2fab37113d
* Made Nail half-speed, changed long nail from hold B to press B, touched up animations - Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo! - Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall - Also touched up the animations to make them snappier and improve gamefeel * Cleaned up animations a bit further, changed 'fusuma' to 'shoji' * Further animation improvements Hit animations are now instant, and the hammer animation is about snappy and responsive as it should be * Fixed touch controls FIxed touch controls being a miss no matter what * reimplemented touch mode whiffing cuz i forgor * fixed a sound effect playing at the wrong time * spawning logic overhaul also fixed issue where sweets would be hittable if a nail could be instead cues at full speed for testing need to halve the speed of everything later * remove stray sfx call * add missing exclaim animations to the forced object types * improve chunk based spawning improve animator setup * remove unused stuff * new animations girl randomly blinks puddings bounce when passing the girl nails pop out when missing * fix the sweet break check --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
507 lines
19 KiB
C#
507 lines
19 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.Common;
|
|
using HeavenStudio.InputSystem;
|
|
using System;
|
|
using System.Linq;
|
|
using Jukebox;
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
public class Minigame : MonoBehaviour
|
|
{
|
|
public static double ngEarlyTimeBase = 0.1, justEarlyTimeBase = 0.05, aceEarlyTimeBase = 0.01, aceLateTimeBase = 0.01, justLateTimeBase = 0.05, ngLateTimeBase = 0.1;
|
|
public static double rankHiThreshold = 0.8, rankOkThreshold = 0.6;
|
|
|
|
public static double ngEarlyTime => ngEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
|
|
public static double justEarlyTime => justEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
|
|
public static double aceEarlyTime => aceEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
|
|
public static double aceLateTime => aceLateTimeBase * Conductor.instance?.SongPitch ?? 1;
|
|
public static double justLateTime => justLateTimeBase * Conductor.instance?.SongPitch ?? 1;
|
|
public static double ngLateTime => ngLateTimeBase * Conductor.instance?.SongPitch ?? 1;
|
|
|
|
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
|
|
|
|
[NonSerialized] public string minigameName;
|
|
|
|
[NonSerialized] public GameManager gameManager;
|
|
[NonSerialized] public Conductor conductor;
|
|
|
|
#region Premade Input Actions
|
|
protected const int IAEmptyCat = -1;
|
|
protected const int IAPressCat = 0;
|
|
protected const int IAReleaseCat = 1;
|
|
protected const int IAPressingCat = 2;
|
|
protected const int IAFlickCat = 3;
|
|
protected const int IAMAXCAT = 4;
|
|
|
|
protected static bool IA_Empty(out double dt)
|
|
{
|
|
dt = 0;
|
|
return false;
|
|
}
|
|
|
|
protected static bool IA_PadBasicPress(out double dt)
|
|
{
|
|
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
|
|
}
|
|
protected static bool IA_TouchBasicPress(out double dt)
|
|
{
|
|
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
|
|
}
|
|
protected static bool IA_BatonBasicPress(out double dt)
|
|
{
|
|
return PlayerInput.GetBatonDown(InputController.ActionsBaton.Face, out dt);
|
|
}
|
|
|
|
protected static bool IA_PadBasicRelease(out double dt)
|
|
{
|
|
return PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt);
|
|
}
|
|
protected static bool IA_TouchBasicRelease(out double dt)
|
|
{
|
|
return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt) && !PlayerInput.GetFlick(out _);
|
|
}
|
|
protected static bool IA_BatonBasicRelease(out double dt)
|
|
{
|
|
return PlayerInput.GetBatonUp(InputController.ActionsBaton.Face, out dt);
|
|
}
|
|
|
|
protected static bool IA_PadBasicPressing(out double dt)
|
|
{
|
|
dt = 0;
|
|
return PlayerInput.GetPad(InputController.ActionsPad.East);
|
|
}
|
|
protected static bool IA_TouchBasicPressing(out double dt)
|
|
{
|
|
dt = 0;
|
|
return PlayerInput.GetTouch(InputController.ActionsTouch.Tap);
|
|
}
|
|
protected static bool IA_BatonBasicPressing(out double dt)
|
|
{
|
|
dt = 0;
|
|
return PlayerInput.GetBaton(InputController.ActionsBaton.Face);
|
|
}
|
|
|
|
protected static bool IA_TouchFlick(out double dt)
|
|
{
|
|
return PlayerInput.GetFlick(out dt);
|
|
}
|
|
|
|
public static PlayerInput.InputAction InputAction_BasicPress =
|
|
new("BasicPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
|
|
IA_PadBasicPress, IA_TouchBasicPress, IA_BatonBasicPress);
|
|
public static PlayerInput.InputAction InputAction_BasicRelease =
|
|
new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
|
|
IA_PadBasicRelease, IA_TouchBasicRelease, IA_BatonBasicRelease);
|
|
public static PlayerInput.InputAction InputAction_BasicPressing =
|
|
new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
|
|
IA_PadBasicPressing, IA_TouchBasicPressing, IA_BatonBasicPressing);
|
|
|
|
public static PlayerInput.InputAction InputAction_FlickPress =
|
|
new("FlickPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
|
|
IA_PadBasicPress, IA_TouchFlick, IA_BatonBasicPress);
|
|
public static PlayerInput.InputAction InputAction_FlickRelease =
|
|
new("FlickRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
|
|
IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease);
|
|
#endregion
|
|
|
|
public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
|
|
|
|
/// <summary>
|
|
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
|
|
/// </summary>
|
|
/// <param name="startBeat">When the scheduling started (in beats)</param>
|
|
/// <param name="timer">How many beats later should the input be expected</param>
|
|
/// <param name="inputAction">The input action that's expected</param>
|
|
/// <param name="OnHit">Method to run if the Input has been Hit</param>
|
|
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
|
|
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
|
|
/// <returns></returns>
|
|
public PlayerActionEvent ScheduleInput(
|
|
double startBeat,
|
|
double timer,
|
|
PlayerInput.InputAction inputAction,
|
|
PlayerActionEvent.ActionEventCallbackState OnHit,
|
|
PlayerActionEvent.ActionEventCallback OnMiss,
|
|
PlayerActionEvent.ActionEventCallback OnBlank,
|
|
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
|
|
)
|
|
{
|
|
// List<RiqEntity> gameSwitches = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= startBeat + timer && c.datamodel.Split("/")[0] == "switchGame");
|
|
// if (gameSwitches != null && gameSwitches[^1].datamodel.Split("/")[1] != gameObject.name)
|
|
// {
|
|
// return null;
|
|
// }
|
|
|
|
GameObject evtObj = new("ActionEvent" + (startBeat + timer));
|
|
|
|
PlayerActionEvent evt = evtObj.AddComponent<PlayerActionEvent>();
|
|
|
|
evt.startBeat = startBeat;
|
|
evt.timer = timer;
|
|
evt.InputAction = inputAction;
|
|
evt.OnHit = OnHit;
|
|
evt.OnMiss = OnMiss;
|
|
evt.OnBlank = OnBlank;
|
|
evt.IsHittable = HittableQuery;
|
|
|
|
evt.OnDestroy = RemoveScheduledInput;
|
|
|
|
evt.canHit = true;
|
|
evt.enabled = true;
|
|
|
|
evt.transform.parent = this.transform.parent;
|
|
|
|
evt.minigame = minigameName;
|
|
|
|
evtObj.SetActive(true);
|
|
|
|
scheduledInputs.Add(evt);
|
|
|
|
return evt;
|
|
}
|
|
|
|
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
|
|
double timer,
|
|
PlayerInput.InputAction inputAction,
|
|
PlayerActionEvent.ActionEventCallbackState OnHit,
|
|
PlayerActionEvent.ActionEventCallback OnMiss,
|
|
PlayerActionEvent.ActionEventCallback OnBlank)
|
|
{
|
|
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank);
|
|
evt.autoplayOnly = true;
|
|
evt.minigame = minigameName;
|
|
return evt;
|
|
}
|
|
|
|
public PlayerActionEvent ScheduleUserInput(double startBeat,
|
|
double timer,
|
|
PlayerInput.InputAction inputAction,
|
|
PlayerActionEvent.ActionEventCallbackState OnHit,
|
|
PlayerActionEvent.ActionEventCallback OnMiss,
|
|
PlayerActionEvent.ActionEventCallback OnBlank,
|
|
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
|
|
{
|
|
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
|
|
evt.noAutoplay = true;
|
|
evt.minigame = minigameName;
|
|
return evt;
|
|
}
|
|
|
|
//Clean up method used whenever a PlayerActionEvent has finished
|
|
public void RemoveScheduledInput(PlayerActionEvent evt)
|
|
{
|
|
scheduledInputs.Remove(evt);
|
|
}
|
|
|
|
public PlayerActionEvent GetClosestScheduledInput(int[] actionCats)
|
|
{
|
|
int catIdx = (int)PlayerInput.CurrentControlStyle;
|
|
int cat = actionCats[catIdx];
|
|
PlayerActionEvent closest = null;
|
|
|
|
foreach (PlayerActionEvent toCompare in scheduledInputs)
|
|
{
|
|
// ignore inputs that are for sequencing in autoplay
|
|
if (toCompare.autoplayOnly) continue;
|
|
if (toCompare.InputAction == null) continue;
|
|
|
|
if (closest == null)
|
|
{
|
|
if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
|
|
closest = toCompare;
|
|
}
|
|
else
|
|
{
|
|
double t1 = closest.startBeat + closest.timer;
|
|
double t2 = toCompare.startBeat + toCompare.timer;
|
|
|
|
if (t2 < t1)
|
|
{
|
|
if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
|
|
closest = toCompare;
|
|
}
|
|
}
|
|
}
|
|
|
|
return closest;
|
|
}
|
|
|
|
public bool IsExpectingInputNow(int[] wantActionCategory)
|
|
{
|
|
PlayerActionEvent input = GetClosestScheduledInput(wantActionCategory);
|
|
if (input == null) return false;
|
|
return input.IsExpectingInputNow();
|
|
}
|
|
|
|
public bool IsExpectingInputNow(PlayerInput.InputAction wantAction)
|
|
{
|
|
return IsExpectingInputNow(wantAction.inputLockCategory);
|
|
}
|
|
|
|
// now should fix the fast bpm problem
|
|
public static double NgEarlyTime(float pitch = -1)
|
|
{
|
|
if (pitch < 0)
|
|
return 1 - ngEarlyTime;
|
|
return 1 - (ngEarlyTimeBase * pitch);
|
|
}
|
|
|
|
public static double JustEarlyTime(float pitch = -1)
|
|
{
|
|
if (pitch < 0)
|
|
return 1 - justEarlyTime;
|
|
return 1 - (justEarlyTimeBase * pitch);
|
|
}
|
|
|
|
public static double JustLateTime(float pitch = -1)
|
|
{
|
|
if (pitch < 0)
|
|
return 1 + justLateTime;
|
|
return 1 + (justLateTimeBase * pitch);
|
|
}
|
|
|
|
public static double NgLateTime(float pitch = -1)
|
|
{
|
|
if (pitch < 0)
|
|
return 1 + ngLateTime;
|
|
return 1 + (ngLateTimeBase * pitch);
|
|
}
|
|
|
|
public static double AceEarlyTime(float pitch = -1)
|
|
{
|
|
if (pitch < 0)
|
|
return 1 - aceEarlyTime;
|
|
return 1 - (aceEarlyTimeBase * pitch);
|
|
}
|
|
|
|
public static double AceLateTime(float pitch = -1)
|
|
{
|
|
if (pitch < 0)
|
|
return 1 + aceLateTime;
|
|
return 1 + (aceLateTimeBase * pitch);
|
|
}
|
|
|
|
public virtual void OnGameSwitch(double beat)
|
|
{
|
|
}
|
|
|
|
public virtual void OnTimeChange()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnPlay(double beat)
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnStop(double beat)
|
|
{
|
|
foreach (var evt in scheduledInputs)
|
|
{
|
|
evt.QueueDeletion();
|
|
}
|
|
}
|
|
|
|
// mainly for bopping logic
|
|
public virtual void OnBeatPulse(double beat)
|
|
{
|
|
|
|
}
|
|
|
|
// added because OnBeatPulse had some animation issues going on
|
|
// if your bopping overlaps with other animations, use this instead
|
|
public virtual void OnLateBeatPulse(double beat)
|
|
{
|
|
|
|
}
|
|
|
|
public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args)
|
|
{
|
|
Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);
|
|
foreach (SoundSequence.SequenceKeyValue pair in gameInfo.LoadedSoundSequences)
|
|
{
|
|
if (pair.name == name)
|
|
{
|
|
// Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
|
|
return pair.sequence.Play(startBeat);
|
|
}
|
|
}
|
|
Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
|
|
return null;
|
|
}
|
|
|
|
public void ScoreMiss(float weight = 1f)
|
|
{
|
|
double beat = Conductor.instance?.songPositionInBeatsAsDouble ?? -1;
|
|
GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight, false);
|
|
}
|
|
|
|
public void ToggleSplitColoursDisplay(bool on)
|
|
{
|
|
}
|
|
|
|
#region Bop
|
|
|
|
protected enum DefaultBopEnum
|
|
{
|
|
Off = 0,
|
|
On = 1,
|
|
}
|
|
|
|
protected Dictionary<double, int> bopRegion = new();
|
|
|
|
public bool BeatIsInBopRegion(double beat)
|
|
{
|
|
if (bopRegion.Count == 0) return true;
|
|
|
|
int bop = 0;
|
|
foreach (var item in bopRegion)
|
|
{
|
|
if (beat < item.Key) break;
|
|
if (beat >= item.Key) bop = item.Value;
|
|
}
|
|
return (DefaultBopEnum)bop == DefaultBopEnum.On;
|
|
}
|
|
|
|
public int BeatIsInBopRegionInt(double beat)
|
|
{
|
|
if (bopRegion.Count == 0) return 0;
|
|
|
|
int bop = 0;
|
|
foreach (var item in bopRegion)
|
|
{
|
|
if (beat < item.Key) break;
|
|
if (beat >= item.Key) bop = item.Value;
|
|
}
|
|
return bop;
|
|
}
|
|
|
|
protected void SetupBopRegion(string gameName, string eventName, string toggleName, bool isBool = true)
|
|
{
|
|
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
|
|
if (allEvents.Count == 0) return;
|
|
allEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
|
|
foreach (var e in allEvents)
|
|
{
|
|
if (bopRegion.ContainsKey(e.beat))
|
|
{
|
|
// Debug.Log("Two bops on the same beat, ignoring this one");
|
|
continue;
|
|
}
|
|
if (isBool)
|
|
{
|
|
bopRegion.Add(e.beat, e[toggleName] ? 1 : 0);
|
|
}
|
|
else
|
|
{
|
|
bopRegion.Add(e.beat, e[toggleName]);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void AddBopRegionEvents(string gameName, string eventName, bool allowBop)
|
|
{
|
|
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
|
|
foreach (var e in allEvents)
|
|
{
|
|
bopRegion.Add(e.beat, allowBop ? 1 : 0);
|
|
}
|
|
bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
|
|
}
|
|
|
|
protected void AddBopRegionEventsInt(string gameName, string eventName, int allowBop)
|
|
{
|
|
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
|
|
foreach (var e in allEvents)
|
|
{
|
|
bopRegion.Add(e.beat, allowBop);
|
|
}
|
|
bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Color
|
|
|
|
// truly a moment in history. documentation in heaven studio :)
|
|
public class ColorEase
|
|
{
|
|
/// <summary>
|
|
/// Gets the eased color from the variables inside a <c>ColorEase</c>. <br/>
|
|
/// Use this in <c>Update()</c>.
|
|
/// </summary>
|
|
/// <returns>A new color, based on <c>startColor</c> and <c>endColor</c>.</returns>
|
|
public Color GetColor() => MakeNewColor(startBeat, length, startColor, endColor, easeFunc);
|
|
public static Color MakeNewColor(double beat, float length, Color start, Color end, Util.EasingFunction.Function func)
|
|
{
|
|
if (length != 0) {
|
|
float normalizedBeat = length == 0 ? 1 : Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(beat, length));
|
|
|
|
float newR = func(start.r, end.r, normalizedBeat);
|
|
float newG = func(start.g, end.g, normalizedBeat);
|
|
float newB = func(start.b, end.b, normalizedBeat);
|
|
return new Color(newR, newG, newB);
|
|
} else {
|
|
return end;
|
|
}
|
|
}
|
|
|
|
public double startBeat = 0;
|
|
public float length = 0;
|
|
public Color startColor, endColor = Color.white;
|
|
public Util.EasingFunction.Ease ease = Util.EasingFunction.Ease.Instant;
|
|
public readonly Util.EasingFunction.Function easeFunc;
|
|
|
|
/// <summary>
|
|
/// The constructor to use when constructing a ColorEase from a block.
|
|
/// </summary>
|
|
/// <param name="startBeat">The start beat of the ease.</param>
|
|
/// <param name="length">The length of the ease.</param>
|
|
/// <param name="startColor">The beginning color of the ease.</param>
|
|
/// <param name="endColor">The end color of the ease.</param>
|
|
/// <param name="ease">
|
|
/// The ease to use to transition between <paramref name="startColor"/> and <paramref name="endColor"/>.<br/>
|
|
/// Should be derived from <c>Util.EasingFunction.Ease</c>,
|
|
/// </param>
|
|
public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease) {
|
|
this.startBeat = startBeat;
|
|
this.length = length;
|
|
(this.startColor, this.endColor) = (startColor, endColor);
|
|
this.ease = (Util.EasingFunction.Ease)ease;
|
|
this.easeFunc = Util.EasingFunction.GetEasingFunction(this.ease);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The constructor to use when initializing the ColorEase variable.
|
|
/// </summary>
|
|
/// <param name="defaultColor">The default color to initialize with.</param>
|
|
public ColorEase(Color? defaultColor = null) {
|
|
startColor = endColor = defaultColor ?? Color.white;
|
|
easeFunc = Util.EasingFunction.Instant;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
private void OnDestroy()
|
|
{
|
|
foreach (var evt in scheduledInputs)
|
|
{
|
|
evt.Disable();
|
|
}
|
|
}
|
|
|
|
protected void OnDrawGizmos()
|
|
{
|
|
Gizmos.color = Color.magenta;
|
|
Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
|
|
}
|
|
}
|
|
}
|