a bunch more stuff

idk i'm tired again, i really doubt this will even be read by anybody

btw if you're reading this, type "charging chicken should be replaced with a piece of pizza" and ping me in the HS discord server
This commit is contained in:
ThePurpleAnon 2024-02-22 00:22:32 -06:00
parent 365c87c66b
commit f929350f05
29 changed files with 9882 additions and 3853 deletions

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@ -22,13 +22,14 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.minigameObj.TryGetComponent(out ChargingChicken instance)) {
instance.ChargeUp(e.beat, e.length, e["drumbeat"]);
instance.ChargeUp(e.beat, e.length, e["drumbeat"], e["bubble"]);
}
ChargingChicken.CountIn(e.beat);
},
parameters = new List<Param>()
{
new Param("drumbeat", ChargingChicken.DrumLoopList.Straight, "Drum Beat", "REPLACE THIS"),
new Param("drumbeat", ChargingChicken.DrumLoopList.Straight, "Drum Beat", "Choose which drum beat to play while filling."),
new Param("bubble", false, "Countdown Bubble", "Choose whether the counting bubble will spawn for this input."),
},
defaultLength = 8,
resizable = true,
@ -42,7 +43,6 @@ namespace HeavenStudio.Games.Loaders
instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]);
}
},
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
@ -55,6 +55,26 @@ namespace HeavenStudio.Games.Loaders
}),
}
},
new GameAction("changeFgLight", "Foreground Appearance")
{
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.minigameObj.TryGetComponent(out ChargingChicken instance)) {
instance.ChangeLight(e.beat, e.length, e["lightFrom"], e["lightTo"], e["headLightFrom"], e["headLightTo"], e["ease"]);
}
},
resizable = true,
parameters = new List<Param>()
{
new Param("lightFrom", new EntityTypes.Float(0, 1, 1), "Scene Brightness Start", "Set the brightness of the foreground at the start of the event."),
new Param("lightTo", new EntityTypes.Float(0, 1, 1), "Scene Brightness End", "Set the brightness of the foreground at the end of the event."),
new Param("headLightFrom", new EntityTypes.Float(0, 1, 0), "Headlight Brightness Start", "Set the brightness of the car's headlights at the start of the event."),
new Param("headLightTo", new EntityTypes.Float(0, 1, 0), "Headlight Brightness End", "Set the brightness of the car's headlights at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new() {
new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "lightFrom", "headLightFrom" }),
}),
}
},
},
new List<string>() { "ctr", "aim" },
"ctrChargingChicken", "en",
@ -74,17 +94,31 @@ namespace HeavenStudio.Games
[SerializeField] SpriteRenderer gradient;
[SerializeField] SpriteRenderer bgLow;
[SerializeField] SpriteRenderer bgHigh;
[SerializeField] Animator ChickenAnim;
[SerializeField] Transform sea;
[SerializeField] TMP_Text yardsText;
[SerializeField] TMP_Text bubbleText;
[SerializeField] GameObject countBubble;
[SerializeField] Material chickenColors;
[SerializeField] SpriteRenderer headlightColor;
bool isInputting = false;
double bgColorStartBeat = -1;
float bgColorLength = 0;
double fgLightStartBeat = -1;
float fgLightLength = 0;
Util.EasingFunction.Ease lastEase;
Color colorFrom;
Color colorTo;
Color colorFrom2;
Color colorTo2;
float lightFrom = 1;
float lightTo = 1;
float lightFrom2 = 0;
float lightTo2 = 0;
double bubbleEndCount = 0;
float seaPos = 0;
@ -305,7 +339,10 @@ namespace HeavenStudio.Games
public void Update()
{
//update background color
BackgroundColorUpdate(Conductor.instance);
AllColorsUpdate(Conductor.instance);
//update counting bubble
bubbleText.text = ($"{Math.Ceiling(bubbleEndCount - Conductor.instance.songPositionInBeatsAsDouble)}");
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
//player whiffs (press)
@ -319,7 +356,13 @@ namespace HeavenStudio.Games
if (isInputting)
//if the player was doing well
{
SoundByte.PlayOneShotGame("chargingChicken/blastoff"); //TO DO: replace with proper takeoff function
SoundByte.PlayOneShotGame("chargingChicken/blastoff"); ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f); //TO DO: replace with proper takeoff function
//erase text
yardsText.text = "";
//despawn the counting bubble
countBubble.SetActive(false);
}
isInputting = false; //stops the drums
@ -361,8 +404,12 @@ namespace HeavenStudio.Games
}, forcePlay: true);
}
public void ChargeUp(double beat, double length, int whichDrum) //TO DO: make this inactive
public void ChargeUp(double beat, double actualLength, int whichDrum, bool bubble = false) //TO DO: make this inactive
{
//convert length to an integer, which is at least 2
double length = Math.Ceiling(actualLength);
if (length < 2) length = 2;
//TO DO: GET RID OF THIS THIS IS JUST FOR DEMO PURPOSES, IT PLAYS THE LITTLE "COLLAPSE" NOISE BUT IT NEEDS TO BE REPLACED WITH A PROPER DISTANCE CHECK
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
{
@ -371,31 +418,55 @@ namespace HeavenStudio.Games
}),
});
//animation
//STUFF GOES HERE
//input
ScheduleInput(beat - 1, 1, InputAction_BasicPress, whichDrum == 0 ? StartChargingJust : StartChargingJustMusic, StartChargingMiss, Nothing);
ScheduleInput(beat, length, InputAction_BasicRelease, EndChargingJust, EndChargingMiss, Nothing);
//set up bubble
bubbleEndCount = beat + length;
//set up the big beataction
var actions = new List<BeatAction.Action>();
//"X yards to goal" text
double yardsTextLength = length;
actions.Add(new(beat - 2, delegate {
yardsText.text = $"<color=yellow>{yardsTextLength}</color> yards to the goal.";
}));
//chicken ducks into the car window
actions.Add(new(beat - 1, delegate {
ChickenAnim.DoScaledAnimationAsync("Prepare", 0.5f);
}));
//spawns the countdown bubble
actions.Add(new(beat, delegate {
countBubble.SetActive(bubble);
}));
//drum loop
while ( length >= 0 )
{
//create the beat action
var actions = PlayDrumLoop(beat, whichDrum, length);
//execute the list of actions from PlayDrumLoop
BeatAction.New(GameManager.instance, actions);
//add drums to the beataction
var drumActions = PlayDrumLoop(beat, whichDrum, length);
actions.AddRange(drumActions);
//start the next drum loop
beat += 4;
length -= 4;
}
//activate the big beat action
BeatAction.New(GameManager.instance, actions);
}
public void StartChargingJust(PlayerActionEvent caller, float state)
{
//sound
isInputting = true; //starts the drums
//animation
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
}
public void StartChargingJustMusic(PlayerActionEvent caller, float state)
@ -404,12 +475,21 @@ namespace HeavenStudio.Games
isInputting = true; //starts the drums
SoundByte.PlayOneShotGame("chargingChicken/kick");
SoundByte.PlayOneShotGame("chargingChicken/hihat");
//animation
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
}
public void StartChargingMiss(PlayerActionEvent caller)
{
//sound
isInputting = false; //ends the drums (just in case)
//erase text TO DO: make this happen later (but for now it's fine here)
yardsText.text = "";
//despawn the counting bubble TO DO: make this happen later (but for now it's fine here)
countBubble.SetActive(false);
}
public void EndChargingJust(PlayerActionEvent caller, float state)
@ -417,12 +497,27 @@ namespace HeavenStudio.Games
//sound
isInputting = false; //ends the drums
SoundByte.PlayOneShotGame("chargingChicken/blastoff");
//TO DO: remove this and make it better
ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f);
//erase text
yardsText.text = "";
//despawn the counting bubble
countBubble.SetActive(false);
}
public void EndChargingMiss(PlayerActionEvent caller)
{
//sound
isInputting = false; //ends the drums
//erase text
yardsText.text = "";
//despawn the counting bubble
countBubble.SetActive(false);
}
public void Nothing(PlayerActionEvent caller) { }
@ -472,6 +567,17 @@ namespace HeavenStudio.Games
lastEase = (Util.EasingFunction.Ease)ease;
}
public void ChangeLight(double beat, float length, float light1, float light2, float light3, float light4, int ease)
{
fgLightStartBeat = beat;
fgLightLength = length;
lightFrom = light1;
lightTo = light2;
lightFrom2 = light3;
lightTo2 = light4;
lastEase = (Util.EasingFunction.Ease)ease;
}
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("chargingChicken", new string[] { "changeBgColor" }).FindAll(x => x.beat < beat);
@ -481,21 +587,40 @@ namespace HeavenStudio.Games
var lastEvent = allEventsBeforeBeat[^1];
ChangeColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
}
allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("chargingChicken", new string[] { "changeFgLight" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allEventsBeforeBeat[^1];
ChangeLight(lastEvent.beat, lastEvent.length, lastEvent["lightFrom"], lastEvent["lightTo"], lastEvent["headLightFrom"], lastEvent["headLightTo"], lastEvent["ease"]);
}
}
private void BackgroundColorUpdate(Conductor cond)
private void AllColorsUpdate(Conductor cond)
{
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
//bg color
float normalizedBeatBG = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeatBG);
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeatBG);
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeatBG);
bgHigh.color = new Color(newColorR, newColorG, newColorB);
gradient.color = new Color(newColorR, newColorG, newColorB);
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeatBG);
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeatBG);
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeatBG);
bgLow.color = new Color(newColorR, newColorG, newColorB);
//fg light
float normalizedBeatFG = Mathf.Clamp01(cond.GetPositionFromBeat(fgLightStartBeat, fgLightLength));
float newLight = func(lightFrom, lightTo, normalizedBeatFG);
chickenColors.color = new Color(newLight, newLight, newLight);
newLight = func(lightFrom2, lightTo2, normalizedBeatFG);
headlightColor.color = new Color(1, 1, 1, newLight);
}
#endregion