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m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: - m_TimeParameter: diff --git a/Assets/Scripts/Games/DressYourBest/DressYourBest.cs b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs index ab26a88e..2e663970 100644 --- a/Assets/Scripts/Games/DressYourBest/DressYourBest.cs +++ b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs @@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List() { - 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() // { // 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() - { - 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) {