From 65cf84346f679b6b10bfedf790495a3a8d5f493a Mon Sep 17 00:00:00 2001 From: AstrlJelly Date: Sat, 8 Jun 2024 13:18:10 -0400 Subject: [PATCH] Dress Your Best (#2) * init sfx, sprites, prefab, script pretty freakin epic!!! * some more initialization yay * start interval/pass turn + more anims coming along nicely. got inputs and most of the sfx working, i think i'll focus on the rest of the anims + the light then start doing the inactive cuing stuff should be easy (but actually this time) * commit for sync auto react, ig * nearly finished, just gotta add some polish * new icon, face animating so this is everything needed to recreate the original, it seems. just a few more things to do and we'll be all good * uhhh?? ig i forgot to save wow i guess i was. really tired last night. * with that, it's Mostly done!! shipping this to beam now, gonna make some additions/fixes while that's happening * OKAY TIME TO SHIP IT --- Assets/Bundled/Games/DressYourBest.meta | 8 + 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b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs new file mode 100644 index 00000000..119033ad --- /dev/null +++ b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs @@ -0,0 +1,504 @@ +using System; +using System.Linq; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; + +using Jukebox; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + public static class PcoDressYourBestLoader + { + public static Minigame AddGame(EventCaller eventCaller) + { + return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List() + { + new GameAction("bop", "Bop", "Characters") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { + DressYourBest.Characters characters = (DressYourBest.Characters)e["characters"]; + instance.ToggleBopping(characters, e["auto"]); + if (e["bop"]) instance.DoBopping(e.beat, e.length, characters); + } + }, + defaultLength = 1f, + resizable = true, + parameters = new List() + { + new("characters", DressYourBest.Characters.Both, "Characters", "Choose the characters to toggle bopping."), + 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") + { + preFunction = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { + instance.QueueStartInterval(e.beat, e.length, e["autoPass"], e["autoReact"]); + } + }, + defaultLength = 3f, + 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() { + new((x, _) => (bool)x, "autoReact"), + }), + new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."), + } + }, + new GameAction("monkey call", "Monkey Call", "Cues") + { + inactiveFunction = delegate { + var e = eventCaller.currentEntity; + SoundByte.PlayOneShotGame("dressYourBest/monkey_call_" + (e["callSfx"] + 1), e.beat, forcePlay: true); + }, + defaultLength = 0.5f, + parameters = new List() + { + new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.") + } + }, + new GameAction("pass turn", "Pass Turn", "Cues") + { + preFunction = delegate { + SoundByte.PlayOneShotGame("dressYourBest/pass_turn", eventCaller.currentEntity.beat); + }, + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { + instance.PassTurn(e.beat, e["auto"]); + } + }, + defaultLength = 1f, + parameters = new List() + { + new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") + } + }, + new GameAction("interval react", "Interval React", "Characters") + { + // preFunction = delegate { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { + instance.IntervalReact(e.beat, e.length); + } + }, + defaultLength = 1f, + resizable = true, + // parameters = new List() + // { + // new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") + // } + }, + new GameAction("background appearance", "Background Appearance", "Appearance") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { + instance.ChangeBackgroundAppearance(e.beat, e.length, e["start"], e["end"], e["ease"]); + } + }, + resizable = true, + parameters = new List() + { + new("start", DressYourBest.DefaultBGColor, "Start Color", "Set the color at the start of the event."), + new("end", DressYourBest.DefaultBGColor, "End Color", "Set the color at the end of the event."), + new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") + }, + }, + new GameAction("change emotion", "Change Emotion", "Characters") + { + // preFunction = delegate { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { + instance.ChangeEmotion((DressYourBest.Characters)e["character"], (DressYourBest.Faces)e["face"]); + } + }, + defaultLength = 1f, + parameters = new List() + { + new("character", DressYourBest.Characters.Girl, "Character", "Set the character to change the face of."), + new("face", DressYourBest.Faces.Idle, "Face", "Set the face to change to."), + } + }, + } + ); + } + } +} + +namespace HeavenStudio.Games +{ + public class DressYourBest : Minigame + { + public enum Characters + { + Girl, + Monkey, + Both, + } + + public enum Faces + { + Idle, + Looking, + Happy, + Sad, + } + + public enum CallSFX + { + Long, + Short, + } + + // LightState is mainly used to get different colors from a list + public enum LightState + { + IdleOrListening, + Repeating, + Correct, + Incorrect, + } + + [Header("Animators")] + [SerializeField] private Animator girlAnim; + [SerializeField] private Animator monkeyAnim; + [SerializeField] private Animator sewingAnim; + [SerializeField] private Animator reactionAnim; + + [Header("Renderers")] + [SerializeField] private SpriteRenderer bgSpriteRenderer; + [SerializeField] private Renderer lightRenderer; + + [Header("Material(s)")] + [SerializeField] private Material lightMaterialTemplate; + + [Header("Variables")] + [SerializeField] private ColorPair[] lightStates; + [Serializable] // can't serialize tuples :/ + private struct ColorPair + { + public Color inside; + public Color outside; + } + + // can't make a reference type a const, this is the next best thing + public readonly static Color DefaultBGColor = new(0.84f, 0.58f, 0.87f); + + // i set variables to null when they are not initialized by default 👍 + private ColorEase bgColorEase = new(DefaultBGColor); + private Sound whirringSfx = null; + private List callEntities; + + private double startIntervalEndBeat; + + // if characters should bop automatically + private bool girlBop = true; + private bool monkeyBop = true; + + private Faces girlFaceCurrent; + private Faces monkeyFaceCurrent; + + public static PlayerInput.InputAction InputAction_Press = + new("PcoDressPress", new int[] { IAPressCat, IAFlickCat, IAPressCat }, + IA_PadAny, IA_TouchBasicPress, IA_BatonBasicPress); + + protected static bool IA_PadAny(out double dt) + { + return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt) + || PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt); + } + + private void Awake() + { + // instantiate the material so it doesn't persist between game switches + lightRenderer.material = Instantiate(lightMaterialTemplate); + SetLightFromState(LightState.IdleOrListening); // default + } + + private void Update() + { + bgSpriteRenderer.color = bgColorEase.GetColor(); + + if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press)) { + ChangeEmotion(Characters.Girl, Faces.Sad); + sewingAnim.DoScaledAnimationAsync("Miss", 0.5f); + SoundByte.PlayOneShotGame("dressYourBest/whiff_hit"); + // SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2); + // SoundByte.PlayOneShot("miss"); + if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) { + hasMissed = true; + } + + ScoreMiss(); + } + } + + public override void OnLateBeatPulse(double beat) + { + // if (girlBop && !girlAnim.IsPlayingAnimationNames()) { + if (girlBop) { + girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); + } + // if (monkeyBop && beat >= startIntervalEndBeat && !monkeyAnim.IsPlayingAnimationNames("Call")) { + if (monkeyBop && beat >= startIntervalEndBeat) { + monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); + } + } + + // OnGameSwitch and OnPlay do very similar things, but it's better to keep them separate if they need to do different things + public override void OnGameSwitch(double beat) + { + StoreAllCallEntities(); + PersistPreviousEntities(beat); + DoInactiveStartInterval(beat, false); + } + + public override void OnPlay(double beat) + { + StoreAllCallEntities(); + PersistPreviousEntities(beat); + DoInactiveStartInterval(beat, true); + } + + private void StoreAllCallEntities() + { + // just makes more sense to go through like 50-100 entities max when going through the game instead of like 2000 max + callEntities = gameManager.Beatmap.Entities.FindAll(e => e.datamodel == "dressYourBest/monkey call"); + } + + private void PersistPreviousEntities(double beat) + { + // find the last background appearance from the current beat + // this uses only beat, not length. earlier events will be completely ignored + RiqEntity bgEntity = gameManager.Beatmap.Entities.FindLast(e => e.beat < beat && e.datamodel == "dressYourBest/background appearance"); + if (bgEntity != null) { + RiqEntity e = bgEntity; + 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 DoInactiveStartInterval(double beat, bool fromPlay) + { + RiqEntity startIntervalEntity = gameManager.Beatmap.Entities.FindLast(e => (fromPlay ? e.beat : e.beat - 2) < beat && e.beat + e.length >= beat && e.datamodel == "dressYourBest/start interval"); + Debug.Log("startIntervalEntity.beat : " + (startIntervalEntity?.beat ?? -1)); + if (startIntervalEntity != null) { + RiqEntity e = startIntervalEntity; + QueueStartInterval(e.beat, e.length, e["autoPass"], e["autoReact"]); + } + } + + private void SetLightFromState(LightState state) + { + ColorPair colorPair = lightStates[(int)state]; + 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) + { + bgColorEase = new ColorEase(beat, length, startColor, endColor, ease); + } + + public void ToggleBopping(Characters characters, bool toggle) + { + if (characters is Characters.Girl or Characters.Both) { + girlBop = toggle; + } + if (characters is Characters.Monkey or Characters.Both) { + monkeyBop = toggle; + } + } + + public void DoBopping(double beat, float length, Characters characters) + { + // 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, animLayer: 0); + } + if (characters is Characters.Monkey or Characters.Both) { + bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); + } + + List actions = new(); + for (int i = 0; i < length; i++) { + actions.Add(new(beat + i, bopAction)); + } + _ = BeatAction.New(this, actions); + } + + public void ChangeEmotion(Characters character, Faces emotion) + { + string emotionStr = emotion.ToString(); + + if (character is Characters.Girl or Characters.Both) { + girlFaceCurrent = emotion; + girlAnim.DoScaledAnimationAsync(emotionStr, 0.5f, animLayer: 1); + } + if (character is Characters.Monkey or Characters.Both) { + Debug.Log("monkey emotionStr : " + emotionStr); + monkeyFaceCurrent = emotion; + monkeyAnim.DoScaledAnimationAsync(emotionStr, 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) + { + List neededCalls = GetNeededCalls(beat, length); + if (neededCalls.Count <= 0) return; + + if (startBeat < beat + length) { + List sounds = new(); + List actions = new() { + 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) + { + // Debug.Log("call.beat : " + call.beat); + if (call.beat < startBeat) continue; + sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat)); + 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) { + // have to add this after all the other actions as actions are done in order of beat + actions.Add(new(beat + length, delegate { + PassTurn(beat + length, autoReact, beat, length, neededCalls); + })); + // epic sound scheduling + SoundByte.PlayOneShotGame("dressYourBest/pass_turn", beat + length); + } + _ = MultiSound.Play(sounds); + _ = BeatAction.New(this, actions); + } + } + + 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.datamodel == "dressYourBest/start interval" && e.beat + e.length < beat); + if (startInterval == null) return; + startIntervalBeat = startInterval.beat; + startIntervalLength = startInterval.length; + } + neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength); + if (neededCalls.Count <= 0) return; // do the actual stuff under here + + ChangeEmotion(Characters.Girl, Faces.Idle); + SetLightFromState(LightState.Repeating); + // "Any" check instead of just checking the last one? + // if (neededCalls[^1].beat != beat) { + // monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f, animLayer: 0); + // // ChangeEmotion(Characters.Monkey, Faces.Idle); + // } + hitCount = 0; + foreach (RiqEntity call in neededCalls) + { + double relativeBeat = call.beat - startIntervalBeat; + _ = ScheduleInput(beat, relativeBeat + 1, InputAction_Press, OnHit, OnMiss, null); + } + if (autoReact) { + double reactBeat = (beat * 2) - startIntervalBeat + 1; + BeatAction.New(this, new() { new(reactBeat, delegate { + IntervalReact(reactBeat, 1); + })}); + } + } + + private List GetNeededCalls(double beat, float length) + { + return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length); + } + + public void IntervalReact(double beat, float length) + { + Faces reaction = HasMissed ? Faces.Sad : Faces.Happy; + ChangeEmotion(Characters.Monkey, reaction); + ChangeEmotion(Characters.Girl, reaction); + LightState lightState = (LightState)reaction; + SetLightFromState(lightState); + string lightStateStr = lightState.ToString(); + reactionAnim.DoScaledAnimationAsync(lightStateStr, 0.5f); + + // 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 + SoundByte.PlayOneShotGame("dressYourBest/" + lightStateStr.ToLower()); + + // maybe wanna use a beat value that's checked in the update loop + // made this comment before adding this "current face" check + _ = BeatAction.New(this, new() { + new(beat + length, delegate { + reactionAnim.DoScaledAnimationAsync("Idle", 0.5f); + // 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); + }) + }); + hasMissed = false; + } + + private int hitCount = 0; // resets every pass turn + private bool hasMissed = false; + private bool HasMissed => hasMissed || hitCount <= 0; + private void OnHit(PlayerActionEvent caller, float state) + { + hitCount++; + SoundByte.PlayOneShotGame("dressYourBest/hit_1"); + SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false)); + if (state is >= 1f or <= (-1f)) // barely + { + SoundByte.PlayOneShot("nearMiss", volume: 2); + sewingAnim.DoScaledAnimationAsync("Miss", 0.5f); + hasMissed = true; + } + else // just + { + sewingAnim.DoScaledAnimationAsync("Hit", 0.5f); + } + } + private void OnMiss(PlayerActionEvent caller) + { + hitCount = 0; + hasMissed = true; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/DressYourBest/DressYourBest.cs.meta b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs.meta new file mode 100644 index 00000000..c49e807f --- /dev/null +++ b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f57892d5812f534cb7af68e90ae3082 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs index 122651ad..d3d4a585 100644 --- a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs +++ b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs @@ -233,6 +233,16 @@ namespace HeavenStudio Debug.LogWarning("Game loader RvlDoubleDateLoader failed!"); } + game = PcoDressYourBestLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader PcoDressYourBestLoader failed!"); + } + game = CtrDrummingLoader.AddGame(eventCaller); if (game != null) {