0.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.0625f); }),
new BeatAction.Action(beat + 2f, delegate
{
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
new BeatAction.Action(beat + 2f, delegate
{
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
if (remix5)
{
foreach (var flipper in flippers)
@ -837,7 +880,7 @@ namespace HeavenStudio.Games
}),
new BeatAction.Action(beat + 2.25f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 2.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 3f, delegate
new BeatAction.Action(beat + 3f, delegate
{
if (remix5) return;
foreach (var flipper in flippers)
@ -1082,6 +1125,6 @@ namespace HeavenStudio.Games
missed = true;
}
public void Nothing(PlayerActionEvent caller) {}
public void Nothing(PlayerActionEvent caller) { }
}
}

View file

@ -1,18 +1,6 @@
//notes:
// BEFORE NEW PROPS
// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
// - see fan club for separate prefabs (cadets) [DONE]
// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
// AFTER NEW PROPS
// - testmod marching orders using speed
// - see space soccer, mr upbeat, tunnel for keep-the-beat codes
// - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
// - will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame)
// AFTER FEATURE COMPLETION
// - delete all notes once the minigame is considered feature-complete
using HeavenStudio.Common;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEditor;
@ -110,9 +98,9 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("faceTurnFast", "Fast Face Turn")
{
function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.FaceTurn(e.beat, e["direction"], true, e["point"]);
function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.FaceTurn(e.beat, e["direction"], true, e["point"]);
},
defaultLength = 3f,
parameters = new List<Param>()
@ -162,7 +150,7 @@ namespace HeavenStudio.Games.Loaders
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Sets the conveyor's trim color"),
}
},
new GameAction("forceMarching", "Force Marching")
{
preFunction = delegate {
@ -229,7 +217,6 @@ namespace HeavenStudio.Games
double lastMissBeat;
double lastReportedBeat;
public static double wantMarch = double.MinValue;
public enum Direction
{
@ -250,18 +237,76 @@ namespace HeavenStudio.Games
Custom,
}
const int IAAltDownCat = 4;
const int IALeft = 5;
const int IARight = 6;
protected static bool IA_PadLeft(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt);
}
protected static bool IA_BatonLeft(out double dt)
{
return PlayerInput.GetBatonDown(InputController.ActionsBaton.West, out dt);
}
protected static bool IA_TouchLeft(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt)
&& (instance.IsExpectingInputNow(InputAction_Left) || instance.IsExpectingInputNow(InputAction_Right));
}
protected static bool IA_PadRight(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
}
protected static bool IA_BatonRight(out double dt)
{
return PlayerInput.GetBatonDown(InputController.ActionsBaton.East, out dt);
}
protected static bool IA_TouchRight(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt)
&& (instance.IsExpectingInputNow(InputAction_Left) || instance.IsExpectingInputNow(InputAction_Right));
}
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_Alt);
}
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
public static PlayerInput.InputAction InputAction_Left =
new("AgbMarcherLeft", new int[] { IALeft, IALeft, IALeft },
IA_PadLeft, IA_TouchLeft, IA_BatonLeft);
public static PlayerInput.InputAction InputAction_Right =
new("AgbMarcherRight", new int[] { IARight, IARight, IARight },
IA_PadRight, IA_TouchRight, IA_BatonRight);
public static PlayerInput.InputAction InputAction_Alt =
new("AgbMarcherAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
void Awake()
{
instance = this;
for (int i = 0; i < BackgroundRecolorable.Length; i++) BackgroundRecolorable[i].color = i == 0 ? BGColor1 : BGColor2;
}
void Update()
{
for (int i = 0; i < BackgroundRecolorable.Length; i++) BackgroundRecolorable[i].color = i == 0 ? BGColor1 : BGColor2;
if (wantMarch != double.MinValue) {
if (wantMarch != double.MinValue)
{
queuedMarches.Add(wantMarch);
marchOtherCount =
marchPlayerCount = 0;
@ -269,17 +314,21 @@ namespace HeavenStudio.Games
wantMarch = double.MinValue;
}
if (goBop && Conductor.instance.ReportBeat(ref lastReportedBeat)) {
if (goBop && Conductor.instance.ReportBeat(ref lastReportedBeat))
{
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
CadetPlayer.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
}
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
if (queuedMarches.Count > 0) {
foreach (var march in queuedMarches) {
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
if (queuedMarches.Count > 0)
{
foreach (var march in queuedMarches)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(march, delegate {
ScheduleInput(march, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
ScheduleInput(march, 1f, InputAction_BasicPress, MarchHit, GenericMiss, Empty);
}),
new BeatAction.Action(march + 1, delegate {
marchOtherCount++;
@ -293,7 +342,8 @@ namespace HeavenStudio.Games
}
}
if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0))
{
foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
ConveyorGo[0].gameObject.transform.position = new Vector3(6.181f, -3.37f);
ConveyorGo[1].gameObject.transform.position = new Vector3(0, 0);
@ -301,23 +351,41 @@ namespace HeavenStudio.Games
// input stuff below
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
Miss();
marchPlayerCount++;
CadetPlayer.DoScaledAnimationAsync((marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"), 0.5f);
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
if (!(IsExpectingInputNow(InputAction_Alt)
|| IsExpectingInputNow(InputAction_Left)
|| IsExpectingInputNow(InputAction_Right)))
{
Miss();
marchPlayerCount++;
CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
}
}
else
{
Miss();
marchPlayerCount++;
CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
}
}
if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN)) {
if (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt))
{
Miss();
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
if (PlayerInput.GetSpecificDirectionDown((int) InputSystem.InputController.InputDirection.Left) && !IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN)) {
if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left))
{
Miss();
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
}
if (PlayerInput.GetSpecificDirectionDown((int) InputSystem.InputController.InputDirection.Right) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN)) {
if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right))
{
Miss();
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
}
@ -348,8 +416,8 @@ namespace HeavenStudio.Games
if (state <= -1f || state >= 1f) SoundByte.PlayOneShot("nearMiss");
else SoundByte.PlayOneShotGame("marchingOrders/turnActionPlayer");
CadetHeadPlayer.DoScaledAnimationAsync("Face"+dir, 0.5f);
if (shouldPoint) CadetPlayer.DoScaledAnimationAsync("Point"+dir, 0.5f);
CadetHeadPlayer.DoScaledAnimationAsync("Face" + dir, 0.5f);
if (shouldPoint) CadetPlayer.DoScaledAnimationAsync("Point" + dir, 0.5f);
}
public void GenericMiss(PlayerActionEvent caller)
@ -378,7 +446,7 @@ namespace HeavenStudio.Games
{
if (state <= -1f || state >= 1f) SoundByte.PlayOneShot("nearMiss");
else SoundByte.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
}
@ -386,8 +454,10 @@ namespace HeavenStudio.Games
{
goBop = autoBop;
shouldClap = clap;
if (shouldBop) {
for (int i = 0; i < length; i++) {
if (shouldBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate {
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
@ -404,13 +474,14 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
});
}
public static void SargeMarch(double beat, bool noVoice, bool march)
{
if (march) MarchingOrders.wantMarch = beat + 1;
if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
if (GameManager.instance.currentGame == "marchingOrders") {
if (GameManager.instance.currentGame == "marchingOrders")
{
MarchingOrders.instance.PreMarch(beat);
if (!noVoice) MarchingOrders.instance.Sarge.DoScaledAnimationAsync("Talk", 0.5f);
}
@ -418,8 +489,9 @@ namespace HeavenStudio.Games
public void ForceMarching(double beat, float length)
{
for (int i = 0; i < length; i++) {
ScheduleInput(beat + i - 0.2f, 0.2f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
for (int i = 0; i < length; i++)
{
ScheduleInput(beat + i - 0.2f, 0.2f, InputAction_BasicPress, MarchHit, GenericMiss, Empty);
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate {
marchOtherCount++;
@ -434,68 +506,69 @@ namespace HeavenStudio.Games
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1f, delegate {
new BeatAction.Action(beat + 1f, delegate {
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("MarchL", 0.5f);
CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);
}),
});
}
public void Halt(double beat)
{
keepMarching = false;
HaltSound(beat);
HaltSound(beat);
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, Empty);
BeatAction.New(this, new List<BeatAction.Action>()
ScheduleInput(beat, 1f, InputAction_Alt, HaltHit, GenericMiss, Empty);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("Halt", 0.5f);}),
});
}
public void FaceTurn(double beat, int direction, bool isFast, bool shouldPoint)
{
// x is true if the direction is right
bool x = (direction == 0);
int turnLength = (isFast ? 0 : 1);
ScheduleInput(beat, turnLength + 2f, x ? InputType.DIRECTION_RIGHT_DOWN : InputType.DIRECTION_LEFT_DOWN, x ? (shouldPoint ? RightPointSuccess : RightSuccess) : (shouldPoint ? LeftPointSuccess : LeftSuccess), GenericMiss, Empty);
ScheduleInput(beat, turnLength + 2f, x ? InputAction_Right : InputAction_Left, x ? (shouldPoint ? RightPointSuccess : RightSuccess) : (shouldPoint ? LeftPointSuccess : LeftSuccess), GenericMiss, Empty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn1{(isFast ? "fast" : "")}", beat),
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn2{(isFast ? "fast" : "")}", beat + 0.5f),
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn3", beat + turnLength + 1f),
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
}, forcePlay: true);
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat + turnLength + 2f,delegate {
if (shouldPoint) foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync($"Point{(x ? "R" : "L")}", 0.5f);
foreach (var head in CadetHeads) head.DoScaledAnimationAsync($"Face{(x ? "R" : "L")}", 0.5f);
})
});
BeatAction.New(this, new List<BeatAction.Action>()
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
});
}
public void BackgroundColorSet(int preset, Color fill, Color tiles1, Color tiles2, Color tiles3, Color pipes1, Color pipes2, Color pipes3, Color conveyor1, Color conveyor2)
{
if (preset == 2) UpdateMaterialColor(fill, tiles1, tiles2, tiles3, pipes1, pipes2, pipes3, conveyor1, conveyor2);
else {
else
{
bool x = preset == 0;
UpdateMaterialColor(
x ? new Color(0.26f, 0.36f, 0.39f) : new Color(0.25f, 0.45f, 0.52f),
x ? new Color(1f, 0.76f, 0.52f) : new Color(0.45f, 0.71f, 0.81f),
x ? new Color(1f, 0.6f, 0.2f) : new Color(0.65f, 0.87f, 0.94f),
x ? new Color(1f, 0.68f, 0f) : new Color(0.65f, 0.87f, 0.94f),
x ? new Color(1f, 0.76f, 0.52f) : new Color(0.45f, 0.71f, 0.81f),
x ? new Color(1f, 0.6f, 0.2f) : new Color(0.65f, 0.87f, 0.94f),
x ? new Color(1f, 0.68f, 0f) : new Color(0.65f, 0.87f, 0.94f),
x ? new Color(0.41f, 0.54f, 0.34f) : new Color(0.36f, 0.58f, 0.64f),
x ? new Color(0.43f, 0.8f, 0.45f) : new Color(0.48f, 0.65f, 0.71f),
x ? new Color(0.43f, 0.8f, 0.45f) : new Color(0.48f, 0.65f, 0.71f),
x ? new Color(0.48f, 0.89f, 0.54f) : new Color(0.48f, 0.65f, 0.71f),
x ? new Color(0.16f, 0.25f, 0.3f) : new Color(0.32f, 0.55f, 0.62f),
x ? new Color(0.16f, 0.25f, 0.3f) : new Color(0.32f, 0.55f, 0.62f),
x ? new Color(0.55f, 0.57f, 0.04f) : new Color(0.17f, 0.31f, 0.35f)
);
}
@ -510,7 +583,8 @@ namespace HeavenStudio.Games
Recolor(1, pipes2, pipes1, pipes3);
Recolor(2, new Color(0, 0, 0), conveyor1, conveyor2);
void Recolor(int i, Color color1, Color color2, Color color3) {
void Recolor(int i, Color color1, Color color2, Color color3)
{
RecolorMats[i].SetColor("_ColorAlpha", color1);
RecolorMats[i].SetColor("_ColorBravo", color2);
RecolorMats[i].SetColor("_ColorDelta", color3);
@ -521,7 +595,7 @@ namespace HeavenStudio.Games
{
PlaySoundSequence("marchingOrders", "zentai", beat - 1);
}
public static void HaltSound(double beat)
{
PlaySoundSequence("marchingOrders", "tomare", beat);
@ -529,8 +603,9 @@ namespace HeavenStudio.Games
public void MoveConveyor(float length, bool go, int direction)
{
foreach (var scroll in ConveyorGo) {
scroll.SpeedMod = ((direction == 0 ? 20 : -20)/length)*(Conductor.instance.songBpm/100);
foreach (var scroll in ConveyorGo)
{
scroll.SpeedMod = ((direction == 0 ? 20 : -20) / length) * (Conductor.instance.songBpm / 100);
scroll.AutoScroll = go;
}
}

View file

@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_SpaceSoccer
{
@ -54,7 +55,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
{
if (player)
{
nextHit = game.ScheduleInput(beat, ball.GetAnimLength(Ball.State.Dispensing), InputType.STANDARD_DOWN, KickJust, Miss, Out);
nextHit = game.ScheduleInput(beat, ball.GetAnimLength(Ball.State.Dispensing), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
}
else
{
@ -193,7 +194,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
}
public void Toe(bool hit)
public void Toe(bool hit, bool flick = false)
{
if (stopBall) return;
if (kickLeft)
@ -217,8 +218,11 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
if (hit && ball)
ball.Toe();
kickTimes++;
kickPrepare = false;
if (!flick)
{
kickTimes++;
kickPrepare = false;
}
}
private void Update()
@ -265,7 +269,8 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
if (player)
{
if (stopBall) return;
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
if (PlayerInput.GetIsAction(SpaceSoccer.InputAction_BasicPress)
&& !game.IsExpectingInputNow(SpaceSoccer.InputAction_BasicPress))
{
if (ball == null)
KickCheck(false, true);
@ -273,16 +278,26 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
Kick(false, ball.canKick);
}
if (PlayerInput.PressedUp() && ball != null)
if (PlayerInput.GetIsAction(SpaceSoccer.InputAction_FlickRelease))
{
if (ball.waitKickRelease)
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
ball.waitKickRelease = false;
if (ball == null || !(game.IsExpectingInputNow(SpaceSoccer.InputAction_FlickRelease) || ball.canKick))
{
Toe(false);
}
}
else if (ball.canKick && !game.IsExpectingInputNow(InputType.STANDARD_UP))
if (ball != null)
{
ball.canKick = false;
Kick(false);
if (ball.waitKickRelease)
{
ball.waitKickRelease = false;
}
else if (ball.canKick && !game.IsExpectingInputNow(SpaceSoccer.InputAction_FlickRelease))
{
ball.canKick = false;
Kick(false);
}
}
}
}
@ -359,15 +374,15 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
if (canHighKick)
{
// queue high kick inputs
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Toe), InputType.STANDARD_UP, ToeJust, Miss, Out);
nextAutoKick = game.ScheduleAutoplayInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), InputType.STANDARD_DOWN, ToePrepareJust, Out, Out);
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Toe), SpaceSoccer.InputAction_FlickRelease, ToeJust, Miss, Out);
nextAutoKick = game.ScheduleAutoplayInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, ToePrepareJust, Out, Out);
ball.canKick = true;
ball.waitKickRelease = true;
}
else
{
// queue normal kick input
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), InputType.STANDARD_DOWN, KickJust, Miss, Out);
nextHit = game.ScheduleInput(caller.startBeat + caller.timer, ball.GetAnimLength(Ball.State.Kicked), SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
}
}
@ -390,7 +405,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
return;
}
Toe(true);
nextHit = game.ScheduleInput(caller.startBeat, 3f, InputType.STANDARD_DOWN, KickJust, Miss, Out);
nextHit = game.ScheduleInput(caller.startBeat, 3f, SpaceSoccer.InputAction_BasicPress, KickJust, Miss, Out);
ball.canKick = false;
}

View file

@ -35,9 +35,10 @@ namespace HeavenStudio.InputSystem
{
public class InputMouse : InputController
{
const double FlickMarginTime = 0.05;
const double BigMoveMarginSpd = 0.1;
const double SmallMoveMarginSpd = 0.025;
const double SlideMarginTime = 0.25;
const double BigMoveMarginSpd = 0.15;
const double SmallMoveMarginSpd = 0.02;
const double SlideDist = 0.75;
private static readonly KeyCode[] keyCodes = Enum.GetValues(typeof(KeyCode))
.Cast<KeyCode>()
@ -79,7 +80,7 @@ namespace HeavenStudio.InputSystem
Vector3 deltaPointerPos, lastDeltaPointerPos;
double timeMoveChange, timeDirectionChange;
byte dirLeftRight, dirUpDown;
bool hasFlicked, hasSwiped, isInMove;
bool hasFlicked, hasSwiped, isInMove, isInSwipe;
public override void InitializeController()
{
@ -107,36 +108,40 @@ namespace HeavenStudio.InputSystem
// Debug.Log($"pointer speed: {deltaPointerPos.magnitude}, direction: {deltaPointerPos.normalized}");
if (speed >= BigMoveMarginSpd)
{
timeMoveChange = Time.realtimeSinceStartupAsDouble;
if (!isInMove)
{
isInMove = true;
}
if ((!isInSwipe)
&& (Time.realtimeSinceStartupAsDouble - timeMoveChange <= SlideMarginTime)
&& (realPos - startPointerPos).magnitude > SlideDist)
{
hasSwiped = true;
// Debug.Log($"just started moving or direction change");
isInSwipe = true;
Debug.Log($"swipe (speed: {speed})");
}
}
else
{
if (isInMove && speed < SmallMoveMarginSpd)
if (speed < SmallMoveMarginSpd)
{
// Debug.Log($"just stopped moving");
timeMoveChange = Time.realtimeSinceStartupAsDouble;
isInMove = false;
isInSwipe = false;
startPointerPos = realPos;
}
}
}
double dMoveChange = Time.realtimeSinceStartupAsDouble - timeMoveChange;
if (GetActionUp(ControlStyles.Touch, 0, out double dt))
{
isInMove = false;
isInSwipe = false;
lastRawPointerPos = rawPointerPos;
lastRealPos = realPos;
startPointerPos = realPos;
lastDeltaPointerPos = deltaPointerPos;
hasFlicked = dMoveChange < FlickMarginTime && speed >= BigMoveMarginSpd;
// if (hasFlicked)
// {
// Debug.Log($"flicked (speed: {dMoveChange})");
// }
hasFlicked = speed >= BigMoveMarginSpd;
}
}