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|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -18,52 +18,24 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("dressYourBest", "Dress Your Best", "d593dd", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new("characters", DressYourBest.Characters.Girl, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
|
||||
new("bop", true, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
|
||||
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")
|
||||
{
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
|
||||
}
|
||||
},
|
||||
new GameAction("monkey call", "Monkey Call")
|
||||
{
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
SoundByte.PlayOneShotGame("dressYourBest/monkey_call_" + e["callSfx"], e.beat, forcePlay: true);
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.")
|
||||
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
|
||||
}
|
||||
},
|
||||
new GameAction("background appearance", "Background Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
instance.ChangeBackgroundAppearance(e.beat, e.length, e["start"], e["end"], e["ease"]);
|
||||
}
|
||||
},
|
||||
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new("start", DressYourBest.DefaultBGColor, "Start Color", "Set the color at the start of the event."),
|
||||
new("end", DressYourBest.DefaultBGColor, "End Color", "Set the color at the end of the event."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
new Param("start", DressYourBest.DefaultBGColor, "Start Color", "Set the color at the start of the event."),
|
||||
new Param("end", DressYourBest.DefaultBGColor, "End Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
},
|
||||
},
|
||||
}
|
||||
|
@ -74,101 +46,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
/// This class handles the minigame logic.
|
||||
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
|
||||
public class DressYourBest : Minigame
|
||||
{
|
||||
public enum Characters
|
||||
{
|
||||
Girl,
|
||||
Monkey,
|
||||
}
|
||||
|
||||
public enum CallSFX
|
||||
{
|
||||
Long,
|
||||
Short,
|
||||
}
|
||||
|
||||
public enum LightState
|
||||
{
|
||||
IdleOrListening,
|
||||
Repeating,
|
||||
Correct,
|
||||
Wrong,
|
||||
}
|
||||
|
||||
[Header("Animators")]
|
||||
[SerializeField] private Animator girlAnimator;
|
||||
[SerializeField] private Animator monkeyAnimator;
|
||||
|
||||
[Header("Renderers")]
|
||||
[SerializeField] private SpriteRenderer bgSpriteRenderer;
|
||||
[SerializeField] private Renderer lightRenderer;
|
||||
|
||||
[Header("Material(s)")]
|
||||
[SerializeField] private Material lightMaterialTemplate;
|
||||
|
||||
[Header("Variables")]
|
||||
[SerializeField] private ColorPair[] lightStates;
|
||||
[Serializable]
|
||||
private struct ColorPair
|
||||
{
|
||||
public Color inside;
|
||||
public Color outside;
|
||||
}
|
||||
|
||||
public readonly static Color DefaultBGColor = new(0.84f, 0.58f, 0.87f);
|
||||
|
||||
private ColorEase bgColorEase = new(DefaultBGColor);
|
||||
private Material lightMaterialCurrent;
|
||||
private Sound whirringSfx = null;
|
||||
|
||||
private bool girlBop = true;
|
||||
private bool monkeyBop = true;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// lightMaterialCurrent = Instantiate(lightMaterialTemplate);
|
||||
lightRenderer.material = Instantiate(lightMaterialTemplate);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
bgSpriteRenderer.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public override void OnLateBeatPulse(double beat)
|
||||
{
|
||||
if (girlBop && !girlAnimator.IsPlayingAnimationNames()) {
|
||||
girlAnimator.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
if (monkeyBop && !monkeyAnimator.IsPlayingAnimationNames()) {
|
||||
monkeyAnimator.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistBackgroundAppearance(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistBackgroundAppearance(beat);
|
||||
}
|
||||
|
||||
private void PersistBackgroundAppearance(double beat)
|
||||
{
|
||||
RiqEntity bgEntity = gameManager.Beatmap.Entities.FindLast(e => e.beat < beat && e.datamodel == "dressYourBest/background appearance");
|
||||
if (bgEntity != null) {
|
||||
RiqEntity e = bgEntity;
|
||||
ChangeBackgroundAppearance(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
bgColorEase = new ColorEase(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue