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using HeavenStudio.Util ;
using System ;
using System.Linq ;
using System.Collections.Generic ;
using UnityEngine ;
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using Jukebox ;
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namespace HeavenStudio.Games.Loaders
{
using static Minigames ;
public static class RvlTapTroupeLoader
{
public static Minigame AddGame ( EventCaller eventCaller )
{
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return new Minigame ( "tapTroupe" , "Tap Troupe" , "999999" , false , false , new List < GameAction > ( )
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{
new GameAction ( "stepping" , "Stepping" )
{
preFunction = delegate { var e = eventCaller . currentEntity ; TapTroupe . PreStepping ( e . beat , e . length , e [ "startTap" ] ) ; } ,
defaultLength = 4f ,
resizable = true ,
parameters = new List < Param > ( )
{
new Param ( "startTap" , false , "Start Tap Voice Line" , "Whether or not it should say -Tap!- on the first step." )
}
} ,
new GameAction ( "tapping" , "Tapping" )
{
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preFunction = delegate { var e = eventCaller . currentEntity ; TapTroupe . PreTapping ( e . beat , e . length , e [ "okay" ] , e [ "okayType" ] , e [ "animType" ] , e [ "popperBeats" ] , e [ "randomVoiceLine" ] , e [ "noReady" ] ) ; } ,
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defaultLength = 3f ,
resizable = true ,
parameters = new List < Param > ( )
{
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new Param ( "okay" , true , "Okay Voice Line" , "Whether or not the tappers should say -Okay!- after successfully tapping." , new List < Param . CollapseParam > ( )
{
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new Param . CollapseParam ( ( x , _ ) = > ( bool ) x , new string [ ] { "okayType" } )
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} ) ,
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new Param ( "okayType" , TapTroupe . OkayType . OkayA , "Okay Type" , "Which version of the okay voice line should the tappers say?" ) ,
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new Param ( "animType" , TapTroupe . OkayAnimType . Normal , "Okay Animation" , "Which animations should be played when the tapper say OK?" , new List < Param . CollapseParam > ( )
{
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new Param . CollapseParam ( ( x , _ ) = > ( int ) x = = ( int ) TapTroupe . OkayAnimType . Popper , new string [ ] { "popperBeats" } )
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} ) ,
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new Param ( "popperBeats" , new EntityTypes . Float ( 0f , 80f , 2f ) , "Popper Beats" , "How many beats until the popper will pop?" ) ,
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new Param ( "randomVoiceLine" , true , "Extra Random Voice Line" , "Whether there should be randomly said woos or laughs after the tappers say OK!" ) ,
new Param ( "noReady" , false , "Mute Ready" )
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}
} ,
new GameAction ( "bop" , "Bop" )
{
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function = delegate { var e = eventCaller . currentEntity ; TapTroupe . instance . Bop ( e . beat , e . length , e [ "bop" ] , e [ "bopAuto" ] ) ; } ,
resizable = true ,
parameters = new List < Param > ( )
{
new Param ( "bop" , true , "Bop" , "Should the tappers bop?" ) ,
new Param ( "bopAuto" , false , "Bop (Auto)" , "Should the tappers auto bop?" )
}
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} ,
new GameAction ( "spotlights" , "Toggle Spotlights" )
{
function = delegate { var e = eventCaller . currentEntity ; TapTroupe . instance . Spotlights ( e [ "toggle" ] , e [ "player" ] , e [ "middleLeft" ] , e [ "middleRight" ] , e [ "leftMost" ] ) ; } ,
defaultLength = 0.5f ,
parameters = new List < Param > ( )
{
new Param ( "toggle" , true , "Darkness On" , "Whether or not it should be dark." ) ,
new Param ( "player" , true , "Player Spotlight" , "Whether or not the player spotlight should be turned on or off." ) ,
new Param ( "middleRight" , false , "Middleright Tapper Spotlight" , "Whether or not the middleright tapper spotlight should be turned on or off." ) ,
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new Param ( "middleLeft" , false , "Middleleft Tapper Spotlight" , "Whether or not the middleleft tapper spotlight should be turned on or off." ) ,
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new Param ( "leftMost" , false , "Leftmost Tapper Spotlight" , "Whether or not the leftmost tapper spotlight should be turned on or off." ) ,
}
} ,
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new GameAction ( "zoomOut" , "Special Zoom Out" )
{
function = delegate { TapTroupe . instance . ToggleZoomOut ( ) ; } ,
defaultLength = 4f ,
resizable = true ,
parameters = new List < Param > ( )
{
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new Param ( "ease" , Util . EasingFunction . Ease . EaseOutQuad , "Camera Ease" , "What ease should the camera use?" ) ,
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} ,
} ,
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new GameAction ( "tutorialMissFace" , "Toggle Tutorial Miss Face" )
{
function = delegate { var e = eventCaller . currentEntity ; TapTroupe . instance . ToggleMissFace ( e [ "toggle" ] ) ; } ,
defaultLength = 0.5f ,
parameters = new List < Param > ( )
{
new Param ( "toggle" , true , "Use it?" , "Use the faces they do when you miss in the tutorial of Tap Troupe?" )
}
}
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} ,
new List < string > ( ) { "rvl" , "keep" } ,
"rvllegs" , "en" ,
new List < string > ( ) { "en" }
) ;
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}
}
}
namespace HeavenStudio.Games
{
using Scripts_TapTroupe ;
public class TapTroupe : Minigame
{
[Header("Components")]
[SerializeField] TapTroupeTapper playerTapper ;
[SerializeField] TapTroupeCorner playerCorner ;
[SerializeField] List < TapTroupeTapper > npcTappers = new List < TapTroupeTapper > ( ) ;
[SerializeField] List < TapTroupeCorner > npcCorners = new List < TapTroupeCorner > ( ) ;
[SerializeField] GameObject spotlightPlayer ;
[SerializeField] GameObject spotlightMiddleLeft ;
[SerializeField] GameObject spotlightMiddleRight ;
[SerializeField] GameObject spotlightLeftMost ;
[SerializeField] GameObject darkness ;
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private Animator zoomOutAnim ;
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[Header("Properties")]
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private double currentZoomCamBeat ;
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private float currentZoomCamLength ;
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private Util . EasingFunction . Ease lastEase ;
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private int currentZoomIndex ;
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private List < RiqEntity > allCameraEvents = new List < RiqEntity > ( ) ;
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private bool keepZoomOut ;
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private static List < QueuedSteps > queuedSteps = new List < QueuedSteps > ( ) ;
private static List < QueuedTaps > queuedTaps = new List < QueuedTaps > ( ) ;
public static bool prepareTap ;
private bool tapping ;
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private bool stepping ;
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private bool shouldSwitchStep ;
private bool shouldDoSecondBam ;
private bool missedTaps ;
private bool canSpit = true ;
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private bool goBop ;
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private bool useTutorialMissFace ;
private TapTroupeTapper . TapAnim currentTapAnim ;
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public GameEvent bop = new GameEvent ( ) ;
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public struct QueuedSteps
{
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public double beat ;
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public float length ;
public bool startTap ;
}
public struct QueuedTaps
{
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public double beat ;
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public float length ;
public bool okay ;
public int okayType ;
public int animType ;
public float popperBeats ;
public bool randomVoiceLine ;
}
public enum OkayType
{
OkayA = 0 ,
OkayB = 1 ,
OkayC = 2 ,
Random = 3
}
public enum OkayAnimType
{
Normal = 0 ,
Popper = 1 ,
OkSign = 2 ,
Random = 3
}
private int stepSound = 1 ;
public static TapTroupe instance ;
void OnDestroy ( )
{
if ( queuedSteps . Count > 0 ) queuedSteps . Clear ( ) ;
if ( queuedTaps . Count > 0 ) queuedTaps . Clear ( ) ;
prepareTap = false ;
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foreach ( var evt in scheduledInputs )
{
evt . Disable ( ) ;
}
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}
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public override void OnTimeChange ( )
{
UpdateCameraZoom ( ) ;
}
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void Awake ( )
{
instance = this ;
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zoomOutAnim = GetComponent < Animator > ( ) ;
var camEvents = EventCaller . GetAllInGameManagerList ( "tapTroupe" , new string [ ] { "zoomOut" } ) ;
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List < RiqEntity > tempEvents = new List < RiqEntity > ( ) ;
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for ( int i = 0 ; i < camEvents . Count ; i + + )
{
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if ( camEvents [ i ] . beat + camEvents [ i ] . beat > = Conductor . instance . songPositionInBeatsAsDouble )
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{
tempEvents . Add ( camEvents [ i ] ) ;
}
}
allCameraEvents = tempEvents ;
UpdateCameraZoom ( ) ;
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}
void Update ( )
{
var cond = Conductor . instance ;
if ( cond . isPlaying & & ! cond . isPaused )
{
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if ( cond . ReportBeat ( ref bop . lastReportedBeat , bop . startBeat % 1 ) & & goBop )
{
BopSingle ( ) ;
}
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if ( queuedSteps . Count > 0 )
{
foreach ( var step in queuedSteps )
{
Stepping ( step . beat , step . length , step . startTap ) ;
}
queuedSteps . Clear ( ) ;
}
if ( queuedTaps . Count > 0 )
{
foreach ( var tap in queuedTaps )
{
Tapping ( tap . beat , tap . length , tap . okay , tap . okayType , tap . animType , tap . popperBeats , tap . randomVoiceLine ) ;
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( tap . beat - 1.1f , delegate { prepareTap = true ; } ) ,
new BeatAction . Action ( tap . beat , delegate { prepareTap = false ; } )
} ) ;
}
queuedTaps . Clear ( ) ;
}
if ( PlayerInput . Pressed ( ) & & ! IsExpectingInputNow ( InputType . STANDARD_DOWN ) )
{
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if ( canSpit & & ! useTutorialMissFace ) SoundByte . PlayOneShotGame ( "tapTroupe/spit" , - 1 , 1 , 0.5f ) ;
SoundByte . PlayOneShotGame ( "tapTroupe/miss" ) ;
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TapTroupe . instance . ScoreMiss ( 0.5f ) ;
foreach ( var corner in npcCorners )
{
if ( useTutorialMissFace )
{
corner . SetMissFace ( TapTroupeCorner . MissFace . LOL ) ;
}
else
{
corner . SetMissFace ( TapTroupeCorner . MissFace . Spit ) ;
}
}
if ( tapping )
{
missedTaps = true ;
playerTapper . Tap ( currentTapAnim , false , shouldSwitchStep ) ;
playerCorner . Bop ( ) ;
}
else
{
playerTapper . Step ( false ) ;
playerCorner . Bop ( ) ;
}
canSpit = false ;
}
}
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if ( allCameraEvents . Count > 0 )
{
if ( currentZoomIndex < allCameraEvents . Count & & currentZoomIndex > = 0 )
{
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if ( Conductor . instance . songPositionInBeatsAsDouble > = allCameraEvents [ currentZoomIndex ] . beat )
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{
UpdateCameraZoom ( ) ;
currentZoomIndex + + ;
}
}
float normalizedBeat = Conductor . instance . GetPositionFromBeat ( currentZoomCamBeat , currentZoomCamLength ) ;
float normalizedAnimBeat = normalizedBeat * 4 ;
if ( normalizedBeat > = 0 )
{
if ( ! keepZoomOut )
{
GameCamera . additionalPosition = new Vector3 ( 0 , 0 , 0 ) ;
zoomOutAnim . Play ( "NoZoomOut" , 0 , 0 ) ;
}
else
{
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Util . EasingFunction . Function func = Util . EasingFunction . GetEasingFunction ( lastEase ) ;
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if ( normalizedBeat > 1 )
GameCamera . additionalPosition = new Vector3 ( 0 , 30 , - 100 ) ;
else
{
float newPosY = func ( 0 , 30 , normalizedBeat ) ;
float newPosZ = func ( 0 , - 100 , normalizedBeat ) ;
GameCamera . additionalPosition = new Vector3 ( 0 , newPosY , newPosZ ) ;
}
if ( normalizedAnimBeat > 1 )
{
zoomOutAnim . DoNormalizedAnimation ( "ZoomOut" , 1f ) ;
playerTapper . FadeOut ( 1f ) ;
foreach ( var tapper in npcTappers )
{
tapper . FadeOut ( 1f ) ;
}
}
else
{
zoomOutAnim . DoNormalizedAnimation ( "ZoomOut" , normalizedAnimBeat ) ;
playerTapper . FadeOut ( normalizedAnimBeat ) ;
foreach ( var tapper in npcTappers )
{
tapper . FadeOut ( normalizedAnimBeat ) ;
}
}
}
}
}
}
void UpdateCameraZoom ( )
{
if ( currentZoomIndex < allCameraEvents . Count & & currentZoomIndex > = 0 )
{
currentZoomCamLength = allCameraEvents [ currentZoomIndex ] . length ;
currentZoomCamBeat = allCameraEvents [ currentZoomIndex ] . beat ;
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lastEase = ( Util . EasingFunction . Ease ) allCameraEvents [ currentZoomIndex ] [ "ease" ] ;
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}
}
public void ToggleZoomOut ( )
{
keepZoomOut = true ;
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}
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public static void PreStepping ( double beat , float length , bool startTap )
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{
if ( GameManager . instance . currentGame = = "tapTroupe" )
{
TapTroupe . instance . Stepping ( beat , length , startTap ) ;
}
else
{
queuedSteps . Add ( new QueuedSteps { beat = beat , length = length , startTap = startTap } ) ;
}
}
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public void Stepping ( double beat , float length , bool startTap )
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{
for ( int i = 0 ; i < length ; i + + )
{
TapTroupe . instance . ScheduleInput ( beat - 1 , 1 + i , InputType . STANDARD_DOWN , TapTroupe . instance . JustStep , TapTroupe . instance . MissStep , TapTroupe . instance . Nothing ) ;
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat + i , delegate
{
TapTroupe . instance . NPCStep ( ) ;
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SoundByte . PlayOneShotGame ( "tapTroupe/other1" , - 1 , 1 , 0.75f ) ;
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} )
} ) ;
}
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat - 1 , delegate
{
if ( tapping ) return ;
TapTroupe . instance . NPCStep ( false , false ) ;
TapTroupe . instance . playerTapper . Step ( false , false ) ;
TapTroupe . instance . playerCorner . Bop ( ) ;
} ) ,
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new BeatAction . Action ( beat , delegate { if ( startTap ) SoundByte . PlayOneShotGame ( "tapTroupe/startTap" ) ; stepping = true ; } ) ,
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new BeatAction . Action ( beat + length + 1 , delegate { stepping = false ; } ) ,
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} ) ;
}
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public static void PreTapping ( double beat , float length , bool okay , int okayType , int animType , float popperBeats , bool randomVoiceLine , bool noReady )
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{
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if ( ! noReady )
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{
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MultiSound . Play ( new MultiSound . Sound [ ]
{
new MultiSound . Sound ( "tapTroupe/tapReady1" , beat - 2f ) ,
new MultiSound . Sound ( "tapTroupe/tapReady2" , beat - 1f ) ,
} , forcePlay : true ) ;
}
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if ( GameManager . instance . currentGame = = "tapTroupe" )
{
TapTroupe . instance . Tapping ( beat , length , okay , okayType , animType , popperBeats , randomVoiceLine ) ;
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat - 1.1f , delegate { prepareTap = true ; } ) ,
new BeatAction . Action ( beat , delegate { prepareTap = false ; } )
} ) ;
}
else
{
queuedTaps . Add ( new QueuedTaps { beat = beat , length = length , okay = okay , okayType = okayType , animType = animType , popperBeats = popperBeats , randomVoiceLine = randomVoiceLine } ) ;
}
}
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public void Tapping ( double beat , float length , bool okay , int okayType , int animType , float popperBeats , bool randomVoiceLine )
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{
float actualLength = length - 0.5f ;
actualLength - = actualLength % 0.75f ;
bool secondBam = false ;
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double finalBeatToSpawn = 0f ;
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if ( actualLength < 2.25f ) actualLength = 2.25f ;
List < MultiSound . Sound > soundsToPlay = new List < MultiSound . Sound >
{
new MultiSound . Sound ( "tapTroupe/tapAnd" , beat )
} ;
for ( float i = 0 ; i < actualLength ; i + = 0.75f )
{
string soundToPlay = "bamvoice1" ;
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string otherSoundToPlay = "other3" ;
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double beatToSpawn = beat + i + 0.5f ;
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if ( i + 0.75f > = actualLength )
{
soundToPlay = "startTap" ;
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otherSoundToPlay = "other2" ;
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beatToSpawn = Math . Ceiling ( beat + i ) ;
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finalBeatToSpawn = beatToSpawn ;
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beatToSpawn - 0.3f , delegate { currentTapAnim = TapTroupeTapper . TapAnim . LastTap ; shouldSwitchStep = false ; } ) ,
new BeatAction . Action ( beatToSpawn , delegate { NPCTap ( TapTroupeTapper . TapAnim . LastTap , true , false ) ; } ) ,
new BeatAction . Action ( beatToSpawn + 0.1f , delegate { tapping = false ; } )
} ) ;
}
else if ( i + 1.5f > = actualLength )
{
soundToPlay = "tapvoice2" ;
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beatToSpawn - 0.3f , delegate { currentTapAnim = TapTroupeTapper . TapAnim . Tap ; shouldSwitchStep = false ; } ) ,
new BeatAction . Action ( beatToSpawn , delegate { NPCTap ( TapTroupeTapper . TapAnim . Tap , true , false ) ; } )
} ) ;
}
else if ( i + 2.25f > = actualLength )
{
soundToPlay = "tapvoice1" ;
if ( actualLength = = 2.25f )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beatToSpawn - 0.3f , delegate { currentTapAnim = TapTroupeTapper . TapAnim . Tap ; shouldSwitchStep = true ; } ) ,
new BeatAction . Action ( beatToSpawn , delegate { NPCTap ( TapTroupeTapper . TapAnim . Tap ) ; } )
} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beatToSpawn - 0.3f , delegate { currentTapAnim = TapTroupeTapper . TapAnim . Tap ; shouldSwitchStep = false ; } ) ,
new BeatAction . Action ( beatToSpawn , delegate { NPCTap ( TapTroupeTapper . TapAnim . Tap , true , false ) ; } )
} ) ;
}
}
else
{
if ( secondBam ) soundToPlay = "bamvoice2" ;
if ( i + 3f > = actualLength )
{
if ( actualLength = = 3f )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beatToSpawn - 0.3f , delegate { currentTapAnim = TapTroupeTapper . TapAnim . Tap ; shouldSwitchStep = true ; } ) ,
new BeatAction . Action ( beatToSpawn , delegate { NPCTap ( TapTroupeTapper . TapAnim . Tap ) ; } )
} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beatToSpawn - 0.3f , delegate { currentTapAnim = TapTroupeTapper . TapAnim . BamTapReady ; shouldSwitchStep = true ; } ) ,
new BeatAction . Action ( beatToSpawn , delegate { NPCTap ( TapTroupeTapper . TapAnim . BamTapReady ) ; } )
} ) ;
}
}
else if ( i = = 0 )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beatToSpawn - 0.3f , delegate { currentTapAnim = TapTroupeTapper . TapAnim . BamReady ; shouldSwitchStep = false ; } ) ,
new BeatAction . Action ( beatToSpawn , delegate { NPCTap ( TapTroupeTapper . TapAnim . BamReady , true , false ) ; } )
} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beatToSpawn - 0.3f , delegate { currentTapAnim = TapTroupeTapper . TapAnim . Bam ; shouldSwitchStep = true ; } ) ,
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new BeatAction . Action ( beatToSpawn , delegate { NPCTap ( TapTroupeTapper . TapAnim . Bam ) ; } ) ,
new BeatAction . Action ( beatToSpawn + 0.1f , delegate { if ( playerTapper . transform . localScale . x ! = npcTappers [ 0 ] . transform . localScale . x ) playerTapper . dontSwitchNextStep = true ; } )
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} ) ;
}
}
soundsToPlay . Add ( new MultiSound . Sound ( $"tapTroupe/{soundToPlay}" , beatToSpawn ) ) ;
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soundsToPlay . Add ( new MultiSound . Sound ( $"tapTroupe/{otherSoundToPlay}" , beatToSpawn ) ) ;
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shouldDoSecondBam = secondBam ;
secondBam = ! secondBam ;
ScheduleInput ( beatToSpawn - 1 , 1f , InputType . STANDARD_DOWN , JustTap , MissTap , Nothing ) ;
}
int actualOkayType = okayType ;
if ( actualOkayType = = ( int ) OkayType . Random ) actualOkayType = UnityEngine . Random . Range ( 0 , 3 ) ;
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int randomO = UnityEngine . Random . Range ( 0 , 3 ) ;
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string okayVoiceLine = "A" ;
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string okayOneVoiceLine = "A" ;
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switch ( actualOkayType )
{
case ( int ) OkayType . OkayA :
okayVoiceLine = "A" ;
break ;
case ( int ) OkayType . OkayB :
okayVoiceLine = "B" ;
break ;
case ( int ) OkayType . OkayC :
okayVoiceLine = "C" ;
break ;
default :
okayVoiceLine = "A" ;
break ;
}
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switch ( randomO )
{
case ( int ) OkayType . OkayA :
okayOneVoiceLine = "A" ;
break ;
case ( int ) OkayType . OkayB :
okayOneVoiceLine = "B" ;
break ;
case ( int ) OkayType . OkayC :
okayOneVoiceLine = "C" ;
break ;
default :
okayOneVoiceLine = "A" ;
break ;
}
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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new BeatAction . Action ( beat - 1f , delegate
{
if ( ! stepping )
{
NPCStep ( false ) ;
playerTapper . Step ( false ) ;
playerCorner . Bop ( ) ;
}
} ) ,
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new BeatAction . Action ( beat , delegate { tapping = true ; missedTaps = false ; } ) ,
new BeatAction . Action ( finalBeatToSpawn , delegate
{
if ( missedTaps | | animType ! = ( int ) OkayAnimType . Popper ) return ;
npcCorners [ 0 ] . PartyPopper ( finalBeatToSpawn + popperBeats ) ;
} ) ,
new BeatAction . Action ( finalBeatToSpawn + 0.5f , delegate
{
if ( missedTaps | | ! okay ) return ;
playerCorner . Okay ( ) ;
foreach ( var corner in npcCorners )
{
corner . Okay ( ) ;
}
MultiSound . Play ( new MultiSound . Sound [ ]
{
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new MultiSound . Sound ( $"tapTroupe/okay{okayOneVoiceLine}1" , finalBeatToSpawn + 0.5f ) ,
new MultiSound . Sound ( $"tapTroupe/okay{okayVoiceLine}2" , finalBeatToSpawn + 1f , 1f , 0.75f ) ,
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} , forcePlay : true ) ;
} ) ,
new BeatAction . Action ( finalBeatToSpawn + 1f , delegate
{
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if ( ! missedTaps & & okay & & randomVoiceLine & & UnityEngine . Random . Range ( 1 , 50 ) = = 1 )
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{
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SoundByte . PlayOneShotGame ( "tapTroupe/woo" ) ;
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}
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else if ( ! missedTaps & & okay & & randomVoiceLine & & UnityEngine . Random . Range ( 1 , 50 ) = = 1 )
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{
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SoundByte . PlayOneShotGame ( "tapTroupe/laughter" , - 1 , 1 , 0.4f ) ;
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}
if ( missedTaps | | animType ! = ( int ) OkayAnimType . OkSign ) return ;
playerCorner . OkaySign ( ) ;
foreach ( var corner in npcCorners )
{
corner . OkaySign ( ) ;
}
} )
} ) ;
MultiSound . Play ( soundsToPlay . ToArray ( ) , forcePlay : true ) ;
}
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public void Bop ( double beat , float length , bool shouldBop , bool autoBop )
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{
goBop = autoBop ;
if ( shouldBop )
{
for ( int i = 0 ; i < length ; i + + )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat + i , delegate
{
BopSingle ( ) ;
} )
} ) ;
}
}
}
public void BopSingle ( )
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{
playerTapper . Bop ( ) ;
playerCorner . Bop ( ) ;
foreach ( var tapper in npcTappers )
{
tapper . Bop ( ) ;
}
foreach ( var corner in npcCorners )
{
corner . Bop ( ) ;
}
}
public void ToggleMissFace ( bool isOn )
{
useTutorialMissFace = isOn ;
}
public void Spotlights ( bool isOn , bool player , bool middleLeft , bool middleRight , bool leftMost )
{
if ( isOn )
{
darkness . SetActive ( true ) ;
spotlightPlayer . SetActive ( player ) ;
spotlightMiddleLeft . SetActive ( middleLeft ) ;
spotlightMiddleRight . SetActive ( middleRight ) ;
spotlightLeftMost . SetActive ( leftMost ) ;
}
else
{
darkness . SetActive ( false ) ;
spotlightPlayer . SetActive ( false ) ;
spotlightMiddleLeft . SetActive ( false ) ;
spotlightMiddleRight . SetActive ( false ) ;
spotlightLeftMost . SetActive ( false ) ;
}
}
public void NPCStep ( bool hit = true , bool switchFeet = true )
{
foreach ( var tapper in npcTappers )
{
tapper . Step ( hit , switchFeet ) ;
}
foreach ( var corner in npcCorners )
{
corner . Bop ( ) ;
}
}
public void NPCTap ( TapTroupeTapper . TapAnim animType , bool hit = true , bool switchFeet = true )
{
foreach ( var tapper in npcTappers )
{
tapper . Tap ( animType , hit , switchFeet ) ;
}
foreach ( var corner in npcCorners )
{
corner . Bop ( ) ;
}
}
void JustStep ( PlayerActionEvent caller , float state )
{
if ( state > = 1f | | state < = - 1f )
{
canSpit = true ;
playerTapper . Step ( false ) ;
playerCorner . Bop ( ) ;
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SoundByte . PlayOneShotGame ( "tapTroupe/tink" ) ;
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if ( stepSound = = 1 )
{
stepSound = 2 ;
}
else
{
stepSound = 1 ;
}
foreach ( var corner in npcCorners )
{
if ( useTutorialMissFace )
{
corner . SetMissFace ( TapTroupeCorner . MissFace . LOL ) ;
}
else
{
corner . SetMissFace ( TapTroupeCorner . MissFace . Sad ) ;
}
}
return ;
}
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SuccessStep ( caller ) ;
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}
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void SuccessStep ( PlayerActionEvent caller )
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{
canSpit = true ;
playerTapper . Step ( ) ;
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playerCorner . Bop ( ) ;
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SoundByte . PlayOneShotGame ( $"tapTroupe/step{stepSound}" ) ;
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if ( stepSound = = 1 )
{
stepSound = 2 ;
}
else
{
stepSound = 1 ;
}
foreach ( var corner in npcCorners )
{
corner . ResetFace ( ) ;
}
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( caller . startBeat + caller . timer + 0.1f , delegate { if ( playerTapper . transform . localScale . x ! = npcTappers [ 0 ] . transform . localScale . x ) playerTapper . dontSwitchNextStep = true ; } )
} ) ;
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}
void MissStep ( PlayerActionEvent caller )
{
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if ( canSpit & & ! useTutorialMissFace ) SoundByte . PlayOneShotGame ( "tapTroupe/spit" , - 1 , 1 , 0.5f ) ;
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foreach ( var corner in npcCorners )
{
if ( useTutorialMissFace )
{
corner . SetMissFace ( TapTroupeCorner . MissFace . LOL ) ;
}
else
{
corner . SetMissFace ( TapTroupeCorner . MissFace . Spit ) ;
}
}
canSpit = false ;
}
void JustTap ( PlayerActionEvent caller , float state )
{
if ( state > = 1f | | state < = - 1f )
{
missedTaps = true ;
canSpit = true ;
playerTapper . Tap ( currentTapAnim , false , shouldSwitchStep ) ;
playerCorner . Bop ( ) ;
switch ( currentTapAnim )
{
case TapTroupeTapper . TapAnim . LastTap :
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SoundByte . PlayOneShotGame ( "tapTroupe/tap3" ) ;
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break ;
default :
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SoundByte . PlayOneShotGame ( "tapTroupe/tink" ) ;
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break ;
}
foreach ( var corner in npcCorners )
{
if ( useTutorialMissFace )
{
corner . SetMissFace ( TapTroupeCorner . MissFace . LOL ) ;
}
else
{
corner . SetMissFace ( TapTroupeCorner . MissFace . Sad ) ;
}
}
return ;
}
SuccessTap ( ) ;
}
void SuccessTap ( )
{
canSpit = true ;
playerTapper . Tap ( currentTapAnim , true , shouldSwitchStep ) ;
playerCorner . Bop ( ) ;
switch ( currentTapAnim )
{
case TapTroupeTapper . TapAnim . LastTap :
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SoundByte . PlayOneShotGame ( "tapTroupe/tap3" ) ;
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break ;
default :
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SoundByte . PlayOneShotGame ( "tapTroupe/player3" ) ;
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break ;
}
foreach ( var corner in npcCorners )
{
corner . ResetFace ( ) ;
}
}
void MissTap ( PlayerActionEvent caller )
{
missedTaps = true ;
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if ( canSpit & & ! useTutorialMissFace ) SoundByte . PlayOneShotGame ( "tapTroupe/spit" , - 1 , 1 , 0.5f ) ;
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foreach ( var corner in npcCorners )
{
if ( useTutorialMissFace )
{
corner . SetMissFace ( TapTroupeCorner . MissFace . LOL ) ;
}
else
{
corner . SetMissFace ( TapTroupeCorner . MissFace . Spit ) ;
}
}
canSpit = false ;
}
void Nothing ( PlayerActionEvent caller ) { }
}
}