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using HeavenStudio.Util ;
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using HeavenStudio.InputSystem ;
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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 )
{
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return new Minigame ( "flipperFlop" , "Flipper-Flop" , "ffc3fc" , false , false , new List < GameAction > ( )
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{
new GameAction ( "attentionCompany" , "Attention Company!" )
{
preFunction = delegate { var e = eventCaller . currentEntity ; FlipperFlop . AttentionCompany ( e . beat , e [ "toggle" ] ) ; } ,
defaultLength = 4f ,
parameters = new List < Param > ( )
{
new Param ( "toggle" , false , "Mute VoiceLine" , "Mute Captain Tuck's voiceline?" )
}
} ,
new GameAction ( "attentionCompanyAlt" , "Attention Company! (Remix 5)" )
{
preFunction = delegate { var e = eventCaller . currentEntity ; FlipperFlop . AttentionCompany ( e . beat , e [ "toggle" ] , true ) ; } ,
defaultLength = 3f ,
parameters = new List < Param > ( )
{
new Param ( "toggle" , false , "Mute VoiceLine" , "Mute Captain Tuck's voiceline?" )
}
} ,
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 > ( )
{
new Param ( "amount" , new EntityTypes . Integer ( 1 , 10 , 1 ) , "Amount" , "1, 2, 3... etc. - flipper rolls" ) ,
new Param ( "toggle" , false , "Now" , "Whether Captain Tuck should say -Now!- instead of numbers." )
} ,
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 > ( )
{
new Param ( "uh" , new EntityTypes . Integer ( 0 , 3 , 0 ) , "Uh Count" , "How many Uhs should Captain Tuck say after the flippers roll?" ) ,
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new Param ( "appreciation" , FlipperFlop . AppreciationType . None , "Appreciation" , "Which appreciation line should Captain Tuck say?" , new List < Param . CollapseParam > ( )
{
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new Param . CollapseParam ( ( x , _ ) = > ( int ) x ! = ( int ) FlipperFlop . AppreciationType . None , new string [ ] { "heart" } )
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} ) ,
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new Param ( "heart" , false , "Hearts" , "Should Captain Tuck blush and make hearts appear when he expresses his appreciation?" ) ,
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new Param ( "thatsIt" , false , "That's it!" , "Whether or not Captain Tuck should say -That's it!- on the final flipper roll." , new List < Param . CollapseParam > ( )
{
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new Param . CollapseParam ( ( x , _ ) = > ( bool ) x , new string [ ] { "barber" } )
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} ) ,
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new Param ( "barber" , false , "Barbershop that's it variant" , "Should captain tuck use the Barbershop remix variant of that's it?" )
} ,
defaultLength = 4f ,
resizable = true
} ,
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new GameAction ( "bop" , "Bop" )
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{
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 , "Who Bops?" , "Who will bop?" ) ,
new Param ( "whoBopsAuto" , FlipperFlop . WhoBops . None , "Who Bops? (Auto)" , "Who will auto bop?" ) ,
}
} ,
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 > ( )
{
new Param ( "ease" , EasingFunction . Ease . Linear , "Ease" , "Which ease should the animation be played at?" )
}
} ,
new GameAction ( "toggleCaptain" , "Disable/Enable Captain Tuck" )
{
function = delegate { FlipperFlop . instance . ToggleTuck ( ) ; } ,
defaultLength = 0.5f
}
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} ,
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new List < string > ( ) { "ntr" , "keep" } ,
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"rvlseal" , "en" ,
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new List < string > ( ) { "en" }
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) ;
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}
}
}
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 > ( ) ;
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List < double > queuedMovements = new ( ) ;
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static List < QueuedAttention > queuedAttentions = new List < QueuedAttention > ( ) ;
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static List < double > queuedFlipperRollVoiceLines = new ( ) ;
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float lastXPos ;
float currentXPos ;
float lastCameraXPos ;
float currentCameraXPos ;
bool isWalking ;
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bool readyRoll ;
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public GameEvent bop = new GameEvent ( ) ;
bool goBopFlip ;
bool goBopTuck ;
EasingFunction . Ease lastEase ;
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double walkStartBeat ;
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float walkLength ;
CaptainTuckBopType currentCaptainBop ;
public struct QueuedFlip
{
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public double beat ;
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public float length ;
public bool roll ;
public int uh ;
public bool thatsIt ;
public int appreciation ;
public bool heart ;
public bool thatsItBarberShop ;
}
public struct QueuedAttention
{
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public double beat ;
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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 ;
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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 ) ;
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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 ( ) ;
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foreach ( var evt in scheduledInputs )
{
evt . Disable ( ) ;
}
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}
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public override void OnBeatPulse ( double beat )
{
if ( goBopFlip ) SingleBop ( ( int ) WhoBops . Flippers ) ;
if ( goBopTuck ) SingleBop ( ( int ) WhoBops . CaptainTuck ) ;
}
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private void Update ( )
{
var cond = Conductor . instance ;
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if ( cond . isPlaying & & ! cond . isPaused )
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{
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 ;
}
}
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if ( ( PlayerInput . GetIsAction ( InputAction_Nrm ) & & ! IsExpectingInputNow ( InputAction_Nrm ) ) | | ( PlayerInput . GetIsAction ( InputAction_Alt ) & & ! IsExpectingInputNow ( InputAction_Alt ) ) )
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{
flipperPlayer . Flip ( false , false , false , true ) ;
}
if ( queuedInputs . Count > 0 )
{
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foreach ( var input in queuedInputs )
{
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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 )
{
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if ( cond . songPositionInBeatsAsDouble > = queuedMovements [ 0 ] )
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{
if ( ! isMoving )
{
currentXPos = flippersMovement . position . x + ( moveLeft ? - rollDistance : rollDistance ) ;
isMoving = true ;
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currentCameraXPos = GameCamera . AdditionalPosition . x + ( moveLeft ? - rollDistance : rollDistance ) ;
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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 ) ;
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GameCamera . AdditionalPosition = new Vector3 ( newCameraPosX , 0 , 0 ) ;
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}
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 ) ;
}
}
}
}
else if ( ! cond . isPlaying )
{
queuedInputs . Clear ( ) ;
queuedAttentions . Clear ( ) ;
queuedFlipperRollVoiceLines . Clear ( ) ;
}
}
public void ToggleTuck ( )
{
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captainTuckAnim . gameObject . SetActive ( ! captainTuckAnim . gameObject . activeSelf ) ;
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}
public void BumpIntoOtherSeal ( bool toTheLeft )
{
if ( toTheLeft )
{
flippers [ 1 ] . Impact ( true ) ;
}
else
{
flippers [ 2 ] . Impact ( false ) ;
}
}
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public void Bop ( double beat , float length , int whoBops , int whoBopsAuto )
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{
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 + + )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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 ;
}
}
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public void CaptainWalk ( double beat , float length , int ease )
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{
captainTuckAnim . gameObject . SetActive ( true ) ;
isWalking = true ;
lastEase = ( EasingFunction . Ease ) ease ;
walkStartBeat = beat ;
walkLength = length ;
}
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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 )
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{
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 } ) ;
}
}
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public void QueueFlips ( double beat , float length , bool roll , int uh = 0 , bool thatsIt = false , int appreciation = 0 , bool heart = false , bool thatsItBarberShop = false )
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{
int flopCount = 1 ;
int recounts = 0 ;
for ( int i = 0 ; i < length ; i + + )
{
if ( roll )
{
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ScheduleInput ( beat - 1 , 1 + i , InputAction_Alt , JustFlipperRoll , MissFlipperRoll , Nothing ) ;
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queuedMovements . Add ( beat + i ) ;
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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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 ; } ) ,
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} ) ;
foreach ( var flipper in flippers )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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 )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat + i , delegate
{
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SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/thatsit1" ) ;
SoundByte . PlayOneShotGame ( soundToPlay ) ;
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captainTuckAnim . DoScaledAnimationAsync ( "CaptainBop" , 0.5f ) ;
captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckSpeakExpression" , 0.5f ) ;
} ) ,
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new BeatAction . Action ( beat + i + 0.5f , delegate { SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/thatsit2" ) ; captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckSpeakExpression" , 0.5f ) ; } ) ,
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} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat + i - 0.5f , delegate
{
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SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/thatsit1" ) ;
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captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckSpeakExpression" , 0.5f ) ;
} ) ,
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new BeatAction . Action ( beat + i , delegate
{
SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/thatsit2" ) ;
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captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckSpeakExpression" , 0.5f ) ;
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SoundByte . PlayOneShotGame ( soundToPlay ) ;
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captainTuckAnim . DoScaledAnimationAsync ( "CaptainBop" , 0.5f ) ;
} ) ,
} ) ;
}
}
else
{
string failingSoundToPlay = $"flipperFlop/count/flopCountFail{flopCount}" ;
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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 ( ) ;
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SoundByte . PlayOneShotGame ( voiceLine ) ;
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} ) ,
} ) ;
}
if ( appreciation ! = ( int ) AppreciationType . None & & uh = = 0 & & i + 1 = = length )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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 )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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
{
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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 ; } ) ,
} ) ;
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foreach ( var flipper in flippers )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat + i , delegate { flipper . Flip ( roll , true ) ; CaptainTuckBop ( ) ; } )
} ) ;
}
}
}
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if ( roll )
{
BeatAction . New ( instance , new List < BeatAction . Action > ( )
{
new BeatAction . Action ( beat + length + NgLateTime ( ) - 1 , delegate { readyRoll = false ; } ) ,
} ) ;
}
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if ( uh > 0 & & flopCount ! = 4 )
{
for ( int i = 0 ; i < uh ; i + + )
{
int voiceLineIndex = i + 1 ;
string voiceLine = $"flipperFlop/uh{voiceLineIndex}" ;
string failVoiceLine = $"flipperFlop/uhfail{voiceLineIndex}" ;
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat + length + i , delegate {
string voiceLineToPlay = voiceLine ;
string failVoiceLineToPlay = failVoiceLine ;
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if ( missed )
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{
voiceLineToPlay = failVoiceLineToPlay ;
currentCaptainBop = CaptainTuckBopType . Miss ;
captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckMissSpeakExpression" , 0.5f ) ;
}
else
{
currentCaptainBop = CaptainTuckBopType . Roll ;
captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckRollExpression" , 0.5f ) ;
}
CaptainTuckBop ( ) ;
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SoundByte . PlayOneShotGame ( voiceLineToPlay ) ;
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} ) ,
} ) ;
}
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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new BeatAction . Action ( beat + length + uh , delegate
{
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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 ( ) ;
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missed = false ;
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} ) ,
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 )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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 ) ;
} ) ,
} ) ;
}
}
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public static void AppreciationVoiceLine ( double beat , int appreciation , bool heart )
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{
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 :
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SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/good" ) ;
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if ( heart )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat , delegate { instance . captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckBlushExpression" , 0.5f ) ; } )
} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat , delegate { instance . captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckSpeakExpression" , 0.5f ) ; } )
} ) ;
}
break ;
case ( int ) AppreciationType . GoodJob :
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SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/goodjob" ) ;
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if ( heart )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat , delegate { instance . captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckBlushExpression" , 0.5f ) ; } )
} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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 :
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SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/nice" ) ;
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if ( heart )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat , delegate { instance . captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckBlushExpression" , 0.5f ) ; } )
} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat , delegate { instance . captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckSpeakExpression" , 0.5f ) ; } )
} ) ;
}
break ;
case ( int ) AppreciationType . WellDone :
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SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/welldone" ) ;
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if ( heart )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat , delegate { instance . captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckBlushExpression" , 0.5f ) ; } )
} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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 :
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SoundByte . PlayOneShotGame ( "flipperFlop/appreciation/yes" ) ;
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if ( heart )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat , delegate { instance . captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckBlushExpression" , 0.5f ) ; } )
} ) ;
}
else
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
new BeatAction . Action ( beat , delegate { instance . captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckSpeakExpression" , 0.5f ) ; } )
} ) ;
}
break ;
case ( int ) AppreciationType . Random :
break ;
}
}
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public void TripleFlip ( double beat )
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{
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 ) ;
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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 ) ;
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foreach ( var flipper in flippers )
{
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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 ) ; } )
} ) ;
}
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BeatAction . New ( instance , new List < BeatAction . Action > ( )
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{
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new BeatAction . Action ( beat + 3 - NgEarlyTime ( ) , delegate { readyRoll = false ; } ) ,
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new BeatAction . Action ( beat + 2 , delegate { captainTuckAnim . DoScaledAnimationAsync ( "CaptainBop" , 0.5f ) ; } ) ,
new BeatAction . Action ( beat + 3 , delegate { captainTuckAnim . DoScaledAnimationAsync ( "CaptainBop" , 0.5f ) ; } ) ,
} ) ;
}
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public static void AttentionCompany ( double beat , bool mute , bool remix5 = false )
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{
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 ) ,
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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 ) ,
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new MultiSound . Sound ( "flipperFlop/attention/attention5" , beat + 2.25f ) ,
new MultiSound . Sound ( "flipperFlop/attention/attention6" , beat + 2.5f ) ,
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new MultiSound . Sound ( "flipperFlop/attention/attention7" , beat + ( remix5 ? 2f : 3f ) , 1 , 1 , false , 0.025f ) ,
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} , forcePlay : true ) ;
}
if ( GameManager . instance . currentGame = = "flipperFlop" )
{
instance . AttentionCompanyAnimation ( beat , mute , remix5 ) ;
}
else
{
queuedAttentions . Add ( new QueuedAttention { beat = beat , mute = mute , remix5 = remix5 } ) ;
}
}
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public void AttentionCompanyAnimation ( double beat , bool mute , bool remix5 )
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{
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 ) ; } ) ,
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new BeatAction . Action ( beat + 2f , delegate
{
captainTuckFaceAnim . DoScaledAnimationAsync ( "CaptainTuckSpeakExpression" , 0.5f ) ;
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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 ) ; } ) ,
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new BeatAction . Action ( beat + 3f , delegate
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{
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 )
{
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if ( Conductor . instance . songPositionInBeatsAsDouble > speak . beat )
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{
speaksToRemove . Add ( speak ) ;
}
}
if ( speaksToRemove . Count > 0 )
{
foreach ( var speak in speaksToRemove )
{
speaks . Remove ( speak ) ;
}
}
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BeatAction . New ( instance , speaks ) ;
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}
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public static void FlipperRollVoiceLine ( double beat , int amount , bool now )
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{
if ( now )
{
MultiSound . Play ( new MultiSound . Sound [ ]
{
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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 ) ,
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} , forcePlay : true ) ;
}
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else if ( amount = = 1 )
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{
MultiSound . Play ( new MultiSound . Sound [ ]
{
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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 ) ,
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} , forcePlay : true ) ;
}
if ( GameManager . instance . currentGame = = "flipperFlop" )
{
instance . FlipperRollVoiceLineAnimation ( beat ) ;
}
else
{
queuedFlipperRollVoiceLines . Add ( beat ) ;
}
}
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public void FlipperRollVoiceLineAnimation ( double beat )
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{
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 )
{
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if ( Conductor . instance . songPositionInBeatsAsDouble > speak . beat ) speaksToRemove . Add ( speak ) ;
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}
if ( speaksToRemove . Count > 0 )
{
foreach ( var speak in speaksToRemove )
{
speaks . Remove ( speak ) ;
}
}
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BeatAction . New ( instance , speaks ) ;
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}
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 ;
}
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public void Nothing ( PlayerActionEvent caller ) { }
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}
}