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", "99CC34", false, false, new List() { new GameAction("crane (far)", delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, 4.0f, false), new GameAction("crane (close)", delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); }, 3.0f, false), new GameAction("crane (both)", delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); }, 4.0f, false), new GameAction("offbeat bell", delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); }, 1.0f, false), }); } } } namespace HeavenStudio.Games { // using Scripts_RhythmSomen; public class RhythmSomen : Minigame { public Animator SomenPlayer; public Animator FrontArm; public Animator EffectHit; public Animator EffectSweat; public Animator EffectExclam; public Animator EffectShock; public Animator CloseCrane; public Animator FarCrane; public GameObject Player; 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)) { SomenPlayer.Play("HeadBob", -1, 0); } if (PlayerInput.Pressed() && !IsExpectingInputNow()) { Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake"); FrontArm.Play("ArmPluck", -1, 0); EffectSweat.Play("BlobSweating", -1, 0); } } public void DoFarCrane(float beat) { //Far Drop Multisound ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, 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(Player, 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(float beat) { //Close Drop Multisound ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, 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(Player, 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(float beat) { //Both Drop Multisound ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, 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(Player, 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(float beat) { //Bell Sound lol Jukebox.PlayOneShotGame("rhythmSomen/somen_bell"); BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { EffectExclam.Play("ExclamAppear", -1, 0);}), }); } public void CatchSuccess(PlayerActionEvent caller, float state) { Jukebox.PlayOneShotGame("rhythmSomen/somen_catch"); FrontArm.Play("ArmPluck", -1, 0); EffectHit.Play("HitAppear", -1, 0); } public void CatchMiss(PlayerActionEvent caller) { EffectShock.Play("ShockAppear", -1, 0); } public void CatchEmpty(PlayerActionEvent caller) { } } }