13db943ab5
* tunnel tunnel tunnel * tunnel messes with the volume * tempo finder can now be reset by waiting now uses the conductor's time source if it exists and is playing * wip anims * Animations Finished * add tunnel sound * tunnel shader fix the left sound * add pre-sliced BG assets --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
296 lines
11 KiB
C#
296 lines
11 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrTunnelLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("tunnel", "Tunnel \n<color=#eb5454>[WIP]</color>", "c00000", false, false, new List<GameAction>()
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{
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new GameAction("cowbell", "Start Cowbell")
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{
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preFunction = delegate { Tunnel.PreStartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 1f,
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resizable = false,
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},
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new GameAction("tunnel", "Tunnel")
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{
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function = delegate { if (Tunnel.instance != null) {
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var e = eventCaller.currentEntity;
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Tunnel.instance.StartTunnel(e.beat, e.length, e["volume"] / 100f, e["duration"]);
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} },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("duration", new EntityTypes.Float(0, 8, 2), "Fade Duration", "The duration of the volume fade in beats"),
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new Param("volume", new EntityTypes.Float(0, 200, 10), "Volume", "The volume to fade to"),
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}
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},
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new GameAction("countin", "Count In")
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{
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preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 4f,
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resizable = true,
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}
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},
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new List<string>() { "ntr", "keep" },
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"ntrtunnel", "en",
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new List<string>() { "en" }
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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public class Tunnel : Minigame
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{
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const double PostTunnelScrnTime = 0.25;
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public static Tunnel instance { get; set; }
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[Header("Backgrounds")]
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[SerializeField] Transform bg;
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[SerializeField] float bgScrollTime;
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[SerializeField] Material tunnelLightMaterial;
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[SerializeField] Color tunnelTint;
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[SerializeField] Color tunnelScreen;
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[SerializeField] GameObject tunnelWall;
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[SerializeField] SpriteRenderer tunnelWallRenderer;
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[SerializeField] float tunnelChunksPerSec;
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[SerializeField] float tunnelWallChunkSize;
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Vector3 tunnelStartPos;
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Sound tunnelSoundRight, tunnelSoundMiddle, tunnelSoundLeft;
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[Header("References")]
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[SerializeField] GameObject frontHand;
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[Header("Animators")]
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[SerializeField] Animator cowbellAnimator;
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[SerializeField] Animator driverAnimator;
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[Header("Curves")]
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[SerializeField] BezierCurve3D handCurve;
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GameEvent cowbell = new GameEvent();
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float bgStartX;
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float fadeDuration = 2f;
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double tunnelStartTime = double.MinValue;
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double tunnelEndTime = double.MinValue;
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double lastCowbell = double.MaxValue;
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float handStart;
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float handProgress;
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bool inTunnel;
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public struct QueuedCowbell
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{
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public double beat;
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public float length;
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}
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static List<QueuedCowbell> queuedInputs = new List<QueuedCowbell>();
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private void Awake()
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{
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instance = this;
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tunnelStartPos = new Vector3(tunnelWallChunkSize, 0, 0);
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}
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void OnDestroy()
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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if (Conductor.instance != null && !(Conductor.instance.isPlaying || Conductor.instance.isPaused))
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{
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Conductor.instance.FadeMinigameVolume(Conductor.instance.songPositionInBeatsAsDouble, 0, 1);
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tunnelLightMaterial.SetColor("_Color", Color.white);
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tunnelLightMaterial.SetColor("_AddColor", Color.black);
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tunnelSoundRight?.Stop();
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tunnelSoundMiddle?.Stop();
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tunnelSoundLeft?.Stop();
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}
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}
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private void Start()
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{
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handStart = -1f;
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tunnelWall.SetActive(false);
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}
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private void Update()
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{
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var cond = Conductor.instance;
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//update hand position
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handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
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frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
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if (!cond.isPlaying || cond.isPaused)
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{
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return;
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}
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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HitCowbell();
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//print("unexpected input");
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driverAnimator.Play("Angry1", -1, 0);
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}
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if (queuedInputs.Count > 0)
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{
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foreach (var input in queuedInputs)
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{
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StartCowbell(input.beat, input.length);
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}
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queuedInputs.Clear();
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}
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if (lastCowbell + 1 <= cond.songPositionInBeatsAsDouble)
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{
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lastCowbell++;
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ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
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}
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// bg.localPosition = new Vector3(bgStartX - (2 * bgStartX * (((float)Time.realtimeSinceStartupAsDouble % bgScrollTime) / bgScrollTime)), 0, 0);
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if (tunnelWall.activeSelf)
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{
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tunnelWall.transform.localPosition = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(cond.songPositionAsDouble - tunnelStartTime), 0, 0);
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}
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if (inTunnel && cond.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
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{
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cond.FadeMinigameVolume(cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime), fadeDuration, 1);
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tunnelLightMaterial.SetColor("_Color", Color.white);
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tunnelLightMaterial.SetColor("_AddColor", Color.black);
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inTunnel = false;
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}
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}
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public void HitCowbell()
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{
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SoundByte.PlayOneShot("count-ins/cowbell");
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handStart = Conductor.instance.songPositionInBeats;
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cowbellAnimator.Play("Shake", -1, 0);
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}
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public static void PreStartCowbell(double beat, float length)
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{
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if (GameManager.instance.currentGame == "tunnel")
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{
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instance.StartCowbell(beat, length);
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}
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else
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{
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queuedInputs.Add(new QueuedCowbell { beat = beat, length = length });
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}
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}
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public void StartCowbell(double beat, float length)
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{
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lastCowbell = beat - 1;
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ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
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}
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public void CowbellSuccess(PlayerActionEvent caller, float state)
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{
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HitCowbell();
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if (Math.Abs(state) >= 1f)
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{
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driverAnimator.Play("Disturbed", -1, 0);
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}
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else
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{
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driverAnimator.Play("Idle", -1, 0);
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}
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}
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public void CowbellMiss(PlayerActionEvent caller)
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{
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driverAnimator.Play("Angry1", -1, 0);
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}
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public void CowbellEmpty(PlayerActionEvent caller) { }
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public static void CountIn(double beat, float length)
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{
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List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>();
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for (int i = 0; i < length; i++)
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{
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if (i % 2 == 0)
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{
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//Jukebox.PlayOneShotGame("tunnel/en/one", beat+i);
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//print("cueing one at " + (beat + i));
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cuelist.Add(new MultiSound.Sound("tunnel/en/one", beat + i));
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}
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else
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{
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//Jukebox.PlayOneShotGame("tunnel/en/two", beat+i);
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//print("cueing two at " + (beat + i));
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cuelist.Add(new MultiSound.Sound("tunnel/en/two", beat + i));
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}
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}
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MultiSound.Play(cuelist.ToArray(), forcePlay: true);
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}
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public void StartTunnel(double beat, double length, float volume = 0.1f, float fadeDuration = 2f)
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{
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Conductor cond = Conductor.instance;
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if (cond.songPositionAsDouble < tunnelEndTime + PostTunnelScrnTime)
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{
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return;
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}
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double targetBeat = beat + length;
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tunnelStartTime = cond.GetSongPosFromBeat(beat);
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tunnelEndTime = cond.GetSongPosFromBeat(targetBeat);
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// tunnel chunks can be divided into quarters
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double durationSec = Math.Ceiling((tunnelEndTime - tunnelStartTime) * 4 * tunnelChunksPerSec) * 0.25 / tunnelChunksPerSec;
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tunnelWallRenderer.size = new Vector2((float)durationSec * tunnelWallChunkSize * tunnelChunksPerSec, 13.7f);
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tunnelWall.transform.localPosition = tunnelStartPos;
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tunnelWall.SetActive(true);
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this.fadeDuration = fadeDuration;
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cond.FadeMinigameVolume(beat, fadeDuration, volume);
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tunnelSoundRight?.Stop();
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tunnelSoundMiddle?.Stop();
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tunnelSoundLeft?.Stop();
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tunnelSoundRight = SoundByte.PlayOneShotGame("tunnel/tunnelRight", beat, looping: true);
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tunnelSoundMiddle = SoundByte.PlayOneShotGame("tunnel/tunnelMiddle", beat + (6 / 48f), looping: true);
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tunnelSoundLeft = SoundByte.PlayOneShotGame("tunnel/tunnelLeft", beat + (12 / 48f), looping: true);
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double tunnelEnd = cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime);
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tunnelSoundRight.SetLoopParams(tunnelEnd, 0.1);
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tunnelSoundMiddle.SetLoopParams(tunnelEnd + (6 / 48f), 0.1);
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tunnelSoundLeft.SetLoopParams(tunnelEnd + (12 / 48f), 0.25);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(cond.GetBeatFromSongPos(tunnelStartTime + 0.25), delegate {
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tunnelLightMaterial.SetColor("_Color", tunnelTint);
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tunnelLightMaterial.SetColor("_AddColor", tunnelScreen);
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}),
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});
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inTunnel = true;
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}
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}
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}
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