using HeavenStudio.Util; using System.Collections; using System.Collections.Generic; using System; using UnityEngine; using UnityEngine.Rendering; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class CtrPillowLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("pajamaParty", "Pajama Party", "965076", false, false, new List() { // both same timing new GameAction("jump (side to middle)", "Side to Middle Jumps") { function = delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);}, defaultLength = 4f, inactiveFunction = delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);} }, new GameAction("jump (back to front)", "Back to Front Jumps") { function =delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);}, defaultLength = 4f, inactiveFunction = delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);} }, //idem new GameAction("slumber", "Slumber") { function = delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]);}, defaultLength = 8f, parameters = new List() { new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"), new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako") }, inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"]);} }, new GameAction("throw", "Throw Pillows") { function = delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);}, defaultLength = 8f, inactiveFunction = delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);} }, // todo cosmetic crap // background stuff // do shit with mako's face? (talking?) }, new List() {"ctr", "normal"}, "ctrpillow", "jp", new List() {"en", "jp", "ko"} ); } } } namespace HeavenStudio.Games { using Scripts_PajamaParty; public class PajamaParty : Minigame { [Header("Objects")] public CtrPillowPlayer Mako; public GameObject Bed; public GameObject MonkeyPrefab; [Header("Positions")] public Transform SpawnRoot; //game scene public static PajamaParty instance; CtrPillowMonkey[,] monkeys; //cues while unoaded static float WantThreeJump = Single.MinValue; static float WantFiveJump = Single.MinValue; static float WantThrowSequence = Single.MinValue; static float WantSleepSequence = Single.MinValue; static bool WantSleepType = false; static int WantSleepAction = (int) PajamaParty.SleepType.Normal; public enum SleepType { Normal, NoAwake, } void Awake() { instance = this; //spawn monkeys // is 5x5 grid with row 0, col 2 being empty (the player) // m m m m m // m m m m m // m m m m m // m m m m m // m m P m m monkeys = new CtrPillowMonkey[5,5]; float RADIUS = 2.75f; float scale = 1.0f; int sorting = 10; //set our start position (at Mako + 2*radius to the right) Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS*3, 0); for (int y = 0; y < 5; y++) { for (int x = 0; x < 5; x++) { //on x-axis we go left to right spawnPos += new Vector3(RADIUS*scale, 0); if (!(y == 0 && x == 2)) //don't spawn at the player's position { GameObject mobj = Instantiate(MonkeyPrefab, SpawnRoot.parent); CtrPillowMonkey monkey = mobj.GetComponent(); mobj.GetComponent().sortingOrder = sorting; mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z); mobj.transform.localScale = new Vector3(scale, scale); monkey.row = y; monkey.col = x; monkeys[x, y] = monkey; } } // on the y-axis we go front to back (player to the rear) scale -= 0.1f; spawnPos = SpawnRoot.position - new Vector3(RADIUS*3*scale, -RADIUS/3.75f*(y+1), -RADIUS/5f*(y+1)); sorting--; } } public override void OnGameSwitch(float beat) { if (WantThreeJump != Single.MinValue) { DoThreeJump(WantThreeJump, false); WantThreeJump = Single.MinValue; } if (WantFiveJump != Single.MinValue) { DoFiveJump(WantFiveJump, false); WantFiveJump = Single.MinValue; } if (WantThrowSequence != Single.MinValue) { DoThrowSequence(WantThrowSequence, false); WantThrowSequence = Single.MinValue; } if (WantSleepSequence != Single.MinValue) { DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false); WantSleepSequence = Single.MinValue; } } public void DoThreeJump(float beat, bool doSound = true) { Mako.ScheduleJump(beat); if (doSound) MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("pajamaParty/three1", beat), new MultiSound.Sound("pajamaParty/three2", beat + 1f), new MultiSound.Sound("pajamaParty/three3", beat + 2f), }); BeatAction.New(Bed, new List() { new BeatAction.Action( beat, delegate { JumpCol(0, beat); JumpCol(4, beat); } ), new BeatAction.Action( beat + 1, delegate { JumpCol(1, beat + 1, 3); JumpCol(3, beat + 1, 3); } ), new BeatAction.Action( beat + 2, delegate { JumpCol(2, beat + 2); } ), }); } public static void WarnThreeJump(float beat) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("pajamaParty/three1", beat), new MultiSound.Sound("pajamaParty/three2", beat + 1f), new MultiSound.Sound("pajamaParty/three3", beat + 2f), }, forcePlay:true); WantThreeJump = beat; } public void DoFiveJump(float beat, bool doSound = true) { Mako.ScheduleJump(beat); if (doSound) MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("pajamaParty/five1", beat), new MultiSound.Sound("pajamaParty/five2", beat + 0.5f), new MultiSound.Sound("pajamaParty/five3", beat + 1f), new MultiSound.Sound("pajamaParty/five4", beat + 1.5f), new MultiSound.Sound("pajamaParty/five5", beat + 2f) }); BeatAction.New(Bed, new List() { new BeatAction.Action( beat, delegate { JumpRow(4, beat); }), new BeatAction.Action( beat + 0.5f, delegate { JumpRow(3, beat + 0.5f, 2); }), new BeatAction.Action( beat + 1f, delegate { JumpRow(2, beat + 1f); }), new BeatAction.Action( beat + 1.5f, delegate { JumpRow(1, beat + 1.5f, 2); }), new BeatAction.Action( beat + 2f, delegate { JumpRow(0, beat + 2f); }), }); } public static void WarnFiveJump(float beat) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("pajamaParty/five1", beat), new MultiSound.Sound("pajamaParty/five2", beat + 0.5f), new MultiSound.Sound("pajamaParty/five3", beat + 1f), new MultiSound.Sound("pajamaParty/five4", beat + 1.5f), new MultiSound.Sound("pajamaParty/five5", beat + 2f) }, forcePlay:true); WantFiveJump = beat; } public void DoThrowSequence(float beat, bool doSound = true) { Mako.ScheduleThrow(beat); if (doSound) PlayThrowSequenceSound(beat); BeatAction.New(Mako.Player, new List() { new BeatAction.Action( beat + 2f, delegate { MonkeyCharge(beat + 2f); } ), new BeatAction.Action( beat + 3f, delegate { MonkeyThrow(beat + 3f); } ), }); } public static void WarnThrowSequence(float beat) { PlayThrowSequenceSound(beat, true); WantThrowSequence = beat; } public static void PlayThrowSequenceSound(float beat, bool force = false) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("pajamaParty/throw1", beat), new MultiSound.Sound("pajamaParty/throw2", beat + 0.5f), new MultiSound.Sound("pajamaParty/throw3", beat + 1f), //TODO: change when locales are a thing new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5f), new MultiSound.Sound("pajamaParty/charge", beat + 2f), }, forcePlay: force); } public void DoSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true) { var cond = Conductor.instance; Mako.StartSleepSequence(beat, alt, action); MonkeySleep(beat, action); if (doSound) MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("pajamaParty/siesta1", beat), new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f), new MultiSound.Sound("pajamaParty/siesta3", beat + 1f), new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f), new MultiSound.Sound("pajamaParty/siesta3", beat + 4f) }); } public static void WarnSleepSequence(float beat, bool alt = false) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("pajamaParty/siesta1", beat), new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f), new MultiSound.Sound("pajamaParty/siesta3", beat + 1f), new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f), new MultiSound.Sound("pajamaParty/siesta3", beat + 4f) }, forcePlay: true); WantSleepSequence = beat; WantSleepType = alt; } public void DoBedImpact() { Bed.GetComponent().Play("BedImpact", -1, 0); } public void JumpRow(int row, float beat, int alt = 1) { if (row > 4 || row < 0) { return; } for (int i = 0; i < 5; i++) { if (!(i == 2 && row == 0)) { monkeys[i, row].Jump(beat, alt); } } } public void JumpCol(int col, float beat, int alt = 1) { if (col > 4 || col < 0) { return; } for (int i = 0; i < 5; i++) { if (!(col == 2 && i == 0)) { monkeys[col, i].Jump(beat, alt); } } } public void MonkeyCharge(float beat) { foreach (CtrPillowMonkey monkey in monkeys) { if (monkey != null) { monkey.Charge(beat); } } } public void MonkeyThrow(float beat) { foreach (CtrPillowMonkey monkey in monkeys) { if (monkey != null) { monkey.Throw(beat); } } } public void MonkeySleep(float beat, int action) { foreach (CtrPillowMonkey monkey in monkeys) { if (monkey != null) { monkey.ReadySleep(beat, action); } } } } }