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value: -0.3023 + value: 0 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -784,7 +745,7 @@ AnimationClip: m_Curve: - serializedVersion: 3 time: 0 - value: 0 + value: 1 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -793,7 +754,7 @@ AnimationClip: outWeight: 0 - serializedVersion: 3 time: 0.016666668 - value: 1 + value: 0 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -812,7 +773,7 @@ AnimationClip: m_Curve: - serializedVersion: 3 time: 0 - value: 1 + value: 1.4350965 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -821,7 +782,7 @@ AnimationClip: outWeight: 0.33333334 - serializedVersion: 3 time: 0.016666668 - value: 1.4350965 + value: 1 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -840,7 +801,7 @@ AnimationClip: m_Curve: - serializedVersion: 3 time: 0 - value: 1 + value: 1.1773702 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -849,7 +810,7 @@ AnimationClip: outWeight: 0.33333334 - serializedVersion: 3 time: 0.016666668 - value: 1.1773702 + value: 1 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -868,7 +829,7 @@ AnimationClip: m_Curve: - serializedVersion: 3 time: 0 - value: 1 + value: 1.1773702 inSlope: Infinity outSlope: Infinity tangentMode: 103 @@ -877,7 +838,7 @@ AnimationClip: outWeight: 0.33333334 - serializedVersion: 3 time: 0.016666668 - value: 1.1773702 + value: 1 inSlope: Infinity outSlope: Infinity tangentMode: 103 diff --git a/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs b/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs index d975c593a..24e51a7b1 100644 --- a/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs +++ b/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using HeavenStudio.Util; +using HeavenStudio.InputSystem; using UnityEngine; using TMPro; using DG.Tweening; @@ -15,32 +16,41 @@ namespace HeavenStudio.Games.Loaders new GameAction("headOut", "Send Head Out") { function = delegate { - var e = eventCaller.currentEntity; - MannequinFactory.instance.HeadOut(e.beat, 1); + if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) { + var e = eventCaller.currentEntity; + instance.HeadOut(e.beat, 1); + } }, defaultLength = 7, }, new GameAction("misalignedHeadOut", "Send Misaligned Head Out") { function = delegate { - var e = eventCaller.currentEntity; - MannequinFactory.instance.HeadOut(e.beat, 2); + if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) { + var e = eventCaller.currentEntity; + instance.HeadOut(e.beat, 2); + } }, defaultLength = 7, }, new GameAction("randomHeadOut", "Send Random Head Out") { function = delegate { - var e = eventCaller.currentEntity; - MannequinFactory.instance.HeadOut(e.beat, 0); + if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) { + var e = eventCaller.currentEntity; + instance.HeadOut(e.beat, 0); + } }, defaultLength = 7, }, new GameAction("changeText", "Change Text") { function = delegate { - MannequinFactory.instance.SignText.text = eventCaller.currentEntity["text"]; - }, + if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) { + var e = eventCaller.currentEntity; + instance.SignText.text = eventCaller.currentEntity["text"]; + } + }, defaultLength = 0.5f, parameters = new List() { @@ -50,23 +60,26 @@ namespace HeavenStudio.Games.Loaders new GameAction("bgColor", "Change Background Color") { function = delegate { - var e = eventCaller.currentEntity; - MannequinFactory.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); + if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) { + var e = eventCaller.currentEntity; + instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); + } }, parameters = new List() { new Param("colorStart", new Color(0.97f, 0.94f, 0.51f, 1f), "Start Color", "The color to start fading from."), new Param("colorEnd", new Color(0.97f, 0.94f, 0.51f, 1f), "End Color", "The color to end the fade."), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease to use for color fade", new() { - new Param.CollapseParam(x => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "colorEnd" }), + new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "colorStart" }), }), }, resizable = true }, - }, - new List() {"agb", "normal"}, - "agbmannequin", "en", - new List() {} + } + // , + // new List() {"agb", "normal"}, + // "agbmannequin", "en", + // new List() {} ); } } @@ -86,8 +99,32 @@ namespace HeavenStudio.Games public TMP_Text SignText; public GameObject MannequinHeadObject; - public static MannequinFactory instance; - + protected static bool IA_PadLeft(out double dt) + { + return PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt); + } + protected static new bool IA_TouchFlick(out double dt) + { + return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt) && PlayerInput.GetFlick(out _) + && !instance.IsExpectingInputNow(InputAction_Second); + } + protected static bool IA_TouchPress(out double dt) + { + return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)// && !PlayerInput.GetFlick(out _) + && !instance.IsExpectingInputNow(InputAction_First); + } + + public static PlayerInput.InputAction InputAction_First = + new("AgbMannequinFactoryTouchFirst", new int[] { IAPressCat, IAPressCat, IAPressCat }, + IA_PadLeft, IA_TouchFlick, IA_Empty); + + public static PlayerInput.InputAction InputAction_Second = + new("AgbMannequinFactoryTouchSecond", new int[] { IAPressCat, IAPressCat, IAPressCat }, + IA_PadBasicPress, IA_TouchPress, IA_Empty); + + // awww man a static instance 😢 + private static MannequinFactory instance; + private void Awake() { instance = this; @@ -95,22 +132,41 @@ namespace HeavenStudio.Games private void Update() { - if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) + bool touch = PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch; + if (PlayerInput.GetIsAction(InputAction_First) && (!IsExpectingInputNow(InputAction_First) || (touch && !IsExpectingInputNow(InputAction_First) && !IsExpectingInputNow(InputAction_Second)))) { - StampAnim.DoScaledAnimationAsync("StampEmpty"); + HandAnim.DoScaledAnimationAsync("SlapEmpty", 0.3f); } - if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(3) && !IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN)) + if (PlayerInput.GetIsAction(InputAction_Second) && (!IsExpectingInputNow(InputAction_Second) || (touch && !IsExpectingInputNow(InputAction_First) && !IsExpectingInputNow(InputAction_Second)))) { - HandAnim.DoScaledAnimationAsync("SlapEmpty"); + StampAnim.DoScaledAnimationAsync("StampEmpty", 0.3f); } BackgroundColorUpdate(); } - public void HeadOut(double beat, int cueType) + public override void OnGameSwitch(double beat) { - if (cueType == 0) cueType = UnityEngine.Random.Range(1, 3); + var events = gameManager.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] == "mannequinFactory"); + + foreach (var item in events.FindAll(e => e.datamodel is "headOut" or "misalignedHeadOut" or "randomHeadOut")) + { + + } + + var bg = events.FindLast(e => e.datamodel == "mannequinFactory/bgColor" && e.beat < beat); + if (bg != null) { + BackgroundColor(bg.beat, bg.length, bg["colorStart"], bg["colorEnd"], bg["ease"]); + } else { + Color color = new Color(0.97f, 0.94f, 0.51f, 1f); + BackgroundColor(0, 0, color, color, (int)EasingFunction.Ease.Instant); + } + } + + public static void HeadOutSFX(double beat, int cueType) + { + if (cueType == 0) cueType = Random.Range(1, 3); var sfx = new List() { new MultiSound.Sound("mannequinFactory/drum", beat ), new MultiSound.Sound("mannequinFactory/drum", beat + 0.5), @@ -128,8 +184,12 @@ namespace HeavenStudio.Games }); } MultiSound.Play(sfx.ToArray(), forcePlay: true); + } + public void HeadOut(double beat, int cueType) + { MannequinHead head = Instantiate(MannequinHeadObject, transform).GetComponent(); + head.game = this; head.startBeat = beat; head.needClap = cueType == 2; } @@ -161,24 +221,5 @@ namespace HeavenStudio.Games colorEnd = colorEndSet; colorEase = (Util.EasingFunction.Ease)ease; } - - //call this in OnPlay(double beat) and OnGameSwitch(double beat) - private void PersistColor(double beat) - { - var bg = GameManager.instance.Beatmap.Entities.FindLast(c => c.beat < beat && c.datamodel == "mannequinFactory/bgColor"); - if (bg != null) { - BackgroundColor(bg.beat, bg.length, bg["colorStart"], bg["colorEnd"], bg["ease"]); - } - } - - public override void OnPlay(double beat) - { - PersistColor(beat); - } - - public override void OnGameSwitch(double beat) - { - PersistColor(beat); - } } } diff --git a/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs b/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs index 8b57ffc06..0eda01fd5 100644 --- a/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs +++ b/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs @@ -19,11 +19,11 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory int turnStatus; - private MannequinFactory game; + public MannequinFactory game; private void Awake() { - game = MannequinFactory.instance; + } private void Start() @@ -35,15 +35,21 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory new BeatAction.Action(startBeat + 1, delegate { headAnim.DoScaledAnimationAsync("Move1", 0.3f); }), new BeatAction.Action(startBeat + 3, delegate { headAnim.DoScaledAnimationAsync("Move2", 0.3f); }), new BeatAction.Action(startBeat + 4, delegate { - if (turnStatus == 1) game.ScheduleInput(startBeat, 5, InputType.STANDARD_DOWN, StampJust, StampMiss, Nothing); - else game.ScheduleUserInput(startBeat, 5, InputType.STANDARD_DOWN, StampUnJust, StampMiss, Nothing); + if (turnStatus == 1) { + game.ScheduleInput(startBeat, 5, MannequinFactory.InputAction_Second, StampJust, StampMiss, Nothing); + } else { + game.ScheduleUserInput(startBeat, 5, MannequinFactory.InputAction_Second, StampUnJust, StampMiss, Nothing); + } }), }); - if (needClap) SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 3); - SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 5); - if (needClap) game.ScheduleInput(startBeat, 3, InputType.DIRECTION_LEFT_DOWN, ClapJust, ClapMiss, Nothing); - else game.ScheduleUserInput(startBeat, 3, InputType.DIRECTION_LEFT_DOWN, ClapUnJust, ClapMiss, Nothing); + if (needClap) { + game.ScheduleInput(startBeat, 3, MannequinFactory.InputAction_First, ClapJust, ClapMiss, Nothing); + SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 3); + } else { + game.ScheduleUserInput(startBeat, 3, MannequinFactory.InputAction_First, ClapUnJust, ClapMiss, Nothing); + SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 5); + } } void ClapJust(PlayerActionEvent caller, float state) @@ -65,7 +71,7 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory { turnStatus++; SoundByte.PlayOneShotGame("mannequinFactory/slap"); - game.HandAnim.DoScaledAnimationAsync("SlapJust"); + game.HandAnim.DoScaledAnimationAsync("SlapJust", 0.3f); headAnim.Play("Slapped", 0, 0); } @@ -75,7 +81,7 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory { if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss"); headAnim.DoScaledAnimationAsync("Stamp", 0.3f); - game.StampAnim.DoScaledAnimationAsync("StampJust", 0.2f); + game.StampAnim.DoScaledAnimationAsync("StampJust", 0.3f); SoundByte.PlayOneShotGame("mannequinFactory/eyes"); eyesSr.gameObject.SetActive(true); } diff --git a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs index 9023dcd21..f0959e78f 100644 --- a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs +++ b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs @@ -266,6 +266,17 @@ namespace HeavenStudio Debug.LogWarning("Game loader NtrBackbeatLoader failed!"); } + Debug.Log("Running game loader AgbMannequinFactoryLoader"); + game = AgbMannequinFactoryLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader AgbMannequinFactoryLoader failed!"); + } + Debug.Log("Running game loader AgbMarcherLoader"); game = AgbMarcherLoader.AddGame(eventCaller); if (game != null)