TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
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1918
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Normal file
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m_OnValueChanged:
|
m_OnValueChanged:
|
||||||
m_PersistentCalls:
|
m_PersistentCalls:
|
||||||
|
@ -32707,7 +32707,7 @@ RectTransform:
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0.5}
|
m_AnchorMin: {x: 0, y: 0.5}
|
||||||
m_AnchorMax: {x: 1, y: 0.5}
|
m_AnchorMax: {x: 1, y: 0.5}
|
||||||
m_AnchoredPosition: {x: 0, y: 44.36734}
|
m_AnchoredPosition: {x: 0, y: 44.075172}
|
||||||
m_SizeDelta: {x: 0, y: 0}
|
m_SizeDelta: {x: 0, y: 0}
|
||||||
m_Pivot: {x: 0.5, y: 1}
|
m_Pivot: {x: 0.5, y: 1}
|
||||||
--- !u!222 &1154875945
|
--- !u!222 &1154875945
|
||||||
|
|
|
@ -25,8 +25,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("toggle", true, "Bop", "Toggle if the Donpans should bop for the duration of this event."),
|
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+ should automatically bop until another Bop event is reached."),
|
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")
|
new GameAction("pan", "Pan")
|
||||||
{
|
{
|
||||||
|
|
||||||
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1, "pan", eventCaller.currentEntity["type"]); },
|
function = delegate {
|
||||||
defaultLength = 0.5f,
|
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>()
|
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")
|
|
||||||
{
|
|
||||||
function = delegate { BonOdori.instance.Clap(eventCaller.currentEntity.beat, 1.5, "pa-n", eventCaller.currentEntity["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")
|
new GameAction("don", "Don")
|
||||||
{
|
{
|
||||||
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 1, "don", eventCaller.currentEntity["type"]); },
|
|
||||||
defaultLength = 0.5f,
|
function = delegate {
|
||||||
parameters = new List<Param>()
|
var e = eventCaller.currentEntity;
|
||||||
{
|
string variation = "variation" + (new string[] { "Don", "Do", "Do_n" })[e["type"]];
|
||||||
new Param("type", BonOdori.variationDon.regular, "Type", "Set the variation of the voice line."),
|
BonOdori.instance.Sound(e.beat, e[variation], e["type"]);
|
||||||
},
|
},
|
||||||
},
|
|
||||||
new GameAction("do-n", "Do-n")
|
|
||||||
{
|
|
||||||
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 1.5, "do-n", eventCaller.currentEntity["type"]); },
|
|
||||||
defaultLength = 1f,
|
defaultLength = 1f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("type", BonOdori.variationDo_n.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 GameAction("do", "Do")
|
new((x, _) => (int)x == 2, new string[] { "variationDo_n"}),
|
||||||
{
|
}),
|
||||||
function = delegate { BonOdori.instance.Sound(eventCaller.currentEntity.beat, 0.5, "do", eventCaller.currentEntity["type"]); },
|
new Param("variationDon", BonOdori.variationDon.DonA, "Don Type", "Set the variation of the voice line."),
|
||||||
defaultLength = 0.5f,
|
new Param("variationDo", BonOdori.variationDo.DoC, "Do Type", "Set the variation of the voice line."),
|
||||||
parameters = new List<Param>()
|
new Param("variationDo_n", BonOdori.variationDo_n.Do_nA, "Do-n Type", "Set the variation of the voice line."),
|
||||||
{
|
}
|
||||||
new Param("type", BonOdori.variationDo.regular, "Type", "Set the variation of the voice line."),
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
|
|
||||||
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"]);},
|
||||||
|
@ -126,7 +116,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
},
|
},
|
||||||
new GameAction("scroll text", "Scroll Text")
|
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,
|
defaultLength = 1f,
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
|
@ -141,11 +131,28 @@ namespace HeavenStudio.Games.Loaders
|
||||||
},
|
},
|
||||||
new GameAction("bow", "Bow")
|
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,
|
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
|
public class BonOdori : Minigame
|
||||||
{
|
{
|
||||||
string prefix;
|
string prefix;
|
||||||
|
double beatUniversal;
|
||||||
string suffix;
|
string suffix;
|
||||||
|
bool goBop;
|
||||||
|
string originalText1;
|
||||||
|
string originalText2;
|
||||||
|
string originalText3;
|
||||||
|
string originalText4;
|
||||||
|
string originalText5;
|
||||||
TextMeshProUGUI Text1_GUI;
|
TextMeshProUGUI Text1_GUI;
|
||||||
TextMeshProUGUI Text2_GUI;
|
TextMeshProUGUI Text2_GUI;
|
||||||
TextMeshProUGUI Text3_GUI;
|
TextMeshProUGUI Text3_GUI;
|
||||||
|
@ -176,8 +190,6 @@ namespace HeavenStudio.Games
|
||||||
TextMeshProUGUI Text10_GUI;
|
TextMeshProUGUI Text10_GUI;
|
||||||
|
|
||||||
|
|
||||||
[SerializeField] TMPro.TMP_FontAsset WW;
|
|
||||||
[SerializeField] TMPro.TMP_FontAsset RodinDB;
|
|
||||||
[SerializeField] TMP_Text Text1;
|
[SerializeField] TMP_Text Text1;
|
||||||
[SerializeField] TMP_Text Text2;
|
[SerializeField] TMP_Text Text2;
|
||||||
[SerializeField] TMP_Text Text3;
|
[SerializeField] TMP_Text Text3;
|
||||||
|
@ -192,61 +204,57 @@ namespace HeavenStudio.Games
|
||||||
[SerializeField] Animator DarkPlane;
|
[SerializeField] Animator DarkPlane;
|
||||||
[SerializeField] Animator Player;
|
[SerializeField] Animator Player;
|
||||||
[SerializeField] Animator Judge;
|
[SerializeField] Animator Judge;
|
||||||
[SerializeField] Animator CPU;
|
|
||||||
|
[SerializeField] Animator CPU1;
|
||||||
|
[SerializeField] Animator CPU2;
|
||||||
|
[SerializeField] Animator CPU3;
|
||||||
[SerializeField] Animator Face;
|
[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
|
public enum variationPan
|
||||||
{
|
{
|
||||||
regular = 0,
|
PanC = 0,
|
||||||
variation1 = 1,
|
PanE = 1,
|
||||||
variation2 = 2
|
PanA = 2
|
||||||
}
|
}
|
||||||
public enum variationPa_n
|
public enum variationPa_n
|
||||||
{
|
{
|
||||||
regular = 0,
|
Pa_nA = 0,
|
||||||
variation1 = 1
|
Pa_nC = 1
|
||||||
}
|
}
|
||||||
public enum variationPa
|
public enum variationPa
|
||||||
{
|
{
|
||||||
regular = 0
|
PaG = 0
|
||||||
|
|
||||||
}
|
}
|
||||||
public enum variationDon
|
public enum variationDon
|
||||||
{
|
{
|
||||||
regular = 0,
|
DonA = 0,
|
||||||
variation1 = 1,
|
DonD = 1,
|
||||||
variation2 = 2,
|
DonC = 2,
|
||||||
variation3 = 3
|
DonG = 3
|
||||||
}
|
}
|
||||||
public enum variationDo_n
|
public enum variationDo_n
|
||||||
{
|
{
|
||||||
regular = 0,
|
Do_nA = 0,
|
||||||
variation1 = 1
|
Do_nG = 1
|
||||||
}
|
}
|
||||||
public enum variationDo
|
public enum variationDo
|
||||||
{
|
{
|
||||||
regular = 0,
|
DoC = 0,
|
||||||
variation1 = 1
|
DoG = 1
|
||||||
}
|
}
|
||||||
public static BonOdori instance { get; set; }
|
public static BonOdori instance { get; set; }
|
||||||
public void Awake()
|
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){
|
switch (typeSpeak){
|
||||||
case "pan":
|
case 0:
|
||||||
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Empty);
|
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
|
||||||
switch (variation){
|
switch (variation){
|
||||||
case (int) variationPan.regular:
|
case 0:
|
||||||
MultiSound.Play(new MultiSound.Sound[]{
|
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;
|
break;
|
||||||
case (int) variationPan.variation1:
|
case 1:
|
||||||
MultiSound.Play(new MultiSound.Sound[]{
|
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;
|
break;
|
||||||
case (int) variationPan.variation2:
|
case 2:
|
||||||
MultiSound.Play(new MultiSound.Sound[]{
|
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;}
|
||||||
break;
|
break;
|
||||||
case "pa-n":
|
case 2:
|
||||||
ScheduleInput(beat, 1f, InputAction_BasicPress, Success, Miss, Empty);
|
ScheduleInput(beat,0f, InputAction_BasicPress, Success, Miss, Empty);
|
||||||
switch (variation){
|
switch (variation){
|
||||||
case (int) variationPa_n.regular:
|
case 0:
|
||||||
MultiSound.Play(new MultiSound.Sound[]{
|
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;
|
break;
|
||||||
case (int) variationPa_n.variation1:
|
case 1:
|
||||||
MultiSound.Play(new MultiSound.Sound[]{
|
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;}
|
||||||
break;
|
break;
|
||||||
case "pa":
|
case 1:
|
||||||
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Empty);
|
ScheduleInput(beat, 0f, InputAction_BasicPress, Success, Miss, Empty);
|
||||||
MultiSound.Play(new MultiSound.Sound[]{
|
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;
|
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){
|
{ switch (typeSpeak){
|
||||||
case "don":
|
case 0:
|
||||||
switch (variation){
|
switch (variation){
|
||||||
case (int)variationDon.regular:
|
case 0:
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
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;
|
break;
|
||||||
case (int)variationDon.variation1:
|
case 1:
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
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;
|
break;
|
||||||
case (int)variationDon.variation2:
|
case 2:
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
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;
|
break;
|
||||||
case (int)variationDon.variation3:
|
case 3:
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case "do-n":
|
case 2:
|
||||||
|
|
||||||
switch (variation) {
|
switch (variation) {
|
||||||
case (int)variationDo_n.regular:
|
case 0:
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
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;
|
break;
|
||||||
case (int)variationDo_n.variation1:
|
case 1:
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
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;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "do":
|
case 1:
|
||||||
switch (variation){
|
switch (variation){
|
||||||
case (int) variationDo.regular:
|
case 0:
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
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;
|
break;
|
||||||
case (int) variationDo.variation1:
|
case 1:
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
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;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -392,6 +409,12 @@ namespace HeavenStudio.Games
|
||||||
MultiSound.Play(new MultiSound.Sound[] {
|
MultiSound.Play(new MultiSound.Sound[] {
|
||||||
new MultiSound.Sound("miss", 0f, offset: 0.01f),
|
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");})
|
||||||
|
});
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -404,14 +427,25 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
string ChangeColor(string text)
|
string ChangeColor(string text, bool isScroll)
|
||||||
{
|
{
|
||||||
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|")){
|
if (text.Contains("r|") | text.Contains("y|") | text.Contains("g|")){
|
||||||
|
if (!isScroll){
|
||||||
|
|
||||||
|
|
||||||
return text.Replace("r|", "<color=#ff0000>")
|
return text.Replace("r|", "<color=#ff0000>")
|
||||||
.Replace("g|", "<color=#00ff00>")
|
.Replace("g|", "<color=#00ff00>")
|
||||||
.Replace("y|", "<color=#ffff00>")
|
.Replace("y|", "<color=#ffff00>")
|
||||||
+ "</color>";
|
+ "</color>";
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return text.Replace("r|", "<color=#ff00ff>")
|
||||||
|
.Replace("g|", "<color=#00ffff>")
|
||||||
|
.Replace("y|", "<color=#ffffff>")
|
||||||
|
+ "</color>";
|
||||||
|
|
||||||
|
}}
|
||||||
return text;
|
return text;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -419,97 +453,97 @@ namespace HeavenStudio.Games
|
||||||
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."){
|
||||||
Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||||
text1 = ChangeColor(text1);
|
originalText1 = text1;
|
||||||
|
text1 = ChangeColor(text1, false);
|
||||||
|
|
||||||
Text1.text = text1;
|
Text1.text = text1;
|
||||||
|
|
||||||
;
|
;
|
||||||
Text6.text = text1;
|
Text6.text = ChangeColor(originalText1, true);
|
||||||
|
|
||||||
}
|
}
|
||||||
if (text2 is not ""){
|
if (text2 is not ""){
|
||||||
Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||||
text2 = ChangeColor(text2);
|
originalText2 = text2;
|
||||||
|
text2 = ChangeColor(text2, false);
|
||||||
Text2.text = text2;
|
Text2.text = text2;
|
||||||
Text7.text = text2;
|
Text7.text = ChangeColor(originalText2, true);
|
||||||
|
|
||||||
}
|
}
|
||||||
if (text3 is not ""){
|
if (text3 is not ""){
|
||||||
|
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);
|
text3 = ChangeColor(text3, false);
|
||||||
|
|
||||||
Text3.text = text3;
|
Text3.text = text3;
|
||||||
Text8.text = text3;
|
Text8.text = ChangeColor(originalText3, true);
|
||||||
|
|
||||||
}
|
}
|
||||||
if (text4 is not ""){
|
if (text4 is not ""){
|
||||||
Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||||
text4 = ChangeColor(text4);
|
originalText4 = text4;
|
||||||
|
text4 = ChangeColor(text4, false);
|
||||||
Text4.text = text4;
|
Text4.text = text4;
|
||||||
|
|
||||||
Text9.text = text4;
|
Text9.text = text4;
|
||||||
|
Text9.text = ChangeColor(originalText4, true);
|
||||||
|
|
||||||
}
|
}
|
||||||
if (text5 is not ""){
|
if (text5 is not ""){
|
||||||
Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||||
text5 = ChangeColor(text5);
|
originalText5 = text5;
|
||||||
|
text5 = ChangeColor(text5, false);
|
||||||
Text5.text = text5;
|
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){
|
public void DeleteText(bool text1, bool text2, bool text3, bool text4, bool text5){
|
||||||
if (text1 == true){
|
if (text1 == true){
|
||||||
|
Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
||||||
Text1.text = "";
|
Text1.text = "";
|
||||||
|
Text6.text = "";
|
||||||
}
|
}
|
||||||
if (text2 == true){
|
if (text2 == true){
|
||||||
|
Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
||||||
Text2.text = "";
|
Text2.text = "";
|
||||||
|
Text7.text = "";
|
||||||
}
|
}
|
||||||
if (text3 == true){
|
if (text3 == true){
|
||||||
|
Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
||||||
Text3.text = "";
|
Text3.text = "";
|
||||||
|
Text8.text = "";
|
||||||
}
|
}
|
||||||
if (text4 == true){
|
if (text4 == true){
|
||||||
|
Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
||||||
Text4.text = "";
|
Text4.text = "";
|
||||||
|
Text9.text = "";
|
||||||
}
|
}
|
||||||
if (text5 == true){
|
if (text5 == true){
|
||||||
|
Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, -10, 10));
|
||||||
Text5.text = "";
|
Text5.text = "";
|
||||||
}
|
Text10.text = "";
|
||||||
if (Text1.text == "" && Text2.text == "" && Text3.text == "" && Text4.text == "" && Text5.text == ""){
|
|
||||||
DarkPlane.Play("GoAway");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
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 startTime = Time.time;
|
||||||
float endTime = startTime + length;
|
float endTime = startTime + length;
|
||||||
|
float duration = ((length / conductor.GetBpmAtBeat(beat)) * 60);
|
||||||
|
|
||||||
while (Time.time < endTime)
|
while (Time.time < endTime)
|
||||||
{
|
{
|
||||||
float t = ((Time.time - startTime) *3);
|
float t = ((Time.time - startTime) / duration);
|
||||||
float maskValue = Mathf.Lerp(-10f, -7.73f, t / length);
|
|
||||||
|
float maskValue = Mathf.Lerp(-10f, -7f, t);
|
||||||
|
|
||||||
text.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10, -10, maskValue, 10));
|
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){
|
if (text1){
|
||||||
StartCoroutine(SmoothText(Text6, length));}
|
StartCoroutine(SmoothText(Text6, length, beat));}
|
||||||
if (text2){
|
if (text2){
|
||||||
StartCoroutine(SmoothText(Text7, length));}
|
StartCoroutine(SmoothText(Text7, length, beat));}
|
||||||
if (text3){
|
if (text3){
|
||||||
StartCoroutine(SmoothText(Text8, length));}
|
StartCoroutine(SmoothText(Text8, length, beat));}
|
||||||
if (text4){
|
if (text4){
|
||||||
StartCoroutine(SmoothText(Text9, length));}
|
StartCoroutine(SmoothText(Text9, length, beat));}
|
||||||
if (text5){
|
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;
|
||||||
public void Bow(double beat)
|
if (shouldBop)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < length; i++)
|
||||||
{
|
{
|
||||||
Player.Play("Bow");
|
|
||||||
CPU.Play("Bow");
|
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat + 2, delegate { Player.Play("NeutralBopped"); })
|
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, float length)
|
||||||
|
{
|
||||||
|
goBop = 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");})
|
||||||
|
});
|
||||||
|
}
|
||||||
|
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");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,10 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 39227626640fc2b4f9ca4d31c4988df3
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
preprocessorOverride: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
Loading…
Reference in a new issue