Revert "some more initialization"

This reverts commit f1c0a59970.
This commit is contained in:
AstrlJelly 2024-06-08 13:16:33 -04:00
parent ef1922bd74
commit fe941dd2a1
26 changed files with 113 additions and 2105 deletions

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@ -18,52 +18,24 @@ 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")
{
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") new GameAction("start interval", "Start Interval")
{ {
defaultLength = 4f, defaultLength = 4f,
resizable = true, resizable = true,
parameters = new List<Param>() 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 Param("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 GameAction("background appearance", "Background Appearance") new GameAction("background appearance", "Background Appearance")
{ {
function = delegate { function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
instance.ChangeBackgroundAppearance(e.beat, e.length, e["start"], e["end"], e["ease"]);
}
},
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new("start", DressYourBest.DefaultBGColor, "Start Color", "Set the color at the start of the event."), new Param("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 Param("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("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}, },
}, },
} }
@ -74,101 +46,10 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games 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 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); 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);
}
} }
} }