HeavenStudioPlus/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs

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using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class PcoSomenLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("rhythmSomen", "Rhythm Sōmen", "7ab96e", 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>
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new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("toggle2", true, "Bop", "Toggle if Boss should bop for the duration of this event."),
new Param("toggle", false, "Bop (Auto)", "Toggle if the man should automatically bop until another Bop event is reached.")
}
},
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new GameAction("crane (far)", "Far Crane")
{
function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
defaultLength = 4.0f,
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},
new GameAction("crane (close)", "Close Crane")
{
function = delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); },
defaultLength = 3.0f,
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},
new GameAction("crane (both)", "Both Cranes")
{
function = delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); },
defaultLength = 4.0f,
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},
new GameAction("offbeat bell", "Offbeat Warning")
{
function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); },
},
new GameAction("slurp", "Slurp")
{
function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
}
},
new List<string>() { "pco", "normal" },
"pcosomen", "en",
new List<string>() { }
);
}
}
}
namespace HeavenStudio.Games
{
// using Scripts_RhythmSomen;
public class RhythmSomen : Minigame
{
[SerializeField] ParticleSystem splashEffect;
public Animator SomenPlayer;
public Animator FrontArm;
[SerializeField] Animator backArm;
public Animator EffectHit;
public Animator EffectSweat;
public Animator EffectExclam;
public Animator EffectShock;
public Animator CloseCrane;
public Animator FarCrane;
public GameObject Player;
private bool missed;
private bool hasSlurped;
public static RhythmSomen instance;
// Start is called before the first frame update
void Awake()
{
instance = this;
SetupBopRegion("rhythmSomen", "bop", "toggle");
}
public override void OnBeatPulse(double beat)
{
if (BeatIsInBopRegion(beat)) SomenPlayer.DoScaledAnimationAsync("HeadBob", 0.5f);
}
void Update()
{
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
SoundByte.PlayOneShotGame("rhythmSomen/somen_mistake");
FrontArm.DoScaledAnimationAsync("ArmPluck", 0.5f);
backArm.DoScaledAnimationAsync("BackArmNothing", 0.5f);
hasSlurped = false;
EffectSweat.DoScaledAnimationAsync("BlobSweating", 0.5f);
ScoreMiss();
}
}
public void Slurp(double beat)
{
if (!missed)
{
backArm.DoScaledAnimationAsync("BackArmLift", 0.5f);
FrontArm.DoScaledAnimationAsync("ArmSlurp", 0.5f);
hasSlurped = true;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1f, delegate
{
if (hasSlurped)
{
backArm.DoScaledAnimationAsync("BackArmNothing", 0.5f);
FrontArm.DoScaledAnimationAsync("ArmNothing", 0.5f);
}
})
});
}
}
public void ToggleBop(double beat, float length, bool bopOrNah, bool autoBop)
{
if (bopOrNah)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
SomenPlayer.DoScaledAnimationAsync("HeadBob", 0.5f);
})
});
}
}
}
public void DoFarCrane(double beat)
{
//Far Drop Multisound
ScheduleInput(beat, 3f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { FarCrane.DoScaledAnimationAsync("Drop", 0.5f);}),
new BeatAction.Action(beat + 1.0f, delegate { FarCrane.DoScaledAnimationAsync("Open", 0.5f);}),
new BeatAction.Action(beat + 1.5f, delegate { FarCrane.DoScaledAnimationAsync("Lift", 0.5f);}),
});
}
public void DoCloseCrane(double beat)
{
//Close Drop Multisound
ScheduleInput(beat, 2f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerclose", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { CloseCrane.DoScaledAnimationAsync("DropClose", 0.5f);}),
new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.DoScaledAnimationAsync("OpenClose", 0.5f);}),
new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.DoScaledAnimationAsync("LiftClose", 0.5f);}),
});
}
public void DoBothCrane(double beat)
{
//Both Drop Multisound
ScheduleInput(beat, 2f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
ScheduleInput(beat, 3f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat),
new MultiSound.Sound("rhythmSomen/somen_doublealarm", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { CloseCrane.DoScaledAnimationAsync("DropClose", 0.5f);}),
new BeatAction.Action(beat, delegate { FarCrane.DoScaledAnimationAsync("Drop", 0.5f);}),
new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.DoScaledAnimationAsync("OpenClose", 0.5f);}),
new BeatAction.Action(beat + 1.0f, delegate { FarCrane.DoScaledAnimationAsync("Open", 0.5f);}),
new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.DoScaledAnimationAsync("LiftClose", 0.5f);}),
new BeatAction.Action(beat + 1.5f, delegate { FarCrane.DoScaledAnimationAsync("Lift", 0.5f);}),
});
}
public void DoBell(double beat)
{
//Bell Sound lol
SoundByte.PlayOneShotGame("rhythmSomen/somen_bell");
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { EffectExclam.DoScaledAnimationAsync("ExclamAppear", 0.5f);}),
});
}
public void CatchSuccess(PlayerActionEvent caller, float state)
{
backArm.DoScaledAnimationAsync("BackArmNothing", 0, 0);
hasSlurped = false;
splashEffect.Play();
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("rhythmSomen/somen_splash");
FrontArm.DoScaledAnimationAsync("ArmPluckNG", 0.5f);
EffectSweat.DoScaledAnimationAsync("BlobSweating", 0.5f);
missed = true;
return;
}
SoundByte.PlayOneShotGame("rhythmSomen/somen_catch");
SoundByte.PlayOneShotGame("rhythmSomen/somen_catch_old", volume: 0.25f);
FrontArm.DoScaledAnimationAsync("ArmPluckOK", 0.5f);
EffectHit.DoScaledAnimationAsync("HitAppear", 0.5f);
missed = false;
}
public void CatchMiss(PlayerActionEvent caller)
{
missed = true;
EffectShock.DoScaledAnimationAsync("ShockAppear", 0.5f);
}
public void CatchEmpty(PlayerActionEvent caller)
{
}
}
}