uhhh?? ig i forgot to save

wow i guess i was. really tired last night.
This commit is contained in:
AstrlJelly 2024-06-07 16:44:55 -04:00
parent 66e87ee428
commit 62ebea8411
14 changed files with 835 additions and 51 deletions

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@ -24,8 +24,8 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
DressYourBest.Characters characters = (DressYourBest.Characters)e["characters"]; DressYourBest.Characters characters = (DressYourBest.Characters)e["characters"];
instance.ToggleBopping(characters, e["bop"]); instance.ToggleBopping(characters, e["auto"]);
if (e["auto"]) instance.DoBopping(e.beat, e.length, characters); if (e["bop"]) instance.DoBopping(e.beat, e.length, characters);
} }
}, },
defaultLength = 1f, defaultLength = 1f,
@ -33,8 +33,8 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new("characters", DressYourBest.Characters.Both, "Characters", "Choose the characters to toggle bopping."), new("characters", DressYourBest.Characters.Both, "Characters", "Choose the characters to toggle bopping."),
new("bop", true, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."), new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
new("bop", true, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
} }
}, },
new GameAction("start interval", "Start Interval", "Cues") new GameAction("start interval", "Start Interval", "Cues")
@ -176,6 +176,7 @@ namespace HeavenStudio.Games
[SerializeField] private Animator girlAnim; [SerializeField] private Animator girlAnim;
[SerializeField] private Animator monkeyAnim; [SerializeField] private Animator monkeyAnim;
[SerializeField] private Animator sewingAnim; [SerializeField] private Animator sewingAnim;
[SerializeField] private Animator reactionAnim;
[Header("Renderers")] [Header("Renderers")]
[SerializeField] private SpriteRenderer bgSpriteRenderer; [SerializeField] private SpriteRenderer bgSpriteRenderer;
@ -201,10 +202,16 @@ namespace HeavenStudio.Games
private Sound whirringSfx = null; private Sound whirringSfx = null;
private List<RiqEntity> callEntities; private List<RiqEntity> callEntities;
private double startIntervalEndBeat;
// if characters should bop automatically // if characters should bop automatically
private bool girlBop = true; private bool girlBop = true;
private bool monkeyBop = true; private bool monkeyBop = true;
private Faces girlFaceCurrent;
private Faces monkeyFaceCurrent;
private void Awake() private void Awake()
{ {
// instantiate the material so it doesn't persist between game switches // instantiate the material so it doesn't persist between game switches
@ -215,15 +222,24 @@ namespace HeavenStudio.Games
private void Update() private void Update()
{ {
bgSpriteRenderer.color = bgColorEase.GetColor(); bgSpriteRenderer.color = bgColorEase.GetColor();
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
ChangeEmotion(Characters.Girl, Faces.Sad);
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
SoundByte.PlayOneShot("miss");
}
} }
public override void OnLateBeatPulse(double beat) public override void OnLateBeatPulse(double beat)
{ {
if (girlBop && !girlAnim.IsPlayingAnimationNames()) { // if (girlBop && !girlAnim.IsPlayingAnimationNames()) {
if (girlBop) {
girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
} }
if (monkeyBop && !monkeyAnim.IsPlayingAnimationNames("Call")) { // if (monkeyBop && beat >= startIntervalEndBeat && !monkeyAnim.IsPlayingAnimationNames("Call")) {
monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f); if (monkeyBop && beat >= startIntervalEndBeat) {
monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
} }
} }
@ -231,13 +247,13 @@ namespace HeavenStudio.Games
public override void OnGameSwitch(double beat) public override void OnGameSwitch(double beat)
{ {
StoreAllCallEntities(); StoreAllCallEntities();
PersistBackgroundAppearance(beat); PersistPreviousEntities(beat);
} }
public override void OnPlay(double beat) public override void OnPlay(double beat)
{ {
StoreAllCallEntities(); StoreAllCallEntities();
PersistBackgroundAppearance(beat); PersistPreviousEntities(beat);
} }
private void StoreAllCallEntities() private void StoreAllCallEntities()
@ -246,7 +262,7 @@ namespace HeavenStudio.Games
callEntities = gameManager.Beatmap.Entities.FindAll(e => e.datamodel == "dressYourBest/monkey call"); callEntities = gameManager.Beatmap.Entities.FindAll(e => e.datamodel == "dressYourBest/monkey call");
} }
private void PersistBackgroundAppearance(double beat) private void PersistPreviousEntities(double beat)
{ {
// find the last background appearance from the current beat // find the last background appearance from the current beat
// this uses only beat, not length. earlier events will be completely ignored // this uses only beat, not length. earlier events will be completely ignored
@ -255,13 +271,25 @@ namespace HeavenStudio.Games
RiqEntity e = bgEntity; RiqEntity e = bgEntity;
ChangeBackgroundAppearance(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]); ChangeBackgroundAppearance(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]);
} }
RiqEntity bopEntity = gameManager.Beatmap.Entities.FindLast(e => e.beat <= beat && e.datamodel == "dressYourBest/bop");
if (bopEntity != null) {
RiqEntity e = bopEntity;
Characters characters = (Characters)e["characters"];
ToggleBopping(characters, e["auto"]);
if (e["bop"] && beat > e.beat && beat < e.beat + e.length) { // if it is switched to or played in the middle of a bop event
DoBopping(e.beat, e.length, characters);
}
}
} }
private void SetLightFromState(LightState state) private void SetLightFromState(LightState state)
{ {
ColorPair colorPair = lightStates[(int)state]; ColorPair colorPair = lightStates[(int)state];
lightRenderer.material.SetColor("_ColorAlpha", colorPair.outside); // lightRenderer.material.SetColor("_ColorAlpha", colorPair.outside);
lightRenderer.material.SetColor("_ColorBravo", colorPair.inside); // lightRenderer.material.SetColor("_ColorBravo", colorPair.inside);
lightRenderer.material.SetColor("_ColorAlpha", colorPair.inside);
lightRenderer.material.SetColor("_ColorBravo", colorPair.outside);
} }
public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease) public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease)
@ -287,7 +315,7 @@ namespace HeavenStudio.Games
bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
} }
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, animLayer: 0);
} }
List<BeatAction.Action> actions = new(); List<BeatAction.Action> actions = new();
@ -299,20 +327,19 @@ namespace HeavenStudio.Games
public void ChangeEmotion(Characters character, Faces emotion) public void ChangeEmotion(Characters character, Faces emotion)
{ {
string emotionStr = emotion.ToString();
if (character is Characters.Girl or Characters.Both) { if (character is Characters.Girl or Characters.Both) {
ChangeEmotion(girlAnim, emotion); girlFaceCurrent = emotion;
girlAnim.DoScaledAnimationAsync(emotionStr, 0.5f, animLayer: 1);
} }
if (character is Characters.Monkey or Characters.Both) { if (character is Characters.Monkey or Characters.Both) {
ChangeEmotion(monkeyAnim, emotion); Debug.Log("monkey emotionStr : " + emotionStr);
monkeyFaceCurrent = emotion;
monkeyAnim.DoScaledAnimationAsync(emotionStr, 0.5f, animLayer: 1);
} }
} }
private void ChangeEmotion(Animator anim, Faces emotion)
{
Debug.Log("emotion : " + emotion);
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)
{ {
@ -322,14 +349,25 @@ 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() {
new(beat, () => ChangeEmotion(girlAnim, Faces.Looking)) new(beat, delegate {
startIntervalEndBeat = beat + length;
if (neededCalls[^1].beat == beat + length) { // if there's a block at the end, extend the bop one beat
startIntervalEndBeat++;
}
ChangeEmotion(Characters.Girl, Faces.Looking);
})
}; };
foreach (RiqEntity call in neededCalls) foreach (RiqEntity call in neededCalls)
{ {
// Debug.Log("call.beat : " + call.beat); // Debug.Log("call.beat : " + call.beat);
if (call.beat < startBeat) continue; if (call.beat < startBeat) continue;
sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat)); sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f))); actions.Add(new(call.beat, () => {
monkeyAnim.DoScaledAnimationAsync("Call", 0.5f, animLayer: 0);
// this is janky but unity animation Sucks Balls so it's really the best way to do it
monkeyFaceCurrent = Faces.Idle;
monkeyAnim.DoScaledAnimationAsync("CallFace", 0.5f, animLayer: 1);
}));
} }
if (autoPass) { if (autoPass) {
// have to add this after all the other actions as actions are done in order of beat // have to add this after all the other actions as actions are done in order of beat
@ -355,12 +393,13 @@ 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
ChangeEmotion(girlAnim, Faces.Idle); ChangeEmotion(Characters.Girl, Faces.Idle);
SetLightFromState(LightState.Repeating); SetLightFromState(LightState.Repeating);
// "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) {
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f); // monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f, animLayer: 0);
} // // ChangeEmotion(Characters.Monkey, Faces.Idle);
// }
hitCount = 0; hitCount = 0;
foreach (RiqEntity call in neededCalls) foreach (RiqEntity call in neededCalls)
{ {
@ -382,21 +421,29 @@ namespace HeavenStudio.Games
public void IntervalReact(double beat, float length) public void IntervalReact(double beat, float length)
{ {
hasMissed = false;
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy; Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
ChangeEmotion(monkeyAnim, reaction); ChangeEmotion(Characters.Monkey, reaction);
ChangeEmotion(girlAnim, reaction); ChangeEmotion(Characters.Girl, reaction);
LightState lightState = (LightState)reaction; LightState lightState = (LightState)reaction;
SetLightFromState(lightState); SetLightFromState(lightState);
string lightStateStr = lightState.ToString();
reactionAnim.DoScaledAnimationAsync(lightStateStr, 0.5f);
// there's not a good way to schedule this afaik. // there's not a good way to schedule this afaik.
// there might be some way to like, schedule the sound then change the sound source when missed? that could work maybe // there might be some way to like, schedule the sound then change the sound source when missed? that could work maybe
SoundByte.PlayOneShotGame("dressYourBest/" + lightState.ToString().ToLower()); SoundByte.PlayOneShotGame("dressYourBest/" + lightStateStr.ToLower());
// maybe wanna use a beat value that's checked in the update loop // maybe wanna use a beat value that's checked in the update loop
// that would let people specify // made this comment before adding this "current face" check
_ = BeatAction.New(this, new() { _ = BeatAction.New(this, new() {
new(beat + length, delegate { new(beat + length, delegate {
ChangeEmotion(monkeyAnim, Faces.Idle); reactionAnim.DoScaledAnimationAsync("Idle", 0.5f);
ChangeEmotion(girlAnim, Faces.Idle); // makes sure it's not overriding new faces (really just the looking face.)
if (girlFaceCurrent == reaction) ChangeEmotion(Characters.Girl, Faces.Idle);
if (monkeyFaceCurrent == reaction) ChangeEmotion(Characters.Monkey, Faces.Idle);
// ChangeEmotion(Characters.Monkey, Faces.Idle);
SetLightFromState(LightState.IdleOrListening); SetLightFromState(LightState.IdleOrListening);
}) })
}); });
@ -408,7 +455,7 @@ namespace HeavenStudio.Games
private void OnHit(PlayerActionEvent caller, float state) private void OnHit(PlayerActionEvent caller, float state)
{ {
hitCount++; hitCount++;
SoundByte.PlayOneShotGame("dressYourBest/hit_1"); SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2);
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false)); SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
if (state is >= 1f or <= (-1f)) // barely if (state is >= 1f or <= (-1f)) // barely
{ {