more working on stuff

This commit is contained in:
wookywok 2024-02-28 09:03:27 -06:00
parent 35616336ca
commit f7d25f2aad
90 changed files with 110451 additions and 575 deletions

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View file

@ -34,23 +34,58 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("airboarder", "Airboarder", "ffffff", false, false, new List<GameAction>() return new Minigame("airboarder", "Airboarder", "fbd4f2", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
{ {
function = delegate {Airboarder.instance.Bop(eventCaller.currentEntity.beat);}, function = delegate {Airboarder.instance.BopToggle(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"], eventCaller.currentEntity["toggle"]);},
defaultLength = 1f, defaultLength = 1f,
resizable = false resizable = true,
parameters = new List<Param>()
{
new Param("toggle", true, "Bop", "Toggle if the airboarders should bop for the duration of this event."),
new Param("auto", false, "Autobop", "Toggle if the airboarders should bop automatically until another Bop event is reached."),
}
}, },
new GameAction("duck", "Duck") new GameAction("duck", "Duck")
{ {
function = delegate {Airboarder.instance.PreCueDuck(eventCaller.currentEntity.beat);}, function = delegate {Airboarder.instance.RequestArch(eventCaller.currentEntity.beat);},
defaultLength = 4f, defaultLength = 4f,
resizable = false resizable = false
}, },
new GameAction("crouch", "Charged Duck")
{
function = delegate {Airboarder.instance.CueCrouch(eventCaller.currentEntity.beat);},
defaultLength = 4f,
resizable = false
},
new GameAction("jump", "Jump")
{
function = delegate {Airboarder.instance.CueJump(eventCaller.currentEntity.beat, eventCaller.currentEntity["ready"]);},
defaultLength = 4f,
resizable = false,
parameters = new List<Param>()
{
new Param("ready", false, "Play Ready Sound", "Toggle if the ready sound plays."),
}
},
new GameAction("letsGo", "YEAAAAAH LET'S GO")
{
function = delegate {Airboarder.instance.YeahLetsGo(eventCaller.currentEntity.beat, eventCaller.currentEntity["sound"]);},
defaultLength = 8f,
resizable = false,
parameters = new List<Param>()
{
new Param("sound", true, "Play Sound", "Toggle if the 'YEAAAAAH LET'S GO' voice clip plays."),
}
}
}, },
@ -62,58 +97,315 @@ namespace HeavenStudio.Games.Loaders
} }
} }
namespace HeavenStudio.Games namespace HeavenStudio.Games
{ {
/// This class handles the minigame logic. /// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override. /// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
using Scripts_Airboarder;
public class Airboarder : Minigame public class Airboarder : Minigame
{ {
public static Airboarder instance; public static Airboarder instance;
public struct Requesters
{
public bool wantsArch;
public bool wantsArchCrouch;
public bool wantsWall;
}
[Header("Objects")]
[SerializeField] Arch archBasic;
[Header("Animators")]
[SerializeField] Animator CPU1;
[SerializeField] Animator CPU2;
[SerializeField] public Animator Player;
[SerializeField] Animator Dog;
[SerializeField] Animator Floor;
bool goBop;
public bool cpu1CantBop = false;
public bool cpu2CantBop = false;
public bool playerCantBop = false;
public double startBeat;
public double switchBeat;
public double endBeat;
public double maxValue;
public float startFloor;
private void Awake() private void Awake()
{ {
instance = this; instance = this;
SetupBopRegion("airboarder", "bop", "auto");
}
public override void OnGameSwitch(double beat)
{
endBeat = maxValue;
var entities = GameManager.instance.Beatmap.Entities;
//find when the next game switch/remix end happens
RiqEntity firstEnd = entities.Find(c => c.datamodel is "gameManager/switchGame/airboarder" or "gameManager/end" && c.beat > beat);
endBeat = firstEnd?.beat ?? maxValue;
//lists arch and wall events
List<RiqEntity> archEvents = EventCaller.GetAllInGameManagerList("airboarder", new string[] { "duck"});
List<RiqEntity> crouchEvents = EventCaller.GetAllInGameManagerList("airboarder", new string[] { "crouch"});
//spawns an arch for each arch event
for (int i = 0; i <archEvents.Count; i++){
var archBeat = archEvents[i].beat;
if (startBeat <= archBeat - 28){
var targetArchBeat = archBeat - 28f;
if (switchBeat <= targetArchBeat){
RequestArch(targetArchBeat);
}
}
}
}
public override void OnPlay(double beat)
{
OnGameSwitch(beat);
} }
public void Bop(double beat)
{}
public void Update() public void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
var currentBeat = cond.songPositionInBeatsAsDouble; var currentBeat = cond.songPositionInBeatsAsDouble;
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 2f);
Floor.Play("moving", -1, normalizedBeat);
Floor.speed = 0;
if (cond.isPlaying && !cond.isPaused){
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)){
Player.GetComponent<Animator>().DoScaledAnimationAsync("duck",1f);}
if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease)){
Player.GetComponent<Animator>().DoScaledAnimationAsync("hold",1f);
playerCantBop = false;}
if (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease)){
Player.GetComponent<Animator>().DoScaledAnimationAsync("hold",1f);
playerCantBop = false;}
}
} }
public void PreCueDuck(double beat) public void FloorMovement (double beat)
{ {
CueDuck(beat);
} }
public override void OnBeatPulse(double beat)
{
if (goBop)
{
Bop();
}
}
public void BopToggle(double beat, float length, bool shouldBop, bool autoBop)
{
goBop = autoBop;
if (shouldBop)
{
Bop();
}
if (autoBop) { return;}
if (shouldBop)
{
List<BeatAction.Action> bops = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
bops.Add(new BeatAction.Action(beat + i, delegate { Bop(); }));
}
}
}
public void Bop()
{
if (!playerCantBop){
Player.GetComponent<Animator>().DoScaledAnimationAsync("bop",0.5f);
}
if (!cpu1CantBop){
CPU1.GetComponent<Animator>().DoScaledAnimationAsync("bop",0.5f);
}
if (!cpu2CantBop){
CPU2.GetComponent<Animator>().DoScaledAnimationAsync("bop",0.5f);
}
}
public void YeahLetsGo(double beat, bool voiceOn)
{
if(voiceOn)
{
BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/start1");}),
new BeatAction.Action(beat + 6.5, delegate {SoundByte.PlayOneShotGame("airboarder/start2");}),
});
}
BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(beat, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
new BeatAction.Action(beat, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
new BeatAction.Action(beat, delegate {Player.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);})
}
);
}
public void RequestArch(double beat)
{
Arch newArch = Instantiate(archBasic);
newArch.appearBeat = beat;
newArch.gameObject.SetActive(true);
}
public void CueDuck(double beat) public void CueDuck(double beat)
{ {
ScheduleInput(beat, 3f, InputAction_BasicPress, DuckSuccess, DuckMiss, DuckEmpty);
BeatAction.New(instance, new List<BeatAction.Action>() { BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate {cpu1CantBop = true;} ),
new BeatAction.Action(beat, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/ready");}), new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/ready");}),
new BeatAction.Action(beat + 1, delegate {cpu2CantBop = true;} ),
new BeatAction.Action(beat+1, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("duck", 1f);}),
new BeatAction.Action(beat+1, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
new BeatAction.Action(beat + 1, delegate {SoundByte.PlayOneShotGame("airboarder/crouch");}), new BeatAction.Action(beat + 1, delegate {SoundByte.PlayOneShotGame("airboarder/crouch");}),
new BeatAction.Action(beat + 2, delegate {SoundByte.PlayOneShotGame("airboarder/crouch");}) new BeatAction.Action(beat+2, delegate {playerCantBop = true;} ),
new BeatAction.Action(beat+2, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("duck", 1f);}),
new BeatAction.Action(beat+2, delegate {Player.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
new BeatAction.Action(beat + 2, delegate {SoundByte.PlayOneShotGame("airboarder/crouch");}),
new BeatAction.Action(beat+2.5, delegate {cpu1CantBop = false;} ),
new BeatAction.Action(beat+3.5, delegate {cpu2CantBop = false;} ),
new BeatAction.Action(beat+4.5, delegate {playerCantBop = false;} ),
}); });
} }
public void DuckSuccess(PlayerActionEvent caller, float state) public void CueCrouch(double beat)
{ {
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate {cpu1CantBop = true;}),
new BeatAction.Action(beat, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/ready");}),
new BeatAction.Action(beat+1, delegate {cpu2CantBop = true;} ),
new BeatAction.Action(beat + 1, delegate {SoundByte.PlayOneShotGame("airboarder/crouchCharge");}),
new BeatAction.Action(beat+1, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);}),
new BeatAction.Action(beat+1, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
new BeatAction.Action(beat+2, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);}),
new BeatAction.Action(beat+2, delegate {Player.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
new BeatAction.Action(beat + 2, delegate {SoundByte.PlayOneShotGame("airboarder/crouchCharge");})
});
}
public void CueJump(double beat, bool readySound)
{
ScheduleInput(beat, 3f, InputAction_FlickRelease, JumpSuccess, JumphMiss, JumpEmpty);
if (readySound)
{
SoundByte.PlayOneShotGame("airboarder/ready");
}
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat+1, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("jump", 1f);}),
new BeatAction.Action(beat+1, delegate {cpu1CantBop = false;} ),
new BeatAction.Action(beat + 1, delegate {SoundByte.PlayOneShotGame("airboarder/jump");}),
new BeatAction.Action(beat+2, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("jump", 1f);}),
new BeatAction.Action(beat+2, delegate {cpu2CantBop = false;} ),
new BeatAction.Action(beat + 2, delegate {SoundByte.PlayOneShotGame("airboarder/jump");}),
});
}
public void DuckSuccess(double beat)
{
Player.GetComponent<Animator>().DoScaledAnimationAsync("duck", 1f);
SoundByte.PlayOneShotGame("airboarder/crouch"); SoundByte.PlayOneShotGame("airboarder/crouch");
} }
public void DuckMiss(PlayerActionEvent caller){} public void DuckMiss(double beat){
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit1",1f);
}
public void DuckEmpty(PlayerActionEvent caller){} public void DuckEmpty(double beat){
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit2", 1f);
}
public void CrouchSuccess(double beat)
{
Player.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);
SoundByte.PlayOneShotGame("airboarder/crouchCharge");
playerCantBop = true;
}
public void CrouchMiss(double beat){
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit1",1f);
}
public void CrouchEmpty(double beat){
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit2", 1f);
}
public void JumpSuccess(PlayerActionEvent caller, float state)
{
Player.GetComponent<Animator>().DoScaledAnimationAsync("jump", 1f);
SoundByte.PlayOneShotGame("airboarder/jump");
playerCantBop = false;
}
public void JumphMiss(PlayerActionEvent caller){
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit1",1f);
playerCantBop = false;
}
public void JumpEmpty(PlayerActionEvent caller){
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit2", 1f);
playerCantBop = false;
}
} }

View file

@ -0,0 +1,78 @@
using System.Collections;
using System.Collections.Generic;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_Airboarder
{
public class Arch : MonoBehaviour
{
public Airboarder game;
public double targetBeat;
public double appearBeat;
[Header("Components")]
public Animator anim;
private bool isCrouch;
// Start is called before the first frame update
private void Awake()
{
double calcBeat = appearBeat;
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(calcBeat+28f, delegate {game.CueDuck(calcBeat);}),
new BeatAction.Action(calcBeat+31f, delegate {game.ScheduleInput(calcBeat, 0f, Airboarder.InputAction_BasicPress, DuckSuccessArch, DuckMissArch, DuckEmptyArch);})
});
}
// Update is called once per frame
void Update()
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(appearBeat, 40f);
anim.DoNormalizedAnimation("move", normalizedBeat, 0);
anim.speed = 0;
if (normalizedBeat > 1) Destroy(gameObject);
}
public void DuckSuccessArch(PlayerActionEvent caller, float state)
{
game.DuckSuccess(targetBeat);
}
public void DuckMissArch(PlayerActionEvent caller)
{
game.DuckMiss(targetBeat);
}
public void DuckEmptyArch(PlayerActionEvent caller)
{
game.DuckEmpty(targetBeat);
}
public void CrouchSuccessArch(PlayerActionEvent caller, float state)
{
game.CrouchSuccess(targetBeat);
}
public void CrouchMissArch(PlayerActionEvent caller)
{
game.CrouchMiss(targetBeat);
}
public void CrouchEmptyArch(PlayerActionEvent caller)
{
game.CrouchEmpty(targetBeat);
}
}
}

View file

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View file

@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_Airboarder
{
public class Scrollng_Floor : MonoBehaviour
{
public float scrollSpeedX;
public float scrollSpeedY;
private SkinnedMeshRenderer meshRenderer;
public Airboarder game;
// Start is called before the first frame update
private void Awake()
{
game = Airboarder.instance;
meshRenderer = GetComponent<SkinnedMeshRenderer>();
ScrollFloorTexture(Conductor.instance.songBpm);
}
// Update is called once per frame
void Update()
{
}
public void ScrollFloorTexture(float bpm)
{
float modifier = bpm/120;
meshRenderer.material.mainTextureOffset = new Vector2(modifier * scrollSpeedX, modifier * scrollSpeedY);
}
}
}

View file

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