HeavenStudio/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs
AstrlJelly b22de5abdb
Collapsing Properties Update + Animation From Beat Method (#575)
* add entity to collapse function, start on new animation thingy

im gonna use fork lifter to demonstrate DoScaledAnimationFromBeatAsync() cuz it uses animations to cue the peas

also i fixed that months old bug where the fork lifter sfx wasn't playing correctly :/

* animation from beat functional, octo machine converted

this looks fantastic i can't wait to implement this into more things

* better anim function

this is more efficient AND it'll produce more consistent results when starting an animation between tempo changes :D
(it no longer iterates through a list twice)
2023-10-27 20:19:11 +00:00

484 lines
20 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using System;
using HeavenStudio.Util;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrFlickLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("builtToScaleDS", "Built To Scale (DS)", "1ad21a", false, false, new List<GameAction>()
{
new GameAction("spawn blocks", "Widget")
{
function = delegate {var e = eventCaller.currentEntity; BuiltToScaleDS.instance.MultiplePiano(e.beat, e.length, e["silent"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "note1", "note2", "note3", "note4", "note5", "note6"})
}),
new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"),
new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"),
new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"),
new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "The number of semitones up or down this note should be pitched"),
new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "The number of semitones up or down this note should be pitched"),
new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th note", "The number of semitones up or down this note should be pitched (This plays together with the 5th note)"),
}
},
new GameAction("play piano", "Play Note")
{
function = delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched")
},
},
new GameAction("color", "Color Palette")
{
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleDS.instance.UpdateMappingColors(e["object"], e["shooter"], e["bg"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("object", Color.white, "Object Color"),
new Param("shooter", Color.white, "Shooter Color"),
new Param("bg", new Color(0, 1, 0, 1), "Environment Color")
}
},
new GameAction("lights", "Lights")
{
function = delegate { var e = eventCaller.currentEntity; BuiltToScaleDS.instance.Lights(e.beat, e.length, e["auto"], e["light"] && !e["auto"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("auto", true, "Lights (Auto)", "Should the lights auto light?"),
new Param("light", false, "Lights", "Should the lights light?")
}
}
}, new List<string>() { "ntr", "normal" }, "ntrassembly", "en", new List<string>() { });
}
}
}
namespace HeavenStudio.Games
{
using Scripts_BuiltToScaleDS;
public class BuiltToScaleDS : Minigame
{
public enum BTSObject { HitPieces, MissPieces, FlyingRod }
[Header("Camera")]
[SerializeField] Transform camPos;
[SerializeField] float cameraFoV;
[Header("References")]
[SerializeField] SkinnedMeshRenderer environmentRenderer;
[SerializeField] SkinnedMeshRenderer elevatorRenderer;
public GameObject flyingRodBase;
public GameObject movingBlocksBase;
public GameObject hitPartsBase;
public GameObject missPartsBase;
public Transform partsHolder;
public Transform blocksHolder;
public Animator shooterAnim;
public Animator elevatorAnim;
[SerializeField] private Material shooterMaterial;
[SerializeField] private Material objectMaterial;
[SerializeField] private Material gridPlaneMaterial;
private Material elevatorMaterial;
private Material[] gridMaterials;
private Material[] firstPatternLights;
private Material[] secondPatternLights;
private Material[] elevatorObjectMats;
[Header("Properties")]
[SerializeField] float beltSpeed = 1f;
private Material beltMaterial;
private Material[] environmentMaterials;
private Material[] elevatorMaterials;
private float currentBeltOffset;
private bool lighting = false;
private bool autoLight = false;
private bool firstLight = true;
[NonSerialized] public bool shootingThisFrame;
[NonSerialized] public bool lastShotOut = false;
private static Color currentObjectColor = Color.white;
private static Color currentShooterColor = Color.white;
private static Color currentEnvironmentColor = new Color(0, 1, 0, 1);
public static BuiltToScaleDS instance;
private GameEvent lightBeat = new GameEvent();
private void Awake()
{
instance = this;
environmentMaterials = environmentRenderer.materials;
elevatorMaterials = elevatorRenderer.materials;
beltMaterial = Instantiate(environmentMaterials[8]);
environmentMaterials[8] = beltMaterial;
elevatorObjectMats = new Material[]
{
Instantiate(elevatorMaterials[0]),
Instantiate(elevatorMaterials[1]),
Instantiate(elevatorMaterials[2]),
};
elevatorMaterials[0] = elevatorObjectMats[0];
elevatorMaterials[1] = elevatorObjectMats[1];
elevatorMaterials[2] = elevatorObjectMats[2];
elevatorMaterial = Instantiate(elevatorMaterials[3]);
elevatorMaterials[3] = elevatorMaterial;
gridMaterials = new Material[]
{
Instantiate(environmentMaterials[9]),
Instantiate(environmentMaterials[11]),
Instantiate(environmentMaterials[12]),
Instantiate(environmentMaterials[13]),
Instantiate(environmentMaterials[14]),
};
environmentMaterials[9] = gridMaterials[0];
environmentMaterials[11] = gridMaterials[1];
environmentMaterials[12] = gridMaterials[2];
environmentMaterials[13] = gridMaterials[3];
environmentMaterials[14] = gridMaterials[4];
firstPatternLights = new Material[]
{
Instantiate(environmentMaterials[1]),
Instantiate(environmentMaterials[2]),
Instantiate(environmentMaterials[4]),
};
environmentMaterials[1] = firstPatternLights[0];
environmentMaterials[2] = firstPatternLights[1];
environmentMaterials[4] = firstPatternLights[2];
secondPatternLights = new Material[]
{
Instantiate(environmentMaterials[0]),
Instantiate(environmentMaterials[3])
};
environmentMaterials[0] = secondPatternLights[0];
environmentMaterials[3] = secondPatternLights[1];
elevatorAnim.Play("MakeRod", 0, 1f);
UpdateColors();
}
private void OnDestroy()
{
currentObjectColor = Color.white;
currentShooterColor = Color.white;
currentEnvironmentColor = new Color(0, 1, 0, 1);
UpdateColors();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
private void Start()
{
GameCamera.additionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f);
GameCamera.additionalRotEluer = camPos.eulerAngles;
GameCamera.additionalFoV = cameraFoV;
}
public void UpdateMappingColors(Color objectColor, Color shooterColor, Color environmentColor)
{
currentObjectColor = objectColor;
currentShooterColor = shooterColor;
currentEnvironmentColor = environmentColor;
UpdateColors();
}
private void PersistColors(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("builtToScaleDS", new string[] { "color" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
var lastEvent = allEventsBeforeBeat[^1];
UpdateMappingColors(lastEvent["object"], lastEvent["shooter"], lastEvent["bg"]);
}
}
public override void OnGameSwitch(double beat)
{
PersistColors(beat);
}
public override void OnPlay(double beat)
{
PersistColors(beat);
}
private void UpdateColors()
{
objectMaterial.SetColor("_Color", currentObjectColor);
shooterMaterial.SetColor("_Color", currentShooterColor);
beltMaterial.SetColor("_Color", currentEnvironmentColor);
gridPlaneMaterial.SetColor("_Color", currentEnvironmentColor);
elevatorMaterial.SetColor("_Color", currentEnvironmentColor);
foreach (var mat in gridMaterials)
{
mat.SetColor("_Color", currentEnvironmentColor);
}
foreach (var mat in elevatorObjectMats)
{
mat.SetColor("_Color", currentObjectColor);
}
if (!lighting)
{
foreach (var mat in firstPatternLights)
{
mat.SetColor("_Color", currentEnvironmentColor);
}
foreach (var mat in secondPatternLights)
{
mat.SetColor("_Color", currentEnvironmentColor);
}
}
}
List<RiqEntity> spawnedBlockEvents = new List<RiqEntity>();
void Update()
{
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
return;
var currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
var blockEvents = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel == "builtToScaleDS/spawn blocks");
for (int i = 0; i < blockEvents.Count; i++)
{
var ev = blockEvents[i];
if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times.
var spawnBeat = ev.beat - ev.length;
if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length)
{
SpawnBlocks(spawnBeat, ev.length);
spawnedBlockEvents.Add(ev);
break;
}
}
if (Conductor.instance.ReportBeat(ref lightBeat.lastReportedBeat, lightBeat.startBeat % 1) && autoLight)
{
HandleLights();
}
currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
environmentRenderer.materials = environmentMaterials;
elevatorRenderer.materials = elevatorMaterials;
}
void LateUpdate()
{
var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
bool canShoot = (!shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying()) && !shootingThisFrame;
if (canShoot && lastShotOut)
lastShotOut = false;
if (canShoot && !lastShotOut && PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
lastShotOut = true;
shootingThisFrame = true;
Shoot();
SpawnObject(BTSObject.FlyingRod);
SoundByte.PlayOneShotGame("builtToScaleDS/Boing");
}
if (!shootingThisFrame)
{
if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
{
shooterAnim.Play("WindDown", 0, 0);
}
}
shootingThisFrame = false;
}
public void Lights(double beat, float length, bool autoLights, bool shouldLights)
{
autoLight = autoLights;
lighting = autoLights || shouldLights;
if (shouldLights)
{
List<BeatAction.Action> actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
actions.Add(new BeatAction.Action(beat + i, delegate { HandleLights(); }));
}
if (!autoLights)
{
lighting = false;
actions.Add(new BeatAction.Action(beat + length, delegate
{
foreach (var lightMat in firstPatternLights)
{
lightMat.DOColor(currentEnvironmentColor, 0.2f);
}
foreach (var lightMat in secondPatternLights)
{
lightMat.DOColor(currentEnvironmentColor, 0.2f);
}
}));
}
BeatAction.New(instance, actions);
}
if (!autoLights && !shouldLights)
{
lighting = false;
foreach (var lightMat in firstPatternLights)
{
lightMat.DOColor(currentEnvironmentColor, 0.2f);
}
foreach (var lightMat in secondPatternLights)
{
lightMat.DOColor(currentEnvironmentColor, 0.2f);
}
}
}
private void HandleLights()
{
if (firstLight)
{
foreach (var lightMat in firstPatternLights)
{
lightMat.DOColor(Color.white, 0.2f);
}
foreach (var lightMat in secondPatternLights)
{
lightMat.DOColor(currentEnvironmentColor, 0.2f);
}
}
else
{
foreach (var lightMat in firstPatternLights)
{
lightMat.DOColor(currentEnvironmentColor, 0.2f);
}
foreach (var lightMat in secondPatternLights)
{
lightMat.DOColor(Color.white, 0.2f);
}
}
firstLight = !firstLight;
}
public void SpawnBlocks(double beat, float length)
{
var newBlocks = GameObject.Instantiate(movingBlocksBase, blocksHolder).GetComponent<Blocks>();
newBlocks.createBeat = beat;
newBlocks.createLength = length;
newBlocks.gameObject.SetActive(true);
SetBlockTime(newBlocks, beat, length);
}
const int blockFramesPerSecond = 24;
const int blockHitFrame = 39;
const int blockTotalFrames = 80;
const int spawnFrameOffset = -3;
List<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 };
public void SetBlockTime(Blocks blocks, double spawnBeat, float length)
{
float spawnTimeOffset = (float)spawnFrameOffset / (float)blockFramesPerSecond;
float secondsPerFrame = 1f / blockFramesPerSecond;
float secondsToHitFrame = secondsPerFrame * blockHitFrame;
float secondsPerBeat = Conductor.instance.secPerBeat;
float secondsToHitBeat = secondsPerBeat * 5f * length + spawnTimeOffset;
float speedMult = secondsToHitFrame / secondsToHitBeat;
float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - (float)spawnBeat) + spawnTimeOffset;
float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime;
// The only way I could deal with Unity's interpolation shenanigans without having a stroke.
if (criticalFrames.Contains(Mathf.FloorToInt(framesPastSpawnTime)))
framesPastSpawnTime = Mathf.CeilToInt(framesPastSpawnTime);
blocks.anim.Play("Move", 0, framesPastSpawnTime / blockTotalFrames);
blocks.anim.speed = speedMult;
}
public void SpawnObject(BTSObject btsObject)
{
GameObject prefabToUse = null;
string animNameToUse = "";
switch (btsObject)
{
case BTSObject.HitPieces:
prefabToUse = hitPartsBase;
animNameToUse = "PartsHit";
break;
case BTSObject.MissPieces:
prefabToUse = missPartsBase;
animNameToUse = "PartsMiss";
break;
case BTSObject.FlyingRod:
prefabToUse = flyingRodBase;
animNameToUse = "Fly";
break;
}
if (prefabToUse != null)
{
var newPiece = GameObject.Instantiate(prefabToUse, partsHolder).GetComponent<BTSPiece>();
newPiece.gameObject.SetActive(true);
newPiece.anim.Play(animNameToUse, 0, 0);
}
}
public void Shoot()
{
shooterAnim.Play("Shoot", 0, 0);
elevatorAnim.Play("MakeRod", 0, 0);
}
public void PlayPiano(double beat, float length, int semiTones)
{
var pianoPitch = SoundByte.GetPitchFromSemiTones(semiTones, true);
var pianoSource = SoundByte.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true);
pianoSource.SetLoopParams(beat + length, 0.1f);
}
public void MultiplePiano(double beat, float length, bool silent, int note1, int note2, int note3, int note4, int note5, int note6)
{
if (silent) return;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { PlayPiano(beat, length, note1); }),
new BeatAction.Action(beat + length, delegate { PlayPiano(beat + length, length, note2); }),
new BeatAction.Action(beat + length * 2, delegate { PlayPiano(beat + length * 2, length, note3); }),
new BeatAction.Action(beat + length * 3, delegate { PlayPiano(beat + length * 3, length, note4); }),
new BeatAction.Action(beat + length * 4, delegate { PlayPiano(beat + length * 4, 1f, note5); }),
new BeatAction.Action(beat + length * 4, delegate { PlayPiano(beat + length * 4, 1f, note6); }),
});
}
}
}