Gameplay: Timing windows use a "smart" BPM scaling system (#86)

* Game: Pajama Party

* Pajama Party: bg setup, Mako jump

* Pajama Party: mako jumping

* Pajama Party: prep landing anim references

* Pajama Party: several anims, improved 3d scene

* Pajama Party: bg cleanup

* Pajama Party: Mako sleeping anims

* Pajama Party: All Mako anims, add sounds to fs

* Pajama Party: prep monkey prefab

* Pajama Party: thrown pillow, prep sequences

* Pajama Party: make embarrassed catch not loop

whoops

* Pajama Party: sound adjust, prefab work

* Pajama Party: monkey spawning, basic jumping

* Pajama Party: jump sequence

no input detection or landing yet

* Pajama Party: anims override

* Pajama Party: jump cue functional

comes with improvements and bugfixes to PlayerActionEvent

* Pajama Party: sleep cue functional

* Pajama Party: some notes

* PlayerActionEvent: more bugfixes

* Pajama Party: fully functional throw cue

* Pajama Party: start animating sleep cue

* Pajama Party: feature-complete

* Pajama Party: unfuck layering

* Pajama Party: icon

also adds Fan Club's concept icon

* Pajama Party: cues while unloaded

* inverse-scale timing windows based on speed

* Fan Club: move to new input system

* Fan Club: allow forced animations during calls

* Crop Stomp: fix camera shake regression
This commit is contained in:
minenice55
2022-06-03 23:15:56 -04:00
committed by GitHub
parent 3a5273d31b
commit 52ecce8c3e
4 changed files with 156 additions and 191 deletions

View File

@ -21,146 +21,85 @@ namespace HeavenStudio.Games.Scripts_FanClub
[Header("Properties")]
[NonSerialized] public bool player = false;
[NonSerialized] public bool hitValid = false;
public float jumpStartTime = Single.MinValue;
bool stopBeat = false;
bool stopCharge = false;
bool hasJumped = false;
float clappingStartTime = 0f;
public SortedList<float, int> upcomingHits;
public float startBeat;
public int type;
public bool doCharge = false;
private bool inputHit = false;
private bool hasHit = false;
public void Init()
{
if (player)
upcomingHits = new SortedList<float, int>(); // beat, type
inputHit = true;
hasHit = true;
}
public override void OnAce()
{
Hit(true, type, true);
}
float clappingStartTime = Single.MinValue;
public void AddHit(float beat, int type)
{
inputHit = false;
try
if (player)
{
upcomingHits.Add(beat, type);
if (type == 0) // normal clap
FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, ClapJust, ClapThrough, Out);
else if (type == 1) // jump
FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_UP, JumpJust, JumpThrough, JumpOut);
else if (type == 2) //"kamone" charge
FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, ChargeClapJust, ClapThrough, Out);
else //"kamone" long clap (first)
FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, LongClapJust, ClapThrough, Out);
}
catch (ArgumentException)
{}
}
public void Hit(bool _hit, int type = 0, bool fromAutoplay = false)
public void ClapJust(PlayerActionEvent caller, float state)
{
if (player && !hasHit)
{
if (type == 0)
ClapStart(_hit, true, doCharge, fromAutoplay);
else if (type == 1)
JumpStart(_hit, true, fromAutoplay);
bool auto = GameManager.instance.autoplay;
ClapStart(true, false, auto ? 0.25f : 0f);
}
hasHit = true;
public void ChargeClapJust(PlayerActionEvent caller, float state)
{
bool auto = GameManager.instance.autoplay;
ClapStart(true, true, auto ? 1f : 0f);
}
public void LongClapJust(PlayerActionEvent caller, float state)
{
bool auto = GameManager.instance.autoplay;
ClapStart(true, false, auto ? 1f : 0f);
}
public void JumpJust(PlayerActionEvent caller, float state)
{
JumpStart(true);
}
public void ClapThrough(PlayerActionEvent caller) {
FanClub.instance.AngerOnMiss();
}
public void JumpThrough(PlayerActionEvent caller) {
FanClub.instance.AngerOnMiss();
}
public void Out(PlayerActionEvent caller) {}
public void JumpOut(PlayerActionEvent caller) {
var cond = Conductor.instance;
if (stopCharge)
{
caller.CanHit(false);
}
}
private void Update()
{
var cond = Conductor.instance;
// read cue queue and pop when needed
if (hasHit)
{
if (upcomingHits?.Count > 0)
{
var k = upcomingHits.Keys[0];
var v = upcomingHits[k];
startBeat = k;
type = v == 2 ? 0 : v;
doCharge = (v == 2);
// reset our shit to prepare for next hit
hasHit = false;
ResetState();
upcomingHits.Remove(k);
}
else if (Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
{
startBeat = Single.MinValue;
type = 0;
doCharge = false;
// DO NOT RESET, wait for future cues
}
}
// no input?
if (!hasHit && Conductor.instance.GetPositionFromBeat(startBeat, 1f) >= Minigame.EndTime())
{
FanClub.instance.AngerOnMiss();
hasHit = true;
}
// dunno what this is for
if (!inputHit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
{
inputHit = true;
}
if (!hasHit)
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1);
StateCheck(normalizedBeat);
}
if (player)
{
if (PlayerInput.Pressed() && type == 0)
{
if (state.perfect)
{
Hit(true);
} else if (state.notPerfect())
{
Hit(false);
}
}
if (PlayerInput.PressedUp() && type == 1)
{
if (state.perfect)
{
Hit(true, type);
} else if (state.notPerfect())
{
Hit(false, type);
}
}
if (PlayerInput.Pressed())
{
if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
FanClub.instance.AngerOnMiss();
hasJumped = false;
stopBeat = true;
jumpStartTime = -99f;
animator.Play("FanClap", -1, 0);
Jukebox.PlayOneShotGame("fanClub/play_clap");
Jukebox.PlayOneShotGame("fanClub/crap_impact");
clappingStartTime = cond.songPositionInBeats;
if (!FanClub.instance.IsExpectingInputNow())
{
ClapStart(false);
}
}
if (PlayerInput.Pressing())
{
if (cond.songPositionInBeats > clappingStartTime + 1.5f && !stopCharge)
if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && !stopCharge)
{
animator.Play("FanClapCharge", -1, 0);
stopCharge = true;
@ -170,13 +109,10 @@ namespace HeavenStudio.Games.Scripts_FanClub
{
if (stopCharge)
{
if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
FanClub.instance.AngerOnMiss();
animator.Play("FanJump", -1, 0);
Jukebox.PlayOneShotGame("fanClub/play_jump");
jumpStartTime = cond.songPositionInBeats;
stopCharge = false;
if (!FanClub.instance.IsExpectingInputNow())
{
JumpStart(false);
}
}
else
{
@ -212,41 +148,39 @@ namespace HeavenStudio.Games.Scripts_FanClub
}
}
public void ClapStart(bool hit, bool force = false, bool doCharge = false, bool fromAutoplay = false)
public void ClapStart(bool hit, bool doCharge = false, float autoplayRelease = 0f)
{
var cond = Conductor.instance;
if (hit)
{
if (doCharge)
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(cond.songPositionInBeats + 0.1f, delegate {
if (PlayerInput.Pressing() || fromAutoplay)
{
animator.Play("FanClapCharge", -1, 0);
stopCharge = true;
}
}),
});
}
else
if (!hit)
{
FanClub.instance.AngerOnMiss();
}
if (fromAutoplay || !force)
{
stopBeat = true;
jumpStartTime = -99f;
animator.Play("FanClap", -1, 0);
Jukebox.PlayOneShotGame("fanClub/play_clap");
Jukebox.PlayOneShotGame("fanClub/crap_impact");
clappingStartTime = cond.songPositionInBeats;
}
if (fromAutoplay && !doCharge)
{
var cond = Conductor.instance;
hasJumped = false;
stopBeat = true;
jumpStartTime = -99f;
animator.Play("FanClap", -1, 0);
Jukebox.PlayOneShotGame("fanClub/play_clap");
Jukebox.PlayOneShotGame("fanClub/crap_impact");
clappingStartTime = cond.songPositionInBeats;
if (doCharge)
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(cond.songPositionInBeats + 0.1f, delegate {
if (PlayerInput.Pressing() || autoplayRelease > 0f)
{
animator.Play("FanClapCharge", -1, 0);
stopCharge = true;
}
}),
});
if (autoplayRelease > 0f && !doCharge)
{
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(cond.songPositionInBeats + autoplayRelease, delegate {
animator.Play("FanFree", -1, 0);
stopBeat = false;
}),
@ -255,22 +189,18 @@ namespace HeavenStudio.Games.Scripts_FanClub
}
}
public void JumpStart(bool hit, bool force = false, bool fromAutoplay = false)
public void JumpStart(bool hit)
{
var cond = Conductor.instance;
if (hit)
{}
else
if (!hit)
{
FanClub.instance.AngerOnMiss();
}
if (fromAutoplay || !force)
{
animator.Play("FanJump", -1, 0);
Jukebox.PlayOneShotGame("fanClub/play_jump");
jumpStartTime = cond.songPositionInBeats;
stopCharge = false;
}
var cond = Conductor.instance;
animator.Play("FanJump", -1, 0);
Jukebox.PlayOneShotGame("fanClub/play_jump");
jumpStartTime = cond.songPositionInBeats;
stopCharge = false;
}
public bool IsJumping()