HeavenStudioPlus/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs

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52 KiB
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using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlFlipperFlopLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("flipperFlop", "Flipper-Flop", "ffc3fc", false, false, new List<GameAction>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("whoBops", FlipperFlop.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
}
},
new GameAction("attentionCompany", "Attention Company!")
{
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
}
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5 Wii)")
{
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"], true); },
defaultLength = 3f,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
}
},
new GameAction("flipping", "Flipping")
{
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.Flipping(e.beat, e.length, false); },
defaultLength = 4f,
resizable = true
},
new GameAction("tripleFlip", "Triple Flip")
{
function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.TripleFlip(e.beat); },
defaultLength = 4f
},
new GameAction("flipperRollVoiceLine", "Flipper Roll Voice Line")
{
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.FlipperRollVoiceLine(e.beat, e["amount"], e["toggle"]); },
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "Set the number that Captain Tuck should announce."),
new Param("toggle", false, "Now", "Toggle if Captain Tuck should say \"Now\" instead of a number.")
},
defaultLength = 2f
},
new GameAction("flipperRolling", "Flipper Rolling")
{
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.Flipping(e.beat, e.length, true, e["uh"], e["thatsIt"], e["appreciation"], e["heart"], e["barber"]); },
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("uh", new EntityTypes.Integer(0, 3, 0), "Grunt Count", "Choose how many grunts Captain Tuck should say after the flipper-rolls."),
new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Choose the appreciation voice line that Captain Tuck should say if the flipper-roll is carried out successfully.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" })
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("heart", false, "Hearts", "Toggle if Captain Tuck should blush and make hearts appear when he expresses his appreciation."),
new Param("thatsIt", false, "That's it!", "Toggle if Captain Tuck should say \"That's it!\" after the flipper-rolls. This is usually used for the end of a level or segment.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "barber" })
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("barber", false, "Barbershop", "Toggle if Captain Tuck should use the variant of \"That's it!\" seen in Barbershop Remix (3DS).")
},
defaultLength = 4f,
resizable = true
},
new GameAction("walk", "Captain Tuck Walk")
{
function = delegate { var e = eventCaller.currentEntity; FlipperFlop.instance.CaptainWalk(e.beat, e.length, e["ease"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.")
}
},
new GameAction("toggleCaptain", "Disable/Enable Captain Tuck")
{
function = delegate { FlipperFlop.instance.ToggleTuck(); },
defaultLength = 0.5f
}
},
2024-01-02 15:51:46 +00:00
new List<string>() { "rvl", "keep" },
"rvlseal", "en",
new List<string>() { "en" }
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_FlipperFlop;
public class FlipperFlop : Minigame
{
[Header("Components")]
[SerializeField] Animator captainTuckAnim;
[SerializeField] Animator captainTuckFaceAnim;
[SerializeField] Transform flippersMovement;
[SerializeField] ParticleSystem leftSnow;
[SerializeField] ParticleSystem rightSnow;
[Header("Properties")]
[SerializeField] float rollDistance = 1.5f;
private bool missed;
bool isMoving;
bool moveLeft;
static List<QueuedFlip> queuedInputs = new List<QueuedFlip>();
[SerializeField] FlipperFlopFlipper flipperPlayer;
[SerializeField] List<FlipperFlopFlipper> flippers = new List<FlipperFlopFlipper>();
List<double> queuedMovements = new();
static List<QueuedAttention> queuedAttentions = new List<QueuedAttention>();
static List<double> queuedFlipperRollVoiceLines = new();
float lastXPos;
float currentXPos;
float lastCameraXPos;
float currentCameraXPos;
bool isWalking;
bool readyRoll;
public GameEvent bop = new GameEvent();
bool goBopFlip;
bool goBopTuck;
EasingFunction.Ease lastEase;
double walkStartBeat;
float walkLength;
CaptainTuckBopType currentCaptainBop;
public struct QueuedFlip
{
public double beat;
public float length;
public bool roll;
public int uh;
public bool thatsIt;
public int appreciation;
public bool heart;
public bool thatsItBarberShop;
}
public struct QueuedAttention
{
public double beat;
public bool mute;
public bool remix5;
}
public enum AppreciationType
{
None = 0,
Good = 1,
GoodJob = 2,
Nice = 3,
WellDone = 4,
Yes = 5,
Random = 6
}
public enum WhoBops
{
Flippers = 0,
CaptainTuck = 1,
Both = 2,
None = 3
}
public enum CaptainTuckBopType
{
Normal = 0,
Roll = 1,
Miss = 2,
Success = 3
}
public static FlipperFlop instance;
const int IAAltDownCat = IAMAXCAT;
protected static bool IA_TouchPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& (instance.IsExpectingInputNow(InputAction_Nrm) || !(instance.IsExpectingInputNow(InputAction_Alt) || instance.readyRoll));
}
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetSlide(out dt);
}
public static PlayerInput.InputAction InputAction_Alt =
new("RvlSealAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
public static PlayerInput.InputAction InputAction_Nrm =
new("RvlSealNrm", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadBasicPress, IA_TouchPress, IA_BatonBasicPress);
void Awake()
{
instance = this;
lastXPos = flippersMovement.position.x;
currentXPos = lastXPos;
}
void OnDestroy()
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
if (queuedAttentions.Count > 0) queuedAttentions.Clear();
if (queuedFlipperRollVoiceLines.Count > 0) queuedFlipperRollVoiceLines.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
2024-01-17 23:49:14 +00:00
public override void OnPlay(double beat)
{
queuedInputs.Clear();
queuedAttentions.Clear();
queuedFlipperRollVoiceLines.Clear();
}
public override void OnBeatPulse(double beat)
{
if (goBopFlip) SingleBop((int)WhoBops.Flippers);
if (goBopTuck) SingleBop((int)WhoBops.CaptainTuck);
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (isWalking)
{
float normalizedBeat = cond.GetPositionFromBeat(walkStartBeat, walkLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float animPos = func(0f, 1f, normalizedBeat);
captainTuckAnim.DoNormalizedAnimation("CaptainTuckWalkIntro", animPos);
if (normalizedBeat >= 1f)
{
isWalking = false;
}
}
if ((PlayerInput.GetIsAction(InputAction_Nrm) && !IsExpectingInputNow(InputAction_Nrm)) || (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt)))
{
flipperPlayer.Flip(false, false, false, true);
}
if (queuedInputs.Count > 0)
{
foreach (var input in queuedInputs)
{
QueueFlips(input.beat, input.length, input.roll, input.uh, input.thatsIt, input.appreciation, input.heart, input.thatsItBarberShop);
}
queuedInputs.Clear();
}
if (queuedFlipperRollVoiceLines.Count > 0)
{
foreach (var voiceLine in queuedFlipperRollVoiceLines)
{
FlipperRollVoiceLineAnimation(voiceLine);
}
queuedFlipperRollVoiceLines.Clear();
}
if (queuedAttentions.Count > 0)
{
foreach (var attention in queuedAttentions)
{
AttentionCompanyAnimation(attention.beat, attention.mute, attention.remix5);
}
queuedAttentions.Clear();
}
if (queuedMovements.Count > 0)
{
if (cond.songPositionInBeatsAsDouble >= queuedMovements[0])
{
if (!isMoving)
{
currentXPos = flippersMovement.position.x + (moveLeft ? -rollDistance : rollDistance);
isMoving = true;
currentCameraXPos = GameCamera.AdditionalPosition.x + (moveLeft ? -rollDistance : rollDistance);
if (moveLeft)
{
rightSnow.Play();
}
else
{
leftSnow.Play();
}
}
float normalizedBeat = cond.GetPositionFromBeat(queuedMovements[0], 0.5f);
float normalizedCamBeat = cond.GetPositionFromBeat(queuedMovements[0], 1f);
if (normalizedCamBeat > 1f)
{
queuedMovements.RemoveAt(0);
isMoving = false;
lastXPos = currentXPos;
lastCameraXPos = currentCameraXPos;
}
else
{
EasingFunction.Function funcCam = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
float newCameraPosX = funcCam(lastCameraXPos, currentCameraXPos, normalizedCamBeat);
GameCamera.AdditionalPosition = new Vector3(newCameraPosX, 0, 0);
}
if (1f >= normalizedBeat)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
float newPosX = func(lastXPos, currentXPos, normalizedBeat);
flippersMovement.position = new Vector3(newPosX, flippersMovement.position.y, flippersMovement.position.z);
}
}
}
}
}
public void ToggleTuck()
{
captainTuckAnim.gameObject.SetActive(!captainTuckAnim.gameObject.activeSelf);
}
public void BumpIntoOtherSeal(bool toTheLeft)
{
if (toTheLeft)
{
flippers[1].Impact(true);
}
else
{
flippers[2].Impact(false);
}
}
public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
{
goBopFlip = whoBopsAuto == (int)WhoBops.Flippers || whoBopsAuto == (int)WhoBops.Both;
goBopTuck = whoBopsAuto == (int)WhoBops.CaptainTuck || whoBopsAuto == (int)WhoBops.Both;
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
SingleBop(whoBops);
})
});
}
}
void SingleBop(int whoBops)
{
switch (whoBops)
{
case (int)WhoBops.Flippers:
foreach (var flipper in flippers)
{
flipper.Bop();
}
flipperPlayer.Bop();
break;
case (int)WhoBops.CaptainTuck:
CaptainTuckBop();
break;
case (int)WhoBops.Both:
foreach (var flipper in flippers)
{
flipper.Bop();
}
flipperPlayer.Bop();
CaptainTuckBop();
break;
default:
break;
}
}
void CaptainTuckBop()
{
switch (currentCaptainBop)
{
case CaptainTuckBopType.Normal:
captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f);
break;
case CaptainTuckBopType.Roll:
captainTuckAnim.DoScaledAnimationAsync("CaptainRoll", 0.5f);
break;
case CaptainTuckBopType.Miss:
captainTuckAnim.DoScaledAnimationAsync("CaptainTuckMissBop", 0.5f);
break;
case CaptainTuckBopType.Success:
captainTuckAnim.DoScaledAnimationAsync("CaptainSucessBop", 0.5f);
break;
}
}
public void CaptainWalk(double beat, float length, int ease)
{
captainTuckAnim.gameObject.SetActive(true);
isWalking = true;
lastEase = (EasingFunction.Ease)ease;
walkStartBeat = beat;
walkLength = length;
}
public static void Flipping(double beat, float length, bool roll, int uh = 0, bool thatsIt = false, int appreciation = 0, bool heart = false, bool thatsItBarberShop = false)
{
if (GameManager.instance.currentGame == "flipperFlop")
{
FlipperFlop.instance.QueueFlips(beat, length, roll, uh, thatsIt, appreciation, heart, thatsItBarberShop);
}
else
{
queuedInputs.Add(new QueuedFlip { beat = beat, length = length, roll = roll, uh = uh, thatsIt = thatsIt, appreciation = appreciation, heart = heart, thatsItBarberShop = thatsItBarberShop });
}
}
public void QueueFlips(double beat, float length, bool roll, int uh = 0, bool thatsIt = false, int appreciation = 0, bool heart = false, bool thatsItBarberShop = false)
{
int flopCount = 1;
int recounts = 0;
for (int i = 0; i < length; i++)
{
if (roll)
{
ScheduleInput(beat - 1, 1 + i, InputAction_Alt, JustFlipperRoll, MissFlipperRoll, Nothing);
queuedMovements.Add(beat + i);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - NgEarlyTime() - 1.5, delegate { readyRoll = true; }),
new BeatAction.Action(beat + i - 0.5, delegate { moveLeft = flippers[0].left; readyRoll = true; }),
});
foreach (var flipper in flippers)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate { flipper.Flip(roll, true);})
});
}
string soundToPlay = $"flipperFlop/count/flopCount{flopCount}";
if (recounts == 1)
{
soundToPlay = $"flipperFlop/count/flopCount{flopCount}B";
}
else if (recounts > 1)
{
if (flopCount < 3)
{
soundToPlay = $"flipperFlop/count/flopCount{flopCount}C";
}
else
{
soundToPlay = $"flipperFlop/count/flopCount{flopCount}B";
}
}
if (thatsIt && i + 1 == length)
{
int noiseToPlay = (flopCount == 4) ? 2 : flopCount;
soundToPlay = $"flipperFlop/count/flopNoise{noiseToPlay}";
if (thatsItBarberShop)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit1");
SoundByte.PlayOneShotGame(soundToPlay);
captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f);
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
}),
new BeatAction.Action(beat + i + 0.5f, delegate { SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit2"); captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - 0.5f, delegate
{
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit1");
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
}),
new BeatAction.Action(beat + i, delegate
{
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit2");
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
SoundByte.PlayOneShotGame(soundToPlay);
captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f);
}),
});
}
}
else
{
string failingSoundToPlay = $"flipperFlop/count/flopCountFail{flopCount}";
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate {
string voiceLine = soundToPlay;
string failVoiceLine = failingSoundToPlay;
if (missed)
{
voiceLine = failVoiceLine;
currentCaptainBop = CaptainTuckBopType.Miss;
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckMissExpression", 0.5f);
}
else
{
currentCaptainBop = CaptainTuckBopType.Roll;
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckRollExpression", 0.5f);
}
CaptainTuckBop();
SoundByte.PlayOneShotGame(voiceLine);
}),
});
}
if (appreciation != (int)AppreciationType.None && uh == 0 && i + 1 == length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i + 1f, delegate
{
AppreciationVoiceLine(beat + i, appreciation, heart);
if (!missed && appreciation != (int)AppreciationType.None)
{
currentCaptainBop = CaptainTuckBopType.Success;
}
else
{
currentCaptainBop = CaptainTuckBopType.Normal;
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
}
CaptainTuckBop();
missed = false;
}),
new BeatAction.Action(beat + i + 2f, delegate
{
missed = false;
}),
new BeatAction.Action(beat + i + 3.1f, delegate
{
currentCaptainBop = CaptainTuckBopType.Normal;
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
}),
});
}
if (appreciation == (int)AppreciationType.None && uh == 0 && i + 1 == length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.1f, delegate { missed = false; currentCaptainBop = CaptainTuckBopType.Normal; captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0); })
});
}
if (i + 1 < length)
{
flopCount++;
}
if (flopCount > 4)
{
flopCount = 1;
recounts++;
}
}
else
{
ScheduleInput(beat - 1, 1 + i, InputAction_Nrm, JustFlip, MissFlip, Nothing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - NgEarlyTime() - 1, delegate { readyRoll = false; }),
});
foreach (var flipper in flippers)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate { flipper.Flip(roll, true); CaptainTuckBop(); })
});
}
}
}
if (roll)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length + NgLateTime() - 1, delegate { readyRoll = false; }),
});
}
if (uh > 0 && flopCount != 4)
{
for (int i = 0; i < uh; i++)
{
int voiceLineIndex = 3 - uh + i + 1;
string voiceLine = $"flipperFlop/uh{voiceLineIndex}";
string failVoiceLine = $"flipperFlop/uhfail{voiceLineIndex}";
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length + i, delegate {
string voiceLineToPlay = voiceLine;
string failVoiceLineToPlay = failVoiceLine;
if (missed)
{
voiceLineToPlay = failVoiceLineToPlay;
currentCaptainBop = CaptainTuckBopType.Miss;
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckMissSpeakExpression", 0.5f);
}
else
{
currentCaptainBop = CaptainTuckBopType.Roll;
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckRollExpression", 0.5f);
}
CaptainTuckBop();
SoundByte.PlayOneShotGame(voiceLineToPlay);
}),
});
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length + uh, delegate
{
AppreciationVoiceLine(beat + length + uh, appreciation, heart);
if (!missed && appreciation != (int)AppreciationType.None)
{
currentCaptainBop = CaptainTuckBopType.Success;
}
else
{
currentCaptainBop = CaptainTuckBopType.Normal;
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
}
CaptainTuckBop();
missed = false;
}),
new BeatAction.Action(beat + length + uh + 1f, delegate
{
missed = false;
}),
new BeatAction.Action(beat + length + uh + 2.1f, delegate
{
currentCaptainBop = CaptainTuckBopType.Normal;
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
}),
});
}
else if (uh > 0 && flopCount == 4)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length, delegate
{
AppreciationVoiceLine(beat + length, appreciation, heart);
if (!missed && appreciation != (int)AppreciationType.None)
{
currentCaptainBop = CaptainTuckBopType.Success;
}
else
{
currentCaptainBop = CaptainTuckBopType.Normal;
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
}
CaptainTuckBop();
missed = false;
}),
new BeatAction.Action(beat + length + 1f, delegate
{
missed = false;
}),
new BeatAction.Action(beat + length + 2.1f, delegate
{
currentCaptainBop = CaptainTuckBopType.Normal;
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
}),
});
}
}
public static void AppreciationVoiceLine(double beat, int appreciation, bool heart)
{
if (FlipperFlop.instance.missed) return;
if (appreciation == (int)AppreciationType.Random) appreciation = UnityEngine.Random.Range(1, 6);
switch (appreciation)
{
case (int)AppreciationType.None:
break;
case (int)AppreciationType.Good:
SoundByte.PlayOneShotGame("flipperFlop/appreciation/good");
if (heart)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
});
}
break;
case (int)AppreciationType.GoodJob:
SoundByte.PlayOneShotGame("flipperFlop/appreciation/goodjob");
if (heart)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 1f); }),
new BeatAction.Action(beat + 0.5f, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
});
}
break;
case (int)AppreciationType.Nice:
SoundByte.PlayOneShotGame("flipperFlop/appreciation/nice");
if (heart)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
});
}
break;
case (int)AppreciationType.WellDone:
SoundByte.PlayOneShotGame("flipperFlop/appreciation/welldone");
if (heart)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 1f); }),
new BeatAction.Action(beat + 0.5f, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
});
}
break;
case (int)AppreciationType.Yes:
SoundByte.PlayOneShotGame("flipperFlop/appreciation/yes");
if (heart)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
});
}
break;
case (int)AppreciationType.Random:
break;
}
}
public void TripleFlip(double beat)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("flipperFlop/ding", beat),
new MultiSound.Sound("flipperFlop/ding", beat + 0.5f),
new MultiSound.Sound("flipperFlop/ding", beat + 1f),
}, forcePlay: true);
ScheduleInput(beat, 2, InputAction_Nrm, JustFlip, MissFlip, Nothing);
ScheduleInput(beat, 2.5f, InputAction_Nrm, JustFlip, MissFlip, Nothing);
ScheduleInput(beat, 3, InputAction_Nrm, JustFlip, MissFlip, Nothing);
foreach (var flipper in flippers)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2, delegate { flipper.Flip(false, true);}),
new BeatAction.Action(beat + 2.5f, delegate { flipper.Flip(false, true);}),
new BeatAction.Action(beat + 3, delegate { flipper.Flip(false, true);})
});
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3 - NgEarlyTime(), delegate {readyRoll = false; }),
new BeatAction.Action(beat + 2, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }),
new BeatAction.Action(beat + 3, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }),
});
}
public static void AttentionCompany(double beat, bool mute, bool remix5 = false)
{
if (mute)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("flipperFlop/attention/attention7", beat + (remix5 ? 2f : 3f)),
}, forcePlay: true);
}
else
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("flipperFlop/attention/attention1", beat - 0.25f),
new MultiSound.Sound("flipperFlop/attention/attention2", beat, 1, 1, false, 0.025f),
new MultiSound.Sound("flipperFlop/attention/attention3", beat + 0.5f, 1, 1, false, 0.055f),
new MultiSound.Sound("flipperFlop/attention/attention4", beat + 2f, 1, 1, false, 0.06f),
new MultiSound.Sound("flipperFlop/attention/attention5", beat + 2.25f),
new MultiSound.Sound("flipperFlop/attention/attention6", beat + 2.5f),
new MultiSound.Sound("flipperFlop/attention/attention7", beat + (remix5 ? 2f : 3f), 1, 1, false, 0.025f),
}, forcePlay: true);
}
if (GameManager.instance.currentGame == "flipperFlop")
{
instance.AttentionCompanyAnimation(beat, mute, remix5);
}
else
{
queuedAttentions.Add(new QueuedAttention { beat = beat, mute = mute, remix5 = remix5 });
}
}
public void AttentionCompanyAnimation(double beat, bool mute, bool remix5)
{
List<BeatAction.Action> speaks = new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 0.25f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 0.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.0625f); }),
new BeatAction.Action(beat + 2f, delegate
{
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
if (remix5)
{
foreach (var flipper in flippers)
{
flipper.PrepareFlip();
}
flipperPlayer.PrepareFlip();
}
}),
new BeatAction.Action(beat + 2.25f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 2.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 3f, delegate
{
if (remix5) return;
foreach (var flipper in flippers)
{
flipper.PrepareFlip();
}
flipperPlayer.PrepareFlip();
}),
};
if (mute)
{
speaks = new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate
{
if (remix5)
{
foreach (var flipper in flippers)
{
flipper.PrepareFlip();
}
flipperPlayer.PrepareFlip();
}
}),
new BeatAction.Action(beat + 3f, delegate
{
if (remix5) return;
foreach (var flipper in flippers)
{
flipper.PrepareFlip();
}
flipperPlayer.PrepareFlip();
}),
};
}
List<BeatAction.Action> speaksToRemove = new List<BeatAction.Action>();
foreach (var speak in speaks)
{
if (Conductor.instance.songPositionInBeatsAsDouble > speak.beat)
{
speaksToRemove.Add(speak);
}
}
if (speaksToRemove.Count > 0)
{
foreach (var speak in speaksToRemove)
{
speaks.Remove(speak);
}
}
BeatAction.New(instance, speaks);
}
public static void FlipperRollVoiceLine(double beat, int amount, bool now)
{
if (now)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCountNow", beat, 1, 1, false, 0.037f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 1)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount1", beat, 1, 1, false, 0.003f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 2)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount2", beat, 1, 1, false, 0.02f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 3)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount3", beat, 1, 1, false, 0.02f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 4)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount4", beat, 1, 1, false, 0.035f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 5)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount5", beat, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 6)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount6", beat, 1, 1, false, 0.06f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 7)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount7", beat, 1, 1, false, 0.03f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCount7B", beat + 0.25f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 8)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount8", beat, 1, 1, false, 0.008f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 9)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount9", beat, 1, 1, false, 0.02f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
else if (amount == 10)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"flipperFlop/count/flipperRollCount10", beat, 1, 1, false, 0.01f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
}, forcePlay: true);
}
if (GameManager.instance.currentGame == "flipperFlop")
{
instance.FlipperRollVoiceLineAnimation(beat);
}
else
{
queuedFlipperRollVoiceLines.Add(beat);
}
}
public void FlipperRollVoiceLineAnimation(double beat)
{
List<BeatAction.Action> speaks = new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 0.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 0.75f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
new BeatAction.Action(beat + 1f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
};
List<BeatAction.Action> speaksToRemove = new List<BeatAction.Action>();
foreach (var speak in speaks)
{
if (Conductor.instance.songPositionInBeatsAsDouble > speak.beat) speaksToRemove.Add(speak);
}
if (speaksToRemove.Count > 0)
{
foreach (var speak in speaksToRemove)
{
speaks.Remove(speak);
}
}
BeatAction.New(instance, speaks);
}
public void JustFlip(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
flipperPlayer.Flip(false, true, true);
return;
}
SuccessFlip(false);
}
public void JustFlipperRoll(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
flipperPlayer.Flip(true, true, true);
return;
}
SuccessFlip(true);
}
public void SuccessFlip(bool roll, bool dontSwitch = false)
{
flipperPlayer.Flip(roll, true, false, dontSwitch);
}
public void MissFlip(PlayerActionEvent caller)
{
flipperPlayer.Flip(false, false);
}
public void MissFlipperRoll(PlayerActionEvent caller)
{
flipperPlayer.Flip(true, false);
missed = true;
}
public void Nothing(PlayerActionEvent caller) { }
}
}