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
319 lines
12 KiB
C#
319 lines
12 KiB
C#
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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using NaughtyBezierCurves;
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using DG.Tweening;
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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 AgbFireworkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("fireworks", "Fireworks \n<color=#adadad>(Hanabi)</color>", "000820", false, false, new List<GameAction>()
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{
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new GameAction("firework", "Firework")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, false, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"], e["offSet"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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}
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},
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new GameAction("sparkler", "Sparkler")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, true, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"], e["offSet"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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}
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},
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new GameAction("bomb", "Bomb")
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{
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function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.SpawnBomb(e.beat, e["toggle"], e["applause"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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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 {var e = eventCaller.currentEntity; Fireworks.CountIn(e.beat, e["count"]); },
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("count", Fireworks.CountInType.CountOne, "Count", "Which count should be said?")
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}
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},
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new GameAction("altBG", "Background Appearance")
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{
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function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.ChangeBackgroundAppearance(e["toggle"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Remix 5", "Should the background from Remix 5 tengoku appear?")
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}
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}
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},
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new List<string>() {"agb", "normal"},
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"agbexplode", "en",
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new List<string>() {}
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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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using Scripts_Fireworks;
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public class Fireworks : Minigame
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{
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public enum ExplosionType
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{
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UniformBig = 0,
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UniformDonut = 1,
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UniformSwirl = 2,
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UniformSmile = 3,
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MixedCircular = 4
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}
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public struct QueuedFirework
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{
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public double beat;
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public bool isSparkler;
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public int whereToSpawn;
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public bool practice;
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public int explosionType;
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public bool applause;
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public float verticalOffset;
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}
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public enum WhereToSpawn
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{
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Left = 0,
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Right = 1,
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Middle = 2
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}
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public enum CountInType
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{
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CountOne = 0,
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CountTwo = 1,
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CountThree = 2,
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CountHey = 3
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}
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[Header("Components")]
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[SerializeField] Transform spawnLeft;
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[SerializeField] Transform spawnRight;
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[SerializeField] Transform spawnMiddle;
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[SerializeField] Transform bombSpawn;
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[SerializeField] Rocket firework;
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[SerializeField] FireworksBomb bomb;
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[SerializeField] BezierCurve3D bombCurve;
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[SerializeField] SpriteRenderer flashWhite;
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[SerializeField] GameObject faces;
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[SerializeField] GameObject stars;
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[Header("Properties")]
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Tween flashTween;
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public static List<QueuedFirework> queuedFireworks = new List<QueuedFirework>();
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public static Fireworks instance;
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void OnDestroy()
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{
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if (queuedFireworks.Count > 0) queuedFireworks.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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}
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void Awake()
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{
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instance = this;
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (queuedFireworks.Count > 0)
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{
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foreach (var firework in queuedFireworks)
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{
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SpawnFirework(firework.beat, firework.isSparkler, firework.whereToSpawn, firework.practice, firework.explosionType, firework.applause, firework.verticalOffset);
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}
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queuedFireworks.Clear();
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}
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}
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}
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public void ChangeBackgroundAppearance(bool doIt)
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{
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faces.SetActive(doIt);
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stars.SetActive(!doIt);
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}
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public static void CountIn(double beat, int count)
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{
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switch (count)
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{
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case (int)CountInType.CountOne:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count1", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountTwo:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count2", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountThree:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count3", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountHey:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/countHey", beat)
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}, forcePlay: true);
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break;
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}
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}
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public static void PreSpawnFirework(double beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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if (isSparkler)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/nuei", beat, 1, 1, false, 0.223f)
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}, forcePlay: true);
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}
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else
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/rocket_2", beat)
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}, forcePlay: true);
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}
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if (GameManager.instance.currentGame == "fireworks")
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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Fireworks.instance.SpawnFirework(beat, isSparkler, whereToSpawn, practice, explosionType, applause, verticalOffset);
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})
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});
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}
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else
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{
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queuedFireworks.Add(new QueuedFirework { beat = beat, isSparkler = isSparkler, whereToSpawn = whereToSpawn, practice = practice, explosionType = explosionType, applause = applause, verticalOffset = verticalOffset });
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}
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}
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void SpawnFirework(double beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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if (isSparkler && practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practiceHai", beat + 1),
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}, forcePlay: true);
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}
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else if (practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practice1", beat),
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new MultiSound.Sound("fireworks/practice2", beat + 1),
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new MultiSound.Sound("fireworks/practice3", beat + 2),
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new MultiSound.Sound("fireworks/practiceHai", beat + 3),
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}, forcePlay: true);
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}
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Transform spawnPoint = spawnMiddle;
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switch (whereToSpawn)
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{
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case (int)WhereToSpawn.Left:
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spawnPoint = spawnLeft;
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break;
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case (int)WhereToSpawn.Right:
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spawnPoint = spawnRight;
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break;
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default:
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spawnPoint = spawnMiddle;
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break;
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}
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Rocket spawnedRocket = Instantiate(firework, spawnPoint, false);
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spawnedRocket.isSparkler = isSparkler;
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spawnedRocket.offSet = verticalOffset;
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spawnedRocket.applause = applause;
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spawnedRocket.Init(beat, explosionType);
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}
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public void SpawnBomb(double beat, bool practice, bool applause)
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{
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SoundByte.PlayOneShotGame("fireworks/tamaya_4");
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if (practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practiceHai", beat + 2),
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}, forcePlay: true);
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}
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1, delegate
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{
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FireworksBomb spawnedBomb = Instantiate(bomb, bombSpawn, false);
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spawnedBomb.curve = bombCurve;
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spawnedBomb.applause = applause;
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spawnedBomb.Init(beat + 1);
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})
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});
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}
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public void ChangeFlashColor(Color color, float beats)
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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if (flashTween != null)
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flashTween.Kill(true);
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if (seconds == 0)
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{
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flashWhite.color = color;
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}
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else
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{
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flashTween = flashWhite.DOColor(color, seconds);
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}
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}
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public void FadeFlashColor(Color start, Color end, float beats)
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{
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ChangeFlashColor(start, 0f);
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ChangeFlashColor(end, beats);
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}
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}
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}
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