Manzai but more of it (#695)

* Lots of small things

Replaced the combined "boing" sound from rhre with the split "boing" sounds from ingame for easier voice replacement.
Split the regular pun and boing pun blocks.
Made the offset for Kosuke's voicelines adapt to the sound's pitch.
Made speech bubble positions randomized.
Made the "ready" animation play in autoplay if you're in touch mode.
Moved the window for when you're allowed to start holding for a slap in touch mode sooner.

* Minor-er things

Attempted and failed to get the "crowd noise interruption" in place.
Removed a log command.
Disabled bopping in the "boing" block sooner.
Fixed how the pun and boing blocks work on game switch.

* Even more minor things ™️

Shuffled around some things in the prefab to be more accurate to the original.
Finally moved the reference images out of the root assets folder

* Did somebody ask for more minor changes

Changed how the input method is called to prepare for random voicelines.
Made playback speed affect voice pitching (unless pitching is turned off in the block)
Fixed input doubling if a Pun block is put on the same beat as a game switch (curse you space soccer and not having to check for that in the method i stole from you)

* QoL tap mode thing

Basically if you hold down the button for long enough, kasuke will play the "ready" animation which is uninterruptable until you let go

* No way is that more minor things

Added figure-farter-esque easter egg. (hold both shoulder buttons while inputting and see what happens :3)
Made whiffs detract from your score.

* Stuff

Added options for audience sounds and added practice crowd sounds.
Fixed Kasuke's pitching and split the "donaiyanen" voice line.
Added spritesheet for the crowd (it's not even split yet i literally just remembered i never pushed last night and i wanted to do that first)

* Crowd (still WIP)

Added the crowd and all the animations that are in vanilla.
Added a block for crowd animations.
Yeah basically just crowd implementation, extra goodies are yet to come.

* Crowd Stuff but More

Made bops low priority animations for the crowd.
Added the jumping animation holy fuck that was a headache please send hlep.

* removed WIP label

bc raffy and astrl and maddy bugged me about it

* Cool Stuff

Added the microphone and animated it using the "birds slide" block.
Added the sprite sheet for particles.
Implemented the feather particles during a slap.

* The Push

Optimized a bit of input code.
ADDED VOICELINES WOOOOO (with randomization)
This commit is contained in:
ThePurpleAnon 2024-02-13 07:37:06 -06:00 committed by GitHub
parent a032385c7d
commit ea09e6ca4e
89 changed files with 22902 additions and 2014 deletions

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@ -13,7 +13,7 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("manzai", "(WIP) Manzai", "72003D", false, false, new List<GameAction>()
return new Minigame("manzai", "Manzai", "72003D", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
@ -33,24 +33,50 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate {
var e = eventCaller.currentEntity;
Manzai.PunSFX(e.beat, e["pun"], e["pitch"], e["boing"]); },
Manzai.PunSFX(e.beat, e["pun"], e["pitch"], 0, e["crowd"], e["random"]); },
function = delegate {
/*function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.DoPun(e.beat, e["boing"], e["pun"]); },
Manzai.instance.DoPun(e.beat, 0, e["pun"]); },*/
defaultLength = 4,
parameters = new List<Param>()
{
new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
/*new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
//new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "pun" }),
new Param.CollapseParam((x, _) => (bool)x, new string[] { "unused" })
}),*/
//new Param.CollapseParam((x, _) => (bool)x, new string[] { "unused" })
}),
new Param("pun", Manzai.Puns.FutongaFuttonda, "Which Pun?", "Which pun will Kosuke say?"),
//new Param("unused", false, "Include Unused", "Will unused puns be picked?"),
new Param("pitch", true, "Pitch Voiceline", "Will the pun pitch with the tempo?"),
new Param("crowd", Manzai.Crowd.Default, "Crowd Sounds", "How the crowd will sound during the input."),
}
},
new GameAction("boing", "Pun (Boing)")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
Manzai.PunSFX(e.beat, e["pun"], e["pitch"], 1, e["crowd"], e["random"]); },
/*function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.DoPun(e.beat, 1, e["pun"]); },*/
defaultLength = 4,
parameters = new List<Param>()
{
//new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "pun" }),
//new Param.CollapseParam((x, _) => (bool)x, new string[] { "unused" })
}),
new Param("pun", Manzai.Puns.FutongaFuttonda, "Which Pun?", "Which pun will Kosuke say?"),
//new Param("unused", false, "Include Unused", "Will unused puns be picked?"),
new Param("pitch", true, "Pitch Voiceline", "Will the pun pitch with the tempo?"),
new Param("crowd", Manzai.Crowd.Default, "Crowd Sounds", "How the crowd will sound during the input."),
}
},
/* new GameAction("customBoing", "Custom Boing")
@ -84,6 +110,20 @@ namespace HeavenStudio.Games.Loaders
{
new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on"),
},
},
new GameAction("crowd", "Crowd Animations")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.CrowdAnimation(e.beat, e.length, e["animation"], e["loop"]);
},
defaultLength = 1.0f,
resizable = true,
parameters = new List<Param>()
{
new Param("animation", Manzai.CrowdAnimationList.Bop, "Animation", "What animation the crowd will play."),
new Param("loop", new EntityTypes.Integer(1, 16, 4), "Loop Interval (x4)", "How many quarter-beats the animation will wait before looping"),
},
}},
new List<string>() { "rvl", "normal" },
"rvlmanzai", "jp",
@ -122,10 +162,14 @@ namespace HeavenStudio.Games
[SerializeField] Animator DonaiyanenBubble;
[SerializeField] Animator BothBirdsAnim;
[SerializeField] Animator StageAnim;
[SerializeField] Animator CrowdAnim;
[SerializeField] Transform PivotL;
[SerializeField] Transform PivotR;
[SerializeField] Transform PivotD;
[SerializeField] Transform CrowdPos;
[SerializeField] ParticleSystem Feathers;
bool ravenBop = true;
bool vultureBop = true;
@ -150,8 +194,33 @@ namespace HeavenStudio.Games
bool hitDonaiyanen = false;
double lastWhiffBeat = double.MinValue;
double lastTappedBeat = double.MinValue;
bool canDodge = true;
float randomBubbleBoth = 0.0f;
Sound crowdSound;
bool isHolding = false;
bool isPlayingReadyAnimationForTapMode = false;
bool easterEgg1 = false;
bool easterEgg2 = false;
bool boingHasCrowdSounds = true;
bool crowdCanCheerSound = true;
bool crowdCanCheerAnimation = true;
bool crowdIsCheering = false;
double crowdLastMissAnimation = double.MinValue;
bool jumpUp = false;
bool jumpDown = false;
float jumpStart;
float jumpApex;
float jumpLength;
double startJumpTime = double.MinValue;
float jumpHeight = 1;
public enum WhoBops
@ -170,9 +239,9 @@ namespace HeavenStudio.Games
public enum Puns
{
/*AichiniAichinna,
AichiniAichinna,
AmmeteAmena,
ChainaniNichaina,
/*ChainaniNichaina,
DenwariDenwa,*/ //short animation
FutongaFuttonda,
/*HiromegaHirameida,
@ -182,20 +251,20 @@ namespace HeavenStudio.Games
KarewaKare,
KouchagaKouchou,
KusagaKusai, //short animation (boing unused)
MegaminiwaMegane,
MegaminiwaMegane,*/
MikangaMikannai,
NekogaNekoronda,
/*NekogaNekoronda,*/
OkanewaOkkane,
OkurezeKitteOkure,
/*OkurezeKitteOkure,
OmochinoKimochi,
OmoinoHokaOmoi,
PuringaTappurin,
PuringaTappurin,*/
RakudawaRakugana,
RoukadaKatarouka,
/*RoukadaKatarouka,
SaiyoMinasai,
SakanaKanaMasakana,
SakanaKanaMasakana,*/
SarugaSaru, //short animation (boing unused)
ShaiinniNanariNashain_Unused, //fully unused
/*ShaiinniNanariNashain_Unused, //fully unused
SuikawaYasuika,
TaigaTabetaina,
TaininiKittai,
@ -226,6 +295,23 @@ namespace HeavenStudio.Games
Outside,
}
public enum Crowd
{
Default,
Practice,
Silent,
}
public enum CrowdAnimationList
{
Idle,
Bop,
Cheer,
Uproar,
Angry,
Jump,
}
const int IAAltDownCat = IAMAXCAT;
protected static bool IA_TouchAltPress(out double dt)
@ -287,7 +373,7 @@ namespace HeavenStudio.Games
public void BopAnimationRaven()
{
if (ravenCanBop && ravenCanBopTemp)
if (ravenCanBop && ravenCanBopTemp && !isHolding)
RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
@ -297,7 +383,7 @@ namespace HeavenStudio.Games
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
public void DoPun(double beat, int isBoing, int whichPun)
public void DoPun(double beat, int isBoing, int whichPun, bool isPitched, int crowdSounds)
{
int punOrBoing = isBoing;
@ -308,48 +394,77 @@ namespace HeavenStudio.Games
if (punOrBoing == (int)Manzai.BoingType.Normal)
{
DoPunHai(beat, whichPun);
DoPunHai(beat, whichPun, isPitched, crowdSounds);
}
if (punOrBoing == (int)Manzai.BoingType.Boing)
{
DoPunBoing(beat, whichPun);
DoPunBoing(beat, whichPun, isPitched, crowdSounds);
}
//Debug.Log(punOrBoing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4.0, delegate { crowdAnimReset(); }),
});
}
public static void PunSFX(double beat, int whichPun, bool isPitched, int isBoing)
public static void PunSFX(double beat, int whichPun, bool isPitched, int isBoing, int crowdSounds, bool random)
{
if (random) whichPun = UnityEngine.Random.Range(0, 7);
var punName= Enum.GetName(typeof(Puns), whichPun);
float pitch = isPitched ? Conductor.instance.songBpm/98 : 1;
float pitch = isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1;
double offset = isPitched ? (0.05/(Conductor.instance.GetBpmAtBeat(beat)/98)) : 0.05;
var sounds = new List<MultiSound.Sound>();
int boing = isBoing;
int length = boingLengths.GetValueOrDefault(punName);
int syllables = boing == 0 ? 9 : (length != 0 ? length : 4);
Debug.Log(length);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Manzai.instance.DoPun(beat, isBoing, whichPun, isPitched, crowdSounds); }),
});
for (int i = 0; i < syllables; i++) {
sounds.Add(new MultiSound.Sound($"manzai/{punName}{i + 1}", beat + (i * 0.25), pitch, offset: i == 0 ? 0.05 : 0));
sounds.Add(new MultiSound.Sound($"manzai/{punName}{i + 1}", beat + (i * 0.25), pitch, offset: i == 0 ? offset : 0));
}
if (isBoing == 1)
{
sounds.Add(new MultiSound.Sound("manzai/boing", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch));
sounds.Add(new MultiSound.Sound("manzai/boing", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch, volume: 0.8f));
sounds.Add(new MultiSound.Sound("manzai/comedy", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch, volume: 0.8f));
}
MultiSound.Play(sounds.ToArray(), forcePlay: true);
}
public void DoPunHai(double beat, int whichPun)
public void DoPunHai(double beat, int whichPun, bool isPitched, int crowdSounds)
{
vultureCanBop = false;
canDodge = false;
int bubbleAnimation = UnityEngine.Random.Range(0, 2);
var punName= Enum.GetName(typeof(Puns), whichPun);
if (isPitched)
{
ScheduleInput(beat, 2.5f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustLP : HaiJustRP, crowdSounds == 0 ? HaiMiss : Nothing, Nothing);
ScheduleInput(beat, 3.0f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustRP : HaiJustLP, crowdSounds == 0 ? HaiMiss : Nothing, Nothing);
}
else
{
ScheduleInput(beat, 2.5f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustL : HaiJustR, crowdSounds == 0 ? HaiMiss : Nothing, Nothing);
ScheduleInput(beat, 3.0f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustR : HaiJustL, crowdSounds == 0 ? HaiMiss : Nothing, Nothing);
}
ScheduleInput(beat, 2.5f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustL : HaiJustR, HaiMiss, Nothing);
ScheduleInput(beat, 3.0f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustR : HaiJustL, HaiMiss, Nothing);
if (crowdSounds == 1)
{
float pitch = isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1;
double offset = isPitched ? (0.03/(Conductor.instance.GetBpmAtBeat(beat)/98)) : 0.03;
var sounds = new List<MultiSound.Sound>();
sounds.Add(new MultiSound.Sound("manzai/crowdHai1", beat + 2.50, pitch, offset: offset, volume: 0.7f));
sounds.Add(new MultiSound.Sound("manzai/crowdHai2", beat + 3.00, pitch, offset: offset, volume: 0.7f));
MultiSound.Play(sounds.ToArray(), forcePlay: true);
}
if ((punName == "DenwariDenwa") || (punName == "IkugawaIkura") || (punName == "KusagaKusai") || (punName == "SarugaSaru"))
{
@ -357,9 +472,10 @@ namespace HeavenStudio.Games
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; bubbleRandom(); }),
new BeatAction.Action(beat + 2.25f, delegate { crowdCanCheerSound = (crowdSounds == 0); }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat); }),
new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat, crowdSounds); }),
});
}
else
@ -370,59 +486,104 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; bubbleRandom(); }),
new BeatAction.Action(beat + 2.25f, delegate { crowdCanCheerSound = (crowdSounds == 0); }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat); }),
new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat, crowdSounds); }),
});
}
}
public void HaiJustFull(float state, int side)
public void bubbleRandom()
{
SoundByte.PlayOneShotGame("manzai/hai", pitch: Conductor.instance.songBpm/98);
randomBubbleBoth = UnityEngine.Random.Range(-100, 101) / 1000.0f;
}
public void HaiJustFull(float state, int side, PlayerActionEvent caller, bool isPitched)
{
double beat = caller.startBeat + caller.timer;
SoundByte.PlayOneShotGame("manzai/hai", pitch: isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("manzai/miss1");
SoundByte.PlayOneShotGame("manzai/missClick");
if (crowdCanCheerSound && crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
else
{
SoundByte.PlayOneShotGame("manzai/HaiAccent");
if (crowdCanCheerSound && crowdCanCheerAnimation && !crowdIsCheering)
{
CrowdAnim.DoScaledAnimationAsync("Cheer", 0.5f);
crowdIsCheering = true;
}
if (side == 0)
{
float randomL = UnityEngine.Random.Range(-40, 41) / 1000.0f;
Quaternion rotL = new Quaternion();
rotL.Set(0, 0, randomBubbleBoth + randomL, 1);
PivotL.rotation = rotL;
HaiBubbleL.DoScaledAnimationAsync("HaiL", 0.5f);
hitHaiL = true;
}
if (side == 1)
{
float randomR = UnityEngine.Random.Range(-40, 41) / 1000.0f;
Quaternion rotR = new Quaternion();
rotR.Set(0, 0, randomBubbleBoth + randomR, 1);
PivotR.rotation = rotR;
HaiBubbleR.DoScaledAnimationAsync("HaiR", 0.5f);
hitHaiR = true;
}
}
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
if (easterEgg1 && easterEgg2)
{
RavenAnim.DoScaledAnimationAsync(side == 0 ? "Move" : "MoveM", 0.5f);
}
else
{
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
}
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (crowdSound != null)
{
crowdSound.Stop();
}
}
public void HaiJustL(PlayerActionEvent caller, float state)
{
// var euler = PivotL.eulerAngles;
// euler.z = UnityEngine.Random.Range(0, 100);
int side = 0;
public void HaiJustL(PlayerActionEvent caller, float state) => HaiJustFull(state, 0, caller, false);
HaiBubbleL.DoScaledAnimationAsync("HaiL", 0.5f);
HaiJustFull(state, side);
}
public void HaiJustR(PlayerActionEvent caller, float state) => HaiJustFull(state, 1, caller, false);
public void HaiJustR(PlayerActionEvent caller, float state)
{
int side = 1;
HaiBubbleR.DoScaledAnimationAsync("HaiR", 0.5f);
HaiJustFull(state, side);
}
public void HaiJustLP(PlayerActionEvent caller, float state) => HaiJustFull(state, 0, caller, true);
public void HaiJustRP(PlayerActionEvent caller, float state) => HaiJustFull(state, 1, caller, true);
public void HaiMiss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("manzai/disappointed");
if (crowdSound != null)
{
crowdSound.Stop();
}
crowdSound = SoundByte.PlayOneShotGame("manzai/disappointed");
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
//SoundByte.PlayOneShotGame("manzai/hai");
//RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
@ -435,9 +596,16 @@ namespace HeavenStudio.Games
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
}
else
{
if (GameManager.instance.autoplay)
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
}
}
}
public void DoPunBoing(double beat, int whichPun)
public void DoPunBoing(double beat, int whichPun, bool isPitched, int crowdSounds)
{
vultureCanBop = false;
canDodge = false;
@ -446,7 +614,20 @@ namespace HeavenStudio.Games
int length = boingLengths.GetValueOrDefault(punName);
int syllables = length != 0 ? length : 4;
ScheduleInput(beat, 2.5f, InputAction_Alt, BoingJust, BoingMiss, Nothing);
ScheduleInput(beat, 2.5f, InputAction_Alt, isPitched ? BoingJustP : BoingJustNP , crowdSounds == 0 ? BoingMiss : Nothing, Nothing);
if (crowdSounds == 1)
{
float pitch = isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1;
double offset = isPitched ? (0.03/(Conductor.instance.GetBpmAtBeat(beat)/98)) : 0.03;
var sounds = new List<MultiSound.Sound>();
sounds.Add(new MultiSound.Sound("manzai/crowdDon1", beat + 0.00 + 2.50, pitch, offset: offset, volume: 0.7f));
sounds.Add(new MultiSound.Sound("manzai/crowdDon2", beat + 0.25 + 2.50, pitch, volume: 0.7f));
sounds.Add(new MultiSound.Sound("manzai/crowdDon3", beat + 0.75 + 2.50, pitch, volume: 0.7f));
sounds.Add(new MultiSound.Sound("manzai/crowdDon4", beat + 1.00 + 2.50, pitch, volume: 0.7f));
MultiSound.Play(sounds.ToArray(), forcePlay: true);
}
if ((punName == "DenwariDenwa") || (punName == "IkugawaIkura") || (punName == "KusagaKusai") || (punName == "SarugaSaru"))
{
@ -454,12 +635,14 @@ namespace HeavenStudio.Games
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.25f, delegate { isPreparingForBoing = true; }),
new BeatAction.Action(beat + 0.50f, delegate { isPreparingForBoing = true; }),
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
new BeatAction.Action(beat + 2.00f, delegate { ravenCanBop = false; }),
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; }),
new BeatAction.Action(beat + 3.00f, delegate { audienceRespond(beat); }),
new BeatAction.Action(beat + 2.25f, delegate { boingHasCrowdSounds = (crowdSounds == 0); }),
new BeatAction.Action(beat + 2.25f, delegate { crowdCanCheerSound = (crowdSounds == 0); }),
new BeatAction.Action(beat + 3.00f, delegate { audienceRespond(beat, crowdSounds); }),
new BeatAction.Action(beat + 3.20f, delegate { isPreparingForBoing = false; }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
});
@ -470,72 +653,142 @@ namespace HeavenStudio.Games
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { isPreparingForBoing = true; }),
new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.25f, delegate { isPreparingForBoing = true; }),
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
new BeatAction.Action(beat + 2.00f, delegate { ravenCanBop = false; }),
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; }),
new BeatAction.Action(beat + 3.00f, delegate { audienceRespond(beat); }),
new BeatAction.Action(beat + 2.25f, delegate { boingHasCrowdSounds = (crowdSounds == 0); }),
new BeatAction.Action(beat + 2.25f, delegate { crowdCanCheerSound = (crowdSounds == 0); }),
new BeatAction.Action(beat + 3.00f, delegate { audienceRespond(beat, crowdSounds); }),
new BeatAction.Action(beat + 3.20f, delegate { isPreparingForBoing = false; }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
});
}
}
public void audienceRespond(double beat)
public void audienceRespond(double beat, int crowdSounds)
{
if (hitHaiL && hitHaiR)
if (crowdSounds == 0)
{
BeatAction.New(instance, new List<BeatAction.Action>()
if (hitHaiL && hitHaiR)
{
new BeatAction.Action(beat + 3.50f, delegate { SoundByte.PlayOneShotGame("manzai/haiClap"); }),
});
}
if (hitDonaiyanen)
{
BeatAction.New(instance, new List<BeatAction.Action>()
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.50f, delegate { crowdSound = SoundByte.PlayOneShotGame("manzai/haiClap"); }),
});
}
if (hitDonaiyanen)
{
new BeatAction.Action(beat + 3.00f, delegate { SoundByte.PlayOneShotGame("manzai/donaiyanenLaugh"); }),
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.00f, delegate { crowdSound = SoundByte.PlayOneShotGame("manzai/donaiyanenLaugh"); }),
});
}
crowdCanCheerSound = false;
}
hitHaiL = false;
hitHaiR = false;
hitDonaiyanen = false;
}
public void BoingJust(PlayerActionEvent caller, float state)
public void BoingJustP(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("manzai/donaiyanen", pitch: Conductor.instance.songBpm/98);
BoingJust(caller, state, true);
}
public void BoingJustNP(PlayerActionEvent caller, float state)
{
BoingJust(caller, state, false);
}
public void BoingJust(PlayerActionEvent caller, float state, bool isPitched)
{
double beat = caller.startBeat + caller.timer;
float pitch = isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1;
var sounds = new List<MultiSound.Sound>();
sounds.Add(new MultiSound.Sound("manzai/donaiyanen1", beat + 0.00, pitch));
sounds.Add(new MultiSound.Sound("manzai/donaiyanen2", beat + 0.25, pitch));
sounds.Add(new MultiSound.Sound("manzai/donaiyanen3", beat + 0.75, pitch));
sounds.Add(new MultiSound.Sound("manzai/donaiyanen4", beat + 1.00, pitch));
MultiSound.Play(sounds.ToArray(), forcePlay: true);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("manzai/miss1");
SoundByte.PlayOneShotGame("manzai/missClick");
if (crowdCanCheerSound && crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
else
{
SoundByte.PlayOneShotGame("manzai/donaiyanenAccent");
if (crowdCanCheerSound && crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Uproar", 0.5f);
crowdIsCheering = true;
}
Feathers.Play();
hitDonaiyanen = true;
}
RavenAnim.DoScaledAnimationAsync("Attack", 0.5f);
VultureAnim.DoScaledAnimationAsync("Damage", 0.5f);
int bubbleAnimation = UnityEngine.Random.Range(0, 2);
DonaiyanenBubble.DoScaledAnimationAsync(bubbleAnimation == 1 ? "DonaiyanenL" : "DonaiyanenR", 0.5f);
float randomD = UnityEngine.Random.Range(-40, 41) / 200.0f;
float randomH = UnityEngine.Random.Range(-50, 51) / 30.0f;
float randomV = UnityEngine.Random.Range(40, 81) / 40.0f;
Quaternion rotD = new Quaternion();
rotD.Set(0, 0, randomD, 1);
PivotD.rotation = rotD;
Vector3 posD = new Vector3();
posD.Set(randomH - 1.5f, randomV, 0);
PivotD.position = posD;
DonaiyanenBubble.DoScaledAnimationAsync("Donaiyanen", 0.5f);
if (crowdSound != null)
{
crowdSound.Stop();
}
}
public void BoingMiss(PlayerActionEvent caller)
{
if (crowdSound != null)
{
crowdSound.Stop();
}
if (!missedWithWrongButton)
{
SoundByte.PlayOneShotGame("manzai/disappointed");
crowdSound = SoundByte.PlayOneShotGame("manzai/disappointed");
missedWithWrongButton = false;
}
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
missedWithWrongButton = false;
}
public void CustomBoing(double beat)
{
SoundByte.PlayOneShotGame("manzai/Boing", pitch: Conductor.instance.songBpm/98);
SoundByte.PlayOneShotGame("manzai/boing", pitch: (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch, volume: 0.8f);
SoundByte.PlayOneShotGame("manzai/comedy", pitch: (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch, volume: 0.8f);
VultureAnim.DoScaledAnimationAsync("Boing", 0.5f);
}
@ -577,6 +830,90 @@ namespace HeavenStudio.Games
StageAnim.DoScaledAnimationAsync(lightsEnabled ? "LightsOff" : "LightsOn", 0.5f);
}
public void CrowdAnimation(double beat, double length, int animation, int loop)
{
double loopAsDouble = loop * 0.25;
var actions = new List<BeatAction.Action>();
if (animation != 1)
{
actions.Add(new(beat - 0.25, delegate { crowdCanCheerAnimation = false; }));
}
if (animation != 1 && animation != 5)
{
actions.Add(new(beat, delegate { doCrowdAnimation(animation, loopAsDouble, beat); }));
actions.Add(new(beat + length, delegate { CrowdAnim.DoScaledAnimationAsync("Idle"); }));
}
else
{
for (int i = 0; i * loopAsDouble < length; i++)
{
actions.Add(new(beat + i * loopAsDouble, delegate { doCrowdAnimation(animation, loopAsDouble, beat); }));
}
}
actions.Add(new(beat + length, delegate { crowdCanCheerAnimation = true; }));
BeatAction.New(this, actions);
}
public void doCrowdAnimation(int animation, double loop, double beat)
{
var crowdAnimation= Enum.GetName(typeof(CrowdAnimationList), animation);
if (!crowdIsCheering && ((crowdLastMissAnimation + 2) < conductor.songPositionInBeatsAsDouble) && animation == 1)
{
CrowdAnim.DoScaledAnimationAsync($"{crowdAnimation}", 0.5f);
}
if (animation == 5)
{
jumpHeight = Math.Min((float)loop, 2f);
jumpLength = (float)loop;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { startJumpTime = conductor.songPositionInBeatsAsDouble; }),
});
}
if (animation != 1 && animation != 5)
{
CrowdAnim.DoScaledAnimationAsync($"{crowdAnimation}", 0.5f);
}
}
public void crowdJumpAnimation()
{
float jumpPos = Conductor.instance.GetPositionFromBeat(startJumpTime, jumpLength);
if (jumpPos >= 0 && jumpPos <= 1f)
{
float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul * yMul) + 1f;
CrowdPos.transform.localPosition = new Vector3(0, jumpHeight * yWeight, -2);
}
}
public void crowdAnimReset()
{
if (crowdIsCheering)
{
CrowdAnim.DoScaledAnimationAsync("Idle", 0.5f);
crowdIsCheering = false;
}
}
public void kasukeHaiAnimFull()
{
SoundByte.PlayOneShotGame("manzai/hai");
if (easterEgg1 && easterEgg2)
{
int danceSide = UnityEngine.Random.Range(0, 2);
RavenAnim.DoScaledAnimationAsync(danceSide == 0 ? "Move" : "MoveM", 0.5f);
}
else
{
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
}
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
private void Update()
{
if (isMoving) {
@ -594,35 +931,49 @@ namespace HeavenStudio.Games
if (isPreparingForBoing)
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
isPlayingReadyAnimationForTapMode = true;
ravenCanBop = false;
}
else
{
SoundByte.PlayOneShotGame("manzai/hai");
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
kasukeHaiAnimFull();
Manzai.instance.ScoreMiss(0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
}
else
{
SoundByte.PlayOneShotGame("manzai/hai");
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
kasukeHaiAnimFull();
Manzai.instance.ScoreMiss(0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
}
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.GetIsAction(InputAction_BasicRelease) && isPreparingForBoing)
{
RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
ravenCanBop = true;
}
if (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt))
{
SoundByte.PlayOneShotGame("manzai/miss2");
RavenAnim.DoScaledAnimationAsync("Spin", 0.5f);
Manzai.instance.ScoreMiss(0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
if (canDodge)
@ -630,20 +981,82 @@ namespace HeavenStudio.Games
VultureAnim.DoScaledAnimationAsync("Dodge", 0.5f);
vultureCanBopTemp = false;
}
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && IsExpectingInputNow(InputAction_Alt) && PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
SoundByte.PlayOneShotGame("manzai/missWrongButton");
SoundByte.PlayOneShotGame("manzai/hai");
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (boingHasCrowdSounds)
{
crowdSound = SoundByte.PlayOneShotGame("manzai/missWrongButton");
}
else
{
crowdSound = SoundByte.PlayOneShotGame("manzai/missClick");
}
kasukeHaiAnimFull();
missedWithWrongButton = true;
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
if ((lastWhiffBeat + 1) < conductor.songPositionInBeatsAsDouble)
{
ravenCanBopTemp = true;
vultureCanBopTemp = true;
}
if (((lastTappedBeat + 1) < conductor.songPositionInBeatsAsDouble && !isPlayingReadyAnimationForTapMode && isHolding))
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
isPlayingReadyAnimationForTapMode = true;
}
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.GetIsAction(InputAction_BasicPress))
{
isHolding = true;
lastTappedBeat = conductor.songPositionInBeatsAsDouble;
}
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && (PlayerInput.GetIsAction(InputAction_BasicRelease) || PlayerInput.GetIsAction(InputAction_Alt)))
{
if(isPlayingReadyAnimationForTapMode && PlayerInput.GetIsAction(InputAction_BasicRelease))
{
RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
isHolding = false;
isPlayingReadyAnimationForTapMode = false;
}
if (PlayerInput.GetPadDown(InputController.ActionsPad.ButtonL))
{
easterEgg1 = true;
}
if (PlayerInput.GetPadUp(InputController.ActionsPad.ButtonL))
{
easterEgg1 = false;
}
if (PlayerInput.GetPadDown(InputController.ActionsPad.ButtonR))
{
easterEgg2 = true;
}
if (PlayerInput.GetPadUp(InputController.ActionsPad.ButtonR))
{
easterEgg2 = false;
}
if (canDodge == false)
{
vultureCanBopTemp = true;
@ -652,8 +1065,7 @@ namespace HeavenStudio.Games
public void LateUpdate()
{
var rot = PivotL.eulerAngles;
rot.z = 50;
crowdJumpAnimation();
}
public override void OnGameSwitch(double beat)
@ -664,13 +1076,13 @@ namespace HeavenStudio.Games
{
break;
}
if(entity.datamodel != "manzai/pun" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
if((entity.datamodel != "manzai/pun" && entity.datamodel != "manzai/boing") || entity.beat + entity.length < beat) //check for pun that happen right before the switch
{
continue;
}
bool isOnGameSwitchBeat = entity.beat == beat;
DoPun(entity.beat, entity["boing"], entity["pun"]);
break;
if(entity.datamodel == "manzai/pun") {DoPun(entity.beat, 0, entity["pun"], entity["pitch"], entity["crowd"]);}
if(entity.datamodel == "manzai/boing") {DoPun(entity.beat, 1, entity["pun"], entity["pitch"], entity["crowd"]);}
}
}
}

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@ -287,5 +287,6 @@ MonoBehaviour:
- Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
- Assets/Scripts/Games/MonkeyWatch/BalloonHandler.cs
- Assets/Scripts/Games/MonkeyWatch/WatchMonkey.cs
- Assets/Scripts/Games/Manzai/Manzai.cs
PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: []