using NaughtyBezierCurves; using HeavenStudio.Util; using HeavenStudio.InputSystem; using System; using System.Collections.Generic; using UnityEngine; using TMPro; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class NtrDogNinjaLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("dogNinja", "Dog Ninja", "554899", false, false, new List() { new GameAction("Bop", "Bop") { function = delegate { DogNinja.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]); }, defaultLength = 0.5f, parameters = new List() { new Param("toggle", false, "Enable Bopping", "Whether to bop to the beat or not"), } }, new GameAction("Prepare", "Prepare") { function = delegate { DogNinja.instance.Prepare(eventCaller.currentEntity.beat); }, defaultLength = 0.5f, }, new GameAction("ThrowObject", "Throw Object") { function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], false); }, inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"]); }, defaultLength = 2, parameters = new List() { new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"), new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"), new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"), new Param("shouldPrepare", true, "Prepare?", "Should the dog prepare?"), new Param("muteThrow", false, "Mute", "Mute the throw? (ONLY WHEN INACTIVE)"), }, }, new GameAction("CutEverything", "Cut Everything!") { function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); }, defaultLength = 0.5f, parameters = new List() { new Param("toggle", true, "Play Sound", "Whether to play the 'FlyIn' SFX or not"), new Param("text", "Cut everything!", "Custom Text", "What text should the sign display?") } }, new GameAction("HereWeGo", "Here We Go!") { function = delegate { DogNinja.instance.HereWeGo(eventCaller.currentEntity.beat); }, defaultLength = 2, inactiveFunction = delegate { DogNinja.HereWeGoInactive(eventCaller.currentEntity.beat); }, preFunctionLength = 1, }, // these are still here for backwards-compatibility but are hidden in the editor new GameAction("ThrowObjectLeft", "Throw Object Left") { function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);}, defaultLength = 2, hidden = true, parameters = new List() { new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);}, }, new GameAction("ThrowObjectRight", "Throw Object Right") { function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);}, defaultLength = 2, hidden = true, parameters = new List() { new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);}, }, new GameAction("ThrowObjectBoth", "Throw Object Both") { function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);}, defaultLength = 2, hidden = true, parameters = new List() { new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "The object on the left to be thrown"), new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object on the right to be thrown"), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);}, }, }, new List() { "ntr", "normal" }, "ntrninja", "en", new List() { } ); } } } namespace HeavenStudio.Games { using Scripts_DogNinja; public class DogNinja : Minigame { static List queuedThrows = new List(); struct QueuedThrow { public double beat; public int direction; public int typeL; public int typeR; public string sfxNumL; public string sfxNumR; } [Header("Animators")] public Animator DogAnim; // dog misc animations public Animator BirdAnim; // bird flying in and out [Header("References")] [SerializeField] GameObject ObjectBase; [SerializeField] GameObject FullBird; [SerializeField] SpriteRenderer WhichObject; public SpriteRenderer WhichLeftHalf; public SpriteRenderer WhichRightHalf; [SerializeField] TMP_Text cutEverythingText; [Header("Curves")] [SerializeField] BezierCurve3D CurveFromLeft; [SerializeField] BezierCurve3D CurveFromRight; [SerializeField] Sprite[] ObjectTypes; private double lastReportedBeat = 0f; private bool birdOnScreen = false; static bool dontBop = false; private const string sfxNum = "dogNinja/"; public static DogNinja instance; public enum ObjectDirection { Left, Right, Both, } public enum ObjectType { Random, // random fruit Apple, // fruit Broccoli, // fruit Carrot, // fruit Cucumber, // fruit Pepper, // fruit Potato, // fruit Bone, // bone Pan, // pan Tire, // tire // custom objects that aren't in the og game AirBatter, Karateka, IaiGiriGaiden, ThumpFarm, BattingShow, MeatGrinder, Idol, TacoBell, //YaseiNoIkiG3M4, } protected static bool IA_PadAny(out double dt) { return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt) || PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt) || PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt) || PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt) || PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt); } public static PlayerInput.InputAction InputAction_Press = new("NtrNinjaPress", new int[] { IAPressCat, IAFlickCat, IAPressCat }, IA_PadAny, IA_TouchFlick, IA_BatonBasicPress); public static PlayerInput.InputAction InputAction_TouchPress = new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAPressCat, IAEmptyCat }, IA_Empty, IA_TouchBasicPress, IA_Empty); public static PlayerInput.InputAction InputAction_TouchRelease = new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat }, IA_Empty, IA_TouchBasicRelease, IA_Empty); private void Awake() { instance = this; } void OnDestroy() { if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) { if (queuedThrows.Count > 0) queuedThrows.Clear(); } foreach (var evt in scheduledInputs) { evt.Disable(); } } private void Update() { if (DogAnim.GetBool("needPrepare") && DogAnim.IsAnimationNotPlaying()) { DogAnim.DoScaledAnimationAsync("Prepare", 0.5f); DogAnim.SetBool("needPrepare", true); } if (PlayerInput.GetIsAction(InputAction_TouchPress) && !GameManager.instance.autoplay) { DogAnim.SetBool("needPrepare", true); DogAnim.DoScaledAnimationAsync("Prepare", 0.5f); } if (PlayerInput.GetIsAction(InputAction_TouchRelease) && (!IsExpectingInputNow(InputAction_Press)) && (!GameManager.instance.autoplay)) { DogAnim.SetBool("needPrepare", false); DogAnim.DoScaledAnimationAsync("Bop", 0.5f); } if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press)) { System.Random rd = new System.Random(); string slice; int LorR = rd.Next(0, 2); if (LorR < 1) { slice = "WhiffRight"; } else { slice = "WhiffLeft"; } DogAnim.DoScaledAnimationAsync(slice, 0.5f); SoundByte.PlayOneShotGame("dogNinja/whiff"); DogAnim.SetBool("needPrepare", false); } if (queuedThrows.Count > 0) { foreach (var obj in queuedThrows) { ThrowObject(obj.beat, obj.direction, obj.typeL, obj.typeR, obj.sfxNumL, obj.sfxNumR); } queuedThrows.Clear(); } } private void LateUpdate() { if (Conductor.instance.ReportBeat(ref lastReportedBeat) && DogAnim.IsAnimationNotPlaying() && !dontBop) { DogAnim.DoScaledAnimationAsync("Bop", 0.5f); } } public void Bop(double beat, bool bop) { dontBop = !bop; } public static void QueueObject(double beat, int direction, int typeL, int typeR, bool prepare, bool muteThrow) { int ObjSprite = 1; if (typeL == 0 || typeR == 0) { // random object code. it makes a random number from 1-7 and sets that as the sprite System.Random rd = new System.Random(); ObjSprite = rd.Next(1, 7); } string sfxNumL = "dogNinja/"; if (direction is 0 or 2) { sfxNumL += typeL < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeL); if (typeL == 0) typeL = ObjSprite; if (!muteThrow) SoundByte.PlayOneShotGame(sfxNumL + "1", forcePlay: true); } string sfxNumR = "dogNinja/"; if (direction is 1 or 2) { sfxNumR += typeR < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeR); if (typeR == 0) typeR = ObjSprite; if (!(direction == 2 && typeL == typeR) && !muteThrow) SoundByte.PlayOneShotGame(sfxNumR + "1", forcePlay: true); } queuedThrows.Add(new QueuedThrow() { beat = beat, direction = direction, typeL = typeL, typeR = typeR, sfxNumL = sfxNumL, sfxNumR = sfxNumR, }); prepare = prepare && (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay); if (prepare) DogNinja.instance.DogAnim.SetBool("needPrepare", true); } public void ThrowObject(double beat, int direction, int typeL, int typeR, string sfxNumL, string sfxNumR) { // instantiate a game object and give it its variables if (direction is 0 or 2) { WhichObject.sprite = ObjectTypes[typeL]; ThrowObject ObjectL = Instantiate(ObjectBase, gameObject.transform).GetComponent(); ObjectL.startBeat = beat; ObjectL.curve = CurveFromLeft; ObjectL.fromLeft = true; ObjectL.direction = direction; ObjectL.type = typeL; ObjectL.sfxNum = sfxNumL; if (direction == 2) ObjectL.shouldSfx = (typeL == typeR); } if (direction is 1 or 2) { WhichObject.sprite = ObjectTypes[typeR]; ThrowObject ObjectR = Instantiate(ObjectBase, gameObject.transform).GetComponent(); ObjectR.startBeat = beat; ObjectR.curve = CurveFromRight; ObjectR.fromLeft = false; ObjectR.direction = direction; ObjectR.type = typeR; ObjectR.sfxNum = sfxNumR; if (direction == 2) ObjectR.shouldSfx = !(typeL == typeR); } } public void CutEverything(double beat, bool sound, string customText) { // plays one anim with sfx when it's not on screen, plays a different anim with no sfx when on screen. ez if (!birdOnScreen) { FullBird.SetActive(true); if (sound) { SoundByte.PlayOneShotGame(sfxNum + "bird_flap"); } BirdAnim.Play("FlyIn", 0, 0); birdOnScreen = true; cutEverythingText.text = customText; } else { BirdAnim.Play("FlyOut", 0, 0); birdOnScreen = false; } } public void Prepare(double beat) { if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.PlayerHasControl()) return; if (!DogAnim.GetBool("needPrepare")) DogAnim.DoScaledAnimationAsync("Prepare", 0.5f); DogAnim.SetBool("needPrepare", true); } public void HereWeGo(double beat) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound(sfxNum+"here", beat), new MultiSound.Sound(sfxNum+"we", beat + 0.5f), new MultiSound.Sound(sfxNum+"go", beat + 1f) }, forcePlay: true); } public static void HereWeGoInactive(double beat) { DogNinja.instance.HereWeGo(beat); } } }