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SlotButton : MonoBehaviour + { + public bool pressed; + public Color color; // used to ease between button colors and button flash colors! wow + public PlayerActionEvent input; + public bool missed; + + [Header("Components")] + public Animator anim; + [SerializeField] SpriteRenderer[] srs; + + private bool flashing; + private const float FLASH_FRAMES = 4f; + private int currentFrame; + + private SlotMonster game; + + public void Init(SlotMonster instance) + { + game = instance; + pressed = true; + color = srs[0].color; + } + + private void LateUpdate() + { + Color newColor = color; + if (pressed) { + newColor = Color.LerpUnclamped(color, Color.black, 0.5f); + } else if (flashing) { + float normalized = currentFrame / FLASH_FRAMES; + + Debug.Log("normalized : " + normalized); + float newR = EasingFunction.Linear(game.buttonFlashColor.r, color.r, normalized); + float newG = EasingFunction.Linear(game.buttonFlashColor.g, color.g, normalized); + float newB = EasingFunction.Linear(game.buttonFlashColor.b, color.b, normalized); + + newColor = new Color(newR, newG, newB); + // Debug.Log("currentFrame / FLASH_FRAMES : " + currentFrame + "/" + FLASH_FRAMES); + // newColor = Color.LerpUnclamped(color, game.buttonFlashColor, normalized); + // Debug.Log("color : " + color); + // Debug.Log("newColor : " + newColor); + } + + foreach (var sr in srs) { + sr.color = newColor; + } + } + + public void Ready() + { + anim.Play("PopUp", 0, 0); + pressed = false; + flashing = false; + missed = false; + } + + public void Press(bool isMiss) + { + anim.DoScaledAnimationAsync("Press", 0.5f); + pressed = true; + flashing = false; + missed = isMiss; + if (isMiss && input != null) { + input.Disable(); + input.CleanUp(); + } + } + + public void TryFlash() + { + if (!pressed) { + anim.DoScaledAnimationAsync("Flash", 0.5f); + } + } + + // animation events + public void AnimateColor(int frame) + { + currentFrame = frame; + flashing = frame < FLASH_FRAMES; + } + } +} diff --git a/Assets/Scripts/Games/SlotMonster/SlotButton.cs.meta b/Assets/Scripts/Games/SlotMonster/SlotButton.cs.meta new file mode 100644 index 00000000..ed7cb977 --- /dev/null +++ b/Assets/Scripts/Games/SlotMonster/SlotButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 824e4674e220b544991c5311c2d90ff1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/SlotMonster/SlotMonster.cs b/Assets/Scripts/Games/SlotMonster/SlotMonster.cs new file mode 100644 index 00000000..a4d028e8 --- /dev/null +++ b/Assets/Scripts/Games/SlotMonster/SlotMonster.cs @@ -0,0 +1,359 @@ +using System; +using System.Collections.Generic; + +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.InputSystem; + +using Jukebox; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + public static class NtrSlotMonsterLoader + { + public static Minigame AddGame(EventCaller eventCaller) + { + return new Minigame("slotMonster", "Slot Monster", "d10914", false, false, new List() + { + new GameAction("startInterval", "Start Interval") + { + function = delegate { + if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) { + var e = eventCaller.currentEntity; + instance.StartInterval(e, e["auto"], e["eyeType"], 0); + } + }, + defaultLength = 3f, + resizable = true, + preFunctionLength = 1, + priority = 2, + parameters = new List() + { + new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."), + new Param("eyeType", SlotMonster.EyeTypes.Random, "Eye Sprite", "Set the eye sprite to be used."), + }, + }, + new GameAction("slot", "Slot") + { + inactiveFunction = delegate { + // SoundByte.PlayOneShotGame("slotMonster/start_touch", eventCaller.currentEntity.beat, forcePlay: true); + SoundByte.PlayOneShotGame("slotMonster/start_touch", forcePlay: true); + }, + defaultLength = 0.5f, + priority = 1, + parameters = new List() + { + new Param("drum", SlotMonster.DrumTypes.Default, "Drum SFX", "Set the drum SFX to be used. Default is Bass on the beat, and Snare off the beat.") + }, + }, + new GameAction("passTurn", "Pass Turn") + { + function = delegate { + if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) { + var e = eventCaller.currentEntity; + instance.PassTurn(e.beat, e.length); + } + }, + defaultLength = 1f, + priority = 1, + }, + new GameAction("buttonColor", "Button Color") + { + function = delegate { + if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) { + var e = eventCaller.currentEntity; + instance.ButtonColor(new Color[] { e["button1"], e["button2"], e["button3"] }, e["flash"]); + } + }, + defaultLength = 1f, + priority = 1, + parameters = new List() + { + new Param("button1", new Color(0.38f, 0.98f, 0.25f), "Button 1 Color", "Set the color of the first button."), + new Param("button2", new Color(0.8f, 0.28f, 0.95f), "Button 2 Color", "Set the color of the second button."), + new Param("button3", new Color(0.87f, 0f, 0f), "Button 3 Color", "Set the color of the third button."), + new Param("flash", new Color(1f, 1f, 0.68f), "Button Flash Color", "Set the color of the flash of the buttons."), + }, + }, + new GameAction("gameplayModifiers", "Gameplay Modifiers") + { + function = delegate { + if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) { + var e = eventCaller.currentEntity; + instance.GameplayModifiers(e["lottery"], e["lotteryAmount"], e["lotterySpeed"], e["stars"]); + } + }, + defaultLength = 0.5f, + priority = 1, + parameters = new List() + { + new Param("lottery", true, "Lottery", "Toggle if the win particles should play after a successful sequence.", new() { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "lotteryAmount", "lotterySpeed", "stars" }), + }), + new Param("lotteryAmount", new EntityTypes.Float(0, 10, 1), "Lottery Amount", "Set the amount of win particles."), + new Param("lotterySpeed", new EntityTypes.Float(0.5f, 3, 1), "Lottery Speed", "Set the speed of the win particles."), + new Param("stars", false, "Use Stars", "Use stars instead of coins? (From the Korean version of RH DS)"), + }, + }, + }, + new List() { "ntr", "normal" }, + "ntrslotmonster", "en", + new List() {} + ); + } + } +} + +namespace HeavenStudio.Games +{ + using System.Linq; + using Scripts_SlotMonster; + public class SlotMonster : Minigame + { + public enum DrumTypes + { + Default, + Bass, + Snare, + } + + public enum EyeTypes + { + Random, + Note, + Ring, + Cake, + Flower, + Beverage, + Mushroom, + Key, + Ribbon, + Hat, + Barista, + } + + [Header("Animators")] + [SerializeField] Animator smAnim; + [SerializeField] Animator[] eyeAnims; + private int[] eyeSprites = new int[3]; + + [Header("Objects")] + [SerializeField] SlotButton[] buttons; + [SerializeField] ParticleSystem winParticles; + public Color buttonFlashColor = new(1f, 1f, 0.68f); + + private List gameEntities; + private bool doWin = true; + private bool inputsActive = false; + + private Sound rollingSound; + private int currentEyeSprite = 1; + private int maxButtons; + private int currentButton; + + private void Awake() + { + foreach (var button in buttons) { + button.Init(this); + } + } + + public override void OnPlay(double beat) + { + OnGameSwitch(beat); + } + + public override void OnGameSwitch(double beat) + { + gameEntities = gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "slotMonster"); + foreach (RiqEntity e in gameEntities.FindAll(e => e.datamodel == "slotMonster/startInterval" && e.beat < beat && e.beat + e.length > beat)) { + StartInterval(e, e["auto"], e["eyeType"], beat); + } + } + + private void Update() + { + if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && inputsActive && !buttons[currentButton].pressed) { + HitButton(); + ScoreMiss(); + } + } + + private void LateUpdate() + { + currentButton = Array.FindIndex(buttons, button => !button.pressed); + } + + private void HitButton(bool isHit = false, int timing = 0) + { + bool isLast = currentButton == maxButtons - 1; + buttons[currentButton].Press(!isHit || timing != 0); + for (int i = currentButton; i < (isLast ? 3 : currentButton + 1); i++) + { + if (eyeAnims[i].IsPlayingAnimationNames("Spin")) { + int eyeSprite = currentEyeSprite; + string anim = "EyeItem"; + if (!isHit) { + do { + eyeSprite = UnityEngine.Random.Range(1, 10); + } while (eyeSprite == currentEyeSprite || eyeSprites.Contains(eyeSprite)); + + eyeSprites[i] = eyeSprite; + anim += eyeSprite; + } else { // only do all this if it's actually a hit + if (timing == -1) { // if the timing is early + eyeSprite = (eyeSprite + 1) % 9; + } + anim += eyeSprite + 1; + if (timing != 0) { // if it's a barely + anim += "Barely"; + } + } + eyeAnims[i].Play(anim, 0, 0); + } + } + bool isMiss = buttons.Any(x => x.missed); + string hitSfx = "slotMonster/stop_" + (isLast && isHit && !isMiss ? "hit" : (currentButton + 1)); + SoundByte.PlayOneShotGame(hitSfx, forcePlay: true); + if (isLast) { + if (rollingSound != null) rollingSound.Stop(); + inputsActive = false; + if (isHit && !isMiss) { + smAnim.DoScaledAnimationAsync("Win", 0.5f); + if (doWin) { + SoundByte.PlayOneShotGame("slotMonster/win"); + winParticles.Play(); + } + } else { + smAnim.DoScaledAnimationAsync("Lose", 0.5f); + } + } + } + + public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat) + { + if (rollingSound != null) rollingSound.Stop(); + List slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length); + if (slotActions.Count <= 0) return; + + SoundByte.PlayOneShotGame("slotMonster/start_touch", forcePlay: true); + smAnim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, si.beat); + + List sounds = new(); + List actions = new(); + maxButtons = Mathf.Min(slotActions.Count, 3); + for (int i = 0; i < maxButtons; i++) // limit to 3 actions + { + buttons[i].Ready(); + eyeAnims[i].Play("Idle", 0, 1); + int whichSlot = i; + RiqEntity slot = slotActions[whichSlot]; + if (slot.beat < gameSwitchBeat) continue; + string sfx = ""; + if (slot["drum"] == (int)DrumTypes.Default) { + sfx = slot.beat % 1 == 0 ? "bass" : "snare"; + } else { + sfx = Enum.GetName(typeof(DrumTypes), (int)slot["drum"]).ToLower(); + } + sounds.Add(new(sfx + "DrumNTR", slot.beat)); + actions.Add(new(slot.beat, delegate { + buttons[whichSlot].TryFlash(); + })); + } + MultiSound.Play(sounds.ToArray(), false); + BeatAction.New(this, actions); + + if (autoPass) { + BeatAction.New(this, new() { new(si.beat + si.length, delegate { + currentEyeSprite = eyeSprite == 0 ? UnityEngine.Random.Range(1, 10) : eyeSprite - 1; + PassTurn(si.beat + si.length, 1, si.beat, si, slotActions); + })}); + } + } + + public void PassTurn(double beat, float length, double startBeat = -1, RiqEntity startInterval = null, List slotActions = null) + { + smAnim.DoScaledAnimationFromBeatAsync("Release", 0.5f, beat); + for (int i = 0; i < eyeAnims.Length; i++) { + eyeAnims[i].DoScaledAnimationAsync("Spin", 0.5f); + } + SoundByte.PlayOneShotGame("slotMonster/start_rolling", forcePlay: true); + rollingSound = SoundByte.PlayOneShotGame("slotMonster/rolling", looping: true, forcePlay: true); + + startInterval ??= gameEntities.FindLast(e => e.datamodel == "slotMonster/startInterval" && e.beat + e.length < beat); + if (startBeat < 0) { + startBeat = startInterval.beat; + } + slotActions ??= gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length); + + List actions = new() { + new(beat, delegate { inputsActive = true; }) + }; + for (int i = 0; i < Mathf.Min(slotActions.Count, 3); i++) // limit to 3 actions + { + int whichSlot = i; + double slotBeat = slotActions[i].beat; + + actions.Add(new(beat + length + slotBeat - startBeat, delegate { + buttons[whichSlot].TryFlash(); + })); + + buttons[whichSlot].input = ScheduleInput(beat, slotBeat - startBeat + length, InputAction_BasicPress, ButtonHit, i == slotActions.Count - 1 ? ButtonEndMiss : null, null, () => { + return currentButton == whichSlot && !buttons[whichSlot].pressed; + }); + } + BeatAction.New(this, actions); + } + + private void ButtonHit(PlayerActionEvent caller, float state) + { + int timing = state switch { + >= 1f => -1, + <= -1f => 1, + _ => 0, + }; + HitButton(true, timing); + if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss"); + } + + private void ButtonEndMiss(PlayerActionEvent caller) + { + Debug.Log("miss i guess"); + if (rollingSound != null) rollingSound.Stop(); + inputsActive = false; + smAnim.DoScaledAnimationAsync("Lose", 0.5f); + foreach (var anim in eyeAnims) { + if (anim.IsPlayingAnimationNames("Spin")) { + anim.Play("Idle", 0, 1); + } + } + } + + public void ButtonColor(Color[] colors, Color flashColor) + { + for (int i = 0; i < buttons.Length; i++) { + buttons[i].color = colors[i]; + } + buttonFlashColor = flashColor; + } + + public void GameplayModifiers(bool lottery, float amount, float speed, bool stars) + { + var sheetAnim = winParticles.textureSheetAnimation; + sheetAnim.frameOverTime = stars ? 1 : 0; + + var rotOverTime = winParticles.rotationOverLifetime; + rotOverTime.z = new ParticleSystem.MinMaxCurve(stars ? -5 : 0, stars ? 5 : 0); + + var emission = winParticles.emission; + emission.rateOverTime = amount * 13; + + var main = winParticles.main; + main.simulationSpeed = speed; + + doWin = lottery; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/SlotMonster/SlotMonster.cs.meta b/Assets/Scripts/Games/SlotMonster/SlotMonster.cs.meta new file mode 100644 index 00000000..699a022c --- /dev/null +++ b/Assets/Scripts/Games/SlotMonster/SlotMonster.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f79fca04123cc5549a805edd910198b9 +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 85466177..c6e1a9d1 100644 --- a/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs +++ b/Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs @@ -423,6 +423,16 @@ namespace HeavenStudio Debug.LogWarning("Game loader RvlSeeSawLoader failed!"); } + game = NtrSlotMonsterLoader.AddGame(eventCaller); + if (game != null) + { + eventCaller.minigames.Add(game.name, game); + } + else + { + Debug.LogWarning("Game loader NtrSlotMonsterLoader failed!"); + } + game = AgbGhostLoader.AddGame(eventCaller); if (game != null) {