Revert "new icon, face animating"

This reverts commit c93cdfe4f8.
This commit is contained in:
AstrlJelly 2024-06-08 13:16:33 -04:00
parent 47ae7707b5
commit 7deb2745a0
24 changed files with 23 additions and 1261 deletions

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@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop", "Characters")
new GameAction("bop", "Bop")
{
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", "Cues")
new GameAction("start interval", "Start Interval")
{
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", "Cues")
new GameAction("monkey call", "Monkey Call")
{
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
@ -67,11 +67,9 @@ 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", "Cues")
new GameAction("pass turn", "Pass Turn")
{
preFunction = delegate {
SoundByte.PlayOneShotGame("dressYourBest/pass_turn", eventCaller.currentEntity.beat);
},
// preFunction = delegate {
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
@ -84,23 +82,22 @@ namespace HeavenStudio.Games.Loaders
new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
}
},
new GameAction("interval react", "Interval React", "Characters")
new GameAction("interval react", "Interval React")
{
// preFunction = delegate {
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
instance.IntervalReact(e.beat, e.length);
instance.IntervalReact();
}
},
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")
new GameAction("background appearance", "Background Appearance")
{
function = delegate {
var e = eventCaller.currentEntity;
@ -116,22 +113,6 @@ 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<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."),
}
},
}
);
}
@ -151,7 +132,7 @@ namespace HeavenStudio.Games
public enum Faces
{
Idle,
Default,
Looking,
Happy,
Sad,
@ -297,19 +278,9 @@ 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 : " + emotion);
Debug.Log(emotion.ToString());
anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
}
@ -326,18 +297,16 @@ 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);
@ -355,8 +324,8 @@ 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);
@ -368,9 +337,9 @@ namespace HeavenStudio.Games
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
}
if (autoReact) {
double reactBeat = (beat * 2) - startIntervalBeat + 1;
BeatAction.New(this, new() { new(reactBeat, delegate {
IntervalReact(reactBeat, 1);
// BeatAction.New(this, new() { new(beat - startIntervalBeat + beat + 1, delegate {
BeatAction.New(this, new() { new(beat + beat - startIntervalBeat + 1, delegate {
IntervalReact();
})});
}
}
@ -380,45 +349,24 @@ namespace HeavenStudio.Games
return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
}
public void IntervalReact(double beat, float length)
public void IntervalReact()
{
Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
Faces reaction = (hasMissed || hitCount <= 0) ? 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));
if (state is >= 1f or <= (-1f)) // barely
{
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
hasMissed = true;
}
else // just
{
sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
}
sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
hitCount++;
}
private void OnMiss(PlayerActionEvent caller)
{