using HeavenStudio.Util; using System; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class AgbSpaceDanceLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("spaceDance", "Space Dance \n[WIP]", "FFFF34", false, false, new List() { new GameAction("turn right", "Turn Right") { function = delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); }, defaultLength = 2.0f, }, new GameAction("sit down", "Sit Down") { function = delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); }, defaultLength = 2.0f, }, new GameAction("punch", "Punch") { function = delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); }, defaultLength = 2.0f, }, new GameAction("bop", "Bop") { function = delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); }, }, }); } } } namespace HeavenStudio.Games { // using Scripts_SpaceDance; public class SpaceDance : Minigame { public Animator DancerP; public Animator Dancer1; public Animator Dancer2; public Animator Dancer3; public Animator Gramps; public Animator Hit; public GameObject Player; public static SpaceDance instance; // Start is called before the first frame update void Awake() { instance = this; } // Update is called once per frame void Update() { if (PlayerInput.Pressed() && !IsExpectingInputNow()) { Jukebox.PlayOneShotGame("spaceDance/inputBad"); // Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh } } public void DoTurnRight(float beat) { ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightEmpty); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceDance/voicelessTurn", beat), new MultiSound.Sound("spaceDance/dancerTurn", beat), new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f), }); BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { DancerP.Play("TurnRightStart", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer1.Play("TurnRightStart", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer2.Play("TurnRightStart", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer3.Play("TurnRightStart", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("TurnRightDo", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("TurnRightDo", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("TurnRightDo", -1, 0);}), }); } public void DoSitDown(float beat) { ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceDance/voicelessSit", beat), new MultiSound.Sound("spaceDance/dancerLets", beat), new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f), new MultiSound.Sound("spaceDance/dancerDown", beat + 1f), }); BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { DancerP.Play("SitDownStart", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer1.Play("SitDownStart", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer2.Play("SitDownStart", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer3.Play("SitDownStart", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("SitDownDo", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("SitDownDo", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("SitDownDo", -1, 0);}), }); } public void DoPunch(float beat) { ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceDance/voicelessPunch", beat), new MultiSound.Sound("spaceDance/dancerPa", beat), new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f), new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f), new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f), new MultiSound.Sound("spaceDance/dancerPa", beat + 1f), new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f), }); BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { DancerP.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer1.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer2.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer3.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 0.5f, delegate { DancerP.Play("PunchStartOuter", -1, 0);}), new BeatAction.Action(beat + 0.5f, delegate { Dancer1.Play("PunchStartOuter", -1, 0);}), new BeatAction.Action(beat + 0.5f, delegate { Dancer2.Play("PunchStartOuter", -1, 0);}), new BeatAction.Action(beat + 0.5f, delegate { Dancer3.Play("PunchStartOuter", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { DancerP.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("PunchStartInner", -1, 0);}), new BeatAction.Action(beat + 1.5f, delegate { Dancer1.Play("PunchDo", -1, 0);}), new BeatAction.Action(beat + 1.5f, delegate { Dancer2.Play("PunchDo", -1, 0);}), new BeatAction.Action(beat + 1.5f, delegate { Dancer3.Play("PunchDo", -1, 0);}), }); } public void Bop(float beat) { BeatAction.New(Player, new List() { new BeatAction.Action(beat, delegate { DancerP.Play("Bop", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer1.Play("Bop", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer2.Play("Bop", -1, 0);}), new BeatAction.Action(beat, delegate { Dancer3.Play("Bop", -1, 0);}), }); } public void RightSuccess(PlayerActionEvent caller, float state) { Jukebox.PlayOneShotGame("spaceDance/inputGood"); DancerP.Play("TurnRightDo", -1, 0); } public void RightMiss(PlayerActionEvent caller) { Jukebox.PlayOneShotGame("spaceDance/inputBad2"); DancerP.Play("Ouch", -1, 0); Hit.Play("HitTurn", -1, 0); } public void RightEmpty(PlayerActionEvent caller) { } public void SitSuccess(PlayerActionEvent caller, float state) { Jukebox.PlayOneShotGame("spaceDance/inputGood"); DancerP.Play("SitDownDo", -1, 0); } public void SitMiss(PlayerActionEvent caller) { Jukebox.PlayOneShotGame("spaceDance/inputBad2"); DancerP.Play("Ouch", -1, 0); Hit.Play("HitSit", -1, 0); } public void SitEmpty(PlayerActionEvent caller) { } public void PunchSuccess(PlayerActionEvent caller, float state) { Jukebox.PlayOneShotGame("spaceDance/inputGood"); DancerP.Play("PunchDo", -1, 0); } public void PunchMiss(PlayerActionEvent caller) { Jukebox.PlayOneShotGame("spaceDance/inputBad2"); DancerP.Play("Ouch", -1, 0); Hit.Play("HitPunch", -1, 0); } public void PunchEmpty(PlayerActionEvent caller) { } } }