98835c3936
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
350 lines
13 KiB
C#
350 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Common;
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namespace HeavenStudio.Games
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{
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public class PlayerActionEvent : MonoBehaviour
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{
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static List<PlayerActionEvent> allEvents = new List<PlayerActionEvent>();
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public static bool EnableAutoplayCheat = true;
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public delegate void ActionEventCallback(PlayerActionEvent caller);
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public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
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public delegate bool ActionEventHittableQuery();
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public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
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public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
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public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
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public ActionEventHittableQuery IsHittable; //Checks if an input can be hit. Returning false will skip button checks.
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public ActionEventCallback OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\
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public PlayerInput.InputAction InputAction;
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public double startBeat;
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public double timer;
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public float weight = 1f;
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public bool isEligible = true;
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public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
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public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore
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public bool triggersAutoplay = true;
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bool lockedByEvent = false;
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bool markForDeletion = false;
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float pitchWhenHit = 1f;
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public bool autoplayOnly = false; //Indicates if the input event only triggers when it's autoplay. If set to true, NO Miss or Blank events will be triggered when you're not autoplaying.
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public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
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public InputType inputType; //The type of input. Check the InputType class to see a list of all of them
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public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
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public bool countsForAccuracy = true; //Indicates if the input counts for the accuracy or not. If set to false, it'll not be counted in the accuracy calculation
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public void setHitCallback(ActionEventCallbackState OnHit)
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{
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this.OnHit = OnHit;
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}
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public void setMissCallback(ActionEventCallback OnMiss)
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{
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this.OnMiss = OnMiss;
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}
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public void setHittableQuery(ActionEventHittableQuery IsHittable)
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{
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this.IsHittable = IsHittable;
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}
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public void Enable() { enabled = true; }
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public void Disable() { enabled = false; }
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public void QueueDeletion() { markForDeletion = true; }
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public bool IsCorrectInput(out double dt)
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{
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dt = 0;
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if (InputAction != null)
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{
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return PlayerInput.GetIsAction(InputAction, out dt);
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}
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return false;
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}
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public void CanHit(bool canHit)
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{
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this.canHit = canHit;
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}
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public void Start()
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{
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allEvents.Add(this);
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}
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public void Update()
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{
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Conductor cond = Conductor.instance;
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if (markForDeletion) CleanUp();
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if (!cond.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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if (noAutoplay && autoplayOnly) autoplayOnly = false;
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if (noAutoplay && triggersAutoplay) triggersAutoplay = false;
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if (!enabled) return;
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double normalizedTime = GetNormalizedTime();
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if (GameManager.instance.autoplay)
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{
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AutoplayInput(normalizedTime);
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return;
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}
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//BUGFIX: ActionEvents destroyed too early
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if (normalizedTime > Minigame.NgLateTime(cond.SongPitch)) Miss();
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if (lockedByEvent)
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{
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return;
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}
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if (!CheckEventLock())
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{
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return;
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}
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if (!autoplayOnly && (IsHittable == null || IsHittable != null && IsHittable()) && IsCorrectInput(out double dt))
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{
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normalizedTime -= dt;
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if (IsExpectingInputNow())
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{
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double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
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Hit(stateProg, normalizedTime);
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}
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else
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{
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Blank();
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}
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}
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}
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public void LateUpdate()
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{
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if (markForDeletion)
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{
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allEvents.Remove(this);
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OnDestroy(this);
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Destroy(this.gameObject);
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}
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foreach (PlayerActionEvent evt in allEvents)
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{
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evt.lockedByEvent = false;
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}
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}
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private bool CheckEventLock()
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{
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foreach (PlayerActionEvent toCompare in allEvents)
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{
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if (toCompare == this) continue;
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if (toCompare.autoplayOnly) continue;
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if (InputAction != null)
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{
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if (toCompare.InputAction == null) continue;
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int catIdx = (int)PlayerInput.CurrentControlStyle;
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if (toCompare.InputAction != null
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&& toCompare.InputAction.inputLockCategory[catIdx] != InputAction.inputLockCategory[catIdx]) continue;
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}
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else
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{
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if ((toCompare.inputType & this.inputType) == 0) continue;
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if (!toCompare.IsExpectingInputNow()) continue;
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}
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double t1 = this.startBeat + this.timer;
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double t2 = toCompare.startBeat + toCompare.timer;
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double songPos = Conductor.instance.songPositionInBeatsAsDouble;
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// compare distance between current time and the events
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// events that happen at the exact same time with the exact same inputs will return true
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if (Math.Abs(t1 - songPos) > Math.Abs(t2 - songPos))
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return false;
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else if (t1 != t2) // if they are the same time, we don't want to lock the event
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toCompare.lockedByEvent = true;
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}
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return true;
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}
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private void AutoplayInput(double normalizedTime, bool autoPlay = false)
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{
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if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedTime >= 1f - (Time.deltaTime * 0.5f))
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{
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AutoplayEvent();
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if (!autoPlay)
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TimelineAutoplay();
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}
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}
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// TODO: move this to timeline code instead
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private void TimelineAutoplay()
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{
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if (Editor.Editor.instance == null) return;
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if (Editor.Track.Timeline.instance != null && !Editor.Editor.instance.fullscreen)
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{
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Editor.Track.Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
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}
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}
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public bool IsExpectingInputNow()
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{
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if (IsHittable != null)
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{
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if (!IsHittable()) return false;
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}
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if (!enabled) return false;
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if (!isEligible) return false;
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double normalizedBeat = GetNormalizedTime();
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return normalizedBeat > Minigame.NgEarlyTime() && normalizedBeat < Minigame.NgLateTime();
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}
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double GetNormalizedTime()
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{
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var cond = Conductor.instance;
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double currTime = cond.songPositionAsDouble;
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double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
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// HS timing window uses 1 as the middle point instead of 0
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return 1 + (currTime - targetTime);
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}
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//For the Autoplay
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public void AutoplayEvent()
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{
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if (EnableAutoplayCheat)
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{
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Hit(0f, 1f);
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}
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else
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{
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double normalizedBeat = GetNormalizedTime();
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double stateProg = ((normalizedBeat - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
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Hit(stateProg, normalizedBeat);
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}
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}
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//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
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public void Hit(double state, double time)
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{
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if (OnHit != null && enabled)
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{
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if (canHit)
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{
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CleanUp();
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pitchWhenHit = Conductor.instance.SongPitch;
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double normalized = time - 1f;
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int offset = Mathf.CeilToInt((float)normalized * 1000);
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GameManager.instance.AvgInputOffset = offset;
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state = System.Math.Max(-1.0, System.Math.Min(1.0, state));
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if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible)
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{
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GameManager.instance.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
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if (state >= 1f || state <= -1f)
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{
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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}
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else
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{
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GoForAPerfect.instance.Hit();
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}
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}
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OnHit(this, (float)state);
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}
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else
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{
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Blank();
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}
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}
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}
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double TimeToAccuracy(double time, float pitch = -1)
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{
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if (pitch < 0) pitch = pitchWhenHit;
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if (time >= Minigame.AceEarlyTime(pitch) && time <= Minigame.AceLateTime(pitch))
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{
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// Ace
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return 1.0;
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}
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double state = 0;
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if (time >= Minigame.JustEarlyTime(pitch) && time <= Minigame.JustLateTime(pitch))
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{
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// Good Hit
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.AceLateTime(pitch)) / (Minigame.JustLateTime(pitch) - Minigame.AceLateTime(pitch)));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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}
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}
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else
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{
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.JustLateTime(pitch)) / (Minigame.NgLateTime(pitch) - Minigame.JustLateTime(pitch)));
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state *= Minigame.rankOkThreshold;
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
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state *= Minigame.rankOkThreshold;
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}
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}
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return state;
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}
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public void Miss()
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{
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CleanUp();
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if (OnMiss != null && enabled && !autoplayOnly)
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{
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OnMiss(this);
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}
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if (countsForAccuracy && !(noAutoplay || autoplayOnly))
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{
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GameManager.instance.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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}
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}
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public void Blank()
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{
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if (OnBlank != null && enabled && !autoplayOnly)
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{
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OnBlank(this);
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}
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}
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public void CleanUp()
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{
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if (markForDeletion) return;
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markForDeletion = true;
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}
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}
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} |