Revert "nearly finished, just gotta add some polish"

This reverts commit 45d88ec7f3.
This commit is contained in:
AstrlJelly 2024-06-08 13:16:33 -04:00
parent b2dcb74b3f
commit 3d737cb036
17 changed files with 48 additions and 1431 deletions

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View file

@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>() return new Minigame("dressYourBest", "Dress Your Best", "d593dd", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
{ {
@ -49,9 +49,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new() { new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."),
new((x, _) => (bool)x, "autoReact"),
}),
new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."), new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
} }
}, },
@ -69,8 +67,7 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("pass turn", "Pass Turn") new GameAction("pass turn", "Pass Turn")
{ {
// preFunction = delegate { preFunction = delegate {
function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
instance.PassTurn(e.beat, e["auto"]); instance.PassTurn(e.beat, e["auto"]);
@ -82,21 +79,6 @@ namespace HeavenStudio.Games.Loaders
new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
} }
}, },
new GameAction("interval react", "Interval React")
{
// preFunction = delegate {
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
instance.IntervalReact();
}
},
defaultLength = 1f,
// parameters = new List<Param>()
// {
// new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
// }
},
new GameAction("background appearance", "Background Appearance") new GameAction("background appearance", "Background Appearance")
{ {
function = delegate { function = delegate {
@ -130,14 +112,6 @@ namespace HeavenStudio.Games
Both, Both,
} }
public enum Faces
{
Default,
Looking,
Happy,
Sad,
}
public enum CallSFX public enum CallSFX
{ {
Long, Long,
@ -150,7 +124,7 @@ namespace HeavenStudio.Games
IdleOrListening, IdleOrListening,
Repeating, Repeating,
Correct, Correct,
Incorrect, Wrong,
} }
[Header("Animators")] [Header("Animators")]
@ -201,7 +175,7 @@ namespace HeavenStudio.Games
public override void OnLateBeatPulse(double beat) public override void OnLateBeatPulse(double beat)
{ {
if (girlBop && !girlAnim.IsPlayingAnimationNames()) { if (girlBop && !girlAnim.IsPlayingAnimationNames()) {
girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); girlAnim.DoScaledAnimationAsync("Bop", 0.5f);
} }
if (monkeyBop && !monkeyAnim.IsPlayingAnimationNames("Call")) { if (monkeyBop && !monkeyAnim.IsPlayingAnimationNames("Call")) {
monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f); monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
@ -265,7 +239,7 @@ namespace HeavenStudio.Games
// not super necessary, but just creating one callback that gets added to, then assigned to a beataction is just simpler // not super necessary, but just creating one callback that gets added to, then assigned to a beataction is just simpler
BeatAction.EventCallback bopAction = delegate { }; BeatAction.EventCallback bopAction = delegate { };
if (characters is Characters.Girl or Characters.Both) { if (characters is Characters.Girl or Characters.Both) {
bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f);
} }
if (characters is Characters.Monkey or Characters.Both) { if (characters is Characters.Monkey or Characters.Both) {
bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f); bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
@ -278,12 +252,6 @@ namespace HeavenStudio.Games
_ = BeatAction.New(this, actions); _ = BeatAction.New(this, actions);
} }
private void ChangeEmotion(Animator anim, Faces emotion)
{
Debug.Log(emotion.ToString());
anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
}
// startBeat exists so actions that happened when inactive aren't done again. that would suck // startBeat exists so actions that happened when inactive aren't done again. that would suck
public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue) public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue)
{ {
@ -292,8 +260,11 @@ namespace HeavenStudio.Games
if (startBeat < beat + length) { if (startBeat < beat + length) {
List<MultiSound.Sound> sounds = new(); List<MultiSound.Sound> sounds = new();
List<BeatAction.Action> actions = new() { List<BeatAction.Action> actions = new() { // first beat of start interval stuff
new(beat, () => ChangeEmotion(girlAnim, Faces.Looking)) // might not be necessary?
// new(beat, delegate {
// monkeyAnimator.DoScaledAnimationAsync("StartCalling", 0.5f, animLayer: 1);
// })
}; };
foreach (RiqEntity call in neededCalls) foreach (RiqEntity call in neededCalls)
{ {
@ -316,7 +287,7 @@ namespace HeavenStudio.Games
public void PassTurn(double beat, bool autoReact, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List<RiqEntity> neededCalls = null) public void PassTurn(double beat, bool autoReact, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List<RiqEntity> neededCalls = null)
{ {
if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) { if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) {
RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.datamodel == "dressYourBest/start interval" && e.beat + e.length < beat); RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.beat + e.length < beat);
if (startInterval == null) return; if (startInterval == null) return;
startIntervalBeat = startInterval.beat; startIntervalBeat = startInterval.beat;
startIntervalLength = startInterval.length; startIntervalLength = startInterval.length;
@ -324,10 +295,11 @@ namespace HeavenStudio.Games
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength); neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
if (neededCalls.Count <= 0) return; // do the actual stuff under here if (neededCalls.Count <= 0) return; // do the actual stuff under here
SetLightFromState(LightState.Repeating);
SoundByte.PlayOneShotGame("dressYourBest/pass_turn"); SoundByte.PlayOneShotGame("dressYourBest/pass_turn");
// "Any" check instead of just checking the last one? // "Any" check instead of just checking the last one?
if (neededCalls[^1].beat != beat) { if (neededCalls[^1].beat != beat) {
// might wanna check if if a bop is already playing, too?
// down to visual preference.
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f); monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
} }
hitCount = 0; hitCount = 0;
@ -337,9 +309,8 @@ namespace HeavenStudio.Games
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null); _ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
} }
if (autoReact) { if (autoReact) {
// BeatAction.New(this, new() { new(beat - startIntervalBeat + beat + 1, delegate { BeatAction.New(this, new() { new(beat - startIntervalBeat + beat, delegate {
BeatAction.New(this, new() { new(beat + beat - startIntervalBeat + 1, delegate {
IntervalReact();
})}); })});
} }
} }
@ -351,16 +322,11 @@ namespace HeavenStudio.Games
public void IntervalReact() public void IntervalReact()
{ {
Faces reaction = (hasMissed || hitCount <= 0) ? Faces.Sad : Faces.Happy;
ChangeEmotion(monkeyAnim, reaction);
ChangeEmotion(girlAnim, reaction);
LightState lightState = (LightState)reaction;
SetLightFromState(lightState);
SoundByte.PlayOneShotGame("dressYourBest/" + lightState.ToString().ToLower());
} }
private int hitCount = 0; // resets every pass turn private int hitCount = 0; // resets every pass turn
private bool hasMissed = false; private bool hasMissed = true;
private void OnHit(PlayerActionEvent caller, float state) private void OnHit(PlayerActionEvent caller, float state)
{ {
SoundByte.PlayOneShotGame("dressYourBest/hit_1"); SoundByte.PlayOneShotGame("dressYourBest/hit_1");
@ -370,8 +336,7 @@ namespace HeavenStudio.Games
} }
private void OnMiss(PlayerActionEvent caller) private void OnMiss(PlayerActionEvent caller)
{ {
hitCount = 0;
hasMissed = true;
} }
} }
} }