HeavenStudioPlus/Assets/Scripts/Games/Manzai/Manzai.cs

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Manzai (WIP) (#664) * Creating the scene Graphics for the stage and the birds have been set up, no animation or editor events yet * Implementation of Rudimentary Functionality Added "pun" blocks with very minimal functionality, and "custom boing" blocks with no functionality. Added functionality to the "bop" block. Incredibly basic animations and sfx implementation. * Implemented functionality to "bop" + pitching sfx pretty much does what the title says. pitching for voicelines is automatic, and scales properly to tempo (based on 98 bpm) * Added "Hai" Bubbles basic functionality and animation for "hai" speech bubbles, bubbles are able appear in a random order * (NEEDS DEBUGGING) Boing block rudimentary implementation All it's trying to do is figure out if the vulture should mess up his pun and it only plays both functions every time no matter what * Animation Dump + misc Properly implemented 6 animations: raven's bop, talk, and ready vulture's bop, talk, and boing Along with implementing proper functionality for puns having random inputs * [DEBUGGING APPRECIATED] Misc Things Attempted to add the slide in/out animations to the birds, but they don't currently work (debugging appreciated) Added and implemented miss sfx, and readjusted the framing of the birds in the scene. * Prepping for Sound Implementation Made a system to brute-force phrase sounds, removed some randomization, added a way to pitch and unpitch Kosuke's voice lines, added a temp icon for Manzai. * Fixed slides made them fancy :3 (easing, combining the blocks, the works (still no slide animation for the birds tho)) * sourcegen * ignore pushing so i can unstash my goddang changes * HD textures and half of an SFX overhaul HD textures speak for themselves, comedians and bubbles are beeg now. SFX are currently halfway through a rework and very broken :( * Finished boings/added short pun animations self explanatory * Some Misc Animation Stuff added move animations, attempted to get "Hai" bubbles to be random but failed, allowed Manzai's inputs to work between game switches * Loads of Input Stuff Making bops not overwrite other animations, making the input system correct with all styles (hopefully), added barelies * More Playability Stuff Added "boing" hit animation, added audience reactions to correct inputs * Lights On/Off Added a toggle for stage lights and shadows for the birbs, plus some misc prefab cleanup * grrrrrrrr made the accent color for manzai purple, and fixed broken shit from trying to move spotlights to children of the birds, have NO idea if github is picking up everything correctly and the branch might be a tad broken now, oopsie * Finished up presentability added donaiyanen bubble, added slap whiff animations, made light toggle block have an actual checkbox instead of simply toggling the lights, did a bunch of logic to allow animations to be only allowed to play at a certain time, attempted and failed to make the hai bubbles be able to move around * Slap whiff animation is able to play sooner during a "boing" block now self explanatory * bleh pushing just to get this shit out of the changed files list * PR-ready-ified added a "WIP" to manzai's title, and commented out all the unfinished shit * ass buns --------- Co-authored-by: ThePurpleAnon <100617766+ThePurpleAnon@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-29 03:23:02 +00:00
using NaughtyBezierCurves;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlManzaiLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("manzai", "(WIP) Manzai", "72003D", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.Bop(e.beat, e.length, e["who"], e["bop"], e["auto"]);
},
resizable = true,
parameters = new List<Param>()
{
new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops"),
new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not"),
new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically"),
}
},
new GameAction("pun", "Pun")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
Manzai.PunSFX(e.beat, e["pun"], e["pitch"], e["boing"]); },
function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.DoPun(e.beat, e["boing"], e["pun"]); },
defaultLength = 4,
parameters = new List<Param>()
{
new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
/*new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "pun" }),
new Param.CollapseParam((x, _) => (bool)x, new string[] { "unused" })
}),*/
new Param("pun", Manzai.Puns.FutongaFuttonda, "Which Pun?", "Which pun will Kosuke say?"),
//new Param("unused", false, "Include Unused", "Will unused puns be picked?"),
new Param("pitch", true, "Pitch Voiceline", "Will the pun pitch with the tempo?"),
}
},
/* new GameAction("customBoing", "Custom Boing")
{
function = delegate { Manzai.instance.CustomBoing(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
}, */
new GameAction("slide", "Birds Slide")
{
function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.BirdsSlide(e.beat, e.length, e["goToSide"], e["ease"], e["animation"]);
},
defaultLength = 0.5f,
resizable = true,
parameters = new List<Param>()
{
new Param("goToSide", Manzai.WhichSide.Outside, "Go to Which Side?", "Which side of the stage the birds will move to?"),
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Which ease should the movement have?"),
new Param("animation", true, "Play Animation?", "Whether the birds will use the slide animation"),
},
},
new GameAction("lights", "Toggle Lights")
{
function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.ToggleLights(e["lightsEnabled"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on"),
},
}},
new List<string>() { "rvl", "normal" },
"rvlmanzai", "jp",
new List<string>() { "jp" }
);
}
}
}
namespace HeavenStudio.Games
{
//using Scripts_DogNinja;
public class Manzai : Minigame
{
/* struct SfxDef
{
public string sfx;
public float boingLength;
public SfxDef (string sfx, float boingLength = 2.0f)
{
this.sfx = sfx;
this.boingLength = boingLength;
}
}
static readonly List<SfxDef> sfxDefs = new()
{
new("futongaFuttonda", 0.75),
}; */
[SerializeField] Animator VultureAnim;
[SerializeField] Animator RavenAnim;
[SerializeField] Animator HaiBubbleL;
[SerializeField] Animator HaiBubbleR;
[SerializeField] Animator DonaiyanenBubble;
[SerializeField] Animator BothBirdsAnim;
[SerializeField] Animator StageAnim;
[SerializeField] Transform PivotL;
[SerializeField] Transform PivotR;
[SerializeField] Transform PivotD;
bool ravenBop = true;
bool vultureBop = true;
bool ravenCanBop = true;
bool vultureCanBop = true;
bool ravenCanBopTemp = true;
bool vultureCanBopTemp = true;
bool isMoving;
double movingStartBeat;
double movingLength;
string moveAnim;
EasingFunction.Ease lastEase;
bool isPreparingForBoing = false;
bool missedWithWrongButton = false;
bool hitHaiL = false;
bool hitHaiR = false;
bool hitDonaiyanen = false;
double lastWhiffBeat = double.MinValue;
bool canDodge = true;
public enum WhoBops
{
Kasuke,
Kosuke,
Both,
}
public enum BoingType
{
Normal,
Boing,
//Random,
}
public enum Puns
{
/*AichiniAichinna,
AmmeteAmena,
ChainaniNichaina,
DenwariDenwa,*/ //short animation
FutongaFuttonda,
/*HiromegaHirameida,
IkagariKatta,
IkugawaIkura, //short animation (boing unused)
KaeruBurikaeru,
KarewaKare,
KouchagaKouchou,
KusagaKusai, //short animation (boing unused)
MegaminiwaMegane,
MikangaMikannai,
NekogaNekoronda,
OkanewaOkkane,
OkurezeKitteOkure,
OmochinoKimochi,
OmoinoHokaOmoi,
PuringaTappurin,
RakudawaRakugana,
RoukadaKatarouka,
SaiyoMinasai,
SakanaKanaMasakana,
SarugaSaru, //short animation (boing unused)
ShaiinniNanariNashain_Unused, //fully unused
SuikawaYasuika,
TaigaTabetaina,
TaininiKittai,
TaiyoGamiTaiyou,
ToiletNiIttoire,
TonakaiyoOtonokoi,
TorinikugaTorininkui,
UmetteUmena,*/
Muted,
}
static readonly Dictionary<string, int> boingLengths = new() {
{ "IkaggariKatta", 3 },
{ "KusagaKusai", 3 },
{ "MegaminiwaMegane", 5 },
{ "OmoinoHokaOmoi", 6 },
{ "SakanaKanaMasakana", 5 },
{ "SarugaSaru", 3 },
{ "ShaiinniNanariNashain_Unused", 5 },
{ "TaiyoGamiTaiyou", 5 },
{ "TonakaiyoOtonokoi", 5 },
{ "TorinikugaTorininkui", 5 },
};
public enum WhichSide
{
Inside,
Outside,
}
const int IAAltDownCat = IAMAXCAT;
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_Alt);
}
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);
}
public static PlayerInput.InputAction InputAction_Alt =
new("RvlComediansAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress);
public static PlayerInput.InputAction InputAction_TouchRelease =
new("RvlDateTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_Empty, IA_TouchBasicRelease, IA_Empty);
public static Manzai instance;
public void Awake()
{
instance = this;
SetupBopRegion("manzai", "bop", "auto");
}
public override void OnLateBeatPulse(double beat)
{
if (BeatIsInBopRegion(beat))
{
if (ravenBop) BopAnimationRaven();
if (vultureBop) BopAnimationVulture();
}
}
public void Bop(double beat, float length, int whoBops, bool bop, bool autoBop)
{
ravenBop = (whoBops is (int)WhoBops.Kasuke or (int)WhoBops.Both) && autoBop;
vultureBop = (whoBops is (int)WhoBops.Kosuke or (int)WhoBops.Both) && autoBop;
if (bop)
{
var actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
if (whoBops is (int)WhoBops.Kasuke or (int)WhoBops.Both) actions.Add(new(beat + i, delegate { BopAnimationRaven(); }));
if (whoBops is (int)WhoBops.Kosuke or (int)WhoBops.Both) actions.Add(new(beat + i, delegate { BopAnimationVulture(); }));
}
BeatAction.New(this, actions);
}
}
public void BopAnimationRaven()
{
if (ravenCanBop && ravenCanBopTemp)
RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
public void BopAnimationVulture()
{
if (vultureCanBop && vultureCanBopTemp)
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
public void DoPun(double beat, int isBoing, int whichPun)
{
int punOrBoing = isBoing;
//if(isBoing == (int)Manzai.BoingType.Random)
//{
// punOrBoing = UnityEngine.Random.Range(0, 5) % 2;
//}
if (punOrBoing == (int)Manzai.BoingType.Normal)
{
DoPunHai(beat, whichPun);
}
if (punOrBoing == (int)Manzai.BoingType.Boing)
{
DoPunBoing(beat, whichPun);
}
//Debug.Log(punOrBoing);
}
public static void PunSFX(double beat, int whichPun, bool isPitched, int isBoing)
{
var punName= Enum.GetName(typeof(Puns), whichPun);
float pitch = isPitched ? Conductor.instance.songBpm/98 : 1;
var sounds = new List<MultiSound.Sound>();
int boing = isBoing;
int length = boingLengths.GetValueOrDefault(punName);
int syllables = boing == 0 ? 9 : (length != 0 ? length : 4);
Debug.Log(length);
for (int i = 0; i < syllables; i++) {
sounds.Add(new MultiSound.Sound($"manzai/{punName}{i + 1}", beat + (i * 0.25), pitch, offset: i == 0 ? 0.05 : 0));
}
if (isBoing == 1)
{
sounds.Add(new MultiSound.Sound("manzai/boing", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch));
}
MultiSound.Play(sounds.ToArray(), forcePlay: true);
}
public void DoPunHai(double beat, int whichPun)
{
vultureCanBop = false;
canDodge = false;
int bubbleAnimation = UnityEngine.Random.Range(0, 2);
var punName= Enum.GetName(typeof(Puns), whichPun);
ScheduleInput(beat, 2.5f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustL : HaiJustR, HaiMiss, Nothing);
ScheduleInput(beat, 3.0f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustR : HaiJustL, HaiMiss, Nothing);
if ((punName == "DenwariDenwa") || (punName == "IkugawaIkura") || (punName == "KusagaKusai") || (punName == "SarugaSaru"))
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat); }),
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat); }),
});
}
}
public void HaiJustFull(float state, int side)
{
SoundByte.PlayOneShotGame("manzai/hai", pitch: Conductor.instance.songBpm/98);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("manzai/miss1");
SoundByte.PlayOneShotGame("manzai/missClick");
}
else
{
SoundByte.PlayOneShotGame("manzai/HaiAccent");
if (side == 0)
{
hitHaiL = true;
}
if (side == 1)
{
hitHaiR = true;
}
}
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
public void HaiJustL(PlayerActionEvent caller, float state)
{
// var euler = PivotL.eulerAngles;
// euler.z = UnityEngine.Random.Range(0, 100);
int side = 0;
HaiBubbleL.DoScaledAnimationAsync("HaiL", 0.5f);
HaiJustFull(state, side);
}
public void HaiJustR(PlayerActionEvent caller, float state)
{
int side = 1;
HaiBubbleR.DoScaledAnimationAsync("HaiR", 0.5f);
HaiJustFull(state, side);
}
public void HaiMiss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("manzai/disappointed");
//SoundByte.PlayOneShotGame("manzai/hai");
//RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
//VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
public void SlapReady()
{
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
}
}
public void DoPunBoing(double beat, int whichPun)
{
vultureCanBop = false;
canDodge = false;
int bubbleAnimation = UnityEngine.Random.Range(0, 2);
var punName= Enum.GetName(typeof(Puns), whichPun);
int length = boingLengths.GetValueOrDefault(punName);
int syllables = length != 0 ? length : 4;
ScheduleInput(beat, 2.5f, InputAction_Alt, BoingJust, BoingMiss, Nothing);
if ((punName == "DenwariDenwa") || (punName == "IkugawaIkura") || (punName == "KusagaKusai") || (punName == "SarugaSaru"))
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.25f, delegate { isPreparingForBoing = true; }),
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; }),
new BeatAction.Action(beat + 3.00f, delegate { audienceRespond(beat); }),
new BeatAction.Action(beat + 3.20f, delegate { isPreparingForBoing = false; }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.25f, delegate { isPreparingForBoing = true; }),
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; }),
new BeatAction.Action(beat + 3.00f, delegate { audienceRespond(beat); }),
new BeatAction.Action(beat + 3.20f, delegate { isPreparingForBoing = false; }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
});
}
}
public void audienceRespond(double beat)
{
if (hitHaiL && hitHaiR)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.50f, delegate { SoundByte.PlayOneShotGame("manzai/haiClap"); }),
});
}
if (hitDonaiyanen)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.00f, delegate { SoundByte.PlayOneShotGame("manzai/donaiyanenLaugh"); }),
});
}
hitHaiL = false;
hitHaiR = false;
hitDonaiyanen = false;
}
public void BoingJust(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("manzai/donaiyanen", pitch: Conductor.instance.songBpm/98);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("manzai/miss1");
SoundByte.PlayOneShotGame("manzai/missClick");
}
else
{
SoundByte.PlayOneShotGame("manzai/donaiyanenAccent");
hitDonaiyanen = true;
}
RavenAnim.DoScaledAnimationAsync("Attack", 0.5f);
VultureAnim.DoScaledAnimationAsync("Damage", 0.5f);
int bubbleAnimation = UnityEngine.Random.Range(0, 2);
DonaiyanenBubble.DoScaledAnimationAsync(bubbleAnimation == 1 ? "DonaiyanenL" : "DonaiyanenR", 0.5f);
}
public void BoingMiss(PlayerActionEvent caller)
{
if (!missedWithWrongButton)
{
SoundByte.PlayOneShotGame("manzai/disappointed");
}
missedWithWrongButton = false;
}
public void CustomBoing(double beat)
{
SoundByte.PlayOneShotGame("manzai/Boing", pitch: Conductor.instance.songBpm/98);
VultureAnim.DoScaledAnimationAsync("Boing", 0.5f);
}
public void Nothing(PlayerActionEvent caller)
{
}
public void BirdsSlide(double beat, double length, int goToSide, int ease, bool animation)
{
vultureCanBop = false;
ravenCanBop = false;
if (animation)
{
RavenAnim.DoScaledAnimationAsync("Move", 0.5f);
VultureAnim.DoScaledAnimationAsync("Move", 0.5f);
}
movingStartBeat = beat;
movingLength = length;
moveAnim = (goToSide == 0 ? "SlideIn" : "SlideOut");
if (goToSide == 0)
{
canDodge = true;
}
else
{
canDodge = false;
}
isMoving = true;
lastEase = (EasingFunction.Ease)ease;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.75f, delegate { vultureCanBop = true; ravenCanBop = true; }),
});
}
public void ToggleLights(bool lightsEnabled)
{
StageAnim.DoScaledAnimationAsync(lightsEnabled ? "LightsOff" : "LightsOn", 0.5f);
}
private void Update()
{
if (isMoving) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPos = func(0f, 1f, normalizedBeat);
BothBirdsAnim.DoNormalizedAnimation(moveAnim, newPos);
if (normalizedBeat >= 1f) isMoving = false;
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_Alt))
{
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
if (isPreparingForBoing)
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
ravenCanBop = false;
}
else
{
SoundByte.PlayOneShotGame("manzai/hai");
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
}
}
else
{
SoundByte.PlayOneShotGame("manzai/hai");
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
}
}
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.GetIsAction(InputAction_BasicRelease) && isPreparingForBoing)
{
RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
ravenCanBop = true;
}
if (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt))
{
SoundByte.PlayOneShotGame("manzai/miss2");
RavenAnim.DoScaledAnimationAsync("Spin", 0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
if (canDodge)
{
VultureAnim.DoScaledAnimationAsync("Dodge", 0.5f);
vultureCanBopTemp = false;
}
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && IsExpectingInputNow(InputAction_Alt) && PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
SoundByte.PlayOneShotGame("manzai/missWrongButton");
SoundByte.PlayOneShotGame("manzai/hai");
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
missedWithWrongButton = true;
}
if ((lastWhiffBeat + 1) < conductor.songPositionInBeatsAsDouble)
{
ravenCanBopTemp = true;
vultureCanBopTemp = true;
}
if (canDodge == false)
{
vultureCanBopTemp = true;
}
}
public void LateUpdate()
{
var rot = PivotL.eulerAngles;
rot.z = 50;
}
public override void OnGameSwitch(double beat)
{
foreach(var entity in GameManager.instance.Beatmap.Entities)
{
if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
{
break;
}
if(entity.datamodel != "manzai/pun" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
{
continue;
}
bool isOnGameSwitchBeat = entity.beat == beat;
DoPun(entity.beat, entity["boing"], entity["pun"]);
break;
}
}
}
}