mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-08 10:45:09 +00:00
nearly finished, just gotta add some polish
This commit is contained in:
parent
401d3a9386
commit
45d88ec7f3
17 changed files with 1431 additions and 48 deletions
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--- !u!91 &9100000
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|
|
|
@ -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<GameAction>()
|
||||
return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
|
@ -49,7 +49,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
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("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<Param>()
|
||||
// {
|
||||
// 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<MultiSound.Sound> sounds = new();
|
||||
List<BeatAction.Action> actions = new() { // first beat of start interval stuff
|
||||
// might not be necessary?
|
||||
// new(beat, delegate {
|
||||
// monkeyAnimator.DoScaledAnimationAsync("StartCalling", 0.5f, animLayer: 1);
|
||||
// })
|
||||
List<BeatAction.Action> 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<RiqEntity> 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;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue