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
703 lines
40 KiB
C#
703 lines
40 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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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 Jukebox.Legacy;
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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 static void InitPreprocessor()
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{
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RiqBeatmap.OnUpdateBeatmap += PreProcessBeatmap;
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}
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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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{"iconurl", ""}, // custom icon location (future)
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{"challengetype", 0}, // perfect challenge type
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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, or second line for single-type)
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{"resultcommon_ok", "Eh. Passable."}, // generic "OK" message (one-liner, or second line for single-type)
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{"resultcommon_ng", "Try harder next time."}, // generic "Try Again" message (one-liner, or second line for single-type)
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// the following are shown / hidden in-editor depending on the tags of the games used
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{"resultnormal_hi", "You show strong fundamentals."}, // "Superb" message for normal games (two-liner)
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{"resultnormal_ng", "Work on your fundamentals."}, // "Try Again" message for normal games (two-liner)
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{"resultkeep_hi", "You kept the beat well."}, // "Superb" message for keep-the-beat games (two-liner)
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{"resultkeep_ng", "You had trouble keeping the beat."}, // "Try Again" message for keep-the-beat games (two-liner)
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{"resultaim_hi", "You had great aim."}, // "Superb" message for aim games (two-liner)
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{"resultaim_ng", "Your aim was a little shaky."}, // "Try Again" message for aim games (two-liner)
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{"resultrepeat_hi", "You followed the example well."}, // "Superb" message for call-and-response games (two-liner)
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{"resultrepeat_ng", "Next time, follow the example better."}, // "Try Again" message for call-and-response games (two-liner)
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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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foreach (var e in data.entities)
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{
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var gameName = e.datamodel.Split(0);
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var actionName = e.datamodel.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($"Unknown game {gameName} found in remix.json! Adding game...");
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game = new Minigames.Minigame(gameName, gameName.DisplayName() + " \n<color=#eb5454>[inferred from remix.json]</color>", "", false, false, new List<Minigames.GameAction>(), inferred: true);
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EventCaller.instance.minigames.Add(game);
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if (Editor.Editor.instance != null)
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Editor.Editor.instance.AddIcon(game);
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}
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action = EventCaller.instance.GetGameAction(game, actionName);
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if (action == null)
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{
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Debug.LogWarning($"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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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, "[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 && param.propertyName != "ease")
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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(Util.EasingFunction.Ease) && (pType == typeof(string) || pType == typeof(int) || pType == typeof(long)))
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{
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if (pType == typeof(int) || pType == typeof(long) || pType == typeof(Jukebox.EasingFunction.Ease))
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{
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e.dynamicData[param.propertyName] = (Util.EasingFunction.Ease)e[param.propertyName];
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}
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else
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e.dynamicData[param.propertyName] = Enum.Parse(typeof(Util.EasingFunction.Ease), (string)e[param.propertyName]);
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}
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else if (type.IsEnum)
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e.dynamicData[param.propertyName] = (int)e[param.propertyName];
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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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foreach (var tempo in data.tempoChanges)
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{
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tempo["tempo"] = (float)tempo["tempo"];
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tempo["swing"] = (float)tempo["swing"];
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if (tempo.dynamicData.ContainsKey("timeSignature"))
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tempo["timeSignature"] = (Vector2)tempo["timeSignature"];
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else
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tempo.dynamicData.Add("timeSignature", new Vector2(4, 4));
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}
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foreach (var vol in data.volumeChanges)
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{
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vol["volume"] = (float)vol["volume"];
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if (vol["fade"].GetType() == typeof(string))
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vol["fade"] = Enum.Parse(typeof(Util.EasingFunction.Ease), (string)vol["fade"]);
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else
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vol["fade"] = (Util.EasingFunction.Ease)vol["fade"];
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}
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foreach (var section in data.beatmapSections)
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{
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section["sectionName"] = (string)section["sectionName"];
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section["isCheckpoint"] = (bool)section["isCheckpoint"];
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section["startPerfect"] = (bool)section["startPerfect"];
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section["breakSection"] = (bool)section["breakSection"];
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section["extendsPrevious"] = (bool)section["extendsPrevious"];
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section["sectionWeight"] = (float)section["sectionWeight"];
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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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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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}
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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 GameObject holder;
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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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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 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 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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}
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public AssetBundle GetLocalizedAssetBundle()
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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
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currentLoadedLocale = defaultLocale;
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bundleLocalized = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale));
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localeLoaded = true;
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}
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return bundleLocalized;
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}
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public AssetBundle GetCommonAssetBundle()
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{
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if (commonLoaded) return bundleCommon;
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if (!usesAssetBundle) return null;
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if (bundleCommon == null)
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{
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// TODO: try/catch for missing assetbundles
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bundleCommon = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common"));
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commonLoaded = true;
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}
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return bundleCommon;
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}
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public IEnumerator LoadCommonAssetBundleAsync()
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{
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if (commonPreloaded || commonLoaded) yield break;
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commonPreloaded = true;
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if (!usesAssetBundle) yield break;
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if (bundleCommon != null) yield break;
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AssetBundleCreateRequest asyncBundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common"));
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if (bundleCommon != null) yield break;
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yield return asyncBundleRequest;
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AssetBundle localAssetBundle = asyncBundleRequest.assetBundle;
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if (bundleCommon != null) yield break;
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yield return localAssetBundle;
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if (localAssetBundle == null) yield break;
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bundleCommon = localAssetBundle;
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commonLoaded = true;
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}
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public IEnumerator LoadLocalizedAssetBundleAsync()
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{
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if (localePreloaded) yield break;
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localePreloaded = true;
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if (!hasLocales) yield break;
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if (!usesAssetBundle) yield break;
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if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
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AssetBundleCreateRequest asyncBundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale));
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if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
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yield return asyncBundleRequest;
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AssetBundle localAssetBundle = asyncBundleRequest.assetBundle;
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if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
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yield return localAssetBundle;
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if (localAssetBundle == null) yield break;
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bundleLocalized = localAssetBundle;
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currentLoadedLocale = defaultLocale;
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localeLoaded = true;
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}
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}
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public class GameAction
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{
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public string actionName;
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public string displayName;
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public EventCallback function = delegate { };
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public float defaultLength = 1;
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public bool resizable = false;
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public List<Param> parameters = null;
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public bool hidden = false;
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public int priority = 0;
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public EventCallback inactiveFunction = delegate { };
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public EventCallback preFunction = delegate { };
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public float preFunctionLength = 2.0f;
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/// <summary>
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/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
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/// <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>
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/// </summary>
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/// <param name="actionName">Entity model name</param>
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/// <param name="displayName">Name of the block used in the UI</param>
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/// <param name="defaultLength">How long the block appears in the editor</param>
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/// <param name="resizable">Allows the user to resize the block</param>
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/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
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/// <param name="function"><para>What the block does when read during playback</para>
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/// <para>Only does this if the game that it is associated with is loaded.</para></param>
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/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
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/// <param name="prescheduleFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
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/// <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>
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/// <param name="preFunction">Runs two beats before this event is reached.</param>
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/// <param name="priority">Priority of this event. Higher priority events will be run first.</param>
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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)
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{
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this.actionName = actionName;
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if (displayName == String.Empty) this.displayName = actionName;
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else this.displayName = displayName;
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this.defaultLength = defaultLength;
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this.resizable = resizable;
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this.parameters = parameters;
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this.hidden = hidden;
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this.function = function ?? delegate { };
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this.inactiveFunction = inactiveFunction ?? delegate { };
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this.preFunction = prescheduleFunction ?? delegate { };
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this.priority = priority;
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this.preFunctionLength = preFunctionLength;
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//todo: converting to new versions of GameActions
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}
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/// <summary>
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/// <para>Shorthand constructor for a GameAction with only required data</para>
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/// </summary>
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/// <param name="actionName">Entity model name</param>
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/// <param name="displayName">Name of the block used in the UI</param>
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public GameAction(string actionName, string displayName)
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{
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this.actionName = actionName;
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if (displayName == String.Empty) this.displayName = actionName;
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else this.displayName = displayName;
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}
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}
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[System.Serializable]
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public class Param
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{
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public string propertyName;
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public object parameter;
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public string propertyCaption;
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public string tooltip;
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/// <summary>
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/// A parameter that changes the function of a GameAction.
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/// </summary>
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/// <param name="propertyName">The name of the variable that's being changed.</param>
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/// <param name="parameter">The value of the parameter</param>
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/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
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public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
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{
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this.propertyName = propertyName;
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this.parameter = parameter;
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this.propertyCaption = propertyCaption;
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this.tooltip = tooltip;
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}
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}
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public delegate void EventCallback();
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public delegate void ParamChangeCallback(string paramName, object paramValue, RiqEntity entity);
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// overengineered af but it's a modified version of
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// https://stackoverflow.com/a/19877141
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static List<Func<EventCaller, Minigame>> loadRunners;
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static void BuildLoadRunnerList() {
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loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
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.GetTypes()
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.Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null)
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.Select(t => (Func<EventCaller, Minigame>) Delegate.CreateDelegate(
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typeof(Func<EventCaller, Minigame>),
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null,
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t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static),
|
|
false
|
|
))
|
|
.ToList();
|
|
|
|
}
|
|
|
|
public static void Init(EventCaller eventCaller)
|
|
{
|
|
eventCaller.minigames = new List<Minigame>()
|
|
{
|
|
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", "Enable or disable the black screen for this Game Switch")
|
|
},
|
|
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(0);
|
|
else
|
|
GameManager.instance.Stop(0);
|
|
}
|
|
),
|
|
new GameAction("skill star", "Skill Star", 1f, true)
|
|
{
|
|
//temp for testing
|
|
function = delegate {
|
|
var e = eventCaller.currentEntity;
|
|
HeavenStudio.Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
|
|
// BeatAction.New(HeavenStudio.Common.SkillStarManager.instance.gameObject, new List<BeatAction.Action>(){
|
|
// new BeatAction.Action(e.beat + e.length, delegate {
|
|
// HeavenStudio.Common.SkillStarManager.instance.DoStarJust();
|
|
// })
|
|
// });
|
|
}
|
|
},
|
|
new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Enable Inputs")
|
|
},
|
|
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", "The sounds to play 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", "The sounds to play 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, "Number", "The sound to play"),
|
|
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
|
},
|
|
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", "Whether or not the alternate version should be played")
|
|
},
|
|
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"),
|
|
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")
|
|
}
|
|
),
|
|
new GameAction("filter", "Filter", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"),
|
|
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 GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"),
|
|
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"),
|
|
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Next position on the Z axis"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
|
|
new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" )
|
|
}
|
|
),
|
|
new GameAction("rotate camera", "Rotate Camera", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Next rotation on the X axis"),
|
|
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Next rotation on the Y axis"),
|
|
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Next rotation on the Z axis"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
|
|
new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" )
|
|
}
|
|
),
|
|
new GameAction("pan view", "Pan Viewport", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"),
|
|
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
|
|
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to pan the viewport in" )
|
|
}
|
|
),
|
|
new GameAction("rotate view", "Rotate Viewport", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Next viewport rotation"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
|
|
}
|
|
),
|
|
new GameAction("scale view", "Scale Viewport", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Next viewport width"),
|
|
new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Next viewport height"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
|
|
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the viewport in" )
|
|
}
|
|
),
|
|
|
|
new GameAction("screen shake", "Screen Shake", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"),
|
|
new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
|
|
}
|
|
),
|
|
|
|
new GameAction("display textbox", "Display Textbox", 1f, true, new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"),
|
|
new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"),
|
|
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"),
|
|
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier")
|
|
}
|
|
),
|
|
new GameAction("display open captions", "Display Open Captions", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
|
new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"),
|
|
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"),
|
|
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier")
|
|
}
|
|
),
|
|
new GameAction("display closed captions", "Display Closed Captions", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
|
new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"),
|
|
new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier")
|
|
}
|
|
),
|
|
new GameAction("display song artist", "Display Song Info", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"),
|
|
new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"),
|
|
}
|
|
),
|
|
}),
|
|
};
|
|
|
|
BuildLoadRunnerList();
|
|
foreach(var load in loadRunners)
|
|
{
|
|
Debug.Log("Running game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name);
|
|
eventCaller.minigames.Add(load(eventCaller));
|
|
}
|
|
}
|
|
}
|
|
} |