using DG.Tweening; using NaughtyBezierCurves; using HeavenStudio.Util; using System; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class NtrTunnelLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("tunnel", "Tunnel", "B4E6F6", false, false, new List() { new GameAction("Start", delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 1, false, parameters: new List() { new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"), }), } //new List() {"ntr", "aim"}, //"ntrcoin", "en", //new List() {} ); } } } namespace HeavenStudio.Games { //using Scripts_CoinToss; public class Tunnel : Minigame { //Right now, you can only throw one coin at a time. //..Which makes sense, you only have one coin in the original game //Though it would need a bit of code rewrite to make it work with multiple coins public static Tunnel instance { get; set; } [Header("Backgrounds")] public SpriteRenderer fg; public SpriteRenderer bg; Tween bgColorTween; Tween fgColorTween; [Header("References")] public GameObject frontHand; [Header("Animators")] public Animator handAnimator; [Header("Curves")] public BezierCurve3D handCurve; public PlayerActionEvent cowbell; public int driverState; public float handStart; public float handProgress; private void Awake() { instance = this; } private void Start() { driverState = 0; handStart = -1f; cowbell = null; } private void Update() { if (PlayerInput.Pressed()) //&& !IsExpectingInputNow()) { HitCowbell(); handStart = Conductor.instance.songPositionInBeats; } //update hand position handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1); frontHand.transform.position = handCurve.GetPoint(handProgress); } private void LateUpdate() { //nothing } public void HitCowbell() { Jukebox.PlayOneShot("count-ins/cowbell"); } public void StartCowbell(float beat, bool audienceReacting) { //if (coin != null) return; //Play sound and animations //handAnimator.Play("Throw", 0, 0); //Game state says the hand is throwing the coin //isThrowing = true; //this.audienceReacting = audienceReacting; //coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); //cowbell = ScheduleInput(beat, 0f, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty); //coin.perfectOnly = true; } public void CowbellSuccess(PlayerActionEvent caller, float state) { HitCowbell(); } public void CowbellMiss(PlayerActionEvent caller) { //HitCowbell(); } public void CowbellEmpty(PlayerActionEvent caller) { //HitCowbell(); } } }