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 NtrTunnelLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("tunnel", "Tunnel \n[WIP]", "c00000", false, false, new List() { new GameAction("cowbell", "Cowbell") { preFunction = delegate { Tunnel.PreStartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, defaultLength = 4f, resizable = true, }, new GameAction("countin", "Count In") { preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, defaultLength = 4f, resizable = true, } }, new List() {"ntr", "keep"}, "ntrtunnel", "en", new List() {"en"} ); } } } namespace HeavenStudio.Games { public class Tunnel : Minigame { public static Tunnel instance { get; set; } [Header("Backgrounds")] public SpriteRenderer fg; public SpriteRenderer bg; Tween bgColorTween; Tween fgColorTween; [Header("References")] public GameObject frontHand; [Header("Animators")] public Animator cowbellAnimator; public Animator driverAnimator; [Header("Curves")] public BezierCurve3D handCurve; public GameEvent cowbell = new GameEvent(); public int driverState; public float handStart; public float handProgress; public bool started; public struct QueuedCowbell { public double beat; public float length; } static List queuedInputs = new List(); private void Awake() { instance = this; } void OnDestroy() { if (queuedInputs.Count > 0) queuedInputs.Clear(); foreach (var evt in scheduledInputs) { evt.Disable(); } } private void Start() { driverState = 0; handStart = -1f; } private void Update() { var cond = Conductor.instance; //update hand position handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1); frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress)); if (!cond.isPlaying || cond.isPaused) { return; } if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) { HitCowbell(); //print("unexpected input"); driverAnimator.Play("Angry1", -1, 0); } if (queuedInputs.Count > 0) { foreach (var input in queuedInputs) { StartCowbell(input.beat, input.length); } queuedInputs.Clear(); } } public void HitCowbell() { SoundByte.PlayOneShot("count-ins/cowbell"); handStart = Conductor.instance.songPositionInBeats; cowbellAnimator.Play("Shake",-1,0); } public static void PreStartCowbell(double beat, float length) { if (GameManager.instance.currentGame == "tunnel") { instance.StartCowbell(beat, length); } else { queuedInputs.Add(new QueuedCowbell { beat = beat, length = length }); } } public void StartCowbell(double beat, float length) { started = true; for(int i = 0; i < length; i++) { ScheduleInput(beat, i, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty); } } public void CowbellSuccess(PlayerActionEvent caller, float state) { HitCowbell(); //print(state); if(Math.Abs(state) >= 1f) { driverAnimator.Play("Disturbed", -1, 0); } else { driverAnimator.Play("Idle", -1, 0); } } public void CowbellMiss(PlayerActionEvent caller) { //HitCowbell(); driverAnimator.Play("Angry1", -1, 0); } public void CowbellEmpty(PlayerActionEvent caller) { //HitCowbell(); } public static void CountIn(double beat, float length) { List cuelist = new List(); for (int i = 0; i < length; i++) { if(i % 2 == 0) { //Jukebox.PlayOneShotGame("tunnel/en/one", beat+i); //print("cueing one at " + (beat + i)); cuelist.Add(new MultiSound.Sound("tunnel/en/one", beat + i)); } else { //Jukebox.PlayOneShotGame("tunnel/en/two", beat+i); //print("cueing two at " + (beat + i)); cuelist.Add(new MultiSound.Sound("tunnel/en/two", beat + i)); } } MultiSound.Play(cuelist.ToArray(), forcePlay: true); } } }