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; public static class RvlChameleonLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("chameleon", "Chameleon", "ffffff", false, false, new List() { new GameAction("far", "Far Fly") { preFunction = delegate { var e = eventCaller.currentEntity; Chameleon.PreSpawnFly(e.beat, e.length - 4, (int)Scripts_Chameleon.FlyType.Far); if (e["countIn"]) Chameleon.CountIn(e.beat, e.length - 4); }, defaultLength = 8f, resizable = true, parameters = new List() { new Param("countIn", false, "Count-In"), } }, new GameAction("close", "Close Fly") { preFunction = delegate { var e = eventCaller.currentEntity; Chameleon.PreSpawnFly(e.beat, e.length - 4, (int)Scripts_Chameleon.FlyType.Close); if (e["countIn"]) Chameleon.CountIn(e.beat, e.length - 4); }, defaultLength = 8f, resizable = true, parameters = new List() { new Param("countIn", false, "Count-In"), } }, new GameAction("background appearance", "Background Appearance") { function = delegate { var e = eventCaller.currentEntity; Chameleon.instance.BackgroundColorSet(e.beat, e.length, e["colorBG1Start"], e["colorBG1End"], e["colorBG2Start"], e["colorBG2End"], e["ease"]); }, defaultLength = 0.5f, resizable = true, parameters = new List() { new Param("colorBG1Start", new Color(0.204f, 0.385f, 0.064f), "Start BG Color", "Set top-most color of the background gradient at the start of the event."), new Param("colorBG1End", new Color(0.204f, 0.385f, 0.064f), "End BG Color", "Set top-most color of the background gradient at the end of the event."), new Param("colorBG2Start", new Color(0.07f, 0.133f, 0.02f), "Start BG Color", "Set bottom-most color of the background gradient at the start of the event."), new Param("colorBG2End", new Color(0.07f, 0.133f, 0.02f), "End BG Color", "Set bottom-most color of the background gradient at the end of the event."), new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."), } }, new GameAction("modifiers", "Modifiers") { function = delegate { var e = eventCaller.currentEntity; Chameleon.Modifiers(e["enableCrown"]); }, defaultLength = 0.5f, parameters = new List() { new Param("enableCrown", true, "Enable Crown", "Toggle if the crown should appear or not."), }, }, }, new List() { "rvl", "normal" }, "rvlchameleon", "en", new List() {}, chronologicalSortKey: 107 ); } } } namespace HeavenStudio.Games { using Scripts_Chameleon; public class Chameleon : Minigame { public Transform baseFly; public Animator chameleonAnim; [SerializeField] Transform chameleonEye; [SerializeField] GameObject Crown; [System.NonSerialized] public Fly currentFly; [SerializeField] SpriteRenderer gradient; [SerializeField] SpriteRenderer bgHigh; [SerializeField] SpriteRenderer bgLow; private ColorEase[] colorEases = new ColorEase[2]; static bool enableCrown; float moveEyeTimeThreshold = 0.01f; float moveEyeTime = 0; private struct QueuedFly { public double beat; public double length; public int type; } private static List queuedFlys = new(); public static Chameleon instance; const int IAAltDownCat = IAMAXCAT; protected static bool IA_PadAltPress(out double dt) { return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt); } protected static bool IA_BatonAltPress(out double dt) { return PlayerInput.GetSqueezeDown(out dt); } public static PlayerInput.InputAction InputAction_Close = new("RvlChameleonClose", new int[] { IAPressCat, IAPressCat, IAPressCat }, IA_PadBasicPress, IA_TouchFlick, IA_BatonBasicPress); public static PlayerInput.InputAction InputAction_Far = new("RvlChameleonFar", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat }, IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress); private void Awake() { instance = this; Crown.SetActive(enableCrown); colorEases = new ColorEase[] { new(new Color(0.204f, 0.385f, 0.064f)), new(new Color(0.07f, 0.133f, 0.02f)), }; } public override void OnPlay(double beat) { PersistColor(beat); if (queuedFlys.Count > 0) queuedFlys.Clear(); foreach (var evt in scheduledInputs) { evt.Disable(); } } private void OnDestroy() { if (queuedFlys.Count > 0) queuedFlys.Clear(); foreach (var evt in scheduledInputs) { evt.Disable(); } } private void Update() { var cond = Conductor.instance; if (cond.isPlaying && !cond.isPaused) { if (queuedFlys.Count > 0) { foreach (var queuedFly in queuedFlys) { SpawnFly(queuedFly.beat, queuedFly.length, queuedFly.type); } queuedFlys.Clear(); } if (PlayerInput.GetIsAction(InputAction_Close) && !IsExpectingInputNow(InputAction_Close)) { chameleonAnim.DoScaledAnimationAsync("tongueClose", 0.5f); SoundByte.PlayOneShotGame("chameleon/blankClose"); } else if (PlayerInput.GetIsAction(InputAction_Far) && !IsExpectingInputNow(InputAction_Far)) { chameleonAnim.DoScaledAnimationAsync("tongueFar", 0.5f); SoundByte.PlayOneShotGame("chameleon/blankFar"); } moveEyeTime += Time.deltaTime; if (moveEyeTime >= moveEyeTimeThreshold) { moveEyeTime = 0; if (currentFly is not null) { if (cond.songPositionInBeatsAsDouble >= currentFly.startBeat + 1) { Vector3 relative = currentFly.gameObject.transform.InverseTransformPoint(chameleonEye.transform.position); float currentAngle = chameleonEye.eulerAngles.z; currentAngle = currentAngle > 180 ? currentAngle - 360 : currentAngle; float nextAngle = 165 + Mathf.Atan2(relative.y, relative.x) * Mathf.Rad2Deg; nextAngle = nextAngle > 180 ? nextAngle - 360 : nextAngle; if (currentFly.isFall) { nextAngle = currentFly.flyType switch { FlyType.Far => (nextAngle < -70) ? -70 : nextAngle, FlyType.Close => (nextAngle < -100) ? -100 : nextAngle, _ => throw new System.NotImplementedException() }; } float angle = Mathf.Lerp(currentAngle, nextAngle, 0.05f); chameleonEye.eulerAngles = new Vector3(0, 0, angle); } } else { float currentAngle = chameleonEye.eulerAngles.z; float angle = Mathf.LerpAngle(currentAngle, 15, 0.1f); chameleonEye.eulerAngles = new Vector3(0, 0, angle); } } UpdateBackgroundColor(); } } public static void PreSpawnFly(double beat, double length, int type) { if (GameManager.instance.currentGame == "chameleon") { instance.SpawnFly(beat, length, type); } else { queuedFlys.Add(new QueuedFly { beat = beat, length = length, type = type, }); } } public void SpawnFly(double beat, double length, int type) { if (length < 0) length = 4; var newFly = Instantiate(baseFly, transform).GetComponent(); newFly.startBeat = beat; newFly.lengthBeat = length; newFly.flyType = (FlyType)type; BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { currentFly = newFly; currentFly.gameObject.SetActive(true); currentFly.Init(); }), }); } public static void CountIn(double beat, double length) { if (length < 0) length = 4; MultiSound.Play(new MultiSound.Sound[]{ new MultiSound.Sound("count-ins/three2", beat + length), new MultiSound.Sound("count-ins/two2", beat + length + 1), new MultiSound.Sound("count-ins/one2", beat + length + 2), }, forcePlay: true, game: false); } public void BackgroundColorSet(double beat, float length, Color BG1Start, Color BG1End, Color BG2Start, Color BG2End, int colorEaseSet) { colorEases = new ColorEase[] { new(beat, length, BG1Start, BG1End, colorEaseSet), new(beat, length, BG2Start, BG2End, colorEaseSet), }; UpdateBackgroundColor(); } private void UpdateBackgroundColor() { gradient.color = colorEases[0].GetColor(); bgHigh.color = colorEases[0].GetColor(); bgLow.color = colorEases[1].GetColor(); } public static void Modifiers(bool enableCrown) { Chameleon.enableCrown = enableCrown; if (GameManager.instance.currentGame == "chameleon") Chameleon.instance.Crown.SetActive(enableCrown); } private void PersistColor(double beat) { var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("chameleon", new string[] { "background appearance" }).FindAll(x => x.beat < beat); if (allEventsBeforeBeat.Count > 0) { allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case var lastEvent = allEventsBeforeBeat[^1]; BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBG1Start"], lastEvent["colorBG1End"], lastEvent["colorBG2Start"], lastEvent["colorBG2End"], lastEvent["ease"]); } } public override void OnGameSwitch(double beat) { PersistColor(beat); } } }