using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using System; using Starpelly; using HeavenStudio.Util; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class AgbUpbeatLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("mrUpbeat", "Mr. Upbeat", "ffffff", false, false, new List() { new GameAction("stepping", "Start Stepping") { preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); }, defaultLength = 4f, resizable = true }, new GameAction("blipping", "Beeping") { function = delegate {var e = eventCaller.currentEntity; MrUpbeat.instance.Blipping(e.beat, e.length); }, defaultLength = 4f, resizable = true }, new GameAction("ding!", "Ding!") { function = delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"]); }, defaultLength = 0.5f, parameters = new List() { new Param("toggle", false, "Applause") } }, }); } } } namespace HeavenStudio.Games { using Scripts_MrUpbeat; public class MrUpbeat : Minigame { [Header("References")] public Animator metronomeAnim; public UpbeatMan man; [Header("Properties")] static List queuedInputs = new List(); public struct queuedUpbeatInputs { public float beat; public bool goRight; } bool startLeft; public static MrUpbeat instance; private void Awake() { instance = this; } void OnDestroy() { if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) { if (queuedInputs.Count > 0) queuedInputs.Clear(); } } public void Update() { var cond = Conductor.instance; if (cond.isPlaying && !cond.isPaused) { if (queuedInputs.Count > 0) { foreach (var input in queuedInputs) { ScheduleInput(cond.songPositionInBeats, input.beat - cond.songPositionInBeats, InputType.STANDARD_DOWN, Success, Miss, Nothing); if (input.goRight) { BeatAction.New(instance.gameObject, new List() { new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }), new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }), }); } else { BeatAction.New(instance.gameObject, new List() { new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }), new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }), }); } } if (queuedInputs.Count % 2 != 0) { startLeft = true; } else { startLeft = false; } queuedInputs.Clear(); } if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) { man.Step(); } } } public void Ding(bool applause) { Jukebox.PlayOneShotGame("mrUpbeat/ding"); if (applause) Jukebox.PlayOneShot("applause"); } public void Blipping(float beat, float length) { for (int i = 0; i < length + 1; i++) { BeatAction.New(instance.gameObject, new List() { new BeatAction.Action(beat + i, delegate { man.Blip(); }), }); } } public static void Stepping(float beat, float length) { if (GameManager.instance.currentGame == "mrUpbeat") { float offSet = 0; if (MrUpbeat.instance.startLeft) { offSet = 1; } for (int i = 0; i < length + 1; i++) { MrUpbeat.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, MrUpbeat.instance.Success, MrUpbeat.instance.Miss, MrUpbeat.instance.Nothing); if ((i + offSet) % 2 == 0) { BeatAction.New(instance.gameObject, new List() { new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }), new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }), }); } else { BeatAction.New(instance.gameObject, new List() { new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }), new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }), }); } } if ((length + 1) % 2 != 0) { MrUpbeat.instance.startLeft = true; } else { MrUpbeat.instance.startLeft = false; } } else { for (int i = 0; i < length + 1; i++) { queuedInputs.Add(new queuedUpbeatInputs { beat = beat + i, goRight = i % 2 == 0 }); } } } public void Success(PlayerActionEvent caller, float state) { man.Step(); } public void Miss(PlayerActionEvent caller) { man.Fall(); } bool isPlaying(Animator anim, string stateName) { if (anim.GetCurrentAnimatorStateInfo(0).IsName(stateName) && anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f) return true; else return false; } public void Nothing(PlayerActionEvent caller) {} } }