using System; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; using HeavenStudio.InputSystem; using Jukebox; namespace HeavenStudio.Games.Loaders { using static Minigames; /// Minigame loaders handle the setup of your minigame. /// Here, you designate the game prefab, define entities, and mark what AssetBundle to load /// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where: /// `Platformcode` is a three-leter platform code with the minigame's origin /// `Name` is a short internal name /// `Loader` is the string "Loader" /// Platform codes are as follows: /// Agb: Gameboy Advance ("Advance Gameboy") /// Ntr: Nintendo DS ("Nitro") /// Rvl: Nintendo Wii ("Revolution") /// Ctr: Nintendo 3DS ("Centrair") /// Mob: Mobile /// Pco: PC / Other /// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information /// For help, feel free to reach out to us on our discord, in the #development channel. public static class AgbRhythmTestGBALoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("rhythmTestGBA", "Rhythm Test (GBA) \n(Rhythm-kan Check)", "2DD816", false, false, new List() { new GameAction("countin", "Start Beeping") { function = delegate { RhythmTestGBA.instance.KeepTheBeep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]); }, defaultLength = 1f, resizable = true, parameters = new List() { new Param("toggle", true, "Toggle", "Toggle the automatic beeping on or off."), new Param("auto", false, "Auto", "Toggle if the machine should beep automatically."), }, }, new GameAction("button", "Start Keep-the-Beat") { function = delegate { var e = eventCaller.currentEntity; RhythmTestGBA.StartKeepbeat(e.beat); }, defaultLength = 1f, resizable = false, }, new GameAction("stopktb", "Stop Keep-the-Beat") { preFunction = delegate { RhythmTestGBA.instance.PreStopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["mutecue"]); }, defaultLength = 4f, resizable = false, parameters = new List() { new Param("mutecue", false, "Mute Cue", "Mute the sound cue signifying the end of the keep-the-beat section."), } }, new GameAction("countdown", "Countdown") { function = delegate {RhythmTestGBA.instance.PreCountDown(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["val1"]);}, defaultLength = 1f, resizable = true, parameters = new List() { new Param("val1", new EntityTypes.Integer(1, 9, 3), "Beats", "Set how many beats there will be before the player has to input.") } }, new GameAction("hidecount", "Toggle Countdown") { function = delegate {RhythmTestGBA.instance.HideCountdown(eventCaller.currentEntity["togglecount"]);}, defaultLength = 0.5f, resizable = false, parameters = new List() { new Param("togglecount", true, "Toggle Countdown?", "Toggles whether the countdown appears or not."), } }, }, new List() {"agb", "aim"}, "agbRhythmTestGBA", "en", new List() { "en" }, chronologicalSortKey: 0 ); } } } namespace HeavenStudio.Games { /// This class handles the minigame logic. /// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override. public class RhythmTestGBA : Minigame { public static RhythmTestGBA instance; static List queuedButton = new(); bool goBeep; //bool stopBeep; Unused value - Marc bool keepPressing; bool shouldmute; bool disableCount; private double numberSelect; private float countLength; [Header("Animators")] [SerializeField] Animator buttonAnimator; [SerializeField] Animator flashAnimator; [SerializeField] Animator numberBGAnimator; [SerializeField] Animator numberAnimator; [Header("Properties")] //private static double startBlippingBeat = double.MaxValue; Unused value - Marc [Header("Variables")] //int pressPlayerCount; Unused value - Marc public static double wantButton = double.MinValue; GameEvent button = new GameEvent(); double lastButton = double.MaxValue; // public struct QueuedButton // { // public double beat; // public float length; // } // static List queuedButton = new List(); private void Awake() { instance = this; } void OnDestroy() { if (queuedButton.Count > 0) queuedButton.Clear(); foreach (var ktb in scheduledInputs) { ktb.Disable(); } } private void Update() { var cond = Conductor.instance; if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) { PressButton(); //print("unexpected input"); } if (wantButton != double.MinValue) { queuedButton.Add(wantButton); keepPressing = true; //pressPlayerCount = 0; Unused value - Marc wantButton = double.MinValue; } if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) { if (queuedButton.Count > 0) { foreach (var ktb in queuedButton) { BeatAction.New(instance, new List() { new BeatAction.Action(ktb, delegate { ScheduleInput(ktb, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); }), new BeatAction.Action(ktb + 1, delegate { if (keepPressing) queuedButton.Add(ktb + 1); }), }); } queuedButton.Clear(); } } if (lastButton + 1 <= cond.songPositionInBeatsAsDouble) { lastButton++; ScheduleInput(lastButton, 1, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); } } public void KeepTheBeep(double beat, float length, bool shouldBeep, bool autoBeep) { //stopBeep = false; Unused value - Marc if (!shouldBeep) { goBeep = false; return;} goBeep = autoBeep; if (shouldBeep) { for (int i = 0; i < length; i++) { BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { PlayFlashFX(); SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); }) }); } } } public void PlayFlashFX() { numberAnimator.Play("Idle"); numberBGAnimator.Play("Idle"); flashAnimator.Play("KTBPulse", 0 ,0); } public void PressButton() { SoundByte.PlayOneShotGame("rhythmTestGBA/press"); buttonAnimator.Play("Press", 0, 0); } public void PreStopKeepbeat(double beat, float length, bool muted) { shouldmute = muted; BeatAction.New(instance, new List() { new BeatAction.Action(beat-1, delegate {killBeeps(beat);}), new BeatAction.Action(beat, delegate {StopKeepbeat(beat, shouldmute);}) }); } public void StopKeepbeat(double beat, bool shouldmute) { keepPressing = false; ScheduleInput(beat, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); ScheduleInput(beat, 2f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); ScheduleInput(beat, 3f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate {PlayFlashFX();}), new BeatAction.Action(beat+1, delegate {PlayFlashFX();}), new BeatAction.Action(beat+2, delegate {PlayFlashFX();}), new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);}) }); if (!shouldmute) { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); BeatAction.New(instance, new List() { new BeatAction.Action(beat+1, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}), new BeatAction.Action(beat+2, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}) }); } } public void StopKeepbeatInput(double beat) { ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); PlayFlashFX(); } public override void OnBeatPulse(double beat) { if (goBeep) { PlayFlashFX(); SoundByte.PlayOneShotGame("rhythmTestGBA/blip"); } } public void killBeeps(double beat) { goBeep = false; } public static void StartKeepbeat(double beat) { RhythmTestGBA.wantButton = beat-1; } public void PreCountDown(double startBeat, float length, int countdownNumber) { if (keepPressing) return; ScheduleInput(startBeat, length * countdownNumber, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty); countLength = length; switch (countdownNumber) { case 1: CountOne(startBeat, length); break; case 2: CountTwo(startBeat, length); break; case 3: CountThree(startBeat, length); break; case 4: CountFour(startBeat, length); break; case 5: CountFive(startBeat, length); break; case 6: CountSix(startBeat, length); break; case 7: CountSeven(startBeat, length); break; case 8: CountEight(startBeat, length); break; case 9: CountNine(startBeat, length); break; } } // Countdown playing functions public void CountNine(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashNine(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashEight(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*2, delegate {FlashSeven(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*3, delegate {FlashSix(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*4, delegate {FlashFive(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*5, delegate {FlashFour(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*6, delegate {FlashThree(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*7, delegate {FlashTwo(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*8, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*9, delegate {FlashZero(startBeat);}) }); } public void CountEight(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashEight(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashSeven(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*2, delegate {FlashSix(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*3, delegate {FlashFive(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*4, delegate {FlashFour(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*5, delegate {FlashThree(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*6, delegate {FlashTwo(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*7, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*8, delegate {FlashZero(startBeat);}) }); } public void CountSeven(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashSeven(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashSix(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*2, delegate {FlashFive(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*3, delegate {FlashFour(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*4, delegate {FlashThree(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*5, delegate {FlashTwo(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*6, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*7, delegate {FlashZero(startBeat);}) }); } public void CountSix(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashSix(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashFive(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*2, delegate {FlashFour(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*3, delegate {FlashThree(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*4, delegate {FlashTwo(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*5, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*6, delegate {FlashZero(startBeat);}) }); } public void CountFive(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashFive(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashFour(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*2, delegate {FlashThree(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*3, delegate {FlashTwo(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*4, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*5, delegate {FlashZero(startBeat);}) }); } public void CountFour(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashFour(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashThree(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*2, delegate {FlashTwo(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*3, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*4, delegate {FlashZero(startBeat);}) }); } public void CountThree(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashThree(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashTwo(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*2, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*3, delegate {FlashZero(startBeat);}) }); } public void CountTwo(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashTwo(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length*2, delegate {FlashZero(startBeat);}) }); } public void CountOne(double startBeat, float length) { BeatAction.New(instance, new List() { new BeatAction.Action(startBeat, delegate {FlashOne(startBeat, disableCount);}), new BeatAction.Action(startBeat + length, delegate {FlashZero(startBeat);}) }); } // Number Call Functions public void HideCountdown(bool toggleCount) { if (toggleCount) { disableCount = false; } else { disableCount = true; } } public void FlashNine(double beat, bool disableCount) { if (disableCount != true) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("Nine"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashEight(double beat, bool disableCount) { if (!disableCount) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("Eight"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashSeven(double beat, bool disableCount) { if (!disableCount) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("Seven"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashSix(double beat, bool disableCount) { if (!disableCount) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("Six"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashFive(double beat, bool disableCount) { if (!disableCount) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("Five"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashFour(double beat, bool disableCount) { if (!disableCount) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("Four"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashThree(double beat, bool disableCount) { if (!disableCount) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("Three"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashTwo(double beat, bool disableCount) { if (!disableCount) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("Two"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashOne(double beat, bool disableCount) { if (!disableCount) { numberBGAnimator.Play("FlashBG", -1, 0); numberAnimator.Play("One"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip2"); } else { numberBGAnimator.Play("Idle"); numberAnimator.Play("Idle"); } } public void FlashZero(double beat) { numberBGAnimator.Play("FlashHit"); numberAnimator.Play("Zero"); SoundByte.PlayOneShotGame("rhythmTestGBA/blip3"); } public void HideCountdown(double beat, bool showcount) { } public void ButtonSuccess(PlayerActionEvent caller, float state) { PressButton(); } public void ButtonFailure(PlayerActionEvent caller) { } public void ButtonEmpty(PlayerActionEvent caller) { } } }