HeavenStudio/Assets/Scripts/Games/LaunchParty/LaunchParty.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

540 lines
26 KiB
C#

using HeavenStudio.Util;
using HeavenStudio.Common;
using JetBrains.Annotations;
using Starpelly.Transformer;
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.Rendering;
using static HeavenStudio.EntityTypes;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlRocketLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("launchParty", "Launch Party", "000000", false, false, new List<GameAction>()
{
new GameAction("rocket", "Family Model")
{
preFunction = delegate { var e = eventCaller.currentEntity; LaunchParty.LaunchRocket(e.beat, e["offset"], e["note1"], e["note2"], e["note3"], e["note4"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("offset", new EntityTypes.Float(-1, 2, -1), "Spawn Offset", "When should the rocket rise up?"),
new Param("note1", new EntityTypes.Integer(-24, 24, 2), "1st Note", "The number of semitones up or down this note should be pitched"),
new Param("note2", new EntityTypes.Integer(-24, 24, 4), "2nd Note", "The number of semitones up or down this note should be pitched"),
new Param("note3", new EntityTypes.Integer(-24, 24, 5), "3rd Note", "The number of semitones up or down this note should be pitched"),
new Param("note4", new EntityTypes.Integer(-24, 24, 7), "4th Note", "The number of semitones up or down this note should be pitched")
}
},
new GameAction("partyCracker", "Party-Popper")
{
preFunction = delegate { var e = eventCaller.currentEntity; LaunchParty.LaunchPartyCracker(e.beat, e["offset"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"),
new Param("note1", new EntityTypes.Integer(-24, 24, 4), "1st Note", "The number of semitones up or down this note should be pitched"),
new Param("note2", new EntityTypes.Integer(-24, 24, 5), "2nd Note", "The number of semitones up or down this note should be pitched"),
new Param("note3", new EntityTypes.Integer(-24, 24, 7), "3rd Note", "The number of semitones up or down this note should be pitched"),
new Param("note4", new EntityTypes.Integer(-24, 24, 9), "4th Note", "The number of semitones up or down this note should be pitched"),
new Param("note5", new EntityTypes.Integer(-24, 24, 11), "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")
}
},
new GameAction("bell", "Bell")
{
preFunction = delegate { var e = eventCaller.currentEntity; LaunchParty.LaunchBell(e.beat, e["offset"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"], e["note7"], e["note8"],
e["note9"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"),
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, 9), "6th Note", "The number of semitones up or down this note should be pitched"),
new Param("note7", new EntityTypes.Integer(-24, 24, 11), "7th Note", "The number of semitones up or down this note should be pitched"),
new Param("note8", new EntityTypes.Integer(-24, 24, 12), "8th Note", "The number of semitones up or down this note should be pitched"),
new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Launch)", "The number of semitones up or down this note should be pitched"),
}
},
new GameAction("bowlingPin", "Bowling Pin")
{
preFunction = delegate { var e = eventCaller.currentEntity; LaunchParty.LaunchBowlingPin(e.beat, e["offset"], e["note1"], e["note2"], e["note3"], e["note4"], e["note5"], e["note6"], e["note7"],
e["note8"], e["note9"], e["note10"], e["note11"], e["note12"], e["note13"], e["note14"], e["note15"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"),
new Param("note1", new EntityTypes.Integer(-24, 24, 5), "1st Note", "The number of semitones up or down this note should be pitched"),
new Param("note2", new EntityTypes.Integer(-24, 24, -1), "2nd Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note3", new EntityTypes.Integer(-24, 24, 0), "3rd Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note4", new EntityTypes.Integer(-24, 24, -1), "4th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note5", new EntityTypes.Integer(-24, 24, 0), "5th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note6", new EntityTypes.Integer(-24, 24, -1), "6th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note7", new EntityTypes.Integer(-24, 24, 0), "7th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note8", new EntityTypes.Integer(-24, 24, -1), "8th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note10", new EntityTypes.Integer(-24, 24, -1), "10th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note11", new EntityTypes.Integer(-24, 24, 0), "11th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note12", new EntityTypes.Integer(-24, 24, -1), "12th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note13", new EntityTypes.Integer(-24, 24, 0), "13th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note14", new EntityTypes.Integer(-24, 24, 7), "14th Note (Flute)", "The number of semitones up or down this note should be pitched"),
new Param("note15", new EntityTypes.Integer(-24, 24, 7), "15th Note", "The number of semitones up or down this note should be pitched")
}
},
new GameAction("posMove", "Change Launch Pad Position")
{
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("xPos", new EntityTypes.Float(-40f, 40f, 0f), "X Position", "Which position on the X axis should the Launch Pad travel to?"),
new Param("yPos", new EntityTypes.Float(-30f, 30f, 0f), "Y Position", "Which position on the Y axis should the Launch Pad travel to?"),
new Param("zPos", new EntityTypes.Float(-90f, 90f, 0f), "Z Position", "Which position on the Z axis should the Launch Pad travel to?"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the Launch Pad use?")
}
},
new GameAction("rotMove", "Change Launch Pad Rotation")
{
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("rot", new EntityTypes.Float(-360, 360, 0), "Angle", "Which angle of rotation should the Launch Pad rotate towards?"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the Launch Pad use?")
}
},
new GameAction("toggleStars", "Toggle Falling Stars")
{
function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.CreateParticles(e.beat, e["toggle"], e["valA"], e["valB"], e["valC"]);},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Stars Enabled", "Starfall Or No?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "valA", "valB", "valC"})
}),
new Param("valA", new EntityTypes.Float(0.1f, 10f, 1f), "Star Density", "How many stars are on the screen"),
new Param("valB", new EntityTypes.Float(0.01f, 5f, 0.1f), "Front Star Fall Speed", "How fast the front stars fall to the edge of the screen"),
new Param("valC", new EntityTypes.Float(0.01f, 5f, 0.1f), "Back Star Fall Speed", "How fast the stars fall to the edge of the screen")
}
},
new GameAction("scrollSpeed", "Change Scroll Speed")
{
function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.UpdateScrollSpeed(e["speed"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("speed", new EntityTypes.Float(0, 100, 0.5f), "Scroll Speed", "How fast will the background scroll down?"),
}
}
},
new List<string>() {"rvl", "normal"},
"rvlrocket", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_LaunchParty;
public class LaunchParty : Minigame
{
[Header("Rockets")]
[SerializeField] GameObject rocket;
[SerializeField] GameObject partyCracker;
[SerializeField] GameObject bell;
[SerializeField] GameObject bowlingPin;
[Header("Components")]
[SerializeField] ParticleSystem fallingStars;
[SerializeField] ParticleSystem fallingStarsBack;
[SerializeField] Transform launchPad;
[SerializeField] Transform launchPadRotatable;
[SerializeField] Transform spawnPad;
[SerializeField] Scroll scrollScript;
[SerializeField] Animator lensFlareAnim;
public Animator launchPadSpriteAnim;
[Header("Variables")]
private float currentRotBeat;
private float currentPosBeat;
private float currentRotLength;
private float currentPosLength;
private Vector3 lastPadPos = new Vector3(0, -2.4f, 0);
private Vector3 currentPadPos = new Vector3(0, -2.4f, 0);
private float lastPadRotation;
private float currentPadRotation;
private Util.EasingFunction.Ease lastPosEase;
private Util.EasingFunction.Ease lastRotEase;
public enum RocketType
{
Family = 0,
Cracker = 1,
Bell = 2,
BowlingPin = 3
}
public struct QueuedRocket
{
public RocketType type;
public double beat;
public float offSet;
public List<int> notes;
}
private static List<QueuedRocket> queuedRockets = new List<QueuedRocket>();
private int currentPosIndex;
private int currentRotIndex;
private List<RiqEntity> allPosEvents = new List<RiqEntity>();
private List<RiqEntity> allRotEvents = new List<RiqEntity>();
public static LaunchParty instance;
void OnDestroy()
{
if (queuedRockets.Count > 0) queuedRockets.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
void Awake()
{
instance = this;
lensFlareAnim.Play("Flashing", 0, 0);
var posEvents = EventCaller.GetAllInGameManagerList("launchParty", new string[] { "posMove" });
List<RiqEntity> tempPosEvents = new List<RiqEntity>();
for (int i = 0; i < posEvents.Count; i++)
{
if (posEvents[i].beat + posEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble)
{
tempPosEvents.Add(posEvents[i]);
}
}
allPosEvents = tempPosEvents;
var rotEvents = EventCaller.GetAllInGameManagerList("launchParty", new string[] { "rotMove" });
List<RiqEntity> tempRotEvents = new List<RiqEntity>();
for (int i = 0; i < rotEvents.Count; i++)
{
if (rotEvents[i].beat + rotEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble)
{
tempRotEvents.Add(rotEvents[i]);
}
}
allRotEvents = tempRotEvents;
UpdateLaunchPadPos();
UpdateLaunchPadRot();
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (queuedRockets.Count > 0)
{
foreach (var rocket in queuedRockets)
{
SpawnRocket(rocket.beat, rocket.offSet, rocket.type, rocket.notes);
}
queuedRockets.Clear();
}
}
if (allPosEvents.Count > 0)
{
if (currentPosIndex < allPosEvents.Count && currentPosIndex >= 0)
{
if (cond.songPositionInBeatsAsDouble >= allPosEvents[currentPosIndex].beat)
{
UpdateLaunchPadPos();
currentPosIndex++;
}
}
float normalizedBeat = cond.GetPositionFromBeat(currentPosBeat, currentPosLength);
if (normalizedBeat >= 0)
{
if (normalizedBeat > 1)
{
launchPad.position = currentPadPos;
}
else
{
if (currentPosLength < 0)
{
launchPad.position = currentPadPos;
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastPosEase);
float newPosX = func(lastPadPos.x, currentPadPos.x, normalizedBeat);
float newPosY = func(lastPadPos.y, currentPadPos.y, normalizedBeat);
float newPosZ = func(lastPadPos.z, currentPadPos.z, normalizedBeat);
launchPad.position = new Vector3(newPosX, newPosY, newPosZ);
}
}
}
}
if (allRotEvents.Count > 0)
{
if (currentRotIndex < allRotEvents.Count && currentRotIndex >= 0)
{
if (cond.songPositionInBeatsAsDouble >= allRotEvents[currentRotIndex].beat)
{
UpdateLaunchPadRot();
currentRotIndex++;
}
}
float normalizedBeat = cond.GetPositionFromBeat(currentRotBeat, currentRotLength);
if (normalizedBeat >= 0)
{
if (normalizedBeat > 1)
{
launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
}
else
{
if (currentRotLength < 0)
{
launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastRotEase);
float newRotZ = func(lastPadRotation, currentPadRotation, normalizedBeat);
launchPadRotatable.rotation = Quaternion.Euler(0, 0, newRotZ);
}
}
}
}
}
public void UpdateScrollSpeed(float speed)
{
scrollScript.scrollSpeedY = speed * -1;
}
private void UpdateLaunchPadPos()
{
if (currentPosIndex < allPosEvents.Count && currentPosIndex >= 0)
{
lastPadPos = launchPad.position;
currentPosBeat = (float)allPosEvents[currentPosIndex].beat;
currentPosLength = allPosEvents[currentPosIndex].length;
currentPadPos = new Vector3(allPosEvents[currentPosIndex]["xPos"], allPosEvents[currentPosIndex]["yPos"], allPosEvents[currentPosIndex]["zPos"]);
lastPosEase = (Util.EasingFunction.Ease)allPosEvents[currentPosIndex]["ease"];
}
}
private void UpdateLaunchPadRot()
{
if (currentRotIndex < allRotEvents.Count && currentRotIndex >= 0)
{
lastPadRotation = launchPadRotatable.rotation.eulerAngles.z;
currentRotBeat = (float)allRotEvents[currentRotIndex].beat;
currentRotLength = allRotEvents[currentRotIndex].length;
currentPadRotation = allRotEvents[currentRotIndex]["rot"];
lastRotEase = (Util.EasingFunction.Ease)allRotEvents[currentRotIndex]["ease"];
}
}
public void SpawnRocket(double beat, float beatOffset, RocketType type, List<int> notes)
{
GameObject rocketToSpawn = rocket;
switch (type)
{
case RocketType.Family:
rocketToSpawn = rocket;
break;
case RocketType.Cracker:
rocketToSpawn = partyCracker;
break;
case RocketType.Bell:
rocketToSpawn = bell;
break;
case RocketType.BowlingPin:
rocketToSpawn = bowlingPin;
break;
}
GameObject spawnedRocket = Instantiate(rocketToSpawn, spawnPad, false);
var rocketScript = spawnedRocket.GetComponent<LaunchPartyRocket>();
List<float> pitchedNotes = new List<float>();
foreach (var note in notes)
{
pitchedNotes.Add(SoundByte.GetPitchFromSemiTones(note, true));
}
rocketScript.pitches.AddRange(pitchedNotes);
switch (type)
{
case RocketType.Family:
rocketScript.InitFamilyRocket(beat);
break;
case RocketType.Cracker:
rocketScript.InitPartyCracker(beat);
break;
case RocketType.Bell:
rocketScript.InitBell(beat);
break;
case RocketType.BowlingPin:
rocketScript.InitBowlingPin(beat);
break;
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + beatOffset, delegate { rocketScript.Rise(); })
});
}
public static void LaunchRocket(double beat, float beatOffset, int noteOne, int noteTwo, int noteThree, int noteFour)
{
List<int> pitches = new List<int>()
{
noteOne,
noteTwo,
noteThree,
noteFour
};
if (GameManager.instance.currentGame == "launchParty")
{
LaunchParty.instance.SpawnRocket(beat, beatOffset, RocketType.Family, pitches);
}
else
{
queuedRockets.Add(new QueuedRocket { beat = beat, offSet = beatOffset, notes = pitches, type = RocketType.Family});
}
}
public static void LaunchPartyCracker(double beat, float beatOffset, int noteOne, int noteTwo, int noteThree, int noteFour, int noteFive, int noteSix)
{
List<int> pitches = new List<int>()
{
noteOne,
noteTwo,
noteThree,
noteFour,
noteFive,
noteSix,
};
if (GameManager.instance.currentGame == "launchParty")
{
LaunchParty.instance.SpawnRocket(beat, beatOffset, RocketType.Cracker, pitches);
}
else
{
queuedRockets.Add(new QueuedRocket { beat = beat, offSet = beatOffset, notes = pitches, type = RocketType.Cracker });
}
}
public static void LaunchBell(double beat, float beatOffset, int noteOne, int noteTwo, int noteThree, int noteFour, int noteFive, int noteSix, int noteSeven, int noteEight, int noteNine)
{
List<int> pitches = new List<int>()
{
noteOne,
noteTwo,
noteThree,
noteFour,
noteFive,
noteSix,
noteSeven,
noteEight,
noteNine
};
if (GameManager.instance.currentGame == "launchParty")
{
LaunchParty.instance.SpawnRocket(beat, beatOffset, RocketType.Bell, pitches);
}
else
{
queuedRockets.Add(new QueuedRocket { beat = beat, offSet = beatOffset, notes = pitches, type = RocketType.Bell });
}
}
public static void LaunchBowlingPin(double beat, float beatOffset, int noteOne, int noteTwo, int noteThree, int noteFour, int noteFive, int noteSix, int noteSeven,
int noteEight, int noteNine, int noteTen, int noteEleven, int noteTwelve, int noteThirteen, int noteFourteen, int noteFifteen)
{
List<int> pitches = new List<int>()
{
noteOne,
noteTwo,
noteThree,
noteFour,
noteFive,
noteSix,
noteSeven,
noteEight,
noteNine,
noteTen,
noteEleven,
noteTwelve,
noteThirteen,
noteFourteen,
noteFifteen
};
if (GameManager.instance.currentGame == "launchParty")
{
LaunchParty.instance.SpawnRocket(beat, beatOffset, RocketType.BowlingPin, pitches);
}
else
{
queuedRockets.Add(new QueuedRocket { beat = beat, offSet = beatOffset, notes = pitches, type = RocketType.BowlingPin });
}
}
public void CreateParticles(double beat, bool toggle, float starDensity, float starSpeed, float starSpeedBack)
{
ParticleSystem.EmissionModule emm;
ParticleSystem.EmissionModule emm2;
switch (toggle)
{
case true:
var emmrate = fallingStars.velocityOverLifetime;
var emmrate2 = fallingStarsBack.velocityOverLifetime;
emmrate.speedModifier = starSpeed;
emmrate2.speedModifier = starSpeedBack;
emm = fallingStars.emission;
emm2 = fallingStarsBack.emission;
emm.rateOverTime = starDensity * 6f;
emm2.rateOverTime = starDensity * 6f;
fallingStars.Play();
fallingStarsBack.Play();
break;
default:
fallingStars.Stop();
fallingStarsBack.Stop();
break;
}
}
}
}