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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 { @@ -132,7 +116,41 @@ namespace HeavenStudio.Games.Loaders new("face", DressYourBest.Faces.Idle, "Face", "Set the face to change to."), } }, - } + new GameAction("cameo", "Cameo") + { + function = delegate { + var e = eventCaller.currentEntity; + if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { + instance.Cameo(e.beat, e.length, e["animation"], e["ease"]); + } + }, + resizable = true, + defaultLength = 8, + parameters = new List() { + new Param("animation", new EntityTypes.Integer(1, 5, 1), "Choose Cameo", "Choose which cameo to play."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), + } + }, + 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, + hidden = true, + parameters = new List() + { + new("start", DressYourBest.DefaultBGColor, "Back Wall Start Color", "Set the color at the start of the event."), + new("end", DressYourBest.DefaultBGColor, "Back Wall 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 List() { "pco", "repeat" }, + chronologicalSortKey: 20240601 ); } } @@ -172,11 +190,19 @@ namespace HeavenStudio.Games Incorrect, } + public struct UpdateEasing + { + public double beat; + public float length; + public Util.EasingFunction.Ease ease; + } + [Header("Animators")] [SerializeField] private Animator girlAnim; [SerializeField] private Animator monkeyAnim; [SerializeField] private Animator sewingAnim; [SerializeField] private Animator reactionAnim; + [SerializeField] private Animator cameoAnim; [Header("Renderers")] [SerializeField] private SpriteRenderer bgSpriteRenderer; @@ -186,6 +212,9 @@ namespace HeavenStudio.Games [SerializeField] private Material lightMaterialTemplate; [Header("Variables")] + private UpdateEasing cameoEase; + private int cameoAnimNumber = 1; + [SerializeField] private ColorPair[] lightStates; [Serializable] // can't serialize tuples :/ private struct ColorPair @@ -247,6 +276,16 @@ namespace HeavenStudio.Games ScoreMiss(); } + + if (cameoEase.length != 0) + { + float normalizedBeat = conductor.GetPositionFromBeat(cameoEase.beat, cameoEase.length); + Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cameoEase.ease); + float newPos = func(0f, 1f, normalizedBeat); + cameoAnim.DoNormalizedAnimation($"CameoWalk{cameoAnimNumber}", newPos); + if (normalizedBeat >= 1) cameoEase.length = 0; + } + cameoAnim.gameObject.SetActive(cameoEase.length != 0); } public override void OnLateBeatPulse(double beat) @@ -320,6 +359,17 @@ namespace HeavenStudio.Games lightRenderer.material.SetColor("_ColorBravo", colorPair.outside); } + public void Cameo(double beat, float length, int animation, int ease) + { + cameoAnimNumber = animation; + cameoEase = new() + { + beat = beat, + length = length, + ease = (Util.EasingFunction.Ease)ease, + }; + } + public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease) { bgColorEase = new ColorEase(beat, length, startColor, endColor, ease);