From 3c7fb9db2609767e041802cd65296aa31ea9d2e5 Mon Sep 17 00:00:00 2001
From: minenice55 <star.elementa@gmail.com>
Date: Mon, 15 Jan 2024 14:22:26 -0500
Subject: [PATCH] tunnel scroll

working dough fix
---
 Assets/Resources/Games/tunnel.prefab          | 1651 ++++++++++++++---
 .../Games/Tunnel/Backgrounds/Animation.meta   |    8 +
 .../Backgrounds/Animation/BG.controller       |  132 ++
 .../Backgrounds/Animation/BG.controller.meta  |    8 +
 .../Tunnel/Backgrounds/Animation/Beach.anim   |  169 ++
 .../Backgrounds/Animation/Beach.anim.meta     |    8 +
 .../Backgrounds/Animation/BeachFar.anim       |  169 ++
 .../Backgrounds/Animation/BeachFar.anim.meta  |    8 +
 .../Backgrounds/tunnel_beach_assets.png.meta  |   51 +-
 Assets/Scripts/Games/Tunnel/Tunnel.cs         |    2 +-
 .../Games/WizardsWaltz/WizardsWaltz.cs        |    2 +
 .../WorkingDough/PlayerEnterDoughBall.cs      |   43 +-
 .../Games/WorkingDough/WorkingDough.cs        |   18 +-
 .../SpecialTmeline/SpecialTimeline.cs         |    2 +-
 14 files changed, 1986 insertions(+), 285 deletions(-)
 create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation.meta
 create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BG.controller
 create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BG.controller.meta
 create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/Beach.anim
 create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/Beach.anim.meta
 create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim
 create mode 100644 Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim.meta

diff --git a/Assets/Resources/Games/tunnel.prefab b/Assets/Resources/Games/tunnel.prefab
index cb3b9a3df..be85e869d 100644
--- a/Assets/Resources/Games/tunnel.prefab
+++ b/Assets/Resources/Games/tunnel.prefab
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diff --git a/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/Beach.anim.meta b/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/Beach.anim.meta
new file mode 100644
index 000000000..c303b65db
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+++ b/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/Beach.anim.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim b/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim
new file mode 100644
index 000000000..b715b131f
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+++ b/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim
@@ -0,0 +1,169 @@
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diff --git a/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim.meta b/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim.meta
new file mode 100644
index 000000000..fb182395b
--- /dev/null
+++ b/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/Animation/BeachFar.anim.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 92de5972c3d6d0e4ba49d6c105e04b49
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diff --git a/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/tunnel_beach_assets.png.meta b/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/tunnel_beach_assets.png.meta
index 5f8555051..f94a580c1 100644
--- a/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/tunnel_beach_assets.png.meta
+++ b/Assets/Resources/Sprites/Games/Tunnel/Backgrounds/tunnel_beach_assets.png.meta
@@ -108,12 +108,12 @@ TextureImporter:
       name: tunnel_beach_assets_0
       rect:
         serializedVersion: 2
-        x: 112
+        x: 114
         y: 791
-        width: 112
+        width: 108
         height: 1362
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
       border: {x: 0, y: 0, z: 0, w: 0}
       outline: []
       physicsShape: []
@@ -129,12 +129,12 @@ TextureImporter:
       name: tunnel_beach_assets_1
       rect:
         serializedVersion: 2
-        x: 393
+        x: 395
         y: 1753
-        width: 149
+        width: 140
         height: 312
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
       border: {x: 0, y: 0, z: 0, w: 0}
       outline: []
       physicsShape: []
@@ -155,7 +155,7 @@ TextureImporter:
         width: 1233
         height: 509
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
       border: {x: 0, y: 0, z: 0, w: 0}
       outline: []
       physicsShape: []
@@ -172,11 +172,11 @@ TextureImporter:
       rect:
         serializedVersion: 2
         x: 2133
-        y: 2020
+        y: 2006
         width: 633
-        height: 77
+        height: 91
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
       border: {x: 0, y: 0, z: 0, w: 0}
       outline: []
       physicsShape: []
@@ -197,7 +197,7 @@ TextureImporter:
         width: 282
         height: 259
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
       border: {x: 0, y: 0, z: 0, w: 0}
       outline: []
       physicsShape: []
@@ -209,27 +209,6 @@ TextureImporter:
       indices: 
       edges: []
       weights: []
-    - serializedVersion: 2
-      name: tunnel_beach_assets_5
-      rect:
-        serializedVersion: 2
-        x: 2430
-        y: 2006
-        width: 49
-        height: 10
-      alignment: 0
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-      physicsShape: []
-      tessellationDetail: 0
-      bones: []
-      spriteID: 04800b013e281ca4ea632769e8cd6f95
-      internalID: -1085890213
-      vertices: []
-      indices: 
-      edges: []
-      weights: []
     - serializedVersion: 2
       name: tunnel_beach_assets_6
       rect:
@@ -239,7 +218,7 @@ TextureImporter:
         width: 1414
         height: 356
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
       border: {x: 0, y: 0, z: 0, w: 0}
       outline: []
       physicsShape: []
@@ -260,7 +239,7 @@ TextureImporter:
         width: 1411
         height: 629
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
       border: {x: 0, y: 0, z: 0, w: 0}
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       physicsShape: []
@@ -281,7 +260,7 @@ TextureImporter:
         width: 2149
         height: 474
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
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       physicsShape: []
@@ -302,7 +281,7 @@ TextureImporter:
         width: 3567
         height: 494
       alignment: 0
-      pivot: {x: 0, y: 0}
+      pivot: {x: 0.5, y: 0.5}
       border: {x: 0, y: 0, z: 0, w: 0}
       outline: []
       physicsShape: []
diff --git a/Assets/Scripts/Games/Tunnel/Tunnel.cs b/Assets/Scripts/Games/Tunnel/Tunnel.cs
index 2ae78ed3d..881079643 100644
--- a/Assets/Scripts/Games/Tunnel/Tunnel.cs
+++ b/Assets/Scripts/Games/Tunnel/Tunnel.cs
@@ -12,7 +12,7 @@ public static class NtrTunnelLoader
     {
         public static Minigame AddGame(EventCaller eventCaller)
         {
-            return new Minigame("tunnel", "Tunnel \n<color=#eb5454>[WIP]</color>", "c00000", false, false, new List<GameAction>()
+            return new Minigame("tunnel", "Tunnel", "c00000", false, false, new List<GameAction>()
             {
                 new GameAction("cowbell", "Start Cowbell")
                 {
diff --git a/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs b/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs
index 66919c7c0..0bfc71d54 100644
--- a/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs
+++ b/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs
@@ -94,6 +94,8 @@ public override void OnPlay(double beat)
         {
             SetWizardOffset(beat);
             crHandlerInstance = null;
+            queuedIntervals.Clear();
+            passedTurns.Clear();
         }
 
         public override void OnGameSwitch(double beat)
diff --git a/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs b/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
index 379b3178c..38ac59a64 100644
--- a/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
+++ b/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
@@ -36,6 +36,8 @@ private enum State
         private PlayerActionEvent wrongInput;
         private PlayerActionEvent rightInput;
 
+        bool canJust, canWrong;
+
         [SerializeField] private GameObject gandw;
 
         private void Awake()
@@ -47,15 +49,17 @@ public void Init(double beat, bool isBig, bool hasGandw)
         {
             startBeat = beat;
             big = isBig;
+            canJust = true;
+            canWrong = true;
             enterPath = game.GetPath("PlayerEnter");
             hitPath = game.GetPath("PlayerHit");
             barelyPath = game.GetPath("PlayerBarely");
             missPath = game.GetPath("PlayerMiss");
             weakPath = game.GetPath("PlayerWeak");
-            rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty);
+            rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty, CanJust);
 
             if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
-                wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty);
+                wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty, CanWrong);
 
             currentState = State.Entering;
             if (gandw != null) gandw.SetActive(hasGandw);
@@ -114,16 +118,31 @@ private void Update()
             }
         }
 
+        bool CanJust()
+        {
+            return canJust;
+        }
+
+        bool CanWrong()
+        {
+            return canWrong;
+        }
+
         private void Just(PlayerActionEvent caller, float state)
         {
             if (wrongInput != null)
+            {
+                canWrong = false;
                 wrongInput.Disable();
-            double beat = Conductor.instance.songPositionInBeats;
+                wrongInput.CleanUp();
+            }
+            if (currentState is State.Hit or State.Barely or State.Weak) return;
+            double beat = Conductor.instance.songPositionInBeatsAsDouble;
             startBeat = beat;
             game.playerImpact.SetActive(true);
             BeatAction.New(game, new List<BeatAction.Action>()
             {
-                new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
+                new BeatAction.Action(beat + 0.1, delegate { game.playerImpact.SetActive(false); }),
             });
             if (state >= 1f || state <= -1f)
             {
@@ -142,6 +161,7 @@ private void Just(PlayerActionEvent caller, float state)
                 Update();
                 return;
             }
+            Debug.Log($"hit at {beat}");
             currentState = State.Hit;
             if (big)
             {
@@ -160,17 +180,23 @@ private void Just(PlayerActionEvent caller, float state)
             if (gandw != null) hasGandw = gandw.activeSelf;
             BeatAction.New(game, new List<BeatAction.Action>()
             {
-                new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
-                new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
-                new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
+                new BeatAction.Action(beat + 0.9, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
+                new BeatAction.Action(beat + 1, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
+                new BeatAction.Action(beat + 2, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
             });
             Update();
         }
 
         private void WrongInput(PlayerActionEvent caller, float state)
         {
+            if (rightInput != null)
+            {
+                canJust = false;
+                rightInput.Disable();
+                rightInput.CleanUp();
+            }
+            if (currentState is State.Hit or State.Barely or State.Weak) return;
             double beat = Conductor.instance.songPositionInBeats;
-            rightInput.Disable();
             game.playerImpact.SetActive(true);
             BeatAction.New(game, new List<BeatAction.Action>()
             {
@@ -193,6 +219,7 @@ private void WrongInput(PlayerActionEvent caller, float state)
                 SoundByte.PlayOneShotGame("workingDough/tooSmall");
                 Destroy(gameObject);
             }
+            game.ScoreMiss();
         }
 
         private void Miss(PlayerActionEvent caller)
diff --git a/Assets/Scripts/Games/WorkingDough/WorkingDough.cs b/Assets/Scripts/Games/WorkingDough/WorkingDough.cs
index 79478510c..1d527798e 100644
--- a/Assets/Scripts/Games/WorkingDough/WorkingDough.cs
+++ b/Assets/Scripts/Games/WorkingDough/WorkingDough.cs
@@ -263,15 +263,8 @@ public void DisableBG(bool ship)
         private List<RiqEntity> GetAllBallsInBetweenBeat(double beat, double endBeat)
         {
             List<RiqEntity> ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" });
-            List<RiqEntity> tempEvents = new();
-
-            foreach (var entity in ballEvents)
-            {
-                if (entity.beat >= beat && entity.beat < endBeat)
-                {
-                    tempEvents.Add(entity);
-                }
-            }
+            List<RiqEntity> tempEvents = ballEvents.FindAll(x => x.beat >= beat && x.beat < endBeat);
+            tempEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
             return tempEvents;
         }
 
@@ -426,6 +419,7 @@ public void OnSpawnBall(double beat, bool isBig)
 
         public void SpawnPlayerBall(double beat, bool isBig, bool hasGandw)
         {
+            Debug.Log($"Spawned player ball for beat {beat} (big: {isBig})");
             var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
             var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
 
@@ -481,6 +475,12 @@ public override void OnGameSwitch(double beat)
             }
         }
 
+        public override void OnPlay(double beat)
+        {
+            queuedIntervals.Clear();
+            passedTurns.Clear();
+        }
+
         void Update()
         {
             if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
diff --git a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs
index f480ed42a..ca637f878 100644
--- a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs
+++ b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs
@@ -200,7 +200,7 @@ public void AddVolumeChange(bool create, RiqEntity volumeChange_ = null, bool fi
 
             if (create)
             {
-                RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 100f);
+                RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 80f);
                 volumeTimelineObj.chartEntity = volumeC;
                 CommandManager.Instance.AddCommand(new Commands.AddMarker(volumeC, volumeC.guid, HoveringTypes.VolumeChange));
             }