b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
118 lines
3.6 KiB
C#
118 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using UnityEngine.UIElements;
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namespace HeavenStudio.Games.Scripts_RhythmTweezers
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{
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public class LongHair : MonoBehaviour
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{
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public double createBeat;
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public GameObject hairSprite;
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public GameObject stubbleSprite;
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private RhythmTweezers game;
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private Tweezers tweezers;
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private Animator anim;
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private int pluckState = 0;
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public GameObject holder;
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public GameObject loop;
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private Sound pullSound;
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private double inputBeat;
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PlayerActionEvent endEvent;
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private void Awake()
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{
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game = RhythmTweezers.instance;
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anim = GetComponent<Animator>();
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tweezers = game.Tweezers;
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}
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public void StartInput(double beat, double length)
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{
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inputBeat = beat + length;
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game.ScheduleInput(beat, length, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
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}
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private void Update()
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{
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if (pluckState == 1)
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{
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Vector3 tst = tweezers.tweezerSpriteTrans.position;
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var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
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holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
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anim.Play("LoopPull", 0, normalizedBeat);
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tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
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if (!game.IsExpectingInputNow(InputType.STANDARD_UP | InputType.DIRECTION_DOWN_UP) && PlayerInput.PressedUp(true) && normalizedBeat < 1f)
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{
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EndEarly();
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endEvent.Disable();
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}
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// Auto-release if holding at release time.
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if (normalizedBeat >= 1f)
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endEvent.Hit(0, 1);
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}
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loop.transform.localScale = Vector2.one / holder.transform.localScale;
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}
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public void EndAce()
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{
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if (pluckState != 1) return;
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tweezers.LongPluck(true, this);
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tweezers.hitOnFrame++;
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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public void EndEarly()
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{
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var normalized = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
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anim.Play("LoopPullReverse", 0, normalized);
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tweezers.anim.Play("Tweezers_Idle", 0, 0);
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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private void StartJust(PlayerActionEvent caller, float state)
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{
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// don't count near misses
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if (state >= 1f || state <= -1f) {
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pluckState = -1;
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return;
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}
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pullSound = SoundByte.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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endEvent = game.ScheduleInput(inputBeat, 0.5f, InputType.STANDARD_UP | InputType.DIRECTION_DOWN_UP, EndJust, Out, Out);
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}
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private void StartMiss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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private void EndJust(PlayerActionEvent caller, float state)
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{
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if (state <= -1f) {
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EndEarly();
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return;
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}
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EndAce();
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}
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}
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} |