TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations

This commit is contained in:
streitixy 2024-02-21 16:11:16 -03:00
parent 3a8506d823
commit fbb82cc5b3
28 changed files with 19255 additions and 753 deletions

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@ -25,8 +25,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", true, "Bop", "Toggle if the Donpans should bop for the duration of this event."),
new Param("auto", false, "Bop (Auto)", "Toggle if the Donpans+ should automatically bop until another Bop event is reached."),
new Param("toggle", true, "Bop", "Toggle if the Donpans and Yagura-chan should bop for the duration of this event."),
new Param("auto", false, "Bop (Auto)", "Toggle if the Donpans and Yagura-chan should automatically bop until another Bop event is reached."),
},
},
@ -34,58 +34,48 @@ namespace HeavenStudio.Games.Loaders
new GameAction("pan", "Pan")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1, "pan", eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
function = delegate {
var e = eventCaller.currentEntity;
string variation = "variation" + (new string[] { "Pan", "Pa", "Pa_n" })[e["type"]];
BonOdori.instance.Clap(e.beat, e[variation], e["type"], e["mute"]);
},
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationPan.regular, "Type", "Set the variation of the voice line."),
new Param("mute", false, "Mute Sound", "Mute the voice line."),
new Param("type",BonOdori.typePan.Pan, "Type", "Set the type of voice line.", new(){
new((x, _) => (int)x == 0, new string[] { "variationPan"}),
new((x, _) => (int)x == 1, new string[] { "variationPa"}),
new((x, _) => (int)x == 2, new string[] { "variationPa_n"}),
}),
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_n", BonOdori.variationPa_n.Pa_nA , "Pa-n Type", "Set the variation of the voice line."),
}
},
new GameAction("pa-n", "Pa-n")
new GameAction("don", "Don")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1.5, "pa-n", eventCaller.currentEntity["type"]); },
function = delegate {
var e = eventCaller.currentEntity;
string variation = "variation" + (new string[] { "Don", "Do", "Do_n" })[e["type"]];
BonOdori.instance.Sound(e.beat, e[variation], e["type"]);
},
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationPa_n.regular, "Type", "Set the variation of the voice line."),
},
},
new GameAction("pa", "Pa")
{
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 0.5, "pa", eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationPa.regular, "Type", "Set the variation of the voice line."),
},
},
new GameAction("don", "Don")
{
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 1, "don", eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationDon.regular, "Type", "Set the variation of the voice line."),
},
},
new GameAction("do-n", "Do-n")
{
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 1.5, "do-n", eventCaller.currentEntity["type"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationDo_n.regular, "Type", "Set the variation of the voice line."),
},
},
new GameAction("do", "Do")
{
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 0.5, "do", eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", BonOdori.variationDo.regular, "Type", "Set the variation of the voice line."),
},
new Param("type",BonOdori.typeDon.Don, "Type", "Set the type of voiceline", new(){
new((x, _) => (int)x == 0, new string[] { "variationDon"}),
new((x, _) => (int)x == 1, new string[] { "variationDo"}),
new((x, _) => (int)x == 2, new string[] { "variationDo_n"}),
}),
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_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."),
}
},
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"]);},
@ -126,7 +116,7 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("scroll text", "Scroll Text")
{
function = delegate {BonOdori.instance.ScrollText(eventCaller.currentEntity["line 1"],eventCaller.currentEntity["line 2"],eventCaller.currentEntity["line 3"],eventCaller.currentEntity["line 4"],eventCaller.currentEntity["line 5"], eventCaller.currentEntity.length);},
function = delegate {BonOdori.instance.ScrollText(eventCaller.currentEntity["line 1"],eventCaller.currentEntity["line 2"],eventCaller.currentEntity["line 3"],eventCaller.currentEntity["line 4"],eventCaller.currentEntity["line 5"], eventCaller.currentEntity.length, eventCaller.currentEntity.beat);},
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
@ -141,10 +131,27 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("bow", "Bow")
{
function = delegate {BonOdori.instance.Bow(eventCaller.currentEntity.beat);},
function = delegate {BonOdori.instance.Bow(eventCaller.currentEntity.beat, eventCaller.currentEntity.length);},
defaultLength = 2f,
resizable = true,
}
},
new GameAction("spin", "Spin")
{
function = delegate {BonOdori.instance.Spin(eventCaller.currentEntity.beat, eventCaller.currentEntity.length);},
defaultLength = 1f,
},
new GameAction("toggle bg", "Toggle Darker Background")
{
function = delegate {BonOdori.instance.DarkBG(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]);},
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("toggle", true, "Darken Background", "Darkens the background"),
}
},
@ -163,7 +170,14 @@ namespace HeavenStudio.Games
public class BonOdori : Minigame
{
string prefix;
double beatUniversal;
string suffix;
bool goBop;
string originalText1;
string originalText2;
string originalText3;
string originalText4;
string originalText5;
TextMeshProUGUI Text1_GUI;
TextMeshProUGUI Text2_GUI;
TextMeshProUGUI Text3_GUI;
@ -176,8 +190,6 @@ namespace HeavenStudio.Games
TextMeshProUGUI Text10_GUI;
[SerializeField] TMPro.TMP_FontAsset WW;
[SerializeField] TMPro.TMP_FontAsset RodinDB;
[SerializeField] TMP_Text Text1;
[SerializeField] TMP_Text Text2;
[SerializeField] TMP_Text Text3;
@ -192,61 +204,57 @@ namespace HeavenStudio.Games
[SerializeField] Animator DarkPlane;
[SerializeField] Animator Player;
[SerializeField] Animator Judge;
[SerializeField] Animator CPU;
[SerializeField] Animator CPU1;
[SerializeField] Animator CPU2;
[SerializeField] Animator CPU3;
[SerializeField] Animator Face;
public enum typePan
{
Pan = 0,
Pa = 1,
Pa_n = 2
}
public enum typeDon
{
Don = 0,
Do = 1,
Do_n = 2
}
public enum color
{
red = 0,
yellow = 1,
green = 2
}
public enum Tags
{
Tag1 = 1,
Tag2 = 2,
Tag3 = 3,
Tag4 = 4,
Tag5 = 5,
Tag6 = 6,
Tag7 = 7,
Tag8 = 8,
Tag9 = 9,
Tag10 = 10
}
public enum variationPan
{
regular = 0,
variation1 = 1,
variation2 = 2
PanC = 0,
PanE = 1,
PanA = 2
}
public enum variationPa_n
{
regular = 0,
variation1 = 1
Pa_nA = 0,
Pa_nC = 1
}
public enum variationPa
{
regular = 0
PaG = 0
}
public enum variationDon
{
regular = 0,
variation1 = 1,
variation2 = 2,
variation3 = 3
DonA = 0,
DonD = 1,
DonC = 2,
DonG = 3
}
public enum variationDo_n
{
regular = 0,
variation1 = 1
Do_nA = 0,
Do_nG = 1
}
public enum variationDo
{
regular = 0,
variation1 = 1
DoC = 0,
DoG = 1
}
public static BonOdori instance { get; set; }
public void Awake()
@ -281,97 +289,106 @@ namespace HeavenStudio.Games
}
public void Clap(double beat, double type, string typeSpeak, int variation)
{
public void Clap(double beat, int variation, int typeSpeak, bool muted)
{
if (muted)
{
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
}
else
{
switch (typeSpeak){
case "pan":
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Empty);
switch (typeSpeak){
case 0:
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
switch (variation){
case (int) variationPan.regular:
case 0:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pan1", beat + 0.5, offset: 0.01f)});
new MultiSound.Sound("bonOdori/pan1", beat, offset: 0.01f)});
break;
case (int) variationPan.variation1:
case 1:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pan2", beat + 0.5f, offset: 0.01f)});
new MultiSound.Sound("bonOdori/pan2", beat, offset: 0.01f)});
break;
case (int) variationPan.variation2:
case 2:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pan3", beat + 0.5f, offset: 0.01f)});
new MultiSound.Sound("bonOdori/pan3", beat, offset: 0.01f)});
break;}
break;
case "pa-n":
ScheduleInput(beat, 1f, InputAction_BasicPress, Success, Miss, Empty);
case 2:
ScheduleInput(beat,0f, InputAction_BasicPress, Success, Miss, Empty);
switch (variation){
case (int) variationPa_n.regular:
case 0:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pa_n1", beat + 1f, offset: 0.01f)});
new MultiSound.Sound("bonOdori/pa_n1", beat, offset: 0.01f)});
break;
case (int) variationPa_n.variation1:
case 1:
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pa_n2", beat + 1f, offset: 0.01f)});
new MultiSound.Sound("bonOdori/pa_n2", beat, offset: 0.01f)});
break;}
break;
case "pa":
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Empty);
case 1:
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
MultiSound.Play(new MultiSound.Sound[]{
new MultiSound.Sound("bonOdori/pa1", beat + 0.5f, offset: 0.01f)});
new MultiSound.Sound("bonOdori/pa1", beat, offset: 0.01f)});
break;
beatUniversal = beat;
}
}
public void Sound(double beat, double type, string typeSpeak, int variation)
}}}
public void Sound(double beat, int variation, int typeSpeak )
{ switch (typeSpeak){
case "don":
case 0:
switch (variation){
case (int)variationDon.regular:
case 0:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/don1", beat + 0.5, offset: 0.01f)});
new MultiSound.Sound("bonOdori/don1", beat, offset: 0.01f)});
break;
case (int)variationDon.variation1:
case 1:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/don2", beat + 0.5, offset: 0.01f)});
new MultiSound.Sound("bonOdori/don2", beat, offset: 0.01f)});
break;
case (int)variationDon.variation2:
case 2:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/don3", beat + 0.5, offset: 0.01f)});
new MultiSound.Sound("bonOdori/don3", beat, offset: 0.01f)});
break;
case (int)variationDon.variation3:
case 3:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/don4", beat + 0.5, offset: 0.01f)});
new MultiSound.Sound("bonOdori/don4", beat, offset: 0.01f)});
break;
}
break;
case "do-n":
case 2:
switch (variation) {
case (int)variationDo_n.regular:
case 0:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/do_n1", beat + 1, offset: 0.01f)});
new MultiSound.Sound("bonOdori/do_n1", beat, offset: 0.01f)});
break;
case (int)variationDo_n.variation1:
case 1:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/do_n2", beat + 1, offset: 0.01f)});
new MultiSound.Sound("bonOdori/do_n2", beat, offset: 0.01f)});
break;
}
break;
case "do":
case 1:
switch (variation){
case (int) variationDo.regular:
case 0:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/do1", beat + 0.5, offset: 0.01f)});
new MultiSound.Sound("bonOdori/do1", beat, offset: 0.01f)});
break;
case (int) variationDo.variation1:
case 1:
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("bonOdori/do2", beat + 0.5, offset: 0.01f)});
new MultiSound.Sound("bonOdori/do2", beat, offset: 0.01f)});
break;
}
@ -392,6 +409,12 @@ namespace HeavenStudio.Games
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("miss", 0f, offset: 0.01f),
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatUniversal + 1d, delegate { Face.Play("Sad");}),
new BeatAction.Action(beatUniversal + 3d, delegate {Face.Play("Neutral");})
});
}
@ -404,112 +427,123 @@ namespace HeavenStudio.Games
}
string ChangeColor(string text)
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;
}
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."){
Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
text1 = ChangeColor(text1);
originalText1 = text1;
text1 = ChangeColor(text1, false);
Text1.text = text1;
;
Text6.text = text1;
;
Text6.text = ChangeColor(originalText1, true);
}
if (text2 is not ""){
Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
text2 = ChangeColor(text2);
originalText2 = text2;
text2 = ChangeColor(text2, false);
Text2.text = text2;
Text7.text = text2;
Text7.text = ChangeColor(originalText2, true);
}
if (text3 is not ""){
originalText3 = text3;
Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
text3 = ChangeColor(text3);
text3 = ChangeColor(text3, false);
Text3.text = text3;
Text8.text = text3;
Text8.text = ChangeColor(originalText3, true);
}
if (text4 is not ""){
Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
text4 = ChangeColor(text4);
originalText4 = text4;
text4 = ChangeColor(text4, false);
Text4.text = text4;
Text9.text = text4;
Text9.text = ChangeColor(originalText4, true);
}
if (text5 is not ""){
Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
text5 = ChangeColor(text5);
originalText5 = text5;
text5 = ChangeColor(text5, false);
Text5.text = text5;
Text10.text = text5;
Text10.text = ChangeColor(originalText5, true);
}
if (Text1.text != "" | Text2.text != "" | Text3.text != "" | Text4.text != "" | Text5.text != ""){
DarkPlane.Play("Appear");
}
}
public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5){
if (text1 == true){
Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
Text1.text = "";
Text6.text = "";
}
if (text2 == true){
Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
Text2.text = "";
Text7.text = "";
}
if (text3 == true){
Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
Text3.text = "";
Text8.text = "";
}
if (text4 == true){
Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
Text4.text = "";
Text9.text = "";
}
if (text5 == true){
Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
Text5.text = "";
}
if (Text1.text == "" && Text2.text == "" && Text3.text == "" && Text4.text == "" && Text5.text == ""){
DarkPlane.Play("GoAway");
Text10.text = "";
}
}
IEnumerator SmoothText(TMP_Text text, float length)
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) *3);
float maskValue = Mathf.Lerp(-10f, -7.73f, t / length);
float t = ((Time.time - startTime) / duration);
float maskValue = Mathf.Lerp(-10f, -7f, t);
text.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, maskValue, 10));
@ -519,37 +553,87 @@ namespace HeavenStudio.Games
}
public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length)
public void ScrollText(bool text1, bool text2, bool text3, bool text4, bool text5, float length, double beat)
{
if (text1){
StartCoroutine(SmoothText(Text6, length));}
StartCoroutine(SmoothText(Text6, length, beat));}
if (text2){
StartCoroutine(SmoothText(Text7, length));}
StartCoroutine(SmoothText(Text7, length, beat));}
if (text3){
StartCoroutine(SmoothText(Text8, length));}
StartCoroutine(SmoothText(Text8, length, beat));}
if (text4){
StartCoroutine(SmoothText(Text9, length));}
StartCoroutine(SmoothText(Text9, length, beat));}
if (text5){
StartCoroutine(SmoothText(Text10, length));}
StartCoroutine(SmoothText(Text10, length, beat));}
}
public void Bop(double beat, double length, bool bop, bool auto)
{
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
{
if (!shouldBop) { goBop = false; return; }
goBop = autoBop;
if (shouldBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
Player.Play("Bop");
CPU1.Play("Bop");
CPU2.Play("Bop");
CPU3.Play("Bop");
Judge.Play("Bop");
})
});
}
}
public void Bow(double beat)
}
public void Bow(double beat, float length)
{
goBop = false;
Player.Play("Bow");
CPU.Play("Bow");
CPU1.Play("Bow");
CPU2.Play("Bow");
CPU3.Play("Bow");
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2, delegate { Player.Play("NeutralBopped"); })
new BeatAction.Action(beat + length, delegate { Player.Play("NeutralBopped"); CPU1.Play("NeutralBopped");CPU2.Play("NeutralBopped"); CPU3.Play("NeutralBopped");})
});
}
public void Spin(double beat, float length)
{
}
public override void OnBeatPulse(double beat)
{
if (goBop)
{
Player.Play("Bop");
CPU1.Play("Bop");
CPU2.Play("Bop");
CPU3.Play("Bop");
Judge.Play("Bop");
}
}
public void DarkBG(double beat, bool toggle)
{
if (toggle)
{
DarkPlane.Play("Appear");
}
else
{
DarkPlane.Play("GoAway");
}
}

View file

@ -1,67 +0,0 @@
Shader "Unlit/BonOdoriText"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Calculate the horizontal gradient
float gradient = i.uv.x;
// Interpolate color from black to blue
fixed4 col = lerp(fixed4(0.0, 0.0, 0.0, 1.0), fixed4(0.0, 0.0, 1.0, 1.0), gradient);
// Sample the texture and multiply with the color gradient
fixed4 texCol = tex2D(_MainTex, i.uv);
col *= texCol;
// Apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

View file

@ -1,10 +0,0 @@
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guid: 39227626640fc2b4f9ca4d31c4988df3
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant: