Power Calligraphy fixed (#778)

* Power Calligraphy (WIP)

* modified:   Assets/Scripts/Games/PowerCalligraphy/Writing.cs

* comma

* onore

* sweep

* sun

* kokoro

* Power Calligraphy (WIP)

* Changed object to prefab

* Force Prepare

* Changed so that the next paper is set correctly.

* updated controllers
This commit is contained in:
フマジメ
2024-03-11 21:22:30 +09:00
committed by GitHub
parent 3eefc631b1
commit 85b6fe8bdb
79 changed files with 9037 additions and 11810 deletions

View File

@ -20,74 +20,49 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("re", "Re (レ)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re, e["prepare"]); },
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.re); },
parameters = new List<Param>()
{
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 8f,
},
new GameAction("comma", "Comma (、)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.comma, e["prepare"]); },
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
parameters = new List<Param>()
{
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 8f,
},
new GameAction("chikara", "Chikara (力)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.chikara, e["prepare"]); },
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
parameters = new List<Param>()
{
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 8f,
},
new GameAction("onore", "Onore (己)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.onore, e["prepare"]); },
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
parameters = new List<Param>()
{
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 8f,
},
new GameAction("sun", "Sun (寸)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.sun, e["prepare"]); },
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
parameters = new List<Param>()
{
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 8f,
},
new GameAction("kokoro", "Kokoro (心)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.kokoro, e["prepare"]); },
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
parameters = new List<Param>()
{
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 8f,
},
new GameAction("face", "Face (つるニハ○○ムし)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat,
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face, e["prepare"]); },
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat,
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
parameters = new List<Param>()
{
new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"),
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 12f,
},
@ -119,14 +94,20 @@ namespace HeavenStudio.Games
using Scripts_PowerCalligraphy;
public class PowerCalligraphy : Minigame
{
[Header("References")]
[SerializeField] List<GameObject> basePapers = new List<GameObject>();
[SerializeField] List<RuntimeAnimatorController> fudePosCntls = new List<RuntimeAnimatorController>();
public Transform paperHolder;
public Writing endPaper;
public Animator endPaper;
public Animator fudePosAnim;
public Animator fudeAnim;
public static int queuedType;
[Header("Variables")]
public Vector3 scrollSpeed = new Vector3();
public static Nullable<QueuedPaper> queuedPaper = null;
public enum CharacterType
{
re,
@ -139,12 +120,8 @@ namespace HeavenStudio.Games
face_kr,
NONE,
}
public struct QueuedPaper
{
public double beat;
public int type;
}
double gameStartBeat;
public static PowerCalligraphy instance = null;
// Start is called before the first frame update
@ -152,23 +129,36 @@ namespace HeavenStudio.Games
{
instance = this;
}
public override void OnGameSwitch(double beat)
{
gameStartBeat = beat;
NextPrepare(beat);
}
public override void OnPlay(double beat)
{
OnGameSwitch(beat);
}
Writing nowPaper;
bool isPrepare = false;
void Update()
{
var cond = Conductor.instance;
if (!cond.isPlaying || cond.isPaused) return;
if (queuedPaper is not null)
if (!cond.isPlaying || cond.isPaused)
{
Prepare(queuedPaper.Value.beat, queuedPaper.Value.type);
queuedPaper = null;
if (!cond.isPaused) queuedType = (int)CharacterType.NONE;
return;
}
if (queuedType != (int)CharacterType.NONE)
{
Prepare(queuedType);
queuedType = (int)CharacterType.NONE;
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
if (nowPaper.onGoing && nowPaper.Stroke == 0)
if (nowPaper.onGoing && nowPaper.Stroke == 1)
{
nowPaper.ProcessInput("fast");
ScoreMiss();
@ -176,7 +166,7 @@ namespace HeavenStudio.Games
}
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
{
if (nowPaper.onGoing && nowPaper.Stroke != 0)
if (nowPaper.onGoing && nowPaper.Stroke != 1)
{
nowPaper.ProcessInput("fast");
ScoreMiss();
@ -184,43 +174,76 @@ namespace HeavenStudio.Games
}
}
private void SpawnPaper(double beat, int type)
private void SpawnPaper(int type)
{
nowPaper = Instantiate(basePapers[type], paperHolder).GetComponent<Writing>();
nowPaper.targetBeat = beat;
nowPaper.scrollSpeed = scrollSpeed;
nowPaper.gameObject.SetActive(true);
nowPaper.Init();
fudePosAnim.runtimeAnimatorController = fudePosCntls[type];
}
public void Write(double beat, int type)
{
if (!isPrepare) Prepare(beat, type);
Prepare(type);
nowPaper.startBeat = beat;
nowPaper.Play();
isPrepare=false;
double nextBeat = beat + nowPaper.nextBeat;
BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(nextBeat, delegate{ NextPrepare(nextBeat);})
});
}
public void QueuePaper(double beat, int type, bool prepare)
public void QueuePaper(double beat, int type)
{
if (GameManager.instance.currentGame != "powerCalligraphy" || prepare)
if (GameManager.instance.currentGame != "powerCalligraphy")
{
queuedPaper = new QueuedPaper()
{
beat = beat,
type = type,
};
queuedType = type;
}
else if(Conductor.instance.songPositionInBeats < beat)
{
BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(beat-1, delegate{ Prepare(beat, type);})
new BeatAction.Action(beat-1, delegate{ Prepare(type);})
});
}
}
public void Prepare(double beat, int type)
public void Prepare(int type)
{
SpawnPaper(beat, type);
isPrepare = true;
if (!isPrepare)
{
SpawnPaper(type);
isPrepare = true;
}
}
public void NextPrepare(double beat) // Prepare next paper
{
double endBeat = double.MaxValue;
var entities = gameManager.Beatmap.Entities;
RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > gameStartBeat);
endBeat = firstEnd?.beat ?? endBeat;
RiqEntity nextPaper = entities.Find(v =>
(v.datamodel is "powerCalligraphy/re" or "powerCalligraphy/comma" or "powerCalligraphy/chikara" or "powerCalligraphy/onore" or "powerCalligraphy/sun" or "powerCalligraphy/kokoro" or "powerCalligraphy/face")
&& v.beat >= beat && v.beat < endBeat);
if (nextPaper is not null)
{
int type = nextPaper.datamodel switch
{
"powerCalligraphy/re" => (int)CharacterType.re,
"powerCalligraphy/comma" => (int)CharacterType.comma,
"powerCalligraphy/chikara" => (int)CharacterType.chikara,
"powerCalligraphy/onore" => (int)CharacterType.onore,
"powerCalligraphy/sun" => (int)CharacterType.sun,
"powerCalligraphy/kokoro" => (int)CharacterType.kokoro,
"powerCalligraphy/face" => nextPaper["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face,
_ => throw new NotImplementedException()
};
Prepare(type);
}
}
public void ChangeScrollSpeed(float x, float y)
@ -231,7 +254,9 @@ namespace HeavenStudio.Games
public void TheEnd()
{
endPaper.TheEnd();
fudePosAnim.runtimeAnimatorController = fudePosCntls[(int)CharacterType.NONE];
fudePosAnim.Play("fudePos-end");
endPaper.Play("paper-end");
}
}
}