e50e4e39e0
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
1207 lines
71 KiB
C#
1207 lines
71 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Networking;
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using DG.Tweening;
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using HeavenStudio.Util;
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using HeavenStudio.Editor.Track;
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using HeavenStudio.Games;
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using Jukebox;
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using System;
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using System.Linq;
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using System.Reflection;
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using System.IO;
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namespace HeavenStudio
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{
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public class Minigames
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{
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public enum RecommendedControlStyle
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{
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Any,
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Pad,
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Touch,
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Baton,
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}
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public static void InitPreprocessor()
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{
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RiqBeatmap.OnUpdateBeatmap += PreProcessBeatmap;
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RiqFileHandler.AudioConverter = JukeboxAudioConverter;
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}
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readonly public static Dictionary<string, object> propertiesModel = new()
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{
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// mapper set properties? (future: use this to flash the button)
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{"propertiesmodified", false},
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////// CATEGORY 1: SONG INFO
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// general chart info
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{"remixtitle", "New Remix"}, // chart name
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{"remixauthor", "Your Name"}, // charter's name
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{"remixdesc", "Remix Description"}, // chart description
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{"remixlevel", 1}, // chart difficulty (maybe offer a suggestion but still have the mapper determine it)
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{"remixtempo", 120f}, // avg. chart tempo
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{"remixtags", ""}, // chart tags
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{"icontype", 0}, // chart icon (presets, custom - future)
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{"iconres", new EntityTypes.Resource(EntityTypes.Resource.ResourceType.Image, "Images/Select/", "Icon")}, // custom icon location (future)
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{"challengetype", 0}, // perfect challenge type
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{"playstyle", RecommendedControlStyle.Any}, // recommended control style
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// chart song info
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{"idolgenre", "Song Genre"}, // song genre
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{"idolsong", "Song Name"}, // song name
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{"idolcredit", "Artist"}, // song artist
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////// CATEGORY 2: PROLOGUE AND EPILOGUE
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// chart prologue
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{"prologuetype", 0}, // prologue card animation (future)
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{"prologuecaption", "Remix"}, // prologue card sub-title (future)
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// chart results screen messages
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{"resultcaption", "Rhythm League Notes"}, // result screen header
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{"resultcommon_hi", "Good rhythm."}, // generic "Superb" message (one-liner)
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{"resultcommon_ok", "Eh. Passable."}, // generic "OK" message (one-liner)
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{"resultcommon_ng", "Try harder next time."}, // generic "Try Again" message (one-liner)
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{"resultcat0_hi", "You show strong fundamentals."}, // "Superb" message for input category 0 "normal" (two-liner)
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{"resultcat0_ng", "Work on your fundamentals."}, // "Try Again" message for input category 0 "normal" (two-liner)
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{"resultcat1_hi", "You kept the beat well."}, // "Superb" message for input category 1 "keep" (two-liner)
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{"resultcat1_ng", "You had trouble keeping the beat."}, // "Try Again" message for input category 1 "keep" (two-liner)
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{"resultcat2_hi", "You had great aim."}, // "Superb" message for input category 2 "aim" (two-liner)
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{"resultcat2_ng", "Your aim was a little shaky."}, // "Try Again" message for input category 2 "aim" (two-liner)
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{"resultcat3_hi", "You followed the example well."}, // "Superb" message for input category 3 "repeat" (two-liner)
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{"resultcat3_ng", "Next time, follow the example better."}, // "Try Again" message for input category 3 "repeat" (two-liner)
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{"epilogue_hi", "Superb picture"}, // epilogue "Superb" message
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{"epilogue_ok", "OK picture"}, // epilogue "OK" message
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{"epilogue_ng", "Try Again picture"}, // epilogue "Try Again" message
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{"epilogue_hi_res", new EntityTypes.Resource(EntityTypes.Resource.ResourceType.Image, "Images/Epilogue/", "Hi")}, // epilogue "Superb" image resource path
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{"epilogue_ok_res", new EntityTypes.Resource(EntityTypes.Resource.ResourceType.Image, "Images/Epilogue/", "Ok")}, // epilogue "OK" image resource path
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{"epilogue_ng_res", new EntityTypes.Resource(EntityTypes.Resource.ResourceType.Image, "Images/Epilogue/", "Ng")}, // epilogue "Try Again" image resource path
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};
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readonly static Dictionary<string, object> tempoChangeModel = new()
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{
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{"tempo", 120f},
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{"swing", 0f},
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{"timeSignature", new Vector2(4, 4)},
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};
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readonly static Dictionary<string, object> volumeChangeModel = new()
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{
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{"volume", 1f},
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{"fade", Util.EasingFunction.Ease.Instant},
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};
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readonly static Dictionary<string, object> sectionMarkModel = new()
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{
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{"sectionName", ""},
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{"startPerfect", false},
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{"weight", 1f},
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{"category", 0},
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};
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static void PreProcessSpecialEntity(RiqEntity e, Dictionary<string, object> model)
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{
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foreach (var t in model)
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{
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string propertyName = t.Key;
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Type type = t.Value.GetType();
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if (!e.dynamicData.ContainsKey(propertyName))
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{
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e.CreateProperty(propertyName, t.Value);
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}
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Type pType = e[propertyName].GetType();
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if (pType != type)
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{
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try
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{
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if (type.IsEnum)
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{
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if (pType == typeof(string))
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e.dynamicData[propertyName] = (int)Enum.Parse(type, (string)e[propertyName]);
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else
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e.dynamicData[propertyName] = (int)e[propertyName];
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}
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else if (pType == typeof(Newtonsoft.Json.Linq.JObject))
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e[propertyName] = e[propertyName].ToObject(type);
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else
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e[propertyName] = Convert.ChangeType(e[propertyName], type);
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}
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catch
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{
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Debug.LogWarning($"Could not convert {propertyName} to {type}! Using default value...");
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// use default value
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e.CreateProperty(propertyName, t.Value);
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}
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}
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}
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}
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public static string JukeboxAudioConverter(string filePath, AudioType audioType, string specificType)
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{
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string wavCachePath = Path.Combine(Application.temporaryCachePath, "savewav");
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if (Directory.Exists(wavCachePath))
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{
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Directory.Delete(wavCachePath, true);
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}
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if (!Directory.Exists(wavCachePath))
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{
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Directory.CreateDirectory(wavCachePath);
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}
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if (audioType == AudioType.MPEG)
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{
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Debug.Log($"mp3 loaded, Converting {filePath} to wav...");
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// convert mp3 to wav
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// import the mp3 as an audioclip
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string url = "file://" + filePath;
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using (var www = UnityWebRequestMultimedia.GetAudioClip(url, audioType))
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{
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www.SendWebRequest();
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while (!www.isDone) { }
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if (www.result == UnityWebRequest.Result.ConnectionError)
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{
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Debug.LogError($"Could not load audio file {filePath}! Error: {www.error}");
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return filePath;
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}
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AudioClip clip = DownloadHandlerAudioClip.GetContent(www);
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string fileName = Path.GetFileNameWithoutExtension(filePath);
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SavWav.Save(fileName, clip, true);
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filePath = Path.Combine(wavCachePath, $"{fileName}.wav");
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clip = null;
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}
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}
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return filePath;
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}
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/// <summary>
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/// processes an riq beatmap after it is loaded
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/// </summary>
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public static RiqBeatmapData? PreProcessBeatmap(string version, RiqBeatmapData data)
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{
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Debug.Log("Preprocessing beatmap...");
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Minigames.Minigame game;
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Minigames.GameAction action;
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System.Type type, pType;
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if (EventCaller.instance != null)
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{
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string[] split;
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foreach (var e in data.entities)
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{
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split = e.datamodel.Split('/');
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var gameName = split[0];
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var actionName = split[1];
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game = EventCaller.instance.GetMinigame(gameName);
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if (game == null)
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{
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Debug.LogWarning($"Unknown game {gameName} found in remix.json! Adding game...");
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game = new Minigames.Minigame(gameName, gameName.DisplayName() + " \n<color=#eb5454>[inferred from remix.json]</color>", "", false, false, new List<Minigames.GameAction>(), inferred: true);
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EventCaller.instance.minigames.Add(gameName, game);
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if (Editor.Editor.instance != null)
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Editor.Editor.instance.AddIcon(game);
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}
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action = EventCaller.instance.GetGameAction(game, actionName);
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if (action == null)
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{
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Debug.LogWarning($"Unknown action {gameName}/{actionName} found in remix.json! Adding action...");
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var parameters = new List<Minigames.Param>();
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foreach (var item in e.dynamicData)
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{
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Debug.Log($"k: {item.Key}, v: {item.Value}");
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if (item.Key == "track")
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continue;
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if (item.Value == null)
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continue;
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var value = item.Value;
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if (value.GetType() == typeof(long))
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value = new EntityTypes.Integer(int.MinValue, int.MaxValue, (int)value);
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else if (value.GetType() == typeof(double))
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value = new EntityTypes.Float(float.NegativeInfinity, float.PositiveInfinity, (float)value);
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parameters.Add(new Minigames.Param(item.Key, value, item.Key.DisplayName(), "[inferred from remix.json]"));
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}
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action = new Minigames.GameAction(actionName, actionName.DisplayName(), e.length, true, parameters);
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game.actions.Add(action);
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}
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//check each param of the action
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if (action.parameters != null)
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{
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foreach (var param in action.parameters)
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{
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type = param.parameter.GetType();
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//add property if it doesn't exist
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if (!e.dynamicData.ContainsKey(param.propertyName))
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{
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Debug.LogWarning($"Property {param.propertyName} does not exist in the entity's dynamic data! Adding...");
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if (type == typeof(EntityTypes.Integer))
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e.dynamicData.Add(param.propertyName, ((EntityTypes.Integer)param.parameter).val);
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else if (type == typeof(EntityTypes.Float))
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e.dynamicData.Add(param.propertyName, ((EntityTypes.Float)param.parameter).val);
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else if (type.IsEnum)
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e.dynamicData.Add(param.propertyName, (int)param.parameter);
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else
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e.dynamicData.Add(param.propertyName, Convert.ChangeType(param.parameter, type));
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continue;
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}
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pType = e[param.propertyName].GetType();
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if (pType != type)
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{
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try
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{
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if (type == typeof(EntityTypes.Integer))
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e.dynamicData[param.propertyName] = (int)e[param.propertyName];
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else if (type == typeof(EntityTypes.Float))
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e.dynamicData[param.propertyName] = (float)e[param.propertyName];
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else if (type == typeof(EntityTypes.Resource))
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e.dynamicData[param.propertyName] = (EntityTypes.Resource)e[param.propertyName];
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else if (type.IsEnum)
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{
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if (pType == typeof(string))
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e.dynamicData[param.propertyName] = (int)Enum.Parse(type, (string)e[param.propertyName]);
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else
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e.dynamicData[param.propertyName] = (int)e[param.propertyName];
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}
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else if (pType == typeof(Newtonsoft.Json.Linq.JObject))
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e.dynamicData[param.propertyName] = e[param.propertyName].ToObject(type);
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else
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e.dynamicData[param.propertyName] = Convert.ChangeType(e[param.propertyName], type);
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}
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catch
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{
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Debug.LogWarning($"Could not convert {param.propertyName} to {type}! Using default value...");
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// GlobalGameManager.ShowErrorMessage("Warning", $"Could not convert {e.datamodel}/{param.propertyName} to {type}! This will be loaded using the default value, so chart may be unstable.");
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// use default value
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if (type == typeof(EntityTypes.Integer))
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e.dynamicData[param.propertyName] = ((EntityTypes.Integer)param.parameter).val;
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else if (type == typeof(EntityTypes.Float))
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e.dynamicData[param.propertyName] = ((EntityTypes.Float)param.parameter).val;
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else if (type.IsEnum && param.propertyName != "ease")
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e.dynamicData[param.propertyName] = (int)param.parameter;
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else
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e.dynamicData[param.propertyName] = Convert.ChangeType(param.parameter, type);
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}
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}
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}
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}
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}
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}
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foreach (var tempo in data.tempoChanges)
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{
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PreProcessSpecialEntity(tempo, tempoChangeModel);
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}
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if (data.tempoChanges[0]["tempo"] <= 0)
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{
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data.tempoChanges[0]["tempo"] = 120;
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}
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foreach (var vol in data.volumeChanges)
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{
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PreProcessSpecialEntity(vol, volumeChangeModel);
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}
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foreach (var section in data.beatmapSections)
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{
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PreProcessSpecialEntity(section, sectionMarkModel);
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}
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//go thru each property of the model beatmap and add any missing keyvalue pair
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foreach (var prop in propertiesModel)
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{
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var mType = propertiesModel[prop.Key].GetType();
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if (!data.properties.ContainsKey(prop.Key))
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{
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data.properties.Add(prop.Key, prop.Value);
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}
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else
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{
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// convert enums to the intended enum type
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if (mType.IsEnum)
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{
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if (data.properties[prop.Key].GetType() == typeof(string))
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data.properties[prop.Key] = Enum.Parse(mType, (string)data.properties[prop.Key]);
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else
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data.properties[prop.Key] = Enum.ToObject(mType, data.properties[prop.Key]);
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}
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// convert all JObjects to their respective types
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else if (data.properties[prop.Key].GetType() == typeof(Newtonsoft.Json.Linq.JObject))
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{
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data.properties[prop.Key] = (data.properties[prop.Key] as Newtonsoft.Json.Linq.JObject).ToObject(mType);
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}
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}
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}
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return data;
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}
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public class Minigame
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{
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public string name;
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public string displayName;
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public string color;
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public string splitColorL;
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public string splitColorR;
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public bool hidden;
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public bool fxOnly;
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public List<GameAction> actions = new List<GameAction>();
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public List<string> tags;
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public string defaultLocale = "en";
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public string wantAssetBundle = "";
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public List<string> supportedLocales;
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public bool inferred;
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public bool usesAssetBundle => wantAssetBundle != "";
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public bool hasLocales => supportedLocales.Count > 0;
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public bool AssetsLoaded => ((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded;
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public bool SequencesPreloaded => soundSequences != null;
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public string LoadableName => inferred ? "noGame" : name;
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public GameObject LoadedPrefab => loadedPrefab;
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private AssetBundle bundleCommon = null;
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private bool commonLoaded = false;
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private bool commonPreloaded = false;
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private string currentLoadedLocale = "";
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private AssetBundle bundleLocalized = null;
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private bool localeLoaded = false;
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private bool localePreloaded = false;
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private GameObject loadedPrefab = null;
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private Dictionary<string, AudioClip> commonAudioClips;
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private Dictionary<string, AudioClip> localeAudioClips;
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private SoundSequence.SequenceKeyValue[] soundSequences = null;
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public SoundSequence.SequenceKeyValue[] LoadedSoundSequences
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{
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get => soundSequences;
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set => soundSequences = value;
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}
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public Dictionary<string, AudioClip> CommonAudioClips => commonAudioClips;
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public Dictionary<string, AudioClip> LocaleAudioClips => localeAudioClips;
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public Minigame(string name, string displayName, string color, bool hidden, bool fxOnly, List<GameAction> actions, List<string> tags = null, string assetBundle = "", string defaultLocale = "en", List<string> supportedLocales = null, bool inferred = false)
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{
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this.name = name;
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this.displayName = displayName;
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this.color = color;
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this.actions = actions;
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this.hidden = hidden;
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this.fxOnly = fxOnly;
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this.tags = tags ?? new List<string>();
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this.wantAssetBundle = assetBundle;
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this.defaultLocale = defaultLocale;
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this.supportedLocales = supportedLocales ?? new List<string>();
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this.inferred = inferred;
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this.splitColorL = null;
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this.splitColorR = null;
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}
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public Minigame(string name, string displayName, string color, string splitColorL, string splitColorR, bool hidden, bool fxOnly, List<GameAction> actions, List<string> tags = null, string assetBundle = "", string defaultLocale = "en", List<string> supportedLocales = null, bool inferred = false)
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{
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this.name = name;
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this.displayName = displayName;
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this.color = color;
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this.actions = actions;
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this.hidden = hidden;
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this.fxOnly = fxOnly;
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this.tags = tags ?? new List<string>();
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this.wantAssetBundle = assetBundle;
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this.defaultLocale = defaultLocale;
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this.supportedLocales = supportedLocales ?? new List<string>();
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this.inferred = inferred;
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this.splitColorL = splitColorL;
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this.splitColorR = splitColorR;
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}
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public AssetBundle GetLocalizedAssetBundle()
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{
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if (bundleLocalized != null && !localeLoaded)
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{
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bundleLocalized.Unload(true);
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bundleLocalized = null;
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localeLoaded = false;
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localePreloaded = false;
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}
|
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if (!hasLocales) return null;
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if (!usesAssetBundle) return null;
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if (bundleLocalized == null || currentLoadedLocale != defaultLocale) //TEMPORARY: use the game's default locale until we add localization support
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{
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if (localeLoaded) return bundleLocalized;
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// TODO: try/catch for missing assetbundles
|
|
currentLoadedLocale = defaultLocale;
|
|
bundleLocalized = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale));
|
|
localeLoaded = true;
|
|
}
|
|
return bundleLocalized;
|
|
}
|
|
|
|
public AssetBundle GetCommonAssetBundle()
|
|
{
|
|
if (bundleCommon != null && !commonLoaded)
|
|
{
|
|
bundleCommon.Unload(true);
|
|
bundleCommon = null;
|
|
commonLoaded = false;
|
|
commonPreloaded = false;
|
|
}
|
|
if (commonLoaded) return bundleCommon;
|
|
if (!usesAssetBundle) return null;
|
|
if (bundleCommon == null)
|
|
{
|
|
// TODO: try/catch for missing assetbundles
|
|
bundleCommon = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common"));
|
|
commonLoaded = true;
|
|
}
|
|
return bundleCommon;
|
|
}
|
|
|
|
public async UniTask LoadAssetsAsync()
|
|
{
|
|
if (AssetsLoaded || !usesAssetBundle) return;
|
|
await UniTask.WhenAll(LoadCommonAssetBundleAsync(), LoadLocalizedAssetBundleAsync());
|
|
await UniTask.WhenAll(LoadGamePrefabAsync());
|
|
await UniTask.WhenAll(LoadCommonAudioClips());
|
|
await UniTask.WhenAll(LoadLocalizedAudioClips());
|
|
}
|
|
|
|
public async UniTask LoadCommonAssetBundleAsync()
|
|
{
|
|
if (bundleCommon != null && !commonLoaded)
|
|
{
|
|
await bundleCommon.UnloadAsync(true);
|
|
bundleCommon = null;
|
|
commonLoaded = false;
|
|
commonPreloaded = false;
|
|
}
|
|
|
|
if (commonPreloaded || commonLoaded) return;
|
|
commonPreloaded = true;
|
|
if (!usesAssetBundle) return;
|
|
if (bundleCommon != null) return;
|
|
|
|
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")).ToUniTask();
|
|
|
|
bundleCommon = bundle;
|
|
commonLoaded = true;
|
|
}
|
|
|
|
public async UniTask LoadLocalizedAssetBundleAsync()
|
|
{
|
|
if (bundleLocalized != null && !localeLoaded)
|
|
{
|
|
await bundleLocalized.UnloadAsync(true);
|
|
bundleLocalized = null;
|
|
localeLoaded = false;
|
|
localePreloaded = false;
|
|
}
|
|
|
|
if (!hasLocales) return;
|
|
if (localePreloaded) return;
|
|
localePreloaded = true;
|
|
if (!usesAssetBundle) return;
|
|
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return;
|
|
|
|
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)).ToUniTask();
|
|
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return;
|
|
|
|
bundleLocalized = bundle;
|
|
currentLoadedLocale = defaultLocale;
|
|
localeLoaded = true;
|
|
}
|
|
|
|
public async UniTask LoadGamePrefabAsync()
|
|
{
|
|
if (!usesAssetBundle) return;
|
|
if (!commonLoaded) return;
|
|
if (bundleCommon == null) return;
|
|
|
|
UnityEngine.Object asset = await bundleCommon.LoadAssetAsync<GameObject>(name).ToUniTask();
|
|
loadedPrefab = asset as GameObject;
|
|
|
|
// load sound sequences here for now
|
|
// this is taxing and is still done synchronously
|
|
// move sequences to their own assets so that we don't have to look up a component
|
|
if (loadedPrefab.TryGetComponent<Games.Minigame>(out Games.Minigame minigame))
|
|
{
|
|
soundSequences = minigame.SoundSequences;
|
|
}
|
|
}
|
|
|
|
public async UniTask LoadCommonAudioClips()
|
|
{
|
|
if (!commonLoaded) return;
|
|
if (bundleCommon == null) return;
|
|
|
|
commonAudioClips = new();
|
|
|
|
var assets = bundleCommon.LoadAllAssetsAsync();
|
|
await assets;
|
|
|
|
// await UniTask.SwitchToThreadPool();
|
|
// foreach (var asset in assets.allAssets)
|
|
// {
|
|
// AudioClip clip = asset as AudioClip;
|
|
// commonAudioClips.Add(clip.name, clip);
|
|
// }
|
|
// await UniTask.SwitchToMainThread();
|
|
}
|
|
|
|
public async UniTask LoadLocalizedAudioClips()
|
|
{
|
|
if (!localeLoaded) return;
|
|
if (bundleLocalized == null) return;
|
|
|
|
localeAudioClips = new();
|
|
|
|
var assets = bundleLocalized.LoadAllAssetsAsync();
|
|
await assets;
|
|
|
|
// await UniTask.SwitchToThreadPool();
|
|
// foreach (var asset in assets.allAssets)
|
|
// {
|
|
// AudioClip clip = asset as AudioClip;
|
|
// localeAudioClips.Add(clip.name, clip);
|
|
// }
|
|
// await UniTask.SwitchToMainThread();
|
|
}
|
|
|
|
public async UniTask UnloadAllAssets()
|
|
{
|
|
if (!usesAssetBundle) return;
|
|
commonAudioClips.Clear();
|
|
localeAudioClips.Clear();
|
|
if (loadedPrefab != null)
|
|
{
|
|
loadedPrefab = null;
|
|
}
|
|
if (bundleCommon != null)
|
|
{
|
|
await bundleCommon.UnloadAsync(true);
|
|
bundleCommon = null;
|
|
commonLoaded = false;
|
|
commonPreloaded = false;
|
|
}
|
|
if (bundleLocalized != null)
|
|
{
|
|
await bundleLocalized.UnloadAsync(true);
|
|
bundleLocalized = null;
|
|
localeLoaded = false;
|
|
localePreloaded = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
public class GameAction
|
|
{
|
|
public string actionName;
|
|
public string displayName;
|
|
public EventCallback function = delegate { };
|
|
public float defaultLength = 1;
|
|
public bool resizable = false;
|
|
public List<Param> parameters = null;
|
|
public bool hidden = false;
|
|
public int priority = 0;
|
|
public EventCallback inactiveFunction = delegate { };
|
|
public EventCallback preFunction = delegate { };
|
|
public float preFunctionLength = 2.0f;
|
|
|
|
/// <summary>
|
|
/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
|
|
/// <para>Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter.</para>
|
|
/// </summary>
|
|
/// <param name="actionName">Entity model name</param>
|
|
/// <param name="displayName">Name of the block used in the UI</param>
|
|
/// <param name="defaultLength">How long the block appears in the editor</param>
|
|
/// <param name="resizable">Allows the user to resize the block</param>
|
|
/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
|
|
/// <param name="function"><para>What the block does when read during playback</para>
|
|
/// <para>Only does this if the game that it is associated with is loaded.</para></param>
|
|
/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
|
|
/// <param name="prescheduleFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
|
|
/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
|
|
/// <param name="preFunction">Runs two beats before this event is reached.</param>
|
|
/// <param name="priority">Priority of this event. Higher priority events will be run first.</param>
|
|
public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false, EventCallback preFunction = null, int priority = 0, float preFunctionLength = 2.0f)
|
|
{
|
|
this.actionName = actionName;
|
|
if (displayName == String.Empty) this.displayName = actionName;
|
|
else this.displayName = displayName;
|
|
this.defaultLength = defaultLength;
|
|
this.resizable = resizable;
|
|
this.parameters = parameters;
|
|
this.hidden = hidden;
|
|
|
|
this.function = function ?? delegate { };
|
|
this.inactiveFunction = inactiveFunction ?? delegate { };
|
|
this.preFunction = prescheduleFunction ?? delegate { };
|
|
this.priority = priority;
|
|
this.preFunctionLength = preFunctionLength;
|
|
}
|
|
|
|
/// <summary>
|
|
/// <para>Shorthand constructor for a GameAction with only required data</para>
|
|
/// </summary>
|
|
/// <param name="actionName">Entity model name</param>
|
|
/// <param name="displayName">Name of the block used in the UI</param>
|
|
public GameAction(string actionName, string displayName)
|
|
{
|
|
this.actionName = actionName;
|
|
if (displayName == String.Empty) this.displayName = actionName;
|
|
else this.displayName = displayName;
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class Param
|
|
{
|
|
public string propertyName;
|
|
public object parameter;
|
|
public string propertyCaption;
|
|
public string tooltip;
|
|
public List<CollapseParam> collapseParams;
|
|
|
|
/// <summary>
|
|
/// A parameter that changes the function of a GameAction.
|
|
/// </summary>
|
|
/// <param name="propertyName">The name of the variable that's being changed.</param>
|
|
/// <param name="parameter">The value of the parameter</param>
|
|
/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
|
|
public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "", List<CollapseParam> collapseParams = null)
|
|
{
|
|
this.propertyName = propertyName;
|
|
this.parameter = parameter;
|
|
this.propertyCaption = propertyCaption;
|
|
this.tooltip = tooltip;
|
|
this.collapseParams = collapseParams;
|
|
}
|
|
|
|
public class CollapseParam
|
|
{
|
|
public Func<object, RiqEntity, bool> CollapseOn;
|
|
public string[] collapseables;
|
|
/// <summary>
|
|
/// Class that decides how other parameters will be collapsed
|
|
/// </summary>
|
|
/// <param name="collapseOn">What values should make it collapse/uncollapse?</param>
|
|
/// <param name="collapseables">IDs of the parameters to collapse</param>
|
|
public CollapseParam(Func<object, RiqEntity, bool> collapseOn, string[] collapseables)
|
|
{
|
|
CollapseOn = collapseOn;
|
|
this.collapseables = collapseables;
|
|
}
|
|
}
|
|
}
|
|
|
|
public delegate void EventCallback();
|
|
public delegate void ParamChangeCallback(string paramName, object paramValue, RiqEntity entity);
|
|
|
|
// overengineered af but it's a modified version of
|
|
// https://stackoverflow.com/a/19877141
|
|
static List<Func<EventCaller, Minigame>> loadRunners;
|
|
static void BuildLoadRunnerList()
|
|
{
|
|
loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
|
|
.GetTypes()
|
|
.Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null)
|
|
.Select(t => (Func<EventCaller, Minigame>)Delegate.CreateDelegate(
|
|
typeof(Func<EventCaller, Minigame>),
|
|
null,
|
|
t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static),
|
|
false
|
|
))
|
|
.ToList();
|
|
|
|
}
|
|
|
|
public static void Init(EventCaller eventCaller)
|
|
{
|
|
List<Minigame> defaultGames = new()
|
|
{
|
|
new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
|
|
{
|
|
new GameAction("switchGame", "Switch Game", 0.5f, false,
|
|
function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); },
|
|
parameters: new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Black Flash", "Toggle if there should be a blck flash before the game is switched. You should only disable this if you know what you're doing.")
|
|
},
|
|
inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }
|
|
),
|
|
new GameAction("end", "End Remix",
|
|
function: delegate {
|
|
Debug.Log("end");
|
|
if (Timeline.instance != null)
|
|
Timeline.instance?.Stop(Timeline.instance.PlaybackBeat);
|
|
else
|
|
GameManager.instance.Stop(eventCaller.currentEntity.beat);
|
|
}
|
|
),
|
|
new GameAction("skill star", "Skill Star", 1f, true)
|
|
{
|
|
//temp for testing
|
|
function = delegate {
|
|
var e = eventCaller.currentEntity;
|
|
Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
|
|
}
|
|
},
|
|
new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Allow Inputs", "Toggle if the player is able to input. Any missed cues while this is disabled will not be counted as a miss and will not break a perfect.")
|
|
},
|
|
delegate
|
|
{
|
|
GameManager.instance.ToggleInputs(eventCaller.currentEntity["toggle"]);
|
|
}
|
|
),
|
|
|
|
// These are still here for backwards-compatibility but are hidden in the editor
|
|
new GameAction("flash", "", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("colorA", Color.white, "Start Color"),
|
|
new Param("colorB", Color.white, "End Color"),
|
|
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
|
|
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
|
},
|
|
hidden: true
|
|
),
|
|
new GameAction("move camera", "", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
|
|
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
|
|
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type")
|
|
},
|
|
hidden: true ),
|
|
new GameAction("rotate camera", "", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
|
|
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
|
|
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type")
|
|
},
|
|
hidden: true ),
|
|
}),
|
|
|
|
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
|
|
{
|
|
new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
|
|
},
|
|
delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); }
|
|
),
|
|
new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
|
|
},
|
|
delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); }
|
|
),
|
|
new GameAction("count", "Count", 1f, false,
|
|
new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountNumbers.One, "Type", "Set the number to say."),
|
|
new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.")
|
|
},
|
|
delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); }
|
|
),
|
|
new GameAction("cowbell", "Cowbell",
|
|
function: delegate { SoundEffects.Cowbell(); }
|
|
),
|
|
new GameAction("ready!", "Ready!", 2f, true,
|
|
function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }
|
|
),
|
|
new GameAction("and", "And", 0.5f,
|
|
function: delegate { SoundEffects.And(); }
|
|
),
|
|
new GameAction("go!", "Go!", 1f, false,
|
|
new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.")
|
|
},
|
|
function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); }
|
|
),
|
|
|
|
// These are still here for backwards-compatibility but are hidden in the editor
|
|
new GameAction("4 beat count-in (alt)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, hidden: true),
|
|
new GameAction("4 beat count-in (cowbell)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, hidden: true),
|
|
new GameAction("8 beat count-in (alt)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, hidden: true),
|
|
new GameAction("8 beat count-in (cowbell)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, hidden: true),
|
|
|
|
new GameAction("one", "", function: delegate { SoundEffects.Count(0, false); }, hidden: true),
|
|
new GameAction("two", "", function: delegate { SoundEffects.Count(1, false); }, hidden: true),
|
|
new GameAction("three", "", function: delegate { SoundEffects.Count(2, false); }, hidden: true),
|
|
new GameAction("four", "", function: delegate { SoundEffects.Count(3, false); }, hidden: true),
|
|
new GameAction("one (alt)", "", function: delegate { SoundEffects.Count(0, true); }, hidden: true),
|
|
new GameAction("two (alt)", "", function: delegate { SoundEffects.Count(1, true); }, hidden: true),
|
|
new GameAction("three (alt)", "", function: delegate { SoundEffects.Count(2, true); }, hidden: true),
|
|
new GameAction("four (alt)", "", function: delegate { SoundEffects.Count(3, true); }, hidden: true),
|
|
new GameAction("go! (alt)", "", function: delegate { SoundEffects.Go(true); }, hidden: true),
|
|
}),
|
|
|
|
new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
|
|
{
|
|
new GameAction("flash", "Flash", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
|
|
new Param("colorB", Color.white, "End Color", "Set the color at the end of the event."),
|
|
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity", "Set the opacity at the start of the event."),
|
|
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity", "Set the opacity at the end of the event."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "colorA", "valA" })
|
|
})
|
|
}
|
|
),
|
|
new GameAction("filter", "Filter", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("filter", Games.Global.Filter.FilterType.grayscale, "Type", "Set the type of filter to use."),
|
|
// old
|
|
|
|
/*new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
|
|
new Param("fadein", new EntityTypes.Float(0, 100, 0), "Fade In"),
|
|
new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")*/
|
|
|
|
// new
|
|
new Param("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Set the slot for the filter. Higher slots are applied first. There can only be one filter per slot."),
|
|
new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity", "Set the intensity at the start of the event."),
|
|
new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity", "Set the intensity at the end of the event."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "start" })
|
|
}),
|
|
}
|
|
),
|
|
new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."),
|
|
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
|
|
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Set the position on the Z axis."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
|
new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
|
|
}
|
|
),
|
|
new GameAction("rotate camera", "Rotate Camera", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Set the up/down rotation."),
|
|
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Set the left/right rotation."),
|
|
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Set the clockwise/counterclockwise rotation."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
|
new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
|
|
}
|
|
),
|
|
new GameAction("pan view", "Pan Viewport", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."),
|
|
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
|
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
|
|
}
|
|
),
|
|
new GameAction("rotate view", "Rotate Viewport", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Set the clockwise/counterclockwise rotation."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
|
}
|
|
),
|
|
new GameAction("scale view", "Scale Viewport", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Set the width of the viewport."),
|
|
new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Set the height of the viewport."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
|
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
|
|
}
|
|
),
|
|
new("stretch camera", "Stretch Camera")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("x1", new EntityTypes.Float(0f, 50f, 1f), "Start Width", "Set the width at the start of the event."),
|
|
new("x2", new EntityTypes.Float(0f, 50f, 1f), "End Width", "Set the width at the end of the event."),
|
|
new("y1", new EntityTypes.Float(0f, 50f, 1f), "Start Height", "Set the height at the start of the event."),
|
|
new("y2", new EntityTypes.Float(0f, 50f, 1f), "End Height", "Set the height at the end of the event."),
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "x1", "y1" })
|
|
}),
|
|
new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified.")
|
|
}
|
|
},
|
|
new GameAction("fitScreen", "Force Game Stretching To Window")
|
|
{
|
|
defaultLength = 0.5f,
|
|
parameters = new()
|
|
{
|
|
new("enable", true, "Enabled", "Toggle if the game should be forced to stretch to the window size, removing the letterbox.")
|
|
}
|
|
},
|
|
new GameAction("screen shake", "Screen Shake", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("easedA", new EntityTypes.Float(0, 10, 0), "Start Horizontal Intensity", "Set the horizontal intensity of the screen shake at the start of the event."),
|
|
new Param("valA", new EntityTypes.Float(0, 10, 0), "End Horizontal Intensity", "Set the horizontal intensity of the screen shake at the end of the event."),
|
|
new Param("easedB", new EntityTypes.Float(0, 10, 0.5f), "Start Vertical Intensity", "Set the vertical intensity of the screen shake at the start of the event."),
|
|
new Param("valB", new EntityTypes.Float(0, 10, 0.5f), "End Vertical Intensity", "Set the vertical intensity of the screen shake at the end of the event."),
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "easedA", "easedB" })
|
|
}),
|
|
}
|
|
),
|
|
new GameAction("display textbox", "Display Textbox", 1f, true, new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "Set the text to display in the textbox. Rich text is supported."),
|
|
new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Set where to anchor the textbox."),
|
|
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Width", "Set the width of the textbox."),
|
|
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the textbox.")
|
|
}
|
|
),
|
|
new GameAction("display open captions", "Display Open Captions", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."),
|
|
new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Set where to anchor the captions."),
|
|
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Width", "Set the width of the captions."),
|
|
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the captions.")
|
|
}
|
|
),
|
|
new GameAction("display closed captions", "Display Closed Captions", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."),
|
|
new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Set where to anchor the captions."),
|
|
new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Height", "Set the height of the captions.")
|
|
}
|
|
),
|
|
new GameAction("display song artist", "Display Song Info", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Title", "Set the text to display in the upper label. Rich text is supported."),
|
|
new Param("text2", "", "Artist", "Set the text to display in the lower label. Rich text is supported."),
|
|
new Param("instantOn", false, "Instant Show", "Toggle if the slide-in animation should be skipped."),
|
|
new Param("instantOff", false, "Instant Hide", "Toggle if the slide-out animation should be skipped."),
|
|
}
|
|
),
|
|
new GameAction("camera background color", "Camera Background Color", 1, true, new List<Param>()
|
|
{
|
|
new Param("color", Color.black, "Start Color", "Set the color at the start of the event."),
|
|
new Param("color2", Color.black, "End Color", "Set the color at the end of the event."),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
|
}
|
|
),
|
|
|
|
// Post Processing VFX
|
|
new GameAction("vignette", "Vignette")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
|
|
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
|
|
|
new("colorStart", Color.black, "Start Color", "Set the color at the start of the event."),
|
|
new("colorEnd", Color.black, "End Color", "Set the color at the end of the event."),
|
|
|
|
new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness", "Set the smoothness at the start of the event."),
|
|
new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness", "Set the smoothness at the end of the event."),
|
|
|
|
new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness", "Set the roundness at the start of the event."),
|
|
new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness", "Set the roundness at the end of the event."),
|
|
new("rounded", false, "Rounded", "Toggle if the vignette should be equal on all sides."),
|
|
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart" })
|
|
}),
|
|
}
|
|
},
|
|
new GameAction("cabb", "Chromatic Abberation")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
|
|
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
|
|
}),
|
|
}
|
|
},
|
|
new GameAction("bloom", "Bloom")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
|
|
new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
|
|
|
new("colorStart", Color.white, "Start Tint", "Set the tint at the start of the event."),
|
|
new("colorEnd", Color.white, "End Tint", "Set the tint at the end of the event."),
|
|
|
|
new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold", "Set the threshold at the start of the event."),
|
|
new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold", "Set the threshold at the end of the event."),
|
|
|
|
new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee", "Set the soft knee at the start of the event."),
|
|
new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee", "Set the soft knee at the end of the event."),
|
|
|
|
new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio", "Set the anamorphic ratio at the start of the event."),
|
|
new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio", "Set the anamorphic ratio at the end of the event."),
|
|
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "thresholdStart", "softKneeStart", "anaStart" })
|
|
}),
|
|
}
|
|
},
|
|
new GameAction("lensD", "Lens Distortion")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
|
|
new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
|
|
|
new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier", "Set the X multiplier at the start of the event."),
|
|
new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier", "Set the X multiplier at the end of the event."),
|
|
new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier", "Set the Y multiplier at the start of the event."),
|
|
new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier", "Set the Y multiplier at the end of the event."),
|
|
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "xStart", "yStart" })
|
|
}),
|
|
}
|
|
},
|
|
new GameAction("grain", "Grain")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
|
|
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
|
|
|
new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size", "Set the size at the start of the event."),
|
|
new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size", "Set the size at the end of the event."),
|
|
|
|
new("colored", true, "Colored", "Toggle if the grain will be colored."),
|
|
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "sizeStart" })
|
|
}),
|
|
}
|
|
},
|
|
new GameAction("colorGrading", "Color Grading")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature", "Set the temperature at the start of the event."),
|
|
new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature", "Set the temperature at the end of the event."),
|
|
|
|
new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint", "Set the tint at the start of the event."),
|
|
new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint", "Set the tint at the end of the event."),
|
|
|
|
new("colorStart", Color.white, "Start Color Filter", "Set the color filter at the start of the event."),
|
|
new("colorEnd", Color.white, "End Color Filter", "Set the color filter at the end of the event."),
|
|
|
|
new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift", "Set the hue shift at the start of the event."),
|
|
new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift", "Set the hue shift at the end of the event."),
|
|
|
|
new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation", "Set the saturation at the start of the event."),
|
|
new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation", "Set the saturation at the end of the event."),
|
|
|
|
new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness", "Set the brightness at the start of the event."),
|
|
new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness", "Set the brightness at the end of the event."),
|
|
|
|
new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast", "Set the contrast at the start of the event."),
|
|
new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast", "Set the contrast at the end of the event."),
|
|
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" })
|
|
}),
|
|
}
|
|
},
|
|
new GameAction("screenTiling", "Tile Screen")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the amount of horizontal tiles at the start of the event."),
|
|
new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the amount of horizontal tiles at the end of the event."),
|
|
new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the amount of vertical tiles at the start of the event."),
|
|
new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the amount of vertical tiles at the end of the event."),
|
|
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xStart", "yStart" })
|
|
}),
|
|
}
|
|
},
|
|
new GameAction("scrollTiles", "Scroll Tiles")
|
|
{
|
|
resizable = true,
|
|
parameters = new()
|
|
{
|
|
new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll", "Set the horizontal scroll at the start of the event."),
|
|
new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll", "Set the horizontal scroll at the end of the event."),
|
|
new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll", "Set the vertical scroll at the start of the event."),
|
|
new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll", "Set the vertical scroll at the end of the event."),
|
|
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
|
|
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
|
{
|
|
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xScrollStart", "yScrollStart" })
|
|
}),
|
|
}
|
|
}
|
|
}),
|
|
};
|
|
|
|
foreach (var game in defaultGames)
|
|
{
|
|
eventCaller.minigames.Add(game.name, game);
|
|
}
|
|
|
|
BuildLoadRunnerList();
|
|
Debug.Log($"Running {loadRunners.Count} game loaders...");
|
|
foreach (var load in loadRunners)
|
|
{
|
|
Debug.Log("Running game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name);
|
|
Minigame game = load(eventCaller);
|
|
if (game == null)
|
|
{
|
|
Debug.LogError("Game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name + " failed!");
|
|
continue;
|
|
}
|
|
eventCaller.minigames.Add(game.name, game);
|
|
}
|
|
}
|
|
}
|
|
}
|