using DG.Tweening; using NaughtyBezierCurves; using HeavenStudio.Util; using System; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class NtrCropLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("cropStomp", "Crop Stomp", "BFDEA6", false, false, new List() { new GameAction("start marching", delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); }, 2f, false, inactiveFunction: delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }), new GameAction("veggies", delegate { }, 4f, true), new GameAction("mole", delegate { }, 2f, false), }); } } } namespace HeavenStudio.Games { using Scripts_CropStomp; public class CropStomp : Minigame { const float stepDistance = 2.115f; public static float[] moleSoundOffsets = new float[]{ 0.134f, 0.05f, 0.061f }; float scrollRate => stepDistance / (Conductor.instance.pitchedSecPerBeat * 2f); float grassWidth; float dotsWidth = 19.2f; private float newBeat = -1f; // So that marching can happen on beat 0. private float marchStartBeat = -1f; private float marchOffset; private int currentMarchBeat; private int stepCount; private bool isStepping; private static float inactiveStart = -1f; public bool isMarching => marchStartBeat != -1f; [NonSerialized] public bool isFlicking; public GameObject baseVeggie; public GameObject baseMole; public Animator legsAnim; public Animator bodyAnim; public Transform farmerTrans; public SpriteRenderer grass; public Transform grassTrans; public Transform dotsTrans; public Transform scrollingHolder; public Transform veggieHolder; public Farmer farmer; public BezierCurve3D pickCurve; public BezierCurve3D moleCurve; private Tween shakeTween; public static CropStomp instance; private void Awake() { instance = this;// Finding grass sprite width for grass scrolling. farmer.Init(); var grassSprite = grass.sprite; var borderLeft = grassSprite.rect.xMin + grassSprite.border.x; var borderRight = grassSprite.rect.xMax - grassSprite.border.z; var borderWidthPixels = borderRight - borderLeft; grassWidth = borderWidthPixels / grassSprite.pixelsPerUnit; legsAnim.Play("LiftFront", 0, 1); // Start with leg up. // Initialize vegetables. var cond = Conductor.instance; var entities = GameManager.instance.Beatmap.entities; float startBeat = cond.songPositionInBeats; if (inactiveStart == -1f) { // Find the beat of the closest "start marching" event. var marchStarts = entities.FindAll(m => m.datamodel == "cropStomp/start marching"); for (int i = 0; i < marchStarts.Count; i++) { var sampleBeat = marchStarts[i].beat; if (cond.songPositionInBeats <= sampleBeat + 0.25f) // 0.25-beat buffer in case the start marching event is directly next to the game switch event. { startBeat = sampleBeat; break; } } } else { // Find the beat of the next step, assuming marching started at inactiveStart. int stepsPassed = 0; while (inactiveStart + (stepsPassed * 2f) < cond.songPositionInBeats) { stepsPassed++; if (stepsPassed > 1000) { Debug.Log("Loop broke!"); return; } } startBeat = inactiveStart + (stepsPassed * 2f); // Cue the marching proper to begin when applicable. BeatAction.New(gameObject, new List() { new BeatAction.Action(startBeat, delegate { StartMarching(startBeat); }) }); inactiveStart = -1f; } // Veggie and mole events. var vegEvents = entities.FindAll(v => v.datamodel == "cropStomp/veggies"); var moleEvents = entities.FindAll(m => m.datamodel == "cropStomp/mole"); // Spawn veggies. for (int i = 0; i < vegEvents.Count; i++) { var vegBeat = vegEvents[i].beat; var vegLength = vegEvents[i].length; // Only consider veggie events that aren't past the start point. if (startBeat <= vegBeat + vegLength) { int veggiesInEvent = Mathf.CeilToInt(vegLength + 1) / 2; for (int b = 0; b < veggiesInEvent; b++) { var targetVeggieBeat = vegBeat + 2f * b; if (startBeat <= targetVeggieBeat) { SpawnVeggie(targetVeggieBeat, startBeat, false); } } } } // Spawn moles. for (int i = 0; i < moleEvents.Count; i++) { var moleBeat = moleEvents[i].beat; if (startBeat <= moleBeat) { SpawnVeggie(moleBeat, startBeat, true); } } } List cuedMoleSounds = new List(); private void Update() { var cond = Conductor.instance; if (!cond.isPlaying) return; // Mole sounds. var moleEvents = GameManager.instance.Beatmap.entities.FindAll(m => m.datamodel == "cropStomp/mole"); for (int i = 0; i < moleEvents.Count; i++) { var moleEvent = moleEvents[i]; var timeToEvent = moleEvent.beat - cond.songPositionInBeats; if (timeToEvent <= 4f && timeToEvent > 2f && !cuedMoleSounds.Contains(moleEvent)) { cuedMoleSounds.Add(moleEvent); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("cropStomp/moleNyeh", (moleEvent.beat - 2f) - moleSoundOffsets[0] * Conductor.instance.songBpm / 60f), new MultiSound.Sound("cropStomp/moleHeh1", (moleEvent.beat - 1.5f) - moleSoundOffsets[1] * Conductor.instance.songBpm / 60f), new MultiSound.Sound("cropStomp/moleHeh2", (moleEvent.beat - 1f) - moleSoundOffsets[2] * Conductor.instance.songBpm / 60f) }); } } if (!isMarching) return; // Debug.Log(newBeat); if (cond.ReportBeat(ref newBeat, marchOffset, true)) { currentMarchBeat += 1; PlayAnims(); if (currentMarchBeat % 2 != 0) //step sound { Jukebox.PlayOneShotGame("cropStomp/hmm"); } } // Object scroll. var scrollPos = scrollingHolder.localPosition; var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime); scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z); // Grass scroll. var grassPos = grassTrans.localPosition; var newGrassX = grassPos.x + (scrollRate * Time.deltaTime); newGrassX = (newGrassX % (grassWidth * 4.5f)); grassTrans.localPosition = new Vector3(newGrassX, grassPos.y, grassPos.z); // Dots scroll var dotsPos = dotsTrans.localPosition; var newDotsX = dotsPos.x + (scrollRate * Time.deltaTime); newDotsX = (newDotsX % dotsWidth); dotsTrans.localPosition = new Vector3(newDotsX, dotsPos.y, dotsPos.z); } private void LateUpdate() { if (!isMarching) return; if (PlayerInput.PressedUp()) { // Don't play raise animation if successfully flicked. if (!isFlicking) bodyAnim.Play("Raise"); } isFlicking = false; } private void PlayAnims() { // Step. if (currentMarchBeat % 2 != 0) { // Don't step if already stomped. if (!isStepping) { stepCount += 1; var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack"); legsAnim.Play(stepAnim, 0, 0); isStepping = true; } } // Lift. else { var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront"); legsAnim.Play(liftAnim, 0, 0); var farmerPos = farmerTrans.localPosition; farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z); isStepping = false; } } public void StartMarching(float beat) { marchStartBeat = beat; marchOffset = (marchStartBeat % 1) * Conductor.instance.secPerBeat / Conductor.instance.musicSource.pitch; currentMarchBeat = 0; stepCount = 0; farmer.nextStompBeat = beat; } public void Stomp() { // Don't increment step counter if autostep stepped already. if (!isStepping) stepCount += 1; var stompAnim = (stepCount % 2 != 0 ? "StompFront" : "StompBack"); legsAnim.Play(stompAnim, 0, 0); Jukebox.PlayOneShotGame("cropStomp/stomp"); if (shakeTween != null) shakeTween.Kill(true); DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(0, 0.75f, 0), Conductor.instance.pitchedSecPerBeat*0.5f, 18, 1f); isStepping = true; } private void SpawnVeggie(float beat, float startBeat, bool isMole) { var newVeggie = GameObject.Instantiate(isMole ? baseMole : baseVeggie, veggieHolder).GetComponent(); newVeggie.targetBeat = beat; var veggieX = (beat - startBeat) * -stepDistance / 2f; newVeggie.transform.localPosition = new Vector3(veggieX, 0f, 0f); newVeggie.Init(); newVeggie.gameObject.SetActive(true); } public static void MarchInactive(float beat) { if (GameManager.instance.currentGame == "cropStomp") //this function is only meant for making march sounds while the game is inactive { return; } inactiveStart = beat; Beatmap.Entity gameSwitch = GameManager.instance.Beatmap.entities.Find(c => c.beat >= beat && c.datamodel == "gameManager/switchGame/cropStomp"); if (gameSwitch == null) return; int length = Mathf.CeilToInt((gameSwitch.beat - beat)/2); MultiSound.Sound[] sounds = new MultiSound.Sound[length]; for(int i = 0; i < length; i++) { sounds[i] = new MultiSound.Sound("cropStomp/hmm", beat + i*2); } MultiSound.Play(sounds, forcePlay:true); } } }