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new GameAction("bop", "Bop") + new GameAction("bop", "Bop", "Characters") { function = delegate { var e = eventCaller.currentEntity; @@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."), } }, - new GameAction("start interval", "Start Interval") + new GameAction("start interval", "Start Interval", "Cues") { preFunction = delegate { var e = eventCaller.currentEntity; @@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Loaders new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."), } }, - new GameAction("monkey call", "Monkey Call") + new GameAction("monkey call", "Monkey Call", "Cues") { inactiveFunction = delegate { var e = eventCaller.currentEntity; @@ -67,9 +67,11 @@ namespace HeavenStudio.Games.Loaders new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.") } }, - new GameAction("pass turn", "Pass Turn") + new GameAction("pass turn", "Pass Turn", "Cues") { - // preFunction = delegate { + preFunction = delegate { + SoundByte.PlayOneShotGame("dressYourBest/pass_turn", eventCaller.currentEntity.beat); + }, function = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { @@ -82,22 +84,23 @@ namespace HeavenStudio.Games.Loaders new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") } }, - new GameAction("interval react", "Interval React") + new GameAction("interval react", "Interval React", "Characters") { // preFunction = delegate { function = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { - instance.IntervalReact(); + 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") + new GameAction("background appearance", "Background Appearance", "Appearance") { function = delegate { var e = eventCaller.currentEntity; @@ -113,6 +116,22 @@ namespace HeavenStudio.Games.Loaders 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."), + } + }, } ); } @@ -132,7 +151,7 @@ namespace HeavenStudio.Games public enum Faces { - Default, + Idle, Looking, Happy, Sad, @@ -278,9 +297,19 @@ namespace HeavenStudio.Games _ = BeatAction.New(this, actions); } + public void ChangeEmotion(Characters character, Faces emotion) + { + if (character is Characters.Girl or Characters.Both) { + ChangeEmotion(girlAnim, emotion); + } + if (character is Characters.Monkey or Characters.Both) { + ChangeEmotion(monkeyAnim, emotion); + } + } + private void ChangeEmotion(Animator anim, Faces emotion) { - Debug.Log(emotion.ToString()); + Debug.Log("emotion : " + emotion); anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1); } @@ -297,16 +326,18 @@ namespace HeavenStudio.Games }; foreach (RiqEntity call in neededCalls) { - Debug.Log("call.beat : " + call.beat); + // 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))); } - // have to add this after all the other actions as actions are done in order of beat 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); @@ -324,8 +355,8 @@ namespace HeavenStudio.Games neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength); if (neededCalls.Count <= 0) return; // do the actual stuff under here + ChangeEmotion(girlAnim, Faces.Idle); SetLightFromState(LightState.Repeating); - SoundByte.PlayOneShotGame("dressYourBest/pass_turn"); // "Any" check instead of just checking the last one? if (neededCalls[^1].beat != beat) { monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f); @@ -337,9 +368,9 @@ namespace HeavenStudio.Games _ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null); } if (autoReact) { - // BeatAction.New(this, new() { new(beat - startIntervalBeat + beat + 1, delegate { - BeatAction.New(this, new() { new(beat + beat - startIntervalBeat + 1, delegate { - IntervalReact(); + double reactBeat = (beat * 2) - startIntervalBeat + 1; + BeatAction.New(this, new() { new(reactBeat, delegate { + IntervalReact(reactBeat, 1); })}); } } @@ -349,24 +380,45 @@ namespace HeavenStudio.Games return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length); } - public void IntervalReact() + public void IntervalReact(double beat, float length) { - Faces reaction = (hasMissed || hitCount <= 0) ? Faces.Sad : Faces.Happy; + Faces reaction = HasMissed ? Faces.Sad : Faces.Happy; ChangeEmotion(monkeyAnim, reaction); ChangeEmotion(girlAnim, reaction); LightState lightState = (LightState)reaction; SetLightFromState(lightState); + // 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/" + lightState.ToString().ToLower()); + + // maybe wanna use a beat value that's checked in the update loop + // that would let people specify + _ = BeatAction.New(this, new() { + new(beat + length, delegate { + ChangeEmotion(monkeyAnim, Faces.Idle); + ChangeEmotion(girlAnim, Faces.Idle); + SetLightFromState(LightState.IdleOrListening); + }) + }); } 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)); - sewingAnim.DoScaledAnimationAsync("Hit", 0.5f); - hitCount++; + if (state is >= 1f or <= (-1f)) // barely + { + sewingAnim.DoScaledAnimationAsync("Miss", 0.5f); + hasMissed = true; + } + else // just + { + sewingAnim.DoScaledAnimationAsync("Hit", 0.5f); + } } private void OnMiss(PlayerActionEvent caller) {