using HeavenStudio.Util; using System; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class PcoSomenLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("rhythmSomen", "Rhythm Sōmen", "7ab96e", false, false, new List() { new GameAction("crane (far)", "Far Crane") { function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, defaultLength = 4.0f, }, new GameAction("crane (close)", "Close Crane") { function = delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); }, defaultLength = 3.0f, }, new GameAction("crane (both)", "Both Cranes") { function = delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); }, defaultLength = 4.0f, }, new GameAction("offbeat bell", "Offbeat Warning") { function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); }, }, new GameAction("slurp", "Slurp") { function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); } }, new GameAction("bop", "Bop") { function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); }, resizable = true, parameters = new List() { new Param("toggle2", true, "Bop", "Should the somen man bop?"), new Param("toggle", false, "Bop (Auto)", "Should the somen man bop automatically?") } } }, new List() { "pco", "normal" }, "pcosomen", "en", new List() { } ); } } } namespace HeavenStudio.Games { // using Scripts_RhythmSomen; public class RhythmSomen : Minigame { [SerializeField] ParticleSystem splashEffect; public Animator SomenPlayer; public Animator FrontArm; [SerializeField] Animator backArm; public Animator EffectHit; public Animator EffectSweat; public Animator EffectExclam; public Animator EffectShock; public Animator CloseCrane; public Animator FarCrane; public GameObject Player; private bool shouldBop = true; private bool missed; private bool hasSlurped; public GameEvent bop = new GameEvent(); public static RhythmSomen instance; // Start is called before the first frame update void Awake() { instance = this; } // Update is called once per frame void Update() { var cond = Conductor.instance; if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && shouldBop) { SomenPlayer.Play("HeadBob", -1, 0); } if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) { SoundByte.PlayOneShotGame("rhythmSomen/somen_mistake"); FrontArm.Play("ArmPluck", -1, 0); backArm.Play("BackArmNothing", 0, 0); hasSlurped = false; EffectSweat.Play("BlobSweating", -1, 0); ScoreMiss(); } } public void Slurp(double beat) { if (!missed) { backArm.Play("BackArmLift", 0, 0); FrontArm.DoScaledAnimationAsync("ArmSlurp", 0.5f); hasSlurped = true; BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1f, delegate { if (hasSlurped) { backArm.Play("BackArmNothing", 0, 0); FrontArm.Play("ArmNothing", 0, 0); } }) }); } } public void ToggleBop(double beat, float length, bool bopOrNah, bool autoBop) { shouldBop = autoBop; if (bopOrNah) { for (int i = 0; i < length; i++) { BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { SomenPlayer.Play("HeadBob", -1, 0); }) }); } } } public void DoFarCrane(double beat) { //Far Drop Multisound ScheduleInput(beat, 3f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat), new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f), new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f), }); BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}), new BeatAction.Action(beat + 1.0f, delegate { FarCrane.Play("Open", -1, 0);}), new BeatAction.Action(beat + 1.5f, delegate { FarCrane.Play("Lift", -1, 0);}), }); } public void DoCloseCrane(double beat) { //Close Drop Multisound ScheduleInput(beat, 2f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmSomen/somen_lowerclose", beat), new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f), new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f), }); BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}), new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.Play("OpenClose", -1, 0);}), new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.Play("LiftClose", -1, 0);}), }); } public void DoBothCrane(double beat) { //Both Drop Multisound ScheduleInput(beat, 2f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty); ScheduleInput(beat, 3f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat), new MultiSound.Sound("rhythmSomen/somen_doublealarm", beat), new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f), new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f), }); BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}), new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}), new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.Play("OpenClose", -1, 0);}), new BeatAction.Action(beat + 1.0f, delegate { FarCrane.Play("Open", -1, 0);}), new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.Play("LiftClose", -1, 0);}), new BeatAction.Action(beat + 1.5f, delegate { FarCrane.Play("Lift", -1, 0);}), }); } public void DoBell(double beat) { //Bell Sound lol SoundByte.PlayOneShotGame("rhythmSomen/somen_bell"); BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { EffectExclam.Play("ExclamAppear", -1, 0);}), }); } public void CatchSuccess(PlayerActionEvent caller, float state) { backArm.Play("BackArmNothing", 0, 0); hasSlurped = false; splashEffect.Play(); if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("rhythmSomen/somen_splash"); FrontArm.Play("ArmPluckNG", -1, 0); EffectSweat.Play("BlobSweating", -1, 0); missed = true; return; } SoundByte.PlayOneShotGame("rhythmSomen/somen_catch"); SoundByte.PlayOneShotGame("rhythmSomen/somen_catch_old", volume: 0.25f); FrontArm.Play("ArmPluckOK", -1, 0); EffectHit.Play("HitAppear", -1, 0); missed = false; } public void CatchMiss(PlayerActionEvent caller) { missed = true; EffectShock.Play("ShockAppear", -1, 0); } public void CatchEmpty(PlayerActionEvent caller) { } } }