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Marching Orders Rework + Bug Fixes (#442)
* first things first, kill mr. downbeat. now onto fixing meat grinder forrealzies * meat grinder fix * fixed munchy monk icon + mr upbeat ding bug * a few little changes * lotta stuff yeahh just look at the pr description * point and clap * anim Adjustment * new sheet + adjustments for it * IM USING THE INTERNET i hate merge conflicts * grrr merge conflicts * insane changes * progress * fixed The Spaceball Camera Bug (literally a single line of code wtf guys) * colrs * k im done :3 --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
@ -11,6 +11,7 @@
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// AFTER FEATURE COMPLETION
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// - delete all notes once the minigame is considered feature-complete
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using HeavenStudio.Common;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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@ -27,78 +28,137 @@ namespace HeavenStudio.Games.Loaders
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length, e["bop"], e["autoBop"]); },
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length, e["bop"], e["autoBop"], e["clap"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Should the cadets bop?"),
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new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?")
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new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?"),
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new Param("clap", false, "Clap", "Should the cadets clap instead of bop?"),
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}
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},
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new GameAction("marching", "Cadets March")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.PreMarch(e.beat, e.length);
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},
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defaultLength = 4f,
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resizable = true,
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},
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new GameAction("attention", "Attention...")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
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defaultLength = 2f,
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preFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
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},
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new GameAction("march", "March!")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat, e["toggle"]); },
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
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defaultLength = 2f,
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parameters = new List<Param>
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{
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new Param("toggle", false, "Disable Voice", "Disable the Drill Sergeant's call")
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new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat, e["toggle"]);}
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priority = 5,
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},
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new GameAction("halt", "Halt!")
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new GameAction("faceTurn", "Face Turn")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);}
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},
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new GameAction("face turn", "Direction to Turn")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"], false); },
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.FaceTurn(e.beat, e["direction"], false, e["point"]);
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},
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction the sergeant wants the cadets to face"),
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new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "The duration of the turning event"),
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//new Param("toggle", false, "Point", "Do the pointing animation instead of just the head turn")
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new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
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new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
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}
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},
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/*new GameAction("background", "Set the Background") colors aren't implemented yet
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new GameAction("faceTurnFast", "Fast Face Turn")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BackgroundColorSet(e.beat, e["type"], e["type2"], e["colorDefault"], e["colorPipe"], e["colorFloor"], e["colorFill"]); },
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.FaceTurn(e.beat, e["direction"], true, e["point"]);
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},
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
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new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
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}
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},
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new GameAction("halt", "Halt!")
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{
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function = delegate { MarchingOrders.instance.Halt(eventCaller.currentEntity.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { MarchingOrders.HaltSound(eventCaller.currentEntity.beat);}
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},
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new GameAction("go", "Go!")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.MoveConveyor(e.length, e["start"], e["direction"]);
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},
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parameters = new List<Param>()
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{
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new Param("start", true, "Start Moving", "Start moving the conveyor"),
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new Param("direction", MarchingOrders.Direction.Right, "Direction", "Direction"),
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},
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defaultLength = 7f,
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resizable = true,
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},
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new GameAction("background", "Background Colors")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.BackgroundColorSet(e["preset"], e["colorFill"], e["colorTiles1"], e["colorTiles2"], e["colorTiles3"], e["colorPipes1"], e["colorPipes2"], e["colorPipes3"], e["colorConveyor1"], e["colorConveyor2"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("type", MarchingOrders.BackgroundColor.Blue, "Color", "The game Background Color"),
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new Param("type2", MarchingOrders.BackgroundType.SingleColor, "Color Type", "The way the color is applied to the background"),
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new Param("colorDefault", new Color(), "Wall Color", "Sets the color of the wall"),
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new Param("colorPipe", new Color(), "Pipes Color", "Sets the color of the pipes"),
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new Param("colorFloor", new Color(), "Floor Color", "Sets the color of the floor and conveyer belt"),
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new Param("colorFill", new Color(), "Fill Color", "Sets the fill color")
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new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Choose from a preset, or choose custom and set colors below"),
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new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Sets the color of the wall"),
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new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Sets the color of the tile outline"),
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new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Sets the color of the tile shading"),
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new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Sets the color of the tile's main color"),
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new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Sets the color of the pipes' outline"),
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new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Sets the color of the pipes' shading"),
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new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Sets the color of the pipes"),
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new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Sets the color of the conveyer belt"),
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new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Sets the conveyor's trim color"),
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}
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},*/
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}, // this cause problems with the background
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},
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new GameAction("forceMarching", "Force Marching")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.ForceMarching(e.beat, e.length);
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},
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preFunctionLength = 1,
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resizable = true,
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},
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// hidden in the editor but here cuz backwards compatibility
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new GameAction("marching", "Start Marching (old)")
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{
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hidden = false,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.ForceMarching(e.beat, e.length);
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},
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preFunctionLength = 1,
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resizable = true,
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},
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new GameAction("face turn", "Direction to Turn (old)")
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{
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hidden = true,
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function = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.FaceTurn(e.beat, e["type"], e["type2"], false);
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},
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("type", MarchingOrders.Direction.Right, "Direction", "The direction the sergeant wants the cadets to face"),
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new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "The duration of the turning event"),
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}
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},
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},
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new List<string>() { "agb", "normal" },
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"agbmarcher", "en",
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new List<string>() { "en", "jp" }
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@ -114,413 +174,342 @@ namespace HeavenStudio.Games
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{
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public static MarchingOrders instance;
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[Header("Sarge")]
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public Animator Sarge;
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public Animator Steam;
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static List<float> queuedMarches = new List<float>();
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[Header("Cadets")]
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public Animator Cadet1;
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public Animator Cadet2;
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public Animator Cadet3;
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public Animator CadetPlayer;
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public Animator CadetHead1;
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public Animator CadetHead2;
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public Animator CadetHead3;
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public Animator CadetHeadPlayer;
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[Header("Animators")]
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[SerializeField] Animator Sarge;
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[SerializeField] Animator Steam;
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[SerializeField] Animator[] Cadets = new Animator[3];
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[SerializeField] Animator[] CadetHeads = new Animator[3];
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[SerializeField] Animator CadetPlayer;
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[SerializeField] Animator CadetHeadPlayer;
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[Header("Background")]
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public GameObject BGMain1;
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public SpriteRenderer Background;
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public SpriteRenderer Pipes;
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public SpriteRenderer Floor;
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public SpriteRenderer Wall;
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public SpriteRenderer Conveyor;
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[Header("Colorable")]
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[SerializeField] Material[] RecolorMats;
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[SerializeField] SpriteRenderer[] BackgroundRecolorable;
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static Color BGColor1 = new Color(0.26f, 0.35f, 0.4f), BGColor2 = new Color(0.16f, 0.25f, 0.29f);
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[Header("Color Map")]
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public static Color pipesColor;
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public static Color floorColor;
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public static Color wallColor;
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public static Color fillColor;
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[Header("Objects")]
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[SerializeField] ScrollObject[] ConveyorGo;
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[Header("Game Events")]
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[Header("Variables")]
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bool goBop;
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public GameEvent bop = new GameEvent();
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public GameEvent noBop = new GameEvent();
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public GameEvent marching = new GameEvent();
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bool shouldClap;
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bool keepMarching;
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private int marchOtherCount;
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private int marchPlayerCount;
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private int turnLength;
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private int background;
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private float steamTime;
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static float wantMarch = float.MaxValue;
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static float wantMarchLength = 0f;
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private float lastMissBeat;
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private float lastReportedBeat;
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public static float wantMarch = float.MinValue;
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public enum DirectionFaceTurn
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public enum Direction
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{
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Right,
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Left,
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}
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public enum FaceTurnLength
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{
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Normal,
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Fast,
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}
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public enum BackgroundColor
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{
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Blue,
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Yellow,
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Blue,
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Custom,
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}
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public enum BackgroundType
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{
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SingleColor,
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DifferentColor
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}
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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for (int i = 0; i < BackgroundRecolorable.Length; i++) BackgroundRecolorable[i].color = i == 0 ? BGColor1 : BGColor2;
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}
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void Update()
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{
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for (int i = 0; i < BackgroundRecolorable.Length; i++) BackgroundRecolorable[i].color = i == 0 ? BGColor1 : BGColor2;
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if (wantMarch != float.MinValue) {
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queuedMarches.Add(wantMarch);
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marchOtherCount =
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marchPlayerCount = 0;
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keepMarching = true;
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wantMarch = float.MinValue;
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}
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if (goBop && Conductor.instance.ReportBeat(ref lastReportedBeat)) {
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foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
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CadetPlayer.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
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}
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if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
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if (queuedMarches.Count > 0) {
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foreach (var march in queuedMarches) {
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(march, delegate {
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ScheduleInput(march, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
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}),
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new BeatAction.Action(march + 1, delegate {
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marchOtherCount++;
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foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
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Jukebox.PlayOneShotGame("marchingOrders/stepOther");
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if (keepMarching) queuedMarches.Add(march + 1);
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}),
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});
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}
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queuedMarches.Clear();
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}
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}
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if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
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foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
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ConveyorGo[0].gameObject.transform.position = new Vector3(0, 0);
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ConveyorGo[1].gameObject.transform.position = new Vector3(6.181f, -3.37f);
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}
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// input stuff below
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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Miss();
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marchPlayerCount++;
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CadetPlayer.DoScaledAnimationAsync((marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL"), 0.5f);
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}
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if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN)) {
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Miss();
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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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}
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if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.LEFT) && !IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN)) {
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Miss();
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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}
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if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.RIGHT) && !IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN)) {
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Miss();
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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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}
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}
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public void LeftSuccess(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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Jukebox.PlayOneShot("nearNiss");
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}
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else
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Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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TurnSuccess(state, "L");
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}
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public void RightSuccess(PlayerActionEvent caller, float state)
|
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{
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TurnSuccess(state, "R");
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}
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public void LeftPointSuccess(PlayerActionEvent caller, float state)
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{
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TurnSuccess(state, "L", true);
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}
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||||
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||||
public void RightPointSuccess(PlayerActionEvent caller, float state)
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{
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TurnSuccess(state, "R", true);
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}
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|
||||
void TurnSuccess(float state, string dir, bool shouldPoint = false)
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||||
{
|
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if (state <= -1f || state >= 1f) Jukebox.PlayOneShot("nearMiss");
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||||
else Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
|
||||
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||||
CadetHeadPlayer.DoScaledAnimationAsync("Face"+dir, 0.5f);
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if (shouldPoint) CadetPlayer.DoScaledAnimationAsync("Point"+dir, 0.5f);
|
||||
}
|
||||
|
||||
public void GenericMiss(PlayerActionEvent caller)
|
||||
{
|
||||
if (Conductor.instance.songPositionInBeats - lastMissBeat <= 1.1f) return;
|
||||
Miss();
|
||||
}
|
||||
|
||||
public void Miss()
|
||||
{
|
||||
lastMissBeat = Conductor.instance.songPositionInBeats;
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
}
|
||||
|
||||
public void LeftEmpty(PlayerActionEvent caller) {}
|
||||
|
||||
public void RightSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
Jukebox.PlayOneShot("nearNiss");
|
||||
}
|
||||
else
|
||||
Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
}
|
||||
|
||||
public void RightEmpty(PlayerActionEvent caller) {}
|
||||
|
||||
public void MarchHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
Jukebox.PlayOneShot("nearNiss");
|
||||
}
|
||||
else
|
||||
Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
|
||||
if (state <= -1f || state >= 1f) Jukebox.PlayOneShot("nearMiss");
|
||||
else Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
|
||||
marchPlayerCount++;
|
||||
CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
}
|
||||
|
||||
public void MarchEmpty(PlayerActionEvent caller) {}
|
||||
|
||||
public void HaltHit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
Jukebox.PlayOneShot("nearNiss");
|
||||
}
|
||||
else
|
||||
Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
|
||||
if (state <= -1f || state >= 1f) Jukebox.PlayOneShot("nearMiss");
|
||||
else Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
|
||||
|
||||
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
|
||||
}
|
||||
|
||||
public void HaltEmpty(PlayerActionEvent caller) {}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
var currBeat = cond.songPositionInBeats;
|
||||
|
||||
if (cond.songPositionInBeatsAsDouble >= wantMarch)
|
||||
{
|
||||
PrepareMarch(wantMarch, wantMarchLength, true);
|
||||
wantMarch = float.MaxValue;
|
||||
}
|
||||
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, true))
|
||||
{
|
||||
if (goBop)
|
||||
{
|
||||
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
if (!IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
|
||||
marchPlayerCount++;
|
||||
var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
|
||||
|
||||
CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
|
||||
}
|
||||
}
|
||||
if (!IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
|
||||
{
|
||||
if (PlayerInput.AltPressed())
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
|
||||
CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
|
||||
}
|
||||
}
|
||||
if (!IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN))
|
||||
{
|
||||
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.LEFT))
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
}
|
||||
}
|
||||
if (!IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
|
||||
{
|
||||
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.RIGHT))
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
Sarge.DoScaledAnimationAsync("Anger", 0.5f);
|
||||
Steam.DoScaledAnimationAsync("Steam", 0.5f);
|
||||
|
||||
CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void BopAction(float beat, float length, bool shouldBop, bool autoBop)
|
||||
public void BopAction(float beat, float length, bool shouldBop, bool autoBop, bool clap)
|
||||
{
|
||||
goBop = autoBop;
|
||||
if (shouldBop)
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + i, delegate
|
||||
{
|
||||
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
shouldClap = clap;
|
||||
if (shouldBop) {
|
||||
for (int i = 0; i < length; i++) {
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + i, delegate {
|
||||
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
|
||||
CadetPlayer.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f);
|
||||
})
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void PreMarch(float beat, float length)
|
||||
{
|
||||
wantMarch = beat - 1;
|
||||
wantMarchLength = length;
|
||||
}
|
||||
|
||||
public void PrepareMarch(float beat, float length = 0, bool first = false)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "marchingOrders")
|
||||
return;
|
||||
if (first)
|
||||
{
|
||||
marching.length = length;
|
||||
marching.startBeat = beat + 1;
|
||||
|
||||
marchOtherCount = 0;
|
||||
marchPlayerCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
marchOtherCount++;
|
||||
Cadet1.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
Cadet2.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
Cadet3.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
}
|
||||
|
||||
if (beat + 1 < marching.startBeat + marching.length)
|
||||
{
|
||||
Debug.Log($"PrepareMarch next {beat + 1}, {marching.startBeat}, {marching.length}");
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1f, delegate {
|
||||
PrepareMarch(beat + 1);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/stepOther", beat + 1),
|
||||
}, true);
|
||||
}),
|
||||
});
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);
|
||||
}
|
||||
}
|
||||
|
||||
public void SargeAttention(float beat)
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
public void SargeMarch(float beat, bool noVoice)
|
||||
public static void SargeMarch(float beat, bool noVoice)
|
||||
{
|
||||
marchOtherCount = 0;
|
||||
marchPlayerCount = 0;
|
||||
MarchSound(beat, noVoice);
|
||||
if (MarchingOrders.wantMarch != float.MinValue) return;
|
||||
MarchingOrders.wantMarch = beat + 1;
|
||||
|
||||
if (!noVoice)
|
||||
Sarge.DoScaledAnimationAsync("Talk", 0.5f);
|
||||
if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
|
||||
|
||||
if (GameManager.instance.currentGame == "marchingOrders") {
|
||||
MarchingOrders.instance.PreMarch(beat);
|
||||
if (!noVoice) MarchingOrders.instance.Sarge.DoScaledAnimationAsync("Talk", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void ForceMarching(float beat, float length)
|
||||
{
|
||||
for (int i = 0; i < length; i++) {
|
||||
ScheduleInput(beat + i - 1, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + i, delegate {
|
||||
marchOtherCount++;
|
||||
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
|
||||
Jukebox.PlayOneShotGame("marchingOrders/stepOther");
|
||||
}),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void PreMarch(float beat)
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate {
|
||||
foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("MarchL", 0.5f);
|
||||
CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
public void SargeHalt(float beat)
|
||||
public void Halt(float beat)
|
||||
{
|
||||
keepMarching = false;
|
||||
HaltSound(beat);
|
||||
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, HaltEmpty);
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, Empty);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat + 1f, delegate { foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("Halt", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
public void SargeFaceTurn(float beat, int type, int type2, bool toggle)
|
||||
public void FaceTurn(float beat, int direction, bool isFast, bool shouldPoint)
|
||||
{
|
||||
string fastTurn = "";
|
||||
switch (type2)
|
||||
{
|
||||
case (int) MarchingOrders.FaceTurnLength.Fast:
|
||||
turnLength = 0;
|
||||
fastTurn = "fast";
|
||||
break;
|
||||
default:
|
||||
turnLength = 1;
|
||||
fastTurn = "";
|
||||
break;
|
||||
}
|
||||
// x is true if the direction is right
|
||||
bool x = (direction == 0);
|
||||
int turnLength = (isFast ? 0 : 1);
|
||||
|
||||
ScheduleInput(beat, turnLength + 2f, x ? InputType.DIRECTION_RIGHT_DOWN : InputType.DIRECTION_LEFT_DOWN, x ? (shouldPoint ? RightPointSuccess : RightSuccess) : (shouldPoint ? LeftPointSuccess : LeftSuccess), GenericMiss, Empty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn1{(isFast ? "fast" : "")}", beat),
|
||||
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn2{(isFast ? "fast" : "")}", beat + 0.5f),
|
||||
new MultiSound.Sound($"marchingOrders/{(x ? "right" : "left")}FaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
|
||||
}, forcePlay: true);
|
||||
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case (int) MarchingOrders.DirectionFaceTurn.Left:
|
||||
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f),
|
||||
new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
|
||||
}, forcePlay: true);
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
else Cadet1.DoScaledAnimationAsync("PointL"); }),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
else Cadet2.DoScaledAnimationAsync("PointL");}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);
|
||||
else Cadet3.DoScaledAnimationAsync("PointL");}),
|
||||
});
|
||||
break;
|
||||
default:
|
||||
ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f),
|
||||
new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
|
||||
new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
|
||||
}, forcePlay: true);
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
else Cadet1.DoScaledAnimationAsync("PointR");}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
else Cadet2.DoScaledAnimationAsync("PointR");}),
|
||||
new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);
|
||||
else Cadet3.DoScaledAnimationAsync("PointR");}),
|
||||
});
|
||||
break;
|
||||
}
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + turnLength + 2f,delegate {
|
||||
if (shouldPoint) foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync($"Point{(x ? "R" : "L")}", 0.5f);
|
||||
foreach (var head in CadetHeads) head.DoScaledAnimationAsync($"Face{(x ? "R" : "L")}", 0.5f);
|
||||
})
|
||||
});
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
|
||||
});
|
||||
}
|
||||
|
||||
/*public void BackgroundColorSet(float beat, int type, int colorType, Color wall, Color pipes, Color floor, Color fill)
|
||||
public void BackgroundColorSet(int preset, Color fill, Color tiles1, Color tiles2, Color tiles3, Color pipes1, Color pipes2, Color pipes3, Color conveyor1, Color conveyor2)
|
||||
{
|
||||
background = type;
|
||||
if (colorType == (int) MarchingOrders.BackgroundColor.Custom)
|
||||
{
|
||||
pipesColor = pipes;
|
||||
floorColor = floor;
|
||||
wallColor = wall;
|
||||
fillColor = fill;
|
||||
if (preset == 2) UpdateMaterialColor(fill, tiles1, tiles2, tiles3, pipes1, pipes2, pipes3, conveyor1, conveyor2);
|
||||
else {
|
||||
bool x = preset == 0;
|
||||
UpdateMaterialColor(
|
||||
x ? new Color(0.26f, 0.36f, 0.39f) : new Color(0.25f, 0.45f, 0.52f),
|
||||
x ? new Color(1f, 0.76f, 0.52f) : new Color(0.45f, 0.71f, 0.81f),
|
||||
x ? new Color(1f, 0.6f, 0.2f) : new Color(0.65f, 0.87f, 0.94f),
|
||||
x ? new Color(1f, 0.68f, 0f) : new Color(0.65f, 0.87f, 0.94f),
|
||||
x ? new Color(0.41f, 0.54f, 0.34f) : new Color(0.36f, 0.58f, 0.64f),
|
||||
x ? new Color(0.43f, 0.8f, 0.45f) : new Color(0.48f, 0.65f, 0.71f),
|
||||
x ? new Color(0.48f, 0.89f, 0.54f) : new Color(0.48f, 0.65f, 0.71f),
|
||||
x ? new Color(0.16f, 0.25f, 0.3f) : new Color(0.32f, 0.55f, 0.62f),
|
||||
x ? new Color(0.55f, 0.57f, 0.04f) : new Color(0.17f, 0.31f, 0.35f)
|
||||
);
|
||||
}
|
||||
Pipes.color = pipesColor;
|
||||
UpdateMaterialColour(pipes, floor, wall);
|
||||
}
|
||||
|
||||
public static void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
|
||||
public void UpdateMaterialColor(Color fill, Color tiles1, Color tiles2, Color tiles3, Color pipes1, Color pipes2, Color pipes3, Color conveyor1, Color conveyor2)
|
||||
{
|
||||
pipesColor = mainCol;
|
||||
floorColor = highlightCol;
|
||||
wallColor = objectCol;
|
||||
}*/
|
||||
BGColor1 = fill;
|
||||
BGColor2 = conveyor1;
|
||||
|
||||
Recolor(0, tiles3, tiles2, tiles1);
|
||||
Recolor(1, pipes2, pipes1, pipes3);
|
||||
Recolor(2, new Color(0, 0, 0), conveyor1, conveyor2);
|
||||
|
||||
void Recolor(int i, Color color1, Color color2, Color color3) {
|
||||
RecolorMats[i].SetColor("_ColorAlpha", color1);
|
||||
RecolorMats[i].SetColor("_ColorBravo", color2);
|
||||
RecolorMats[i].SetColor("_ColorDelta", color3);
|
||||
}
|
||||
}
|
||||
|
||||
public static void AttentionSound(float beat)
|
||||
{
|
||||
PlaySoundSequence("marchingOrders", "zentai", beat - 1);
|
||||
}
|
||||
|
||||
public static void MarchSound(float beat, bool noVoice)
|
||||
{
|
||||
if (!noVoice)
|
||||
{
|
||||
PlaySoundSequence("marchingOrders", "susume", beat);
|
||||
}
|
||||
}
|
||||
|
||||
public static void HaltSound(float beat)
|
||||
{
|
||||
PlaySoundSequence("marchingOrders", "tomare", beat);
|
||||
}
|
||||
|
||||
public void MoveConveyor(float length, bool go, int direction)
|
||||
{
|
||||
foreach (var scroll in ConveyorGo) {
|
||||
scroll.SpeedMod = ((direction == 0 ? 20 : -20)/length)*(Conductor.instance.songBpm/100);
|
||||
scroll.AutoScroll = go;
|
||||
}
|
||||
}
|
||||
|
||||
static void Empty(PlayerActionEvent caller) { }
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user