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pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] diff --git a/Assets/Scripts/Games/DressYourBest/DressYourBest.cs b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs index bbab1cb8..2e663970 100644 --- a/Assets/Scripts/Games/DressYourBest/DressYourBest.cs +++ b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs @@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders { public static Minigame AddGame(EventCaller eventCaller) { - return new Minigame("dressYourBest", "Dress Your Best", "d593dd", false, false, new List() + return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List() { new GameAction("bop", "Bop") { @@ -49,7 +49,9 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."), + new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new() { + new((x, _) => (bool)x, "autoReact"), + }), new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."), } }, @@ -67,7 +69,8 @@ namespace HeavenStudio.Games.Loaders }, new GameAction("pass turn", "Pass Turn") { - preFunction = delegate { + // preFunction = delegate { + function = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { instance.PassTurn(e.beat, e["auto"]); @@ -79,6 +82,21 @@ namespace HeavenStudio.Games.Loaders 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() + // { + // new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") + // } + }, new GameAction("background appearance", "Background Appearance") { function = delegate { @@ -112,6 +130,14 @@ namespace HeavenStudio.Games Both, } + public enum Faces + { + Default, + Looking, + Happy, + Sad, + } + public enum CallSFX { Long, @@ -124,7 +150,7 @@ namespace HeavenStudio.Games IdleOrListening, Repeating, Correct, - Wrong, + Incorrect, } [Header("Animators")] @@ -175,7 +201,7 @@ namespace HeavenStudio.Games public override void OnLateBeatPulse(double beat) { if (girlBop && !girlAnim.IsPlayingAnimationNames()) { - girlAnim.DoScaledAnimationAsync("Bop", 0.5f); + girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); } if (monkeyBop && !monkeyAnim.IsPlayingAnimationNames("Call")) { monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f); @@ -239,7 +265,7 @@ namespace HeavenStudio.Games // not super necessary, but just creating one callback that gets added to, then assigned to a beataction is just simpler BeatAction.EventCallback bopAction = delegate { }; if (characters is Characters.Girl or Characters.Both) { - bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f); + bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); } if (characters is Characters.Monkey or Characters.Both) { bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f); @@ -252,6 +278,12 @@ namespace HeavenStudio.Games _ = 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 public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue) { @@ -260,11 +292,8 @@ namespace HeavenStudio.Games if (startBeat < beat + length) { List sounds = new(); - List actions = new() { // first beat of start interval stuff - // might not be necessary? - // new(beat, delegate { - // monkeyAnimator.DoScaledAnimationAsync("StartCalling", 0.5f, animLayer: 1); - // }) + List actions = new() { + new(beat, () => ChangeEmotion(girlAnim, Faces.Looking)) }; foreach (RiqEntity call in neededCalls) { @@ -287,7 +316,7 @@ namespace HeavenStudio.Games public void PassTurn(double beat, bool autoReact, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List neededCalls = null) { if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) { - RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.beat + e.length < beat); + RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.datamodel == "dressYourBest/start interval" && e.beat + e.length < beat); if (startInterval == null) return; startIntervalBeat = startInterval.beat; startIntervalLength = startInterval.length; @@ -295,11 +324,10 @@ namespace HeavenStudio.Games neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength); if (neededCalls.Count <= 0) return; // do the actual stuff under here + SetLightFromState(LightState.Repeating); SoundByte.PlayOneShotGame("dressYourBest/pass_turn"); // "Any" check instead of just checking the last one? 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); } hitCount = 0; @@ -309,8 +337,9 @@ namespace HeavenStudio.Games _ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null); } if (autoReact) { - BeatAction.New(this, new() { new(beat - startIntervalBeat + beat, delegate { - + // BeatAction.New(this, new() { new(beat - startIntervalBeat + beat + 1, delegate { + BeatAction.New(this, new() { new(beat + beat - startIntervalBeat + 1, delegate { + IntervalReact(); })}); } } @@ -322,11 +351,16 @@ namespace HeavenStudio.Games 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 bool hasMissed = true; + private bool hasMissed = false; private void OnHit(PlayerActionEvent caller, float state) { SoundByte.PlayOneShotGame("dressYourBest/hit_1"); @@ -336,7 +370,8 @@ namespace HeavenStudio.Games } private void OnMiss(PlayerActionEvent caller) { - + hitCount = 0; + hasMissed = true; } } } \ No newline at end of file