new icon, face animating

so this is everything needed to recreate the original, it seems. just a few more things to do and we'll be all good
This commit is contained in:
AstrlJelly 2024-06-06 21:42:12 -04:00
parent 45d88ec7f3
commit c93cdfe4f8
24 changed files with 1261 additions and 23 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>() return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop", "Characters")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; 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("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
} }
}, },
new GameAction("start interval", "Start Interval") new GameAction("start interval", "Start Interval", "Cues")
{ {
preFunction = delegate { preFunction = delegate {
var e = eventCaller.currentEntity; 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("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
} }
}, },
new GameAction("monkey call", "Monkey Call") new GameAction("monkey call", "Monkey Call", "Cues")
{ {
inactiveFunction = delegate { inactiveFunction = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
@ -67,9 +67,11 @@ namespace HeavenStudio.Games.Loaders
new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.") new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.")
} }
}, },
new GameAction("pass turn", "Pass Turn") new GameAction("pass turn", "Pass Turn", "Cues")
{ {
// preFunction = delegate { preFunction = delegate {
SoundByte.PlayOneShotGame("dressYourBest/pass_turn", eventCaller.currentEntity.beat);
},
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
@ -82,22 +84,23 @@ namespace HeavenStudio.Games.Loaders
new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
} }
}, },
new GameAction("interval react", "Interval React") new GameAction("interval react", "Interval React", "Characters")
{ {
// preFunction = delegate { // preFunction = delegate {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
instance.IntervalReact(); instance.IntervalReact(e.beat, e.length);
} }
}, },
defaultLength = 1f, defaultLength = 1f,
resizable = true,
// parameters = new List<Param>() // parameters = new List<Param>()
// { // {
// new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") // new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
// } // }
}, },
new GameAction("background appearance", "Background Appearance") new GameAction("background appearance", "Background Appearance", "Appearance")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
@ -113,6 +116,22 @@ namespace HeavenStudio.Games.Loaders
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") 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."),
}
},
} }
); );
} }
@ -132,7 +151,7 @@ namespace HeavenStudio.Games
public enum Faces public enum Faces
{ {
Default, Idle,
Looking, Looking,
Happy, Happy,
Sad, Sad,
@ -278,9 +297,19 @@ namespace HeavenStudio.Games
_ = BeatAction.New(this, actions); _ = 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) private void ChangeEmotion(Animator anim, Faces emotion)
{ {
Debug.Log(emotion.ToString()); Debug.Log("emotion : " + emotion);
anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1); anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
} }
@ -297,16 +326,18 @@ namespace HeavenStudio.Games
}; };
foreach (RiqEntity call in neededCalls) foreach (RiqEntity call in neededCalls)
{ {
Debug.Log("call.beat : " + call.beat); // Debug.Log("call.beat : " + call.beat);
if (call.beat < startBeat) continue; if (call.beat < startBeat) continue;
sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat)); sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f))); 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) { 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 { actions.Add(new(beat + length, delegate {
PassTurn(beat + length, autoReact, beat, length, neededCalls); PassTurn(beat + length, autoReact, beat, length, neededCalls);
})); }));
// epic sound scheduling
SoundByte.PlayOneShotGame("dressYourBest/pass_turn", beat + length);
} }
_ = MultiSound.Play(sounds); _ = MultiSound.Play(sounds);
_ = BeatAction.New(this, actions); _ = BeatAction.New(this, actions);
@ -324,8 +355,8 @@ namespace HeavenStudio.Games
neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength); neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
if (neededCalls.Count <= 0) return; // do the actual stuff under here if (neededCalls.Count <= 0) return; // do the actual stuff under here
ChangeEmotion(girlAnim, Faces.Idle);
SetLightFromState(LightState.Repeating); SetLightFromState(LightState.Repeating);
SoundByte.PlayOneShotGame("dressYourBest/pass_turn");
// "Any" check instead of just checking the last one? // "Any" check instead of just checking the last one?
if (neededCalls[^1].beat != beat) { if (neededCalls[^1].beat != beat) {
monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f); monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
@ -337,9 +368,9 @@ namespace HeavenStudio.Games
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null); _ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
} }
if (autoReact) { if (autoReact) {
// BeatAction.New(this, new() { new(beat - startIntervalBeat + beat + 1, delegate { double reactBeat = (beat * 2) - startIntervalBeat + 1;
BeatAction.New(this, new() { new(beat + beat - startIntervalBeat + 1, delegate { BeatAction.New(this, new() { new(reactBeat, delegate {
IntervalReact(); IntervalReact(reactBeat, 1);
})}); })});
} }
} }
@ -349,24 +380,45 @@ namespace HeavenStudio.Games
return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length); return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
} }
public void IntervalReact() public void IntervalReact(double beat, float length)
{ {
Faces reaction = (hasMissed || hitCount <= 0) ? Faces.Sad : Faces.Happy; Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
ChangeEmotion(monkeyAnim, reaction); ChangeEmotion(monkeyAnim, reaction);
ChangeEmotion(girlAnim, reaction); ChangeEmotion(girlAnim, reaction);
LightState lightState = (LightState)reaction; LightState lightState = (LightState)reaction;
SetLightFromState(lightState); 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()); 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 int hitCount = 0; // resets every pass turn
private bool hasMissed = false; private bool hasMissed = false;
private bool HasMissed => hasMissed || hitCount <= 0;
private void OnHit(PlayerActionEvent caller, float state) private void OnHit(PlayerActionEvent caller, float state)
{ {
hitCount++;
SoundByte.PlayOneShotGame("dressYourBest/hit_1"); SoundByte.PlayOneShotGame("dressYourBest/hit_1");
SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false)); 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) private void OnMiss(PlayerActionEvent caller)
{ {