HeavenStudioPlus/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs

488 lines
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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using HeavenStudio.Util;
using DG.Tweening;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlBoardMeetingLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("boardMeeting", "Board Meeting", "d37912", 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; BoardMeeting.instance.Bop(e.beat, e.length, e["bop"], e["auto"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Toggle if the pigs & assistant should bop for the duration of this event."),
new Param("auto", false, "Bop (Auto)", "Toggle if the pigs & assistant should automatically bop until another Bop event is reached.")
}
},
new GameAction("prepare", "Prepare")
{
function = delegate { BoardMeeting.instance.Prepare(); }
},
new GameAction("spinEqui", "Spin")
{
function = delegate {var e = eventCaller.currentEntity; BoardMeeting.instance.SpinEqui(e.beat, e.length); },
resizable = true,
priority = 2
},
new GameAction("spin", "Spin (Range)")
{
function = delegate {var e = eventCaller.currentEntity; BoardMeeting.instance.Spin(e["start"], e["end"]); },
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("start", new EntityTypes.Integer(1, 6, 1), "Starting Pig", "Choose the leftmost pig in the range to start spinning."),
new Param("end", new EntityTypes.Integer(1, 6, 4), "Ending Pig", "Choose the rightmost pig in the range to start spinning.")
},
priority = 2
},
new GameAction("stop", "Stop")
{
function = delegate { var e = eventCaller.currentEntity; BoardMeeting.instance.Stop(e.beat, e.length); },
resizable = true,
priority = 1
},
new GameAction("assStop", "Assistant Stop")
{
function = delegate { var e = eventCaller.currentEntity; BoardMeeting.instance.AssistantStop(e.beat); },
defaultLength = 3f
},
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("changeCount", "Change Pig Number")
{
function = delegate { BoardMeeting.instance.ChangeExecutiveCount(eventCaller.currentEntity["amount"]); },
defaultLength = 0.5f,
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(3, 5, 4), "Pigs", "Set how many pigs there will be. The player is always the rightmost pig.")
}
}
},
new List<string>() { "rvl", "normal" },
"rvlrotation", "en",
new List<string>() { "en" }
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_BoardMeeting;
using System;
public class BoardMeeting : Minigame
{
[Header("Components")]
[SerializeField] Transform farLeft;
[SerializeField] Transform farRight;
[SerializeField] Animator assistantAnim;
[Header("Properties")]
[SerializeField] int executiveCount = 4;
[SerializeField] List<BMExecutive> executives = new List<BMExecutive>();
public BMExecutive firstSpinner;
[SerializeField] float shakeIntensity = 0.5f;
private bool assistantCanBop = true;
private bool executivesCanBop = true;
[NonSerialized] public Sound chairLoopSound = null;
int missCounter = 0;
private Tween shakeTween;
public static BoardMeeting instance;
private void Awake()
{
instance = this;
SetupBopRegion("boardMeeting", "bop", "auto");
InitExecutives();
}
private void OnDestroy()
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
if (chairLoopSound != null)
{
chairLoopSound.KillLoop(0);
chairLoopSound = null;
}
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (PlayerInput.GetIsAction(InputAction_BasicPressing) && !IsExpectingInputNow(InputAction_BasicPress))
{
if (executives[executiveCount - 1].spinning)
{
executives[executiveCount - 1].Stop(false);
SoundByte.PlayOneShotGame("boardMeeting/miss");
SoundByte.PlayOneShot("miss");
ScoreMiss();
}
}
}
}
public override void OnBeatPulse(double beat)
{
if (!BeatIsInBopRegion(beat)) return;
SingleBop();
}
void SingleBop()
{
if (assistantCanBop)
{
if (missCounter > 0) assistantAnim.DoScaledAnimationAsync("MissBop", 0.5f);
else assistantAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
if (missCounter > 0) missCounter--;
if (!executivesCanBop) return;
foreach (var executive in executives)
{
executive.Bop();
}
}
public void Bop(double beat, float length, bool goBop, bool autoBop)
{
if (goBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
SingleBop();
})
});
}
}
}
public void AssistantStop(double beat)
{
assistantCanBop = false;
string twoSound = "boardMeeting/two";
if (beat % 1 != 0) twoSound = "boardMeeting/twoUra";
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("boardMeeting/one", beat),
new MultiSound.Sound(twoSound, beat + 0.5f),
new MultiSound.Sound("boardMeeting/three", beat + 1),
new MultiSound.Sound("boardMeeting/stopAll", beat + 2)
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { assistantAnim.DoScaledAnimationAsync("One", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { assistantAnim.DoScaledAnimationAsync("Three", 0.5f); }),
new BeatAction.Action(beat + 2, delegate
{
foreach (var executive in executives)
{
if (executive.player) continue;
executive.Stop();
}
if (!executives[executiveCount - 1].spinning)
{
if (chairLoopSound != null)
{
chairLoopSound.KillLoop(0);
chairLoopSound = null;
}
}
}),
new BeatAction.Action(beat + 2.5f, delegate { assistantCanBop = true; })
});
ScheduleInput(beat, 2f, InputAction_BasicPress, JustAssistant, MissAssistant, Empty, CanJust);
}
public void Stop(double beat, float length)
{
executivesCanBop = false;
List<BeatAction.Action> stops = new List<BeatAction.Action>();
for (int i = 0; i < executiveCount; i++)
{
if (executives[i].player) break;
int index = i;
int ex = executiveCount;
if (executiveCount < 4) ex = 4;
if (index < ex - 3)
{
SoundByte.PlayOneShotGame("boardMeeting/stopA", beat + length * i);
}
else if (index == ex - 3)
{
SoundByte.PlayOneShotGame("boardMeeting/stopB", beat + length * i);
}
else if (index == ex - 2)
{
SoundByte.PlayOneShotGame("boardMeeting/stopC", beat + length * i);
}
stops.Add(new BeatAction.Action(beat + length * i, delegate
{
if (index == executiveCount - 2 && !executives[executiveCount - 1].spinning)
{
if (chairLoopSound != null)
{
chairLoopSound.KillLoop(0);
chairLoopSound = null;
}
}
executives[index].Stop();
}));
}
stops.Add(new BeatAction.Action(beat + length * executiveCount + 0.5f, delegate { executivesCanBop = true; }));
BeatAction.New(instance, stops);
ScheduleInput(beat, length * (executiveCount - 1), InputAction_BasicPress, Just, Miss, Empty, CanJust);
}
public void Prepare()
{
SoundByte.PlayOneShotGame("boardMeeting/prepare");
foreach (var executive in executives)
{
executive.Prepare();
}
}
public void SpinEqui(double beat, float length)
{
if (chairLoopSound == null) chairLoopSound = SoundByte.PlayOneShotGame("boardMeeting/chairLoop", -1, 1, 1, true);
firstSpinner = executives[0];
List<BeatAction.Action> rolls = new List<BeatAction.Action>();
for (int i = 0; i < executiveCount; i++)
{
int index = i;
rolls.Add(new BeatAction.Action(beat + length * i, delegate
{
int ex = executiveCount;
string soundToPlay = "A";
if (executiveCount < 4) ex = 4;
if (index == ex - 3)
{
soundToPlay = "B";
}
else if (index == ex - 2)
{
soundToPlay = "C";
}
else if (index == ex - 1)
{
soundToPlay = "Player";
}
executives[index].Spin(soundToPlay);
}));
}
BeatAction.New(instance, rolls);
}
public void Spin(int start, int end)
{
if (start > executiveCount || end > executiveCount) return;
bool forceStart = false;
chairLoopSound?.KillLoop(0);
if (chairLoopSound == null)
{
chairLoopSound = SoundByte.PlayOneShotGame("boardMeeting/chairLoop", -1, 1, 1, true);
firstSpinner = executives[start - 1];
forceStart = true;
}
for (int i = start - 1; i < end; i++)
{
int ex = executiveCount;
string soundToPlay = "A";
if (executiveCount < 4) ex = 4;
if (i == ex - 3)
{
soundToPlay = "B";
}
else if (i == ex - 2)
{
soundToPlay = "C";
}
else if (i == ex - 1)
{
soundToPlay = "Player";
}
executives[i].Spin(soundToPlay, forceStart);
}
}
public void StopChairLoopSoundIfLastToStop()
{
if (executives.FindAll(x => x.spinning).Count > 1) return;
if (chairLoopSound != null)
{
chairLoopSound.KillLoop(0);
chairLoopSound = null;
}
}
public void InitExecutives()
{
float startPos = farLeft.position.x;
float maxWidth = Mathf.Abs(farLeft.position.x - farRight.position.x);
float betweenDistance = maxWidth / 3;
maxWidth = betweenDistance * executiveCount;
startPos = -(maxWidth / 2);
for (int i = -1; i < executiveCount; i++)
{
if (i == -1)
{
assistantAnim.transform.localPosition = new Vector3(startPos + 5.359f, 0);
}
else
{
BMExecutive executive;
if (i == 0) executive = executives[0];
else executive = Instantiate(executives[0], transform);
executive.transform.localPosition = new Vector3(startPos + betweenDistance * (i + 1), 0);
executive.GetComponent<SortingGroup>().sortingOrder = i;
if (i > 0)
executives.Add(executive);
if (i == executiveCount - 1)
executive.player = true;
}
}
}
public void ChangeExecutiveCount(int count)
{
for (int i = 1; i < executiveCount; i++)
{
Destroy(executives[i].gameObject);
}
executives.RemoveRange(1, executiveCount - 1);
executiveCount = count;
InitExecutives();
}
bool CanJust()
{
return executives[executiveCount - 1].spinning;
}
void Just(PlayerActionEvent caller, float state)
{
if (chairLoopSound != null)
{
chairLoopSound.KillLoop(0);
chairLoopSound = null;
}
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("boardMeeting/missThrough");
SoundByte.PlayOneShot("miss");
executives[executiveCount - 1].Stop(false);
return;
}
SoundByte.PlayOneShotGame("boardMeeting/stopPlayer");
executives[executiveCount - 1].Stop();
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.timer + caller.startBeat + 1f, delegate
{
foreach (var executive in executives)
{
executive.Smile();
}
})
});
}
void JustAssistant(PlayerActionEvent caller, float state)
{
if (chairLoopSound != null)
{
chairLoopSound.KillLoop(0);
chairLoopSound = null;
}
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("boardMeeting/missThrough");
SoundByte.PlayOneShot("miss");
executives[executiveCount - 1].Stop(false);
return;
}
if (shakeTween != null)
shakeTween.Kill(true);
DOTween.Punch(() => GameCamera.AdditionalPosition, x => GameCamera.AdditionalPosition = x, new Vector3(shakeIntensity, 0, 0),
Conductor.instance.pitchedSecPerBeat * 0.5f, 18, 1f);
executives[executiveCount - 1].Stop();
assistantAnim.DoScaledAnimationAsync("Stop", 0.5f);
SoundByte.PlayOneShotGame("boardMeeting/stopAllPlayer");
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.timer + caller.startBeat + 1f, delegate
{
foreach (var executive in executives)
{
executive.Smile();
}
})
});
}
void Miss(PlayerActionEvent caller)
{
if (executives[executiveCount - 1].spinning)
{
executives[executiveCount - 1].Stop(false);
SoundByte.PlayOneShotGame("boardMeeting/missThrough");
SoundByte.PlayOneShot("miss");
if (chairLoopSound != null)
{
chairLoopSound.KillLoop(0);
chairLoopSound = null;
}
}
}
void MissAssistant(PlayerActionEvent caller)
{
if (executives[executiveCount - 1].spinning)
{
executives[executiveCount - 1].Stop(false);
SoundByte.PlayOneShotGame("boardMeeting/missThrough");
SoundByte.PlayOneShot("miss");
if (chairLoopSound != null)
{
chairLoopSound.KillLoop(0);
chairLoopSound = null;
}
}
assistantAnim.Play("MissIdle", 0, 0);
missCounter = 2;
}
void Empty(PlayerActionEvent caller) { }
}
}