using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class AgbClapLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("clappyTrio", "Trio Timer", "deffff", false, false, new List() { new GameAction("clap", "Clap") { function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, resizable = true }, new GameAction("bop", "Bop") { function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"]); }, resizable = true, parameters = new List() { new Param("bop", true, "Bop", "Should the lions bop?"), new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?") } }, new GameAction("prepare", "Prepare Stance") { function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); }, parameters = new List() { new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") } }, new GameAction("change lion count", "Change Lion Count") { function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); }, defaultLength = 0.5f, parameters = new List() { new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions") } }, // This is still here for backwards-compatibility but is hidden in the editor new GameAction("prepare_alt", "") { function = delegate { ClappyTrio.instance.Prepare(3); }, hidden = true }, }); } } } namespace HeavenStudio.Games { using Scripts_ClappyTrio; public class ClappyTrio : Minigame { public int lionCount = 3; public List Lion; [SerializeField] private Sprite[] faces; private bool isClapping; private float currentClappingLength; private float lastClapStart; private int clapIndex; private ClappyTrioPlayer ClappyTrioPlayer; public bool playerHitLast = false; bool shouldBop; public GameEvent bop = new GameEvent(); public static ClappyTrio instance { get; set; } MultiSound clapSounds = null; BeatAction clapAction = null; private void Awake() { instance = this; clapSounds = null; InitLions(); } public override void OnGameSwitch(float beat) { DynamicBeatmap.DynamicEntity changeLion = GameManager.instance.Beatmap.entities.FindLast(c => c.datamodel == "clappyTrio/change lion count" && c.beat <= beat); if(changeLion != null) { EventCaller.instance.CallEvent(changeLion, true); } } void Update() { var cond = Conductor.instance; if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) { if (shouldBop) Bop(cond.songPositionInBeats); } } private void InitLions() { float startPos = -3.066667f; float maxWidth = 12.266668f; for (int i = 0; i < lionCount; i++) { GameObject lion; if (i == 0) lion = Lion[0]; else lion = Instantiate(Lion[0], Lion[0].transform.parent); lion.transform.localPosition = new Vector3(startPos + ((maxWidth / (lionCount + 1)) * (i + 1)), 0); if (i > 0) Lion.Add(lion); if (i == lionCount - 1) ClappyTrioPlayer = lion.AddComponent(); } if (clapSounds != null) clapSounds.Delete(); if (clapAction != null) clapAction.Delete(); } public void Clap(float beat, float length) { ClappyTrioPlayer.clapStarted = true; ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit playerHitLast = false; isClapping = true; // makes the other lions clap List sounds = new List(); List actions = new List(); for (int i = 0; i < Lion.Count - 1; i++) { int idx = i; sounds.Add(new MultiSound.Sound((i > 0) ? "clappyTrio/middleClap" : "clappyTrio/leftClap", beat + (length * i))); actions.Add(new BeatAction.Action(beat + (length * i), delegate { SetFace(idx, 4); Lion[idx].GetComponent().Play("Clap", 0, 0);})); } clapSounds = MultiSound.Play(sounds.ToArray()); clapAction = BeatAction.New(this.gameObject, actions); // prepare player input ClappyTrioPlayer.QueueClap(beat, length * (Lion.Count - 1)); } public void Prepare(int type) { for (int i = 0; i < Lion.Count; i++) { SetFace(i, type); } PlayAnimationAll("Prepare"); Jukebox.PlayOneShotGame("clappyTrio/ready"); } public void BopToggle(float beat, float length, bool startBop, bool autoBop) { shouldBop = autoBop; if (startBop) { for (int i = 0; i < length; i++) { float spawnBeat = beat + i; BeatAction.New(instance.gameObject, new List() { new BeatAction.Action(spawnBeat, delegate { Bop(spawnBeat); }) }); } } } public void Bop(float beat) { if (playerHitLast) { for (int i = 0; i < Lion.Count; i++) { SetFace(i, 1); } } else { var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" }); var b = a.FindAll(c => c.beat < beat); if (b.Count > 0) { for (int i = 0; i < Lion.Count; i++) { if (i == Lion.Count - 1) { SetFace(i, 0); } else { SetFace(i, 2); } } } } PlayAnimationAll("Bop"); } public void ChangeLionCount(int lions) { for(int i=1; i().Play(anim, -1, 0); } } public void SetFace(int lion, int type) { Lion[lion].transform.GetChild(1).GetComponent().sprite = faces[type]; } } }