Playable lockstep + Mr. Upbeat fix! (Lockstep is missing recolorable switchsteppers, many of them, and bach portraits) (#227)

* Added sfx, sprites and folders neccesary. And also made an empty game object for working dough

* Started work on the background

* Implemented all unanimated sprites

* Added Init

* Added Prefabs

* Added Jumping and Idle Animatins for the Dough Dudes

* SmallFix

* Start Interval Event Implemented

* Added Audio and Small and Big Ball events

* Code Improvement + starting making the balls

* Added bezier curves

* Added First Rendition of Balls

* Added NPC Balls and starting doing small transporting animations

* SmallFixes

* SmallSoundChanges

* Implemented Audio and prefunction, not done with it though

* In process of fixing set interval

* Added more prefunction stuff and also started working on player input

* Tried adding player balls, not done, many bugs to fix

* Reverted trying to make the playerenterdoughball handle inputs, gonna do it through the main script instead

* Sat up input code for later

* Input works now! Need to add barely and wrong input animations and fix bugs

* Tiny fix

* Added first draft of wronginput animations

* Finished all input anims, trying to fix bugs

* Added finished Spaceship animations

* Added Mr Game and Watch WIP and lifting dough dudes

* Finished GANDW, fixed some bugs and still fixing bugs, almost done!

* DONE

* Begun development on tambourine

* Working Dough Polish

* Added many animations for tambourine

* Added Events

* Inputs added, near completion

* Miss Anims

* Animation changes

* DONE

* fix

* FIXED???

* FIXED FOR REAL

* Begun fixing lockstep, just needs small fixes and features

* Smol fix-ish

* Started work on mr upbeat

* MrUpbeat fixed, finishing up lockstep

* Added BG to lockstep

* Added bg colour change

* Done with my part
This commit is contained in:
Rapandrasmus
2023-01-23 23:48:05 +01:00
committed by GitHub
parent 7707874e9b
commit 1f7c992ee6
36 changed files with 2390 additions and 862 deletions

View File

@ -15,23 +15,22 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("mrUpbeat", "Mr. Upbeat", "FFFFFF", false, false, new List<GameAction>()
{
new GameAction("prepare", "Prepare")
new GameAction("stepping", "Start Stepping")
{
function = delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
resizable = true,
inactiveFunction = delegate { MrUpbeat.Beep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }
},
new GameAction("go", "Start Stepping")
{
function = delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); },
defaultLength = 4f,
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); },
defaultLength = 4f,
resizable = true
},
new GameAction("ding!", "Finish Stepping")
new GameAction("blipping", "Beeping")
{
function = delegate {var e = eventCaller.currentEntity; MrUpbeat.instance.Blipping(e.beat, e.length); },
defaultLength = 4f,
resizable = true
},
new GameAction("ding!", "Ding!")
{
function = delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"]); },
defaultLength = 0.5f,
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Applause")
@ -49,148 +48,144 @@ namespace HeavenStudio.Games
public class MrUpbeat : Minigame
{
[Header("References")]
public GameObject metronome;
public Animator metronomeAnim;
public UpbeatMan man;
public GameObject bt;
private static MultiSound beeps; //only used when this game isn't active.
public GameEvent beat = new GameEvent();
public bool canGo = false;
public int beatCount = 0;
public float beatOffset = 0f;
[Header("Properties")]
static List<queuedUpbeatInputs> queuedInputs = new List<queuedUpbeatInputs>();
public struct queuedUpbeatInputs
{
public float beat;
public bool goRight;
}
public static MrUpbeat instance;
private void Awake()
{
instance = this;
canGo = false;
man.stepTimes = 0;
SetInterval(0);
var pos = Conductor.instance.songPositionInBeats;
StartCoroutine(Upbeat(pos - Mathf.Round(pos)));
}
List<float> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go").Select(c => c.beat).ToList();
if (gos.Count > 0)
void OnDestroy()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{
var nextInterval = gos.IndexOf(Mathp.GetClosestInList(gos, Conductor.instance.songPositionInBeats));
beatOffset = gos[nextInterval];
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
}
private void Update()
public void Update()
{
List<DynamicBeatmap.DynamicEntity> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go");
for (int i = 0; i < gos.Count; i++)
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
if (queuedInputs.Count > 0)
{
canGo = true;
break;
} else
{
canGo = false;
foreach (var input in queuedInputs)
{
ScheduleInput(cond.songPositionInBeats, input.beat - cond.songPositionInBeats, InputType.STANDARD_DOWN, Success, Miss, Nothing);
if (input.goRight)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }),
new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }),
});
}
else
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }),
new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }),
});
}
}
queuedInputs.Clear();
}
}
if (canGo)
{
var songPos = Conductor.instance.songPositionInBeats - beatOffset;
metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60);
}
if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat))
{
StartCoroutine(Upbeat());
if (canGo)
{
if (beatCount % 2 == 0)
Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
else
Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
Beat(Mathf.Round(Conductor.instance.songPositionInBeats));
}
}
}
public override void OnGameSwitch(float beat)
{
foreach (var entity in GameManager.instance.Beatmap.entities)
{
if (entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
{
break;
}
if (entity.datamodel != "mrUpbeat/prepare" || entity.beat + entity.length < beat) //check for prepares that happen before the switch
{
continue;
}
SetInterval(entity.beat);
break;
}
if(beeps != null)
{
beeps.Delete(); //the beeps are only for when the game isn't active
beeps = null;
}
}
public void SetInterval(float beat)
{
beatCount = 0;
man.targetBeat = beat + 320f;
man.Idle();
}
public void Go(float beat)
{
beatCount = 0;
}
public void Ding(bool applause)
{
Jukebox.PlayOneShotGame("mrUpbeat/ding");
if (applause)
Jukebox.PlayOneShot("applause");
if (applause) Jukebox.PlayOneShot("applause");
}
public void Beat(float beat)
public void Blipping(float beat, float length)
{
beatCount++;
GameObject _beat = Instantiate(bt);
_beat.transform.parent = bt.transform.parent;
_beat.SetActive(true);
UpbeatStep s = _beat.GetComponent<UpbeatStep>();
s.startBeat = beat;
s.beatOffset = beatOffset;
for (int i = 0; i < length + 1; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate { man.Blip(); }),
});
}
}
private IEnumerator Upbeat(float offset = 0)
public static void Stepping(float beat, float length)
{
yield return new WaitForSeconds(Conductor.instance.secPerBeat * 0.5f - offset);
man.Blip();
if (GameManager.instance.currentGame == "mrUpbeat")
{
float offSet = 0;
if (!MrUpbeat.instance.isPlaying(MrUpbeat.instance.metronomeAnim, "MetronomeIdle") && !MrUpbeat.instance.isPlaying(MrUpbeat.instance.metronomeAnim, "MetronomeGoRight"))
{
offSet = 1;
}
for (int i = 0; i < length + 1; i++)
{
MrUpbeat.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, MrUpbeat.instance.Success, MrUpbeat.instance.Miss, MrUpbeat.instance.Nothing);
if ((i + offSet) % 2 == 0)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }),
new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }),
});
}
else
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }),
new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }),
});
}
}
}
else
{
for (int i = 0; i < length + 1; i++)
{
queuedInputs.Add(new queuedUpbeatInputs
{
beat = beat + i,
goRight = i % 2 == 0
});
}
}
}
public static void Beep(float beat, float length)
public void Success(PlayerActionEvent caller, float state)
{
if(GameManager.instance.currentGame == "mrUpbeat") //this function is only meant for making beeps while the game is inactive
{
return;
}
if (beeps != null)
{
beeps.Delete();
}
MultiSound.Sound[] beepSounds = new MultiSound.Sound[Mathf.CeilToInt(length)];
for(int i = 0; i < beepSounds.Length; i++)
{
beepSounds[i] = new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i);
}
beeps = MultiSound.Play(beepSounds, forcePlay:true);
man.Step();
}
public void Miss(PlayerActionEvent caller)
{
man.Fall();
}
bool isPlaying(Animator anim, string stateName)
{
if (anim.GetCurrentAnimatorStateInfo(0).IsName(stateName) &&
anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f)
return true;
else
return false;
}
public void Nothing(PlayerActionEvent caller) {}
}
}