mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-21 17:15:12 +00:00
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
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83 changed files with 9157 additions and 4 deletions
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8
Assets/Scripts/Games/DressYourBest.meta
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504
Assets/Scripts/Games/DressYourBest/DressYourBest.cs
Normal file
504
Assets/Scripts/Games/DressYourBest/DressYourBest.cs
Normal file
|
@ -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<GameAction>()
|
||||||
|
{
|
||||||
|
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<Param>()
|
||||||
|
{
|
||||||
|
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<Param>()
|
||||||
|
{
|
||||||
|
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<Param>()
|
||||||
|
{
|
||||||
|
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<Param>()
|
||||||
|
{
|
||||||
|
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<Param>()
|
||||||
|
// {
|
||||||
|
// 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<Param>()
|
||||||
|
{
|
||||||
|
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<Param>()
|
||||||
|
{
|
||||||
|
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<RiqEntity> 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<BeatAction.Action> 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<RiqEntity> neededCalls = GetNeededCalls(beat, length);
|
||||||
|
if (neededCalls.Count <= 0) return;
|
||||||
|
|
||||||
|
if (startBeat < beat + length) {
|
||||||
|
List<MultiSound.Sound> sounds = new();
|
||||||
|
List<BeatAction.Action> 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<RiqEntity> 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<RiqEntity> 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/DressYourBest/DressYourBest.cs.meta
Normal file
11
Assets/Scripts/Games/DressYourBest/DressYourBest.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3f57892d5812f534cb7af68e90ae3082
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -233,6 +233,16 @@ namespace HeavenStudio
|
||||||
Debug.LogWarning("Game loader RvlDoubleDateLoader failed!");
|
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);
|
game = CtrDrummingLoader.AddGame(eventCaller);
|
||||||
if (game != null)
|
if (game != null)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue