Merge branch 'master' into pr/743

This commit is contained in:
minenice55 2024-03-07 22:58:56 -05:00
commit d27cc14bbf
35 changed files with 27286 additions and 3922 deletions

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@ -1,7 +1,6 @@
<align="center"><b>Programming</b></align> <align="center"><b>Programming</b></align>
-<indent=5%>minenice</indent> -<indent=5%>minenice</indent>
-<indent=5%>Megaminerzero</indent> -<indent=5%>Megaminerzero</indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>huantian</indent> -<indent=5%>huantian</indent>
-<indent=5%>Slaith12</indent> -<indent=5%>Slaith12</indent>
-<indent=5%>Mytiaoga</indent> -<indent=5%>Mytiaoga</indent>
@ -20,6 +19,10 @@
-<indent=5%>RaffyTaffy14</indent> -<indent=5%>RaffyTaffy14</indent>
-<indent=5%>Thinedave</indent> -<indent=5%>Thinedave</indent>
-<indent=5%>Marc / ThePurpleAnon</indent> -<indent=5%>Marc / ThePurpleAnon</indent>
-<indent=5%>fu_majime</indent>
-<indent=5%>Streitixy</indent>
-<indent=5%>Obeliskwithlimbs</indent>
-<indent=5%>Wookywok</indent>
<align="center"><b>Artwork</b></align> <align="center"><b>Artwork</b></align>
-<indent=5%>Ko Takeuchi <alpha=#88>(Original <i>Rhythm Heaven</i> Assets)<alpha=#FF></indent> -<indent=5%>Ko Takeuchi <alpha=#88>(Original <i>Rhythm Heaven</i> Assets)<alpha=#FF></indent>
@ -30,7 +33,6 @@
-<indent=5%>Tailx <alpha=#88>(Logo, Revised)<alpha=#FF></indent> -<indent=5%>Tailx <alpha=#88>(Logo, Revised)<alpha=#FF></indent>
-<indent=5%>Seanski2 <alpha=#88>(Minigame Icons)<alpha=#FF></indent> -<indent=5%>Seanski2 <alpha=#88>(Minigame Icons)<alpha=#FF></indent>
-<indent=5%>Maddy / saladplainzone <alpha=#88>(Default Epilogues)<alpha=#FF></indent> -<indent=5%>Maddy / saladplainzone <alpha=#88>(Default Epilogues)<alpha=#FF></indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>dexiedoo_octo</indent> -<indent=5%>dexiedoo_octo</indent>
-<indent=5%>Sofuto</indent> -<indent=5%>Sofuto</indent>
-<indent=5%>MilaDraws</indent> -<indent=5%>MilaDraws</indent>
@ -56,6 +58,8 @@
-<indent=5%>mizuno</indent> -<indent=5%>mizuno</indent>
-<indent=5%>Malleable Frog</indent> -<indent=5%>Malleable Frog</indent>
-<indent=5%>vincells</indent> -<indent=5%>vincells</indent>
-<indent=5%>Yumiko90</indent>
-<indent=5%>fu_majime</indent>
<align="center"><b>Music</b></align> <align="center"><b>Music</b></align>
-<indent=5%>Jellirby <alpha=#88>(Opening)<alpha=#FF></indent> -<indent=5%>Jellirby <alpha=#88>(Opening)<alpha=#FF></indent>
@ -73,29 +77,34 @@
<align="center"><b>Other Resources & Technologies</b></align> <align="center"><b>Other Resources & Technologies</b></align>
-<indent=5%>Nintendo <alpha=#88>(Concept, Sound, Design)<alpha=#FF></indent> -<indent=5%>Nintendo <alpha=#88>(Concept, Sound, Design)<alpha=#FF></indent>
-<indent=5%>Powered by Unity 2021.3.21</indent> -<indent=5%>Powered by Unity 2021.3.21</indent>
-<indent=5%>JoyShockLibrary <alpha=#88>Jibb Smart, fork by RHeavenStudio<alpha=#FF></indent> -<indent=5%>JoyShockLibrary <alpha=#88>Jibb Smart, fork by RHeavenStudio<alpha=#FF></indent>
-<indent=5%>Jukebox <alpha=#88>RHeavenStudio<alpha=#FF></indent> -<indent=5%>Jukebox <alpha=#88>RHeavenStudio<alpha=#FF></indent>
-<indent=5%>Newtonsoft.Json</indent> -<indent=5%>SoftMaskForUGUI</indent>
-<indent=5%>UniTask</indent> -<indent=5%>UniTask</indent>
-<indent=5%>Unity-UI-Rounded-Corners</indent>
-<indent=5%>Unity-AltSourceGenerator</indent>
-<indent=5%>Unity-SpriteAssist</indent>
-<indent=5%>unity-blend-shaders</indent>
-<indent=5%>Newtonsoft.Json</indent>
-<indent=5%>Graphy</indent> -<indent=5%>Graphy</indent>
-<indent=5%>DOTween</indent>
-<indent=5%>StandaloneFileBrowser</indent>
-<indent=5%>unity-gui-windows</indent>
-<indent=5%>NaughtyBezierCurves</indent>
-<indent=5%>Adobe Photoshop 2022</indent> -<indent=5%>Adobe Photoshop 2022</indent>
-<indent=5%>GIMP</indent> -<indent=5%>GIMP</indent>
-<indent=5%>paint.net</indent> -<indent=5%>paint.net</indent>
-<indent=5%>Krita</indent> -<indent=5%>Krita</indent>
-<indent=5%>Visual Studio 2022</indent> -<indent=5%>Visual Studio 2022</indent>
-<indent=5%>Visual Studio Code</indent> -<indent=5%>Visual Studio Code</indent>
-<indent=5%>DOTween</indent>
-<indent=5%>Starpelly Library</indent>
-<indent=5%>StandaloneFileBrowser</indent>
-<indent=5%>unity-gui-windows</indent>
-<indent=5%>NaughtyBezierCurves</indent>
-<indent=5%>VorbisPlugin</indent>
-<indent=5%>RHRE SFX Database</indent> -<indent=5%>RHRE SFX Database</indent>
-<indent=5%>Github Copilot</indent> -<indent=5%>Github Copilot</indent>
<align="center"><b>Legal</b> <align="center"><b>Legal</b>
<color="red">Rhythm Heaven / Rhythm Tengoku is the intellectual property of Nintendo. This program is NOT endorsed nor sponsored in any way by Nintendo nor any of its affiliates.</color> <color="red">Rhythm Heaven / Rhythm Tengoku is the intellectual property of Nintendo. This program is NOT endorsed nor sponsored in any way by Nintendo nor any of its affiliates.</color>
All used properties of Nintendo (such as names, audio, graphics, characters, design, etc.) in this software are not intended to maliciously infringe trademark rights. All other trademarks and assets are property of their respective owners. This is a community project and this is available for others to use according to the GPL-3.0 license, without charge. All used properties of Nintendo (such as names, audio, graphics, characters, design, etc.) in this software are not intended to maliciously infringe trademark rights. All other trademarks and assets are property of their respective owners. This is a community project and this is available for others to use according to the MIT license, without charge.
<b>THIS SOFTWARE MUST NOT BE SOLD, NEITHER ALONE NOR AS PART OF A BUNDLE. <b>THIS SOFTWARE MUST NOT BE SOLD, NEITHER ALONE NOR AS PART OF A BUNDLE.

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@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("bonOdori", "The☆Bon Odori \n<color=#adadad>(Za☆Bon Odori)</color>", "312B9F", false, false, new List<GameAction>() return new Minigame("bonOdori", "The☆Bon Odori \n<color=#adadad>(Za☆Bon Odori)</color>", "312B9F", false, false, new List<GameAction>()
{ new GameAction("bop", "Bop") { new GameAction("bop", "Bop")
{ function = delegate {BonOdori.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]);}, { function = delegate {BonOdori.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]);},
@ -30,14 +30,14 @@ namespace HeavenStudio.Games.Loaders
}, },
}, },
new GameAction("pan", "Pan") new GameAction("pan", "Pan")
{ {
function = delegate { preFunction = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
string variation = "variation" + (new string[] { "Pan", "Pa", "Pa_n" })[e["type"]]; string variation = "variation" + (new string[] { "Pan", "Pa", "Pa_n" })[e["type"]];
BonOdori.instance.Clap(e.beat, e[variation], e["type"], e["mute"],e["clapType"]); BonOdori.instance.PreClap(e.beat, e[variation], e["type"], e["mute"],e["clapType"], e["semitone"]);
}, },
defaultLength = 1f, defaultLength = 1f,
parameters = new List<Param>() parameters = new List<Param>()
@ -51,17 +51,18 @@ namespace HeavenStudio.Games.Loaders
new Param("variationPan", BonOdori.variationPan.PanC, "Pan Type", "Set the variation of the voice line."), new Param("variationPan", BonOdori.variationPan.PanC, "Pan Type", "Set the variation of the voice line."),
new Param("variationPa", BonOdori.variationPa.PaG, "Pa Type", "Set the variation of the voice line."), new Param("variationPa", BonOdori.variationPa.PaG, "Pa Type", "Set the variation of the voice line."),
new Param("variationPa_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."), new Param("variationPa_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."),
new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap.") new Param("clapType", BonOdori.typeClap.SideClap, "Clap Type", "Set the type of clap."),
new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
} }
}, },
new GameAction("don", "Don") new GameAction("don", "Don")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
string variation = "variation" + (new string[] { "Don", "Do", "Do_n" })[e["type"]]; string variation = "variation" + (new string[] { "Don", "Do", "Do_n" })[e["type"]];
BonOdori.instance.Sound(e.beat, e[variation], e["type"]); BonOdori.instance.Sound(e.beat, e[variation], e["type"], e["semitone"]);
}, },
defaultLength = 1f, defaultLength = 1f,
parameters = new List<Param>() parameters = new List<Param>()
@ -74,9 +75,10 @@ namespace HeavenStudio.Games.Loaders
new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."), new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."),
new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."), new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."),
new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."), new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."),
new Param("semitone", new EntityTypes.Integer(-24, 24, 0), "Semitone", "Set the number of semitones up or down this note should be pitched."),
} }
}, },
new GameAction("show text", "Show Text") new GameAction("show text", "Show Text")
{ {
function = delegate {BonOdori.instance.ShowText(eventCaller.currentEntity["line 1"], eventCaller.currentEntity["line 2"], eventCaller.currentEntity["line 3"], eventCaller.currentEntity["line 4"], eventCaller.currentEntity["line 5"]);}, function = delegate {BonOdori.instance.ShowText(eventCaller.currentEntity["line 1"], eventCaller.currentEntity["line 2"], eventCaller.currentEntity["line 3"], eventCaller.currentEntity["line 4"], eventCaller.currentEntity["line 5"]);},
@ -97,7 +99,7 @@ namespace HeavenStudio.Games.Loaders
}, },
priority = 1 priority = 1
}, },
@ -153,13 +155,13 @@ namespace HeavenStudio.Games.Loaders
} }
}, },
}); });
} }
}; };
}; };
namespace HeavenStudio.Games namespace HeavenStudio.Games
@ -170,8 +172,9 @@ namespace HeavenStudio.Games
public class BonOdori : Minigame public class BonOdori : Minigame
{ {
string prefix;
double beatUniversal; string prefix;
double beatUniversal;
string suffix; string suffix;
SpriteRenderer darkPlane; SpriteRenderer darkPlane;
bool goBopDonpans; bool goBopDonpans;
@ -209,7 +212,7 @@ namespace HeavenStudio.Games
[SerializeField] TMP_Text Text3; [SerializeField] TMP_Text Text3;
[SerializeField] TMP_Text Text4; [SerializeField] TMP_Text Text4;
[SerializeField] TMP_Text Text5; [SerializeField] TMP_Text Text5;
[SerializeField] TMP_Text Text6; [SerializeField] TMP_Text Text6;
[SerializeField] TMP_Text Text7; [SerializeField] TMP_Text Text7;
[SerializeField] TMP_Text Text8; [SerializeField] TMP_Text Text8;
@ -227,6 +230,19 @@ namespace HeavenStudio.Games
{ {
SideClap = 0, SideClap = 0,
FrontClap = 1 FrontClap = 1
}
private static List<QueuedClaps> queuedClaps = new();
private struct QueuedClaps
{
public double beat;
public int variation;
public int typeSpeak;
public bool muted;
public int clapType;
public int semitone;
} }
public enum typePan public enum typePan
{ {
@ -253,7 +269,7 @@ namespace HeavenStudio.Games
Pa_nC = 1 Pa_nC = 1
} }
public enum variationPa public enum variationPa
{ {
PaG = 0 PaG = 0
} }
@ -261,7 +277,7 @@ namespace HeavenStudio.Games
{ {
DonA = 0, DonA = 0,
DonD = 1, DonD = 1,
DonC = 2, DonC = 2,
DonG = 3 DonG = 3
} }
public enum variationDo_n public enum variationDo_n
@ -284,7 +300,7 @@ namespace HeavenStudio.Games
clapTypeGlobal = 0; clapTypeGlobal = 0;
instance = this; instance = this;
Text1_GUI = Text1.GetComponent<TextMeshProUGUI>(); Text1_GUI = Text1.GetComponent<TextMeshProUGUI>();
@ -298,14 +314,14 @@ namespace HeavenStudio.Games
Text9_GUI = Text9.GetComponent<TextMeshProUGUI>(); Text9_GUI = Text9.GetComponent<TextMeshProUGUI>();
Text10_GUI = Text10.GetComponent<TextMeshProUGUI>(); Text10_GUI = Text10.GetComponent<TextMeshProUGUI>();
} }
public void OnStop() public void OnStop()
{ {
DarkPlane.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 0f); DarkPlane.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 0f);
} }
public void Update() public void Update()
{ {
@ -339,47 +355,77 @@ namespace HeavenStudio.Games
} }
if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)){
if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
ScoreMiss(); ScoreMiss();
SoundByte.PlayOneShotGame("bonOdori/clap"); SoundByte.PlayOneShotGame("bonOdori/clap");
if (clapTypeGlobal == 0) if (clapTypeGlobal == 0)
{ {
clapTypeString = "ClapSide"; clapTypeString = "ClapSide";
} }
else else
{ {
clapTypeString = "ClapFront"; clapTypeString = "ClapFront";
} }
Player.Play(clapTypeString);
if (!goBopDonpans)
{
Player.Play(clapTypeString);
if (!goBopDonpans)
{
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped"); goBopDonpans = true;}) new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
}); });
} }
}
} }
public override void OnGameSwitch(double beat)
{
if (queuedClaps.Count > 0)
{
foreach (var clap in queuedClaps) Clap(clap.beat, clap.variation, clap.typeSpeak, clap.muted, clap.clapType, clap.semitone);
queuedClaps.Clear();
}
} }
public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType)
{ public void PreClap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
{
if (GameManager.instance.currentGame == "bonOdori")
{
instance.Clap(beat, variation, typeSpeak, muted, clapType, semitone);
}
else
{
queuedClaps.Add(new QueuedClaps()
{
beat = beat,
variation = variation,
typeSpeak = typeSpeak,
muted = muted,
clapType = clapType,
semitone = semitone
});
}
}
public void Clap(double beat, int variation, int typeSpeak, bool muted, int clapType, int semitone)
{
if (clapType == 1) if (clapType == 1)
{ {
clapTypeGlobal = 1; clapTypeGlobal = 1;
@ -391,192 +437,145 @@ namespace HeavenStudio.Games
if (muted) if (muted)
{ {
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty); ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
} }
else else
{ {
switch (typeSpeak){
case 0:
switch (variation){
case 0:
SoundByte.PlayOneShotGame("bonOdori/pan1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/pan2"); break;
case 2:
SoundByte.PlayOneShotGame("bonOdori/pan3");
break;}
break;
case 2:
switch (variation){ string clip = typeSpeak switch
case 0: {
SoundByte.PlayOneShotGame("bonOdori/pa_n1"); 0 => "pan",
break; 1 => "pa_n",
case 1: 2 or _ => "pa",
SoundByte.PlayOneShotGame("bonOdori/pa_n2"); };
break;} var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
break; SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
case 1:
SoundByte.PlayOneShotGame("bonOdori/pa1");
break;
beatUniversal = beat;
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
}
}
public void Sound(double beat, int variation, int typeSpeak, int semitone)
{
string clip = typeSpeak switch
{
0 => "don",
1 => "do_n",
2 or _ => "do",
};
var pitch = SoundByte.GetPitchFromSemiTones(semitone, true);
SoundByte.PlayOneShotGame($"bonOdori/" + clip + (variation + 1), beat, pitch);
} }
beatUniversal = beat;
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);}
}
public void Sound(double beat, int variation, int typeSpeak )
{ switch (typeSpeak){
case 0:
switch (variation){
case 0:
SoundByte.PlayOneShotGame("bonOdori/don1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/don2");
break;
case 2:
SoundByte.PlayOneShotGame("bonOdori/don3");
break;
case 3:
SoundByte.PlayOneShotGame("bonOdori/don4");
break;
}
break;
case 2:
switch (variation) {
case 0:
SoundByte.PlayOneShotGame("bonOdori/do_n1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/do_n2");
break;
}
break;
case 1:
switch (variation){
case 0:
SoundByte.PlayOneShotGame("bonOdori/do1");
break;
case 1:
SoundByte.PlayOneShotGame("bonOdori/do2");
break;
}
break;
}
}
public void Success(PlayerActionEvent caller, float state) public void Success(PlayerActionEvent caller, float state)
{ {
if (clapTypeGlobal == 0) if (clapTypeGlobal == 0)
{ {
clapTypeString = "ClapSide"; clapTypeString = "ClapSide";
} }
else else
{ {
clapTypeString = "ClapFront"; clapTypeString = "ClapFront";
} }
Player.Play(clapTypeString);
CPU1.Play(clapTypeString);
CPU2.Play(clapTypeString);
CPU3.Play(clapTypeString);
if (!goBopDonpans)
{
Player.Play(clapTypeString);
BeatAction.New(instance, new List<BeatAction.Action>() CPU1.Play(clapTypeString);
CPU2.Play(clapTypeString);
CPU3.Play(clapTypeString);
if (!goBopDonpans)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}), new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
}); });
} }
SoundByte.PlayOneShotGame("bonOdori/clap"); SoundByte.PlayOneShotGame("bonOdori/clap");
} }
public void Miss(PlayerActionEvent caller) public void Miss(PlayerActionEvent caller)
{ {
CPU1.Play(clapTypeString); CPU1.Play(clapTypeString);
CPU2.Play(clapTypeString); CPU2.Play(clapTypeString);
CPU3.Play(clapTypeString); CPU3.Play(clapTypeString);
SoundByte.PlayOneShot("miss"); SoundByte.PlayOneShot("miss");
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beatUniversal + 1d, delegate { Face.Play("Sad");}), new BeatAction.Action(beatUniversal + 1d, delegate { Face.Play("Sad");}),
new BeatAction.Action(beatUniversal + 3d, delegate {Face.Play("Neutral");}) new BeatAction.Action(beatUniversal + 3d, delegate {Face.Play("Neutral");})
}); });
} }
public void Empty(PlayerActionEvent caller) public void Empty(PlayerActionEvent caller)
{ {
if (clapTypeGlobal == 0) if (clapTypeGlobal == 0)
{ {
clapTypeString = "ClapSide"; clapTypeString = "ClapSide";
}
else
{
clapTypeString = "ClapFront";
}
Player.Play(clapTypeString);
CPU1.Play(clapTypeString);
CPU2.Play(clapTypeString);
CPU3.Play(clapTypeString);
if (!goBopDonpans)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
});
}
SoundByte.PlayOneShot("nearMiss");
}
string ChangeColor(string text, bool isScroll)
{
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|")){
if (!isScroll){
return text.Replace("r|", "<color=#ff0000>")
.Replace("g|", "<color=#00ff00>")
.Replace("y|", "<color=#ffff00>")
+ "</color>";
} }
else else
{ {
return text.Replace("r|", "<color=#ff00ff>") clapTypeString = "ClapFront";
.Replace("g|", "<color=#00ffff>") }
.Replace("y|", "<color=#ffffff>")
+ "</color>";
}} Player.Play(clapTypeString);
CPU1.Play(clapTypeString);
CPU2.Play(clapTypeString);
CPU3.Play(clapTypeString);
if (!goBopDonpans)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
});
}
SoundByte.PlayOneShot("nearMiss");
}
string ChangeColor(string text, bool isScroll)
{
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|"))
{
if (!isScroll)
{
return text.Replace("r|", "<color=#ff0000>")
.Replace("g|", "<color=#00ff00>")
.Replace("y|", "<color=#ffff00>")
+ "</color>";
}
else
{
return text.Replace("r|", "<color=#ff00ff>")
.Replace("g|", "<color=#00ffff>")
.Replace("y|", "<color=#ffffff>")
+ "</color>";
}
}
return text; return text;
} }
public void ShowText(string text1, string text2, string text3, string text4, string text5) public void ShowText(string text1, string text2, string text3, string text4, string text5)
{ {
if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line."){ if (text1 is not "" && text1 is not "Type r| for red text, g| for green text and y| for yellow text. These can be used multiple times in a single line.")
{
if (Scroll1 is not null) if (Scroll1 is not null)
{ {
StopCoroutine(Scroll1); StopCoroutine(Scroll1);
@ -587,12 +586,13 @@ namespace HeavenStudio.Games
text1 = ChangeColor(text1, false); text1 = ChangeColor(text1, false);
Text1.text = text1; Text1.text = text1;
Text6.text = ChangeColor(originalText1, true); Text6.text = ChangeColor(originalText1, true);
} }
if (text2 is not ""){ if (text2 is not "")
{
if (Scroll2 is not null) if (Scroll2 is not null)
{ {
StopCoroutine(Scroll2); StopCoroutine(Scroll2);
@ -603,9 +603,10 @@ namespace HeavenStudio.Games
text2 = ChangeColor(text2, false); text2 = ChangeColor(text2, false);
Text2.text = text2; Text2.text = text2;
Text7.text = ChangeColor(originalText2, true); Text7.text = ChangeColor(originalText2, true);
} }
if (text3 is not ""){ if (text3 is not "")
{
if (Scroll3 is not null) if (Scroll3 is not null)
{ {
StopCoroutine(Scroll3); StopCoroutine(Scroll3);
@ -613,14 +614,15 @@ namespace HeavenStudio.Games
} }
originalText3 = text3; originalText3 = text3;
Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10)); Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
text3 = ChangeColor(text3, false); text3 = ChangeColor(text3, false);
Text3.text = text3; Text3.text = text3;
Text8.text = ChangeColor(originalText3, true); Text8.text = ChangeColor(originalText3, true);
} }
if (text4 is not ""){ if (text4 is not "")
{
if (Scroll4 is not null) if (Scroll4 is not null)
{ {
StopCoroutine(Scroll4); StopCoroutine(Scroll4);
@ -631,11 +633,12 @@ namespace HeavenStudio.Games
text4 = ChangeColor(text4, false); text4 = ChangeColor(text4, false);
Text4.text = text4; Text4.text = text4;
Text9.text = text4; Text9.text = text4;
Text9.text = ChangeColor(originalText4, true); Text9.text = ChangeColor(originalText4, true);
} }
if (text5 is not ""){ if (text5 is not "")
{
if (Scroll5 is not null) if (Scroll5 is not null)
{ {
StopCoroutine(Scroll5); StopCoroutine(Scroll5);
@ -647,12 +650,14 @@ namespace HeavenStudio.Games
Text5.text = text5; Text5.text = text5;
Text10.text = ChangeColor(originalText5, true); Text10.text = ChangeColor(originalText5, true);
} }
} }
public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5){ public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5)
if (text1 == true){ {
if (text1 == true)
{
if (Scroll1 is not null) if (Scroll1 is not null)
{ {
StopCoroutine(Scroll1); StopCoroutine(Scroll1);
@ -662,7 +667,8 @@ namespace HeavenStudio.Games
Text1.text = ""; Text1.text = "";
Text6.text = ""; Text6.text = "";
} }
if (text2 == true){ if (text2 == true)
{
if (Scroll2 is not null) if (Scroll2 is not null)
{ {
StopCoroutine(Scroll2); StopCoroutine(Scroll2);
@ -672,7 +678,8 @@ namespace HeavenStudio.Games
Text2.text = ""; Text2.text = "";
Text7.text = ""; Text7.text = "";
} }
if (text3 == true){ if (text3 == true)
{
if (Scroll3 is not null) if (Scroll3 is not null)
{ {
StopCoroutine(Scroll3); StopCoroutine(Scroll3);
@ -682,7 +689,8 @@ namespace HeavenStudio.Games
Text3.text = ""; Text3.text = "";
Text8.text = ""; Text8.text = "";
} }
if (text4 == true){ if (text4 == true)
{
if (Scroll4 is not null) if (Scroll4 is not null)
{ {
StopCoroutine(Scroll4); StopCoroutine(Scroll4);
@ -692,7 +700,8 @@ namespace HeavenStudio.Games
Text4.text = ""; Text4.text = "";
Text9.text = ""; Text9.text = "";
} }
if (text5 == true){ if (text5 == true)
{
if (Scroll5 is not null) if (Scroll5 is not null)
{ {
StopCoroutine(Scroll5); StopCoroutine(Scroll5);
@ -705,49 +714,57 @@ namespace HeavenStudio.Games
} }
IEnumerator SmoothText(TMP_Text text, float length, double beat) IEnumerator SmoothText(TMP_Text text, float length, double beat)
{
Conductor conductor = new Conductor();
float startTime = Time.time;
float endTime = startTime + length;
float duration = ((length / conductor.GetBpmAtBeat(beat)) * 60);
while (Time.time < endTime)
{ {
float t = ((Time.time - startTime) / duration); Conductor conductor = new Conductor();
float startTime = Time.time;
float maskValue = Mathf.Lerp(-10f, -7f, t); float endTime = startTime + length;
float duration = ((length / conductor.GetBpmAtBeat(beat)) * 60);
text.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, maskValue, 10)); while (Time.time < endTime)
{
float t = ((Time.time - startTime) / duration);
float maskValue = Mathf.Lerp(-10f, -7f, t);
text.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, maskValue, 10));
yield return null;
}
}
public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length, double beat)
{
if (text1)
{
Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));
}
if (text2)
{
Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));
}
if (text3)
{
Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));
}
if (text4)
{
Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));
}
if (text5)
{
Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));
}
yield return null;
} }
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
}
public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length, double beat)
{
if (text1){
Scroll1 = StartCoroutine(SmoothText(Text6, length, beat));}
if (text2){
Scroll2 = StartCoroutine(SmoothText(Text7, length, beat));}
if (text3){
Scroll3 = StartCoroutine(SmoothText(Text8, length, beat));}
if (text4){
Scroll4 = StartCoroutine(SmoothText(Text9, length, beat));}
if (text5){
Scroll5 = StartCoroutine(SmoothText(Text10, length, beat));}
}
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
{ {
if (!shouldBop) { goBopDonpans = false; goBopJudge = false; return; } goBopDonpans = autoBop; goBopJudge = autoBop;
goBopDonpans = autoBop; if (autoBop && shouldBop) { return; }
goBopJudge = autoBop;
if (autoBop) { return;}
if (shouldBop) if (shouldBop)
{ {
for (int i = 0; i < length; i++) for (int i = 0; i < length; i++)
@ -774,37 +791,41 @@ namespace HeavenStudio.Games
}) })
}); });
} }
}
else
{
return;
}
} }
public void Bow(double beat, float length)
{
if (goBopDonpans == true)
{
bopDonpans = true;
}
else
{
bopDonpans = false;
} }
public void Bow(double beat, float length) goBopDonpans = false;
{ Player.Play("Bow");
if (goBopDonpans == true) CPU1.Play("Bow");
{ CPU2.Play("Bow");
bopDonpans = true; CPU3.Play("Bow");
} BeatAction.New(instance, new List<BeatAction.Action>()
else
{
bopDonpans = false;
}
goBopDonpans = false;
Player.Play("Bow");
CPU1.Play("Bow");
CPU2.Play("Bow");
CPU3.Play("Bow");
BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + length, delegate { Player.Play("NeutralBopped"); CPU1.Play("NeutralBopped");CPU2.Play("NeutralBopped"); CPU3.Play("NeutralBopped"); if (bopDonpans) {goBopDonpans = true;}}) new BeatAction.Action(beat + length, delegate { Player.Play("NeutralBopped"); CPU1.Play("NeutralBopped");CPU2.Play("NeutralBopped"); CPU3.Play("NeutralBopped"); if (bopDonpans) {goBopDonpans = true;}})
}); });
} }
// public void Spin(double beat, float length) // public void Spin(double beat, float length)
// { // {
// }
// }
public override void OnBeatPulse(double beat) public override void OnBeatPulse(double beat)
{ {
if (goBopDonpans) if (goBopDonpans)
@ -820,69 +841,73 @@ namespace HeavenStudio.Games
Judge.Play("Bop"); Judge.Play("Bop");
} }
} }
public void DarkBG(double beat, bool toggle, float length) public void DarkBG(double beat, bool toggle, float length)
{
DarkerBG = StartCoroutine(DarkBGCoroutine(beat, toggle, length));
}
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
{
if (toggle)
{
if (darkBgIsOn)
{ {
yield return null; DarkerBG = StartCoroutine(DarkBGCoroutine(beat, toggle, length));
} }
else IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
{
float startTime = Time.time;
Conductor con = new Conductor();
float realLength = length / con.GetBpmAtBeat(beat) * 60;
while (Time.time < realLength + startTime)
{ {
if (toggle)
{
if (darkBgIsOn)
{
yield return null;
}
else
{
float startTime = Time.time;
Conductor con = new Conductor();
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0f, 0.4666f, (Time.time - startTime) / realLength)); float realLength = length / con.GetBpmAtBeat(beat) * 60;
darkBgIsOn = true; while (Time.time < realLength + startTime)
yield return null; {
}}}
else darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0f, 0.4666f, (Time.time - startTime) / realLength));
{ darkBgIsOn = true;
if (!darkBgIsOn) yield return null;
{
yield return null;
}
}
}
else
{
if (!darkBgIsOn)
{
yield return null;
}
else
{
float startTime = Time.time;
Conductor con = new Conductor();
float realLength = length / con.GetBpmAtBeat(beat) * 60;
while (Time.time < realLength + startTime)
{
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f, 0f, (Time.time - startTime) / realLength));
darkBgIsOn = true;
yield return null;
}
}
}
} }
else
{
float startTime = Time.time;
Conductor con = new Conductor();
float realLength = length / con.GetBpmAtBeat(beat) * 60;
while (Time.time < realLength + startTime)
{
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f,0f, (Time.time - startTime) / realLength));
darkBgIsOn = true;
yield return null;
} }
}
}
}
}}}

View file

@ -178,8 +178,8 @@ namespace HeavenStudio.Games
fo.SetActive(true); fo.SetActive(true);
} }
private ColorEase bgColorEase = new(); private ColorEase bgColorEase = new(Color.white);
private ColorEase gradColorEase = new(); private ColorEase gradColorEase = new(Color.white);
//call this in update //call this in update
private void BackgroundColorUpdate() private void BackgroundColorUpdate()

View file

@ -13,9 +13,9 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
RiqEntity BackgroundUpdater(string datamodel, RiqEntity e) RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
{ {
if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle")) if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease"))
{ {
e.dynamicData.Add("ease", (int)(e["toggle"] ? Util.EasingFunction.Ease.Instant : Util.EasingFunction.Ease.Linear)); e.CreateProperty("ease", (int)(e["toggle"] ? Util.EasingFunction.Ease.Instant : Util.EasingFunction.Ease.Linear));
e.dynamicData.Remove("toggle"); e.dynamicData.Remove("toggle");
return e; return e;
} }

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 111f322c771e15041824b07bbcd8a425
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,52 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
/// Minigame loaders handle the setup of your minigame.
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
/// `Platformcode` is a three-leter platform code with the minigame's origin
/// `Name` is a short internal name
/// `Loader` is the string "Loader"
/// Platform codes are as follows:
/// Agb: Gameboy Advance ("Advance Gameboy")
/// Ntr: Nintendo DS ("Nitro")
/// Rvl: Nintendo Wii ("Revolution")
/// Ctr: Nintendo 3DS ("Centrair")
/// Mob: Mobile
/// Pco: PC / Other
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
/// For help, feel free to reach out to us on our discord, in the #development channel.
public static class AgbRapMenLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("rapMen", "Rap Men", "ffffff", true, false, new List<GameAction>()
{
}
);
}
}
}
namespace HeavenStudio.Games
{
/// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
public class RapMen : Minigame
{
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 098eada39e8fca7429fe40e5edfa9e7c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -64,6 +64,21 @@ namespace HeavenStudio.Games.Loaders
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."), new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
} }
}, },
new GameAction("particle effects", "Particle Effects")
{
function = delegate {
var e = eventCaller.currentEntity;
SamuraiSliceNtr.instance.SetParticleEffect(e.beat, e["type"], e["instant"], e["valA"], e["valB"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", SamuraiSliceNtr.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."),
new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."),
new Param("valA", new EntityTypes.Float(0f, 15f, 1f), "Wind Strength", "Set the strength of the particle wind."),
new Param("valB", new EntityTypes.Float(1f, 25f, 1f), "Particle Intensity", "Set the intensity of the particle effect.")
},
},
//backwards compatibility //backwards compatibility
new GameAction("spawn object", "Toss Object") new GameAction("spawn object", "Toss Object")
{ {
@ -111,6 +126,15 @@ namespace HeavenStudio.Games
None = 3 None = 3
} }
public enum ParticleType
{
None,
Cherry,
Leaf,
LeafBroken,
Snow,
}
[Header("References")] [Header("References")]
public NtrSamurai player; public NtrSamurai player;
public GameObject launcher; public GameObject launcher;
@ -127,6 +151,11 @@ namespace HeavenStudio.Games
public BezierCurve3D DebrisRightCurve; public BezierCurve3D DebrisRightCurve;
public BezierCurve3D NgDebrisCurve; public BezierCurve3D NgDebrisCurve;
[Header("Particles")]
// wind
public WindZone Wind;
public ParticleSystem[] Effects;
//game scene //game scene
public static SamuraiSliceNtr instance; public static SamuraiSliceNtr instance;
@ -260,5 +289,27 @@ namespace HeavenStudio.Games
return mobjDat; return mobjDat;
} }
public void SetParticleEffect(double beat, int type, bool instant, float windStrength, float particleStrength)
{
if (type == (int)ParticleType.None)
{
foreach (var eff in Effects) eff.Stop();
return;
}
ParticleSystem particleSystem = Effects[Mathf.Clamp(type - 1, 0, Effects.Length - 1)];
particleSystem.gameObject.SetActive(true);
particleSystem.Play();
var emm = particleSystem.emission;
var main = particleSystem.main;
emm.rateOverTime = particleStrength;
main.prewarm = instant;
Wind.windMain = windStrength;
}
} }
} }

View file

@ -457,7 +457,7 @@ namespace HeavenStudio.Games
{ {
canBop = false; canBop = false;
if (grampsTurns) grampsCanBop = 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>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
@ -526,7 +526,7 @@ namespace HeavenStudio.Games
{ {
canBop = false; canBop = false;
if (grampsSits) grampsCanBop = 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>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
@ -601,7 +601,7 @@ namespace HeavenStudio.Games
{ {
canBop = false; canBop = false;
if (grampsPunches) grampsCanBop = 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>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
@ -680,7 +680,7 @@ namespace HeavenStudio.Games
Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f); Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
} }
private ColorEase bgColorEase = new(); private ColorEase bgColorEase = new(defaultBGColor);
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease) public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
{ {
@ -722,10 +722,10 @@ namespace HeavenStudio.Games
} }
public void RightSuccess() public void RightSuccess()
{ {
SoundByte.PlayOneShotGame("spaceDance/inputGood"); SoundByte.PlayOneShotGame("spaceDance/inputGood");
DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f); DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
} }
public void RightMiss(PlayerActionEvent caller) public void RightMiss(PlayerActionEvent caller)
{ {
@ -774,10 +774,10 @@ namespace HeavenStudio.Games
} }
public void PunchSuccess() public void PunchSuccess()
{ {
SoundByte.PlayOneShotGame("spaceDance/inputGood"); SoundByte.PlayOneShotGame("spaceDance/inputGood");
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f); DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
} }
public void PunchMiss(PlayerActionEvent caller) public void PunchMiss(PlayerActionEvent caller)
{ {
@ -786,9 +786,5 @@ namespace HeavenStudio.Games
Hit.Play("HitPunch", -1, 0); Hit.Play("HitPunch", -1, 0);
Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f); Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
} }
public void Empty(PlayerActionEvent caller) { }
} }
} }

View file

@ -465,7 +465,7 @@ namespace HeavenStudio.Games
} }
} }
private ColorEase bgColorEase = new(); private ColorEase bgColorEase = new(defaultBGColor);
//call this in update //call this in update
private void BackgroundColorUpdate() private void BackgroundColorUpdate()

View file

@ -402,7 +402,6 @@ namespace HeavenStudio
{ {
Debug.LogWarning("Game loader AgbQuizShowLoader failed!"); Debug.LogWarning("Game loader AgbQuizShowLoader failed!");
} }
game = NtrPingpongLoader.AddGame(eventCaller); game = NtrPingpongLoader.AddGame(eventCaller);
if (game != null) if (game != null)
{ {

View file

@ -17,9 +17,5 @@ MonoBehaviour:
DenseViewWidthThreshold: 512 DenseViewWidthThreshold: 512
_disableAutoReloadInBackground: 0 _disableAutoReloadInBackground: 0
ImportedScriptPaths: ImportedScriptPaths:
- Assets/Scripts/Games/NailCarpenter/NailCarpenter.cs
- Assets/Scripts/Games/NailCarpenter/LongNail.cs
- Assets/Scripts/Games/NailCarpenter/Nail.cs
- Assets/Scripts/Games/NailCarpenter/Sweet.cs
PathsToSkipImportEvent: [] PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: [] PathsToIgnoreOverwriteSettingOnAttribute: []

View file

@ -8,7 +8,7 @@
</a> </a>
</p> </p>
[![License: GPL v3](https://img.shields.io/badge/License-GPLv3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0) [![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
[itch.io Page](https://rheavenstudio.itch.io/heaven-studio) [itch.io Page](https://rheavenstudio.itch.io/heaven-studio)