HeavenStudioPlus/Assets/Scripts/Games/WorkingDough/WorkingDough.cs

810 lines
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C#
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using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlWorkingDoughLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("workingDough", "Working Dough", "000000", false, false, new List<GameAction>()
{
new GameAction("beat intervals", "Start Interval")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.SetIntervalStart(e.beat, e.length); },
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSetIntervalStart(e.beat, e.length); },
defaultLength = 8f,
resizable = true,
priority = 2
},
new GameAction("small ball", "Small Ball")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.OnSpawnBall(e.beat, false); },
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSpawnBall(e.beat, false); },
defaultLength = 0.5f,
priority = 1
},
new GameAction("big ball", "Big Ball")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.OnSpawnBall(e.beat, true); },
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSpawnBall(e.beat, true); },
defaultLength = 0.5f,
priority = 1
},
new GameAction("launch spaceship", "Launch Spaceship")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
defaultLength = 4f,
resizable = true,
priority = 0
},
new GameAction("rise spaceship", "Rise Up Spaceship")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
defaultLength = 4f,
resizable = true,
priority = 0
},
new GameAction("lift dough dudes", "Lift Dough Dudes")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.Elevate(e.beat, e.length, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Go Up?", "Toggle to go Up or Down.")
},
resizable = true,
priority = 0
},
new GameAction("instant lift", "Instant Lift")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantElevation(e["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", true, "Go Up?", "Toggle to go Up or Down.")
},
defaultLength = 0.5f,
priority = 0
},
new GameAction("mr game and watch enter or exit", "Mr. G&W Enter or Exit")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.GANDWEnterOrExit(e.beat, e.length, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Should exit?", "Toggle to make him leave or enter.")
},
resizable = true,
priority = 0
},
new GameAction("instant game and watch", "Instant Mr. G&W Enter or Exit")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantGANDWEnterOrExit(e["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", false, "Exit?", "Toggle to make him leave or enter.")
},
defaultLength = 0.5f,
priority = 0
},
},
new List<string>() {"rvl", "repeat"},
"rvldough", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_WorkingDough;
public class WorkingDough : Minigame
{
[Header("Components")]
[SerializeField] GameObject doughDudesNPC; //Jump animations
public GameObject doughDudesPlayer; //Jump animations
[SerializeField] GameObject ballTransporterRightNPC; //Close and open animations
[SerializeField] GameObject ballTransporterLeftNPC; //Close and open animations
[SerializeField] GameObject ballTransporterRightPlayer; //Close and open animations
[SerializeField] GameObject ballTransporterLeftPlayer; //Close and open animations
[SerializeField] GameObject npcImpact;
[SerializeField] GameObject playerImpact;
[SerializeField] GameObject smallBallNPC;
[SerializeField] GameObject bigBallNPC;
[SerializeField] Transform ballHolder;
[SerializeField] SpriteRenderer arrowSRLeftNPC;
[SerializeField] SpriteRenderer arrowSRRightNPC;
[SerializeField] SpriteRenderer arrowSRLeftPlayer;
[SerializeField] SpriteRenderer arrowSRRightPlayer;
[SerializeField] GameObject NPCBallTransporters;
[SerializeField] GameObject PlayerBallTransporters;
[SerializeField] GameObject playerEnterSmallBall;
[SerializeField] GameObject playerEnterBigBall;
[SerializeField] GameObject missImpact;
[SerializeField] Transform breakParticleHolder;
[SerializeField] GameObject breakParticleEffect;
[SerializeField] Animator backgroundAnimator;
[SerializeField] Animator conveyerAnimator;
[SerializeField] GameObject smallBGBall;
[SerializeField] GameObject bigBGBall;
[SerializeField] Animator spaceshipAnimator;
[SerializeField] GameObject spaceshipLights;
[SerializeField] Animator doughDudesHolderAnim;
[SerializeField] Animator gandwAnim;
[Header("Variables")]
public bool intervalStarted;
float intervalStartBeat;
float risingLength = 4f;
float risingStartBeat;
float liftingLength = 4f;
float liftingStartBeat;
public static float beatInterval = 8f;
float gandMovingLength = 4f;
float gandMovingStartBeat;
public bool bigMode;
public bool bigModePlayer;
static List<QueuedBall> queuedBalls = new List<QueuedBall>();
struct QueuedBall
{
public float beat;
public bool isBig;
}
static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
struct QueuedInterval
{
public float beat;
public float interval;
}
private List<GameObject> currentBalls = new List<GameObject>();
public bool shouldMiss = true;
public bool spaceshipRisen = false;
public bool spaceshipRising = false;
bool liftingDoughDudes;
string liftingAnimName;
bool ballTriggerSetInterval = true;
bool gandwHasEntered = true;
bool gandwMoving;
string gandwMovingAnimName;
[Header("Curves")]
public BezierCurve3D npcEnterUpCurve;
public BezierCurve3D npcEnterDownCurve;
public BezierCurve3D npcExitUpCurve;
public BezierCurve3D npcExitDownCurve;
public BezierCurve3D playerEnterUpCurve;
public BezierCurve3D playerEnterDownCurve;
public BezierCurve3D playerExitUpCurve;
public BezierCurve3D playerExitDownCurve;
public BezierCurve3D playerMissCurveFirst;
public BezierCurve3D playerMissCurveSecond;
public BezierCurve3D playerBarelyCurveFirst;
public BezierCurve3D playerBarelyCurveSecond;
public BezierCurve3D playerWrongInputTooWeakFirstCurve;
public BezierCurve3D playerWrongInputTooWeakSecondCurve;
public BezierCurve3D firstBGCurveBig;
public BezierCurve3D secondBGCurveBig;
public BezierCurve3D thirdBGCurveBig;
public BezierCurve3D firstBGCurveSmall;
public BezierCurve3D secondBGCurveSmall;
public BezierCurve3D thirdBGCurveSmall;
[Header("Resources")]
public Sprite whiteArrowSprite;
public Sprite redArrowSprite;
public static WorkingDough instance;
void Awake()
{
instance = this;
}
void Start()
{
shouldMiss = true;
ballTriggerSetInterval = true;
conveyerAnimator.Play("ConveyerBelt", 0, 0);
doughDudesHolderAnim.Play("OnGround", 0, 0);
}
public void SetIntervalStart(float beat, float interval)
{
Debug.Log("Start Interval");
if (!intervalStarted)
{
instance.ballTriggerSetInterval = false;
intervalStarted = true;
bigMode = false;
BeatAction.New(ballTransporterLeftNPC, new List<BeatAction.Action>()
{
//Open player transporters
new BeatAction.Action(beat + interval - 1f, delegate {
ballTransporterLeftPlayer.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
}),
new BeatAction.Action(beat + interval - 1f, delegate {
ballTransporterRightPlayer.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
}),
//End interval
new BeatAction.Action(beat + interval, delegate { intervalStarted = false; }),
new BeatAction.Action(beat + interval, delegate {ballTriggerSetInterval = true; }),
//Close npc transporters
new BeatAction.Action(beat + interval, delegate {
if (bigMode)
{
NPCBallTransporters.GetComponent<Animator>().Play("NPCExitBigMode", 0, 0);
bigMode = false;
}
}),
new BeatAction.Action(beat + interval + 1, delegate { if (!intervalStarted) ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftClose", 0, 0); }),
new BeatAction.Action(beat + interval + 1, delegate { if (!intervalStarted) ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightClose", 0, 0); }),
new BeatAction.Action(beat + interval + 1, delegate { if (gandwHasEntered) gandwAnim.Play("MrGameAndWatchLeverDown", 0, 0); }),
//Close player transporters
new BeatAction.Action(beat + interval * 2 + 1, delegate { ballTransporterLeftPlayer.GetComponent<Animator>().Play("BallTransporterLeftClose", 0, 0); }),
new BeatAction.Action(beat + interval * 2 + 1, delegate { ballTransporterRightPlayer.GetComponent<Animator>().Play("BallTransporterRightClose", 0, 0); }),
new BeatAction.Action(beat + interval * 2 + 1, delegate {
if (bigModePlayer)
{
PlayerBallTransporters.GetComponent<Animator>().Play("PlayerExitBigMode", 0, 0);
bigModePlayer = false;
}
}),
});
}
beatInterval = interval;
intervalStartBeat = beat;
}
public void SpawnBall(float beat, bool isBig)
{
if (!intervalStarted && ballTriggerSetInterval)
{
SetIntervalStart(beat, beatInterval);
}
var objectToSpawn = isBig ? bigBallNPC : smallBallNPC;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
var ballComponent = spawnedBall.GetComponent<NPCDoughBall>();
ballComponent.startBeat = beat;
ballComponent.exitUpCurve = npcExitUpCurve;
ballComponent.enterUpCurve = npcEnterUpCurve;
ballComponent.exitDownCurve = npcExitDownCurve;
ballComponent.enterDownCurve = npcEnterDownCurve;
spawnedBall.SetActive(true);
if (isBig && !bigMode)
{
NPCBallTransporters.GetComponent<Animator>().Play("NPCGoBigMode", 0, 0);
bigMode = true;
}
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(isBig ? "workingDough/NPCBigBall" : "workingDough/NPCSmallBall", beat + 1f),
});
arrowSRLeftNPC.sprite = redArrowSprite;
BeatAction.New(doughDudesNPC, new List<BeatAction.Action>()
{
//Jump and play sound
new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftNPC.sprite = whiteArrowSprite; }),
new BeatAction.Action(beat + 1f, delegate { doughDudesNPC.GetComponent<Animator>().Play(isBig ? "BigDoughJump" :"SmallDoughJump", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { npcImpact.SetActive(true); }),
new BeatAction.Action(beat + 1.1f, delegate { npcImpact.SetActive(false); }),
new BeatAction.Action(beat + 1.9f, delegate { arrowSRRightNPC.sprite = redArrowSprite; }),
new BeatAction.Action(beat + 2f, delegate { arrowSRRightNPC.sprite = whiteArrowSprite; }),
});
}
public void InstantExitBall(float beat, bool isBig, float offSet)
{
var objectToSpawn = isBig ? bigBallNPC : smallBallNPC;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
var ballComponent = spawnedBall.GetComponent<NPCDoughBall>();
ballComponent.startBeat = beat - 1f;
ballComponent.exitUpCurve = npcExitUpCurve;
ballComponent.enterUpCurve = npcEnterUpCurve;
ballComponent.exitDownCurve = npcExitDownCurve;
ballComponent.enterDownCurve = npcEnterDownCurve;
ballComponent.currentFlyingStage = (FlyingStage)(2 - Mathf.Abs(offSet));
if (isBig && !bigMode)
{
bigMode = true;
}
if (beat >= Conductor.instance.songPositionInBeatsAsDouble)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(isBig ? "workingDough/NPCBigBall" : "workingDough/NPCSmallBall", beat),
});
}
BeatAction.New(doughDudesNPC, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - offSet, delegate { spawnedBall.SetActive(true); }),
new BeatAction.Action(beat, delegate { doughDudesNPC.GetComponent<Animator>().Play(isBig ? "BigDoughJump" : "SmallDoughJump", 0, 0); } ),
new BeatAction.Action(beat, delegate { npcImpact.SetActive(true); } ),
new BeatAction.Action(beat + 0.1f, delegate { npcImpact.SetActive(false); }),
new BeatAction.Action(beat + 0.9f, delegate { arrowSRRightNPC.sprite = redArrowSprite; }),
new BeatAction.Action(beat + 1f, delegate { arrowSRRightNPC.sprite = whiteArrowSprite; }),
});
}
public static void PreSpawnBall(float beat, bool isBig)
{
float spawnBeat = beat - 1f;
beat -= 1f;
if (GameManager.instance.currentGame == "workingDough")
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(spawnBeat, delegate
{
if (!instance.ballTransporterLeftNPC.GetComponent<Animator>().IsPlayingAnimationName("BallTransporterLeftOpened") && !instance.intervalStarted && instance.ballTriggerSetInterval)
{
instance.ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
instance.ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
if (instance.gandwHasEntered) instance.gandwAnim.Play("GANDWLeverUp", 0, 0);
}
}),
new BeatAction.Action(spawnBeat, delegate { if (instance != null) instance.SpawnBall(beat, isBig); }),
// new BeatAction.Action(spawnBeat + instance.beatInterval, delegate { instance.SpawnPlayerBall(beat + instance.beatInterval, isBig); }),
});
}
else
{
queuedBalls.Add(new QueuedBall()
{
beat = beat + 1f,
isBig = isBig,
});
}
}
public void OnSpawnBall(float beat, bool isBig)
{
beat -= 1f;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + beatInterval, delegate { instance.SpawnPlayerBall(beat + beatInterval, isBig); }),
});
}
public void OnSpawnBallInactive(float beat, bool isBig)
{
queuedBalls.Add(new QueuedBall()
{
beat = beat + 1f,
isBig = isBig,
});
}
public void SpawnPlayerBall(float beat, bool isBig)
{
var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
var ballComponent = spawnedBall.GetComponent<PlayerEnterDoughBall>();
ballComponent.startBeat = beat;
ballComponent.firstCurve = playerEnterUpCurve;
ballComponent.secondCurve = playerEnterDownCurve;
ballComponent.deletingAutomatically = false;
currentBalls.Add(spawnedBall);
if (isBig && !bigModePlayer)
{
PlayerBallTransporters.GetComponent<Animator>().Play("PlayerGoBigMode", 0, 0);
bigModePlayer = true;
}
//shouldMiss = true;
if (isBig)
{
ScheduleInput(beat, 1, InputType.STANDARD_ALT_DOWN, JustBig, MissBig, Nothing);
ScheduleUserInput(beat, 1, InputType.STANDARD_DOWN, WrongInputBig, Nothing, Nothing);
}
else
{
ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustSmall, MissSmall, Nothing);
ScheduleUserInput(beat, 1, InputType.STANDARD_ALT_DOWN, WrongInputSmall, Nothing, Nothing);
}
BeatAction.New(doughDudesPlayer, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { spawnedBall.SetActive(true); }),
new BeatAction.Action(beat, delegate { arrowSRLeftPlayer.sprite = redArrowSprite; }),
new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftPlayer.sprite = whiteArrowSprite; }),
});
}
public void SpawnPlayerBallResult(float beat, bool isBig, BezierCurve3D firstCurve, BezierCurve3D secondCurve, float firstBeatsToTravel, float secondBeatsToTravel)
{
var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
var ballComponent = spawnedBall.GetComponent<PlayerEnterDoughBall>();
ballComponent.startBeat = beat;
ballComponent.firstCurve = firstCurve;
ballComponent.secondCurve = secondCurve;
ballComponent.firstBeatsToTravel = firstBeatsToTravel;
ballComponent.secondBeatsToTravel = secondBeatsToTravel;
spawnedBall.SetActive(true);
}
public static void PreSetIntervalStart(float beat, float interval)
{
beat -= 1f;
if (GameManager.instance.currentGame == "workingDough")
{
// instance.ballTriggerSetInterval = false;
// beatInterval = interval;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
if (!instance.ballTransporterLeftNPC.GetComponent<Animator>().IsPlayingAnimationName("BallTransporterLeftOpened"))
{
instance.ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
instance.ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
if (instance.gandwHasEntered) instance.gandwAnim.Play("GANDWLeverUp", 0, 0);
}
}),
// new BeatAction.Action(beat + 1, delegate { if (instance != null) instance.SetIntervalStart(beat + 1, interval); }),
});
}
else
{
queuedIntervals.Add(new QueuedInterval()
{
beat = beat + 1f,
interval = interval,
});
}
}
void OnDestroy()
{
if (queuedIntervals.Count > 0) queuedIntervals.Clear();
if (queuedBalls.Count > 0) queuedBalls.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
void Update()
{
Conductor cond = Conductor.instance;
if (!cond.isPlaying || cond.isPaused)
{
if (queuedIntervals.Count > 0) queuedIntervals.Clear();
if (queuedBalls.Count > 0) queuedBalls.Clear();
}
if (spaceshipRising) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
if (liftingDoughDudes) doughDudesHolderAnim.DoScaledAnimation(liftingAnimName, liftingStartBeat, liftingLength);
if (gandwMoving) gandwAnim.DoScaledAnimation(gandwMovingAnimName, gandMovingStartBeat, gandMovingLength);
if (queuedIntervals.Count > 0)
{
foreach (var interval in queuedIntervals)
{
ballTriggerSetInterval = false;
beatInterval = interval.interval;
ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftOpened", 0, 0);
ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightOpened", 0, 0);
if (gandwHasEntered) gandwAnim.Play("GANDWLeverUp", 0, 0);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(interval.beat, delegate { SetIntervalStart(interval.beat, interval.interval); }),
});
}
queuedIntervals.Clear();
}
if (queuedBalls.Count > 0)
{
foreach (var ball in queuedBalls)
{
float offSet = ball.beat - cond.songPositionInBeats;
float spawnOffset = offSet > 1f ? offSet - 1 : 0;
if (ball.isBig) NPCBallTransporters.GetComponent<Animator>().Play("BigMode", 0, 0);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(ball.beat - offSet + spawnOffset, delegate {
if (!intervalStarted && ballTriggerSetInterval)
{
ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftOpened", 0, 0);
ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightOpened", 0, 0);
if (gandwHasEntered) gandwAnim.Play("GANDWLeverUp", 0, 0);
SetIntervalStart(ball.beat, beatInterval);
}
}),
new BeatAction.Action(ball.beat - offSet + spawnOffset, delegate { InstantExitBall(ball.beat, ball.isBig, offSet); }),
new BeatAction.Action(ball.beat + beatInterval - 1, delegate { SpawnPlayerBall(ball.beat + beatInterval - 1, ball.isBig); }),
});
}
queuedBalls.Clear();
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
Jukebox.PlayOneShotGame("workingDough/PlayerSmallJump");
}
else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
{
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
Jukebox.PlayOneShotGame("workingDough/PlayerBigJump");
}
}
void WrongInputBig(PlayerActionEvent caller, float state)
{
float beat = caller.startBeat + caller.timer;
shouldMiss = false;
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
Jukebox.PlayOneShotGame("workingDough/BigBallTooWeak");
SpawnPlayerBallResult(beat, true, playerWrongInputTooWeakFirstCurve, playerWrongInputTooWeakSecondCurve, 0.5f, 1f);
playerImpact.SetActive(true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
});
}
void WrongInputSmall(PlayerActionEvent caller, float state)
{
float beat = caller.startBeat + caller.timer;
shouldMiss = false;
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
GameObject.Instantiate(breakParticleEffect, breakParticleHolder);
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
Jukebox.PlayOneShotGame("workingDough/BreakBall");
playerImpact.SetActive(true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
});
}
void MissBig(PlayerActionEvent caller)
{
if (!shouldMiss)
{
shouldMiss = true;
return;
}
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
float beat = caller.startBeat + caller.timer;
SpawnPlayerBallResult(beat, true, playerMissCurveFirst, playerMissCurveSecond, 0.25f, 0.75f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.25f, delegate { missImpact.SetActive(true); }),
new BeatAction.Action(beat + 0.25f, delegate { Jukebox.PlayOneShotGame("workingDough/BallMiss"); }),
new BeatAction.Action(beat + 0.35f, delegate { missImpact.SetActive(false); }),
});
}
void MissSmall(PlayerActionEvent caller)
{
if (!shouldMiss)
{
shouldMiss = true;
return;
}
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
float beat = caller.startBeat + caller.timer;
SpawnPlayerBallResult(beat, false, playerMissCurveFirst, playerMissCurveSecond, 0.25f, 0.75f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.25f, delegate { missImpact.SetActive(true); }),
new BeatAction.Action(beat + 0.25f, delegate { Jukebox.PlayOneShotGame("workingDough/BallMiss"); }),
new BeatAction.Action(beat + 0.35f, delegate { missImpact.SetActive(false); }),
});
}
void JustSmall(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "workingDough") return;
float beat = caller.startBeat + caller.timer;
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("workingDough/SmallBarely");
doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
playerImpact.SetActive(true);
SpawnPlayerBallResult(beat, false, playerBarelyCurveFirst, playerBarelyCurveSecond, 0.75f, 1f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
});
return;
}
Success(false, beat);
}
void JustBig(PlayerActionEvent caller, float state)
{
if (GameManager.instance.currentGame != "workingDough") return;
float beat = caller.startBeat + caller.timer;
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("workingDough/BigBarely");
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
playerImpact.SetActive(true);
SpawnPlayerBallResult(beat, true, playerBarelyCurveFirst, playerBarelyCurveSecond, 0.75f, 1f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
});
return;
}
Success(true, beat);
}
void Success(bool isBig, float beat)
{
if (isBig)
{
Jukebox.PlayOneShotGame("workingDough/rightBig");
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
backgroundAnimator.Play("BackgroundFlash", 0, 0);
}
else
{
Jukebox.PlayOneShotGame("workingDough/rightSmall");
doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
}
playerImpact.SetActive(true);
SpawnPlayerBallResult(beat, isBig, playerExitUpCurve, playerExitDownCurve, 0.5f, 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
new BeatAction.Action(beat + 0.9f, delegate { arrowSRRightPlayer.sprite = redArrowSprite; }),
new BeatAction.Action(beat + 1f, delegate { arrowSRRightPlayer.sprite = whiteArrowSprite; }),
new BeatAction.Action(beat + 2f, delegate { SpawnBGBall(beat + 2f, isBig); }),
});
}
void SpawnBGBall(float beat, bool isBig)
{
var objectToSpawn = isBig ? bigBGBall : smallBGBall;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
var ballComponent = spawnedBall.GetComponent<BGBall>();
ballComponent.startBeat = beat;
ballComponent.firstCurve = isBig ? firstBGCurveBig : firstBGCurveSmall;
ballComponent.secondCurve = isBig ? secondBGCurveBig : secondBGCurveSmall;
ballComponent.thirdCurve = isBig ? thirdBGCurveBig : thirdBGCurveSmall;
spawnedBall.SetActive(true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 9f, delegate { if (!spaceshipRisen) spaceshipAnimator.Play("AbsorbBall", 0, 0); }),
});
}
public void InstantElevation(bool isUp)
{
doughDudesHolderAnim.Play(isUp ? "InAir" : "OnGround", 0, 0);
}
public void Elevate(float beat, float length, bool isUp)
{
liftingAnimName = isUp ? "LiftUp" : "LiftDown";
liftingStartBeat = beat;
liftingLength = length;
liftingDoughDudes = true;
doughDudesHolderAnim.DoScaledAnimation(liftingAnimName, liftingStartBeat, liftingLength);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.1f, delegate { liftingDoughDudes = false; }),
});
}
public void LaunchShip(float beat, float length)
{
spaceshipRisen = true;
if (!spaceshipLights.activeSelf)
{
spaceshipLights.SetActive(true);
spaceshipLights.GetComponent<Animator>().Play("SpaceshipLights", 0, 0);
}
spaceshipAnimator.Play("SpaceshipShake", 0, 0);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length, delegate { spaceshipAnimator.Play("SpaceshipLaunch", 0, 0); }),
new BeatAction.Action(beat + length, delegate { Jukebox.PlayOneShotGame("workingDough/LaunchRobot"); }),
new BeatAction.Action(beat + length, delegate { Jukebox.PlayOneShotGame("workingDough/Rocket"); }),
});
}
public void RiseUpShip(float beat, float length)
{
spaceshipRisen = true;
spaceshipRising = true;
risingLength = length;
risingStartBeat = beat;
if (!spaceshipLights.activeSelf)
{
spaceshipLights.SetActive(true);
spaceshipLights.GetComponent<Animator>().Play("SpaceshipLights", 0, 0);
}
spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.1f, delegate { spaceshipRising = false; }),
});
}
public void GANDWEnterOrExit(float beat, float length, bool shouldExit)
{
gandwMoving = true;
gandwHasEntered = false;
gandMovingLength = length;
gandMovingStartBeat = beat;
gandwMovingAnimName = shouldExit ? "GANDWLeave" : "GANDWEnter";
gandwAnim.DoScaledAnimation(gandwMovingAnimName, gandMovingStartBeat, gandMovingLength);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.1f, delegate { gandwMoving = false; }),
new BeatAction.Action(beat + length, delegate { gandwHasEntered = shouldExit ? false : true; }),
});
}
public void InstantGANDWEnterOrExit(bool shouldExit)
{
gandwAnim.Play(shouldExit ? "GANDWLeft" : "MrGameAndWatchLeverDown", 0, 0);
gandwHasEntered = shouldExit ? false : true;
}
void Nothing (PlayerActionEvent caller) {}
}
}