nearly finished, just gotta add some polish

This commit is contained in:
AstrlJelly 2024-06-05 15:04:09 -04:00
parent 9052471fc1
commit b75f39a31b
17 changed files with 1431 additions and 48 deletions

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@ -633,9 +633,9 @@ TextureImporter:
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width: 803
height: 780
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@ -722,7 +722,7 @@ TextureImporter:
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View file

@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("dressYourBest", "Dress Your Best", "d593dd", false, false, new List<GameAction>()
return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
@ -49,7 +49,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."),
new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new() {
new((x, _) => (bool)x, "autoReact"),
}),
new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
}
},
@ -67,7 +69,8 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("pass turn", "Pass Turn")
{
preFunction = delegate {
// preFunction = delegate {
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
instance.PassTurn(e.beat, e["auto"]);
@ -79,6 +82,21 @@ namespace HeavenStudio.Games.Loaders
new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
}
},
new GameAction("interval react", "Interval React")
{
// preFunction = delegate {
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
instance.IntervalReact();
}
},
defaultLength = 1f,
// parameters = new List<Param>()
// {
// new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
// }
},
new GameAction("background appearance", "Background Appearance")
{
function = delegate {
@ -112,6 +130,14 @@ namespace HeavenStudio.Games
Both,
}
public enum Faces
{
Default,
Looking,
Happy,
Sad,
}
public enum CallSFX
{
Long,
@ -124,7 +150,7 @@ namespace HeavenStudio.Games
IdleOrListening,
Repeating,
Correct,
Wrong,
Incorrect,
}
[Header("Animators")]
@ -175,7 +201,7 @@ namespace HeavenStudio.Games
public override void OnLateBeatPulse(double beat)
{
if (girlBop && !girlAnim.IsPlayingAnimationNames()) {
girlAnim.DoScaledAnimationAsync("Bop", 0.5f);
girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
}
if (monkeyBop && !monkeyAnim.IsPlayingAnimationNames("Call")) {
monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
@ -239,7 +265,7 @@ namespace HeavenStudio.Games
// not super necessary, but just creating one callback that gets added to, then assigned to a beataction is just simpler
BeatAction.EventCallback bopAction = delegate { };
if (characters is Characters.Girl or Characters.Both) {
bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f);
bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
}
if (characters is Characters.Monkey or Characters.Both) {
bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
@ -252,6 +278,12 @@ namespace HeavenStudio.Games
_ = BeatAction.New(this, actions);
}
private void ChangeEmotion(Animator anim, Faces emotion)
{
Debug.Log(emotion.ToString());
anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
}
// startBeat exists so actions that happened when inactive aren't done again. that would suck
public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue)
{
@ -260,11 +292,8 @@ namespace HeavenStudio.Games
if (startBeat < beat + length) {
List<MultiSound.Sound> sounds = new();
List<BeatAction.Action> actions = new() { // first beat of start interval stuff
// might not be necessary?
// new(beat, delegate {
// monkeyAnimator.DoScaledAnimationAsync("StartCalling", 0.5f, animLayer: 1);
// })
List<BeatAction.Action> actions = new() {
new(beat, () => ChangeEmotion(girlAnim, Faces.Looking))
};
foreach (RiqEntity call in neededCalls)
{
@ -287,7 +316,7 @@ namespace HeavenStudio.Games
public void PassTurn(double beat, bool autoReact, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List<RiqEntity> neededCalls = null)
{
if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) {
RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.beat + e.length < beat);
RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.datamodel == "dressYourBest/start interval" && e.beat + e.length < beat);
if (startInterval == null) return;
startIntervalBeat = startInterval.beat;
startIntervalLength = startInterval.length;
@ -295,11 +324,10 @@ namespace HeavenStudio.Games
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
if (neededCalls.Count <= 0) return; // do the actual stuff under here
SetLightFromState(LightState.Repeating);
SoundByte.PlayOneShotGame("dressYourBest/pass_turn");
// "Any" check instead of just checking the last one?
if (neededCalls[^1].beat != beat) {
// might wanna check if if a bop is already playing, too?
// down to visual preference.
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
}
hitCount = 0;
@ -309,8 +337,9 @@ namespace HeavenStudio.Games
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
}
if (autoReact) {
BeatAction.New(this, new() { new(beat - startIntervalBeat + beat, delegate {
// BeatAction.New(this, new() { new(beat - startIntervalBeat + beat + 1, delegate {
BeatAction.New(this, new() { new(beat + beat - startIntervalBeat + 1, delegate {
IntervalReact();
})});
}
}
@ -322,11 +351,16 @@ namespace HeavenStudio.Games
public void IntervalReact()
{
Faces reaction = (hasMissed || hitCount <= 0) ? Faces.Sad : Faces.Happy;
ChangeEmotion(monkeyAnim, reaction);
ChangeEmotion(girlAnim, reaction);
LightState lightState = (LightState)reaction;
SetLightFromState(lightState);
SoundByte.PlayOneShotGame("dressYourBest/" + lightState.ToString().ToLower());
}
private int hitCount = 0; // resets every pass turn
private bool hasMissed = true;
private bool hasMissed = false;
private void OnHit(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("dressYourBest/hit_1");
@ -336,7 +370,8 @@ namespace HeavenStudio.Games
}
private void OnMiss(PlayerActionEvent caller)
{
hitCount = 0;
hasMissed = true;
}
}
}