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using System.Collections.Generic ;
using HeavenStudio.Util ;
using HeavenStudio.InputSystem ;
using UnityEngine ;
using TMPro ;
using DG.Tweening ;
namespace HeavenStudio.Games.Loaders
{
using static Minigames ;
public static class AgbMannequinFactoryLoader
{
public static Minigame AddGame ( EventCaller eventCaller ) {
return new Minigame ( "mannequinFactory" , "Mannequin Factory" , "554899" , false , false , new List < GameAction > ( )
{
new GameAction ( "headOut" , "Send Head Out" )
{
inactiveFunction = delegate {
MannequinFactory . HeadOutSFX ( eventCaller . currentEntity . beat , 0 ) ;
} ,
function = delegate {
MannequinFactory . HeadOutSFX ( eventCaller . currentEntity . beat , 0 ) ;
if ( eventCaller . gameManager . minigameObj . TryGetComponent ( out MannequinFactory instance ) ) {
instance . HeadOut ( eventCaller . currentEntity . beat , 0 ) ;
}
} ,
defaultLength = 7 ,
} ,
new GameAction ( "misalignedHeadOut" , "Send Misaligned Head Out" )
{
inactiveFunction = delegate {
MannequinFactory . HeadOutSFX ( eventCaller . currentEntity . beat , 1 ) ;
} ,
function = delegate {
MannequinFactory . HeadOutSFX ( eventCaller . currentEntity . beat , 1 ) ;
if ( eventCaller . gameManager . minigameObj . TryGetComponent ( out MannequinFactory instance ) ) {
instance . HeadOut ( eventCaller . currentEntity . beat , 1 ) ;
}
} ,
defaultLength = 7 ,
} ,
new GameAction ( "randomHeadOut" , "Send Random Head Out" )
{
// inactiveFunction = delegate {
// int random = Random.Range(0, 2);
// MannequinFactory.HeadOutSFX(eventCaller.currentEntity.beat, random);
// },
function = delegate {
int random = Random . Range ( 0 , 2 ) ;
MannequinFactory . HeadOutSFX ( eventCaller . currentEntity . beat , random ) ;
if ( eventCaller . gameManager . minigameObj . TryGetComponent ( out MannequinFactory instance ) ) {
instance . HeadOut ( eventCaller . currentEntity . beat , random ) ;
}
} ,
defaultLength = 7 ,
} ,
new GameAction ( "changeText" , "Change Text" )
{
function = delegate {
if ( eventCaller . gameManager . minigameObj . TryGetComponent ( out MannequinFactory instance ) ) {
instance . SignText . text = eventCaller . currentEntity [ "text" ] ;
}
} ,
defaultLength = 0.5f ,
parameters = new List < Param > ( )
{
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new Param ( "text" , "Mannequin Factory" , "Text" , "The text to be displayed on the sign." ) ,
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}
} ,
new GameAction ( "bgColor" , "Change Background Color" )
{
function = delegate {
if ( eventCaller . gameManager . minigameObj . TryGetComponent ( out MannequinFactory instance ) ) {
var e = eventCaller . currentEntity ;
instance . BackgroundColor ( e . beat , e . length , e [ "colorStart" ] , e [ "colorEnd" ] , e [ "ease" ] ) ;
}
} ,
parameters = new List < Param > ( )
{
new Param ( "colorStart" , new Color ( 0.97f , 0.94f , 0.51f , 1f ) , "Start Color" , "The color to start fading from." ) ,
new Param ( "colorEnd" , new Color ( 0.97f , 0.94f , 0.51f , 1f ) , "End Color" , "The color to end the fade." ) ,
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new Param ( "ease" , Util . EasingFunction . Ease . Linear , "Ease" , "The ease to use for color fade." , new ( ) {
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new Param . CollapseParam ( ( x , _ ) = > ( int ) x ! = ( int ) Util . EasingFunction . Ease . Instant , new [ ] { "colorStart" } ) ,
} ) ,
} ,
resizable = true
} ,
} ,
new List < string > ( ) { "agb" , "normal" } ,
"agbmannequin" , "en" ,
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new List < string > ( ) { } ,
chronologicalSortKey : 104
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) ;
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MannequinFactory ;
public class MannequinFactory : Minigame
{
[Header("Animators")]
public Animator HandAnim ;
public Animator StampAnim ;
[Header("References")]
[SerializeField] SpriteRenderer bg ;
public TMP_Text SignText ;
public GameObject MannequinHeadObject ;
public double slapScheduledBeat = double . MinValue ;
private double colorStartBeat = - 1 ;
private float colorLength = 0f ;
private Color colorStart , colorEnd = new Color ( 0.97f , 0.94f , 0.51f , 1f ) ; // default bg color
private Util . EasingFunction . Ease colorEase ;
protected static bool IA_PadLeft ( out double dt )
{
return PlayerInput . GetPadDown ( InputController . ActionsPad . Left , out dt ) ;
}
public static PlayerInput . InputAction InputAction_First =
new ( "AgbMannequinFactoryTouchFirst" , new int [ ] { IAPressCat , IAPressCat , IAPressCat } ,
IA_PadLeft , IA_TouchFlick , IA_Empty ) ;
public static PlayerInput . InputAction InputAction_Second =
new ( "AgbMannequinFactoryTouchSecond" , new int [ ] { IAPressCat , IAPressCat , IAPressCat } ,
IA_PadBasicPress , IA_TouchBasicPress , IA_Empty ) ;
private void Update ( )
{
if ( PlayerInput . GetIsAction ( InputAction_First ) & & ! IsExpectingInputNow ( InputAction_First )
& & ! HandAnim . IsPlayingAnimationNames ( "SlapEmpty" , "SlapJust" ) )
{
HandAnim . DoScaledAnimationAsync ( "SlapEmpty" , 0.3f ) ;
}
bool canSlap = PlayerInput . CurrentControlStyle ! = InputController . ControlStyles . Touch | | slapScheduledBeat < conductor . songPositionInBeatsAsDouble ;
if ( PlayerInput . GetIsAction ( InputAction_Second ) & & ! IsExpectingInputNow ( InputAction_Second )
& & ! StampAnim . IsPlayingAnimationNames ( "StampEmpty" , "StampJust" ) & & canSlap )
{
StampAnim . DoScaledAnimationAsync ( "StampEmpty" , 0.3f ) ;
}
float normalizedBeat = Mathf . Clamp01 ( Conductor . instance . GetPositionFromBeat ( colorStartBeat , colorLength ) ) ;
var func = Util . EasingFunction . GetEasingFunction ( colorEase ) ;
float newR = func ( colorStart . r , colorEnd . r , normalizedBeat ) ;
float newG = func ( colorStart . g , colorEnd . g , normalizedBeat ) ;
float newB = func ( colorStart . b , colorEnd . b , normalizedBeat ) ;
bg . color = new Color ( newR , newG , newB ) ;
}
public override void OnPlay ( double beat ) = > StartGame ( beat , true ) ;
public override void OnGameSwitch ( double beat ) = > StartGame ( beat , false ) ;
private void StartGame ( double beat , bool isPlay )
{
var events = gameManager . Beatmap . Entities . FindAll ( e = > e . datamodel . Split ( '/' ) [ 0 ] = = "mannequinFactory" ) ;
foreach ( var e in events )
{
if ( e . beat < beat & & e . beat + 2.75 > beat & & e . datamodel is "mannequinFactory/headOut" or "mannequinFactory/misalignedHeadOut" /* or "mannequinFactory/randomHeadOut" */ ) {
int cueType = e . datamodel switch {
"mannequinFactory/headOut" = > 0 ,
"mannequinFactory/misalignedHeadOut" = > 1 ,
"mannequinFactory/randomHeadOut" or _ = > Random . Range ( 0 , 2 ) ,
} ;
HeadOut ( e . beat , cueType ) ;
if ( isPlay ) {
HeadOutSFX ( e . beat , cueType , beat ) ;
}
}
}
var bg = events . FindLast ( e = > e . datamodel = = "mannequinFactory/bgColor" & & e . beat < beat ) ;
if ( bg ! = null ) {
BackgroundColor ( bg . beat , bg . length , bg [ "colorStart" ] , bg [ "colorEnd" ] , bg [ "ease" ] ) ;
} else {
Color color = new Color ( 0.97f , 0.94f , 0.51f , 1f ) ;
BackgroundColor ( 0 , 0 , color , color , ( int ) EasingFunction . Ease . Instant ) ;
}
}
public static void HeadOutSFX ( double beat , int cueType , double fromBeat = 0 )
{
var sfx = new List < MultiSound . Sound > ( ) {
new ( "mannequinFactory/drum" , beat ) ,
new ( "mannequinFactory/drum" , beat + 0.5 ) ,
new ( "mannequinFactory/drum" , beat + 1.5 ) ,
new ( "mannequinFactory/drum" , beat + 2 ) ,
new ( "mannequinFactory/whoosh" , beat + 5 ) ,
} ;
if ( cueType = = 0 ) {
for ( int i = 0 ; i < 7 ; i + + ) {
sfx . Add ( new ( $"mannequinFactory/drumroll{i + 1}" , beat + 3 + ( i * 0.1667 ) ) ) ;
}
} else {
sfx . AddRange ( new MultiSound . Sound [ ] {
new ( "mannequinFactory/drum" , beat + 0.75 ) ,
new ( "mannequinFactory/drum" , beat + 1 ) ,
new ( "mannequinFactory/whoosh" , beat + 3 ) ,
} ) ;
}
sfx . Sort ( ( x , y ) = > x . beat . CompareTo ( y . beat ) ) ;
sfx . RemoveAll ( x = > x . beat < fromBeat ) ;
if ( sfx . Count > 0 ) {
MultiSound . Play ( sfx . ToArray ( ) , forcePlay : true ) ;
}
}
public void HeadOut ( double beat , int cueType )
{
MannequinHead head = Instantiate ( MannequinHeadObject , transform ) . GetComponent < MannequinHead > ( ) ;
head . game = this ;
head . startBeat = beat ;
head . needSlap = cueType = = 1 ;
}
public void BackgroundColor ( double beat , float length , Color colorStartSet , Color colorEndSet , int ease )
{
colorStartBeat = beat ;
colorLength = length ;
colorStart = colorStartSet ;
colorEnd = colorEndSet ;
colorEase = ( Util . EasingFunction . Ease ) ease ;
}
}
}