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 PcoDressYourBestLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List() { new GameAction("bop", "Bop", "Characters") { function = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { DressYourBest.Characters characters = (DressYourBest.Characters)e["characters"]; instance.ToggleBopping(characters, e["auto"]); if (e["bop"]) instance.DoBopping(e.beat, e.length, characters); } }, defaultLength = 1f, resizable = true, parameters = new List() { new("characters", DressYourBest.Characters.Both, "Characters", "Choose the characters to toggle bopping."), new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."), new("bop", true, "Bop", "Toggle if the selected characters should bop for the duration of this event."), } }, new GameAction("start interval", "Start Interval", "Cues") { preFunction = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { instance.QueueStartInterval(e.beat, e.length, e["autoPass"], e["autoReact"]); } }, defaultLength = 3f, resizable = true, parameters = new List() { new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new() { new((x, _) => (bool)x, "autoReact"), }), new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."), } }, new GameAction("monkey call", "Monkey Call", "Cues") { inactiveFunction = delegate { var e = eventCaller.currentEntity; SoundByte.PlayOneShotGame("dressYourBest/monkey_call_" + (e["callSfx"] + 1), e.beat, forcePlay: true); }, defaultLength = 0.5f, parameters = new List() { new("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.") } }, new GameAction("pass turn", "Pass Turn", "Cues") { preFunction = delegate { SoundByte.PlayOneShotGame("dressYourBest/pass_turn", eventCaller.currentEntity.beat); }, function = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { instance.PassTurn(e.beat, e["auto"]); } }, defaultLength = 1f, parameters = new List() { new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") } }, new GameAction("interval react", "Interval React", "Characters") { // preFunction = delegate { function = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { instance.IntervalReact(e.beat, e.length); } }, defaultLength = 1f, resizable = true, // parameters = new List() // { // new("auto", true, "Auto React", "Toggle if the reaction should be on by default.") // } }, new GameAction("background appearance", "Background Appearance", "Appearance") { function = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { instance.ChangeBackgroundAppearance(e.beat, e.length, e["start"], e["end"], e["ease"]); } }, resizable = true, parameters = new List() { new("start", DressYourBest.DefaultBGColor, "Start Color", "Set the color at the start of the event."), new("end", DressYourBest.DefaultBGColor, "End Color", "Set the color at the end of the event."), new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") }, }, new GameAction("change emotion", "Change Emotion", "Characters") { // preFunction = delegate { function = delegate { var e = eventCaller.currentEntity; if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) { instance.ChangeEmotion((DressYourBest.Characters)e["character"], (DressYourBest.Faces)e["face"]); } }, defaultLength = 1f, parameters = new List() { new("character", DressYourBest.Characters.Girl, "Character", "Set the character to change the face of."), new("face", DressYourBest.Faces.Idle, "Face", "Set the face to change to."), } }, } ); } } } namespace HeavenStudio.Games { public class DressYourBest : Minigame { public enum Characters { Girl, Monkey, Both, } public enum Faces { Idle, Looking, Happy, Sad, } public enum CallSFX { Long, Short, } // LightState is mainly used to get different colors from a list public enum LightState { IdleOrListening, Repeating, Correct, Incorrect, } [Header("Animators")] [SerializeField] private Animator girlAnim; [SerializeField] private Animator monkeyAnim; [SerializeField] private Animator sewingAnim; [SerializeField] private Animator reactionAnim; [Header("Renderers")] [SerializeField] private SpriteRenderer bgSpriteRenderer; [SerializeField] private Renderer lightRenderer; [Header("Material(s)")] [SerializeField] private Material lightMaterialTemplate; [Header("Variables")] [SerializeField] private ColorPair[] lightStates; [Serializable] // can't serialize tuples :/ private struct ColorPair { public Color inside; public Color outside; } // can't make a reference type a const, this is the next best thing public readonly static Color DefaultBGColor = new(0.84f, 0.58f, 0.87f); // i set variables to null when they are not initialized by default 👍 private ColorEase bgColorEase = new(DefaultBGColor); private Sound whirringSfx = null; private List callEntities; private double startIntervalEndBeat; // if characters should bop automatically private bool girlBop = true; private bool monkeyBop = true; private Faces girlFaceCurrent; private Faces monkeyFaceCurrent; private void Awake() { // instantiate the material so it doesn't persist between game switches lightRenderer.material = Instantiate(lightMaterialTemplate); SetLightFromState(LightState.IdleOrListening); // default } private void Update() { bgSpriteRenderer.color = bgColorEase.GetColor(); if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) { ChangeEmotion(Characters.Girl, Faces.Sad); sewingAnim.DoScaledAnimationAsync("Miss", 0.5f); SoundByte.PlayOneShotGame("dressYourBest/whiff_hit"); // SoundByte.PlayOneShotGame("dressYourBest/hit_1", volume: 2); // SoundByte.PlayOneShot("miss"); if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) { hasMissed = true; } } } public override void OnLateBeatPulse(double beat) { // if (girlBop && !girlAnim.IsPlayingAnimationNames()) { if (girlBop) { girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); } // if (monkeyBop && beat >= startIntervalEndBeat && !monkeyAnim.IsPlayingAnimationNames("Call")) { if (monkeyBop && beat >= startIntervalEndBeat) { monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); } } // OnGameSwitch and OnPlay do very similar things, but it's better to keep them separate if they need to do different things public override void OnGameSwitch(double beat) { StoreAllCallEntities(); PersistPreviousEntities(beat); } public override void OnPlay(double beat) { StoreAllCallEntities(); PersistPreviousEntities(beat); } private void StoreAllCallEntities() { // just makes more sense to go through like 50-100 entities max when going through the game instead of like 2000 max callEntities = gameManager.Beatmap.Entities.FindAll(e => e.datamodel == "dressYourBest/monkey call"); } private void PersistPreviousEntities(double beat) { // find the last background appearance from the current beat // this uses only beat, not length. earlier events will be completely ignored RiqEntity bgEntity = gameManager.Beatmap.Entities.FindLast(e => e.beat < beat && e.datamodel == "dressYourBest/background appearance"); if (bgEntity != null) { RiqEntity e = bgEntity; ChangeBackgroundAppearance(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]); } RiqEntity bopEntity = gameManager.Beatmap.Entities.FindLast(e => e.beat <= beat && e.datamodel == "dressYourBest/bop"); if (bopEntity != null) { RiqEntity e = bopEntity; Characters characters = (Characters)e["characters"]; ToggleBopping(characters, e["auto"]); if (e["bop"] && beat > e.beat && beat < e.beat + e.length) { // if it is switched to or played in the middle of a bop event DoBopping(e.beat, e.length, characters); } } } private void SetLightFromState(LightState state) { ColorPair colorPair = lightStates[(int)state]; lightRenderer.material.SetColor("_ColorAlpha", colorPair.inside); lightRenderer.material.SetColor("_ColorBravo", colorPair.outside); } public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease) { bgColorEase = new ColorEase(beat, length, startColor, endColor, ease); } public void ToggleBopping(Characters characters, bool toggle) { if (characters is Characters.Girl or Characters.Both) { girlBop = toggle; } if (characters is Characters.Monkey or Characters.Both) { monkeyBop = toggle; } } public void DoBopping(double beat, float length, Characters characters) { // not super necessary, but just creating one callback that gets added to, then assigned to a beataction is just simpler BeatAction.EventCallback bopAction = delegate { }; if (characters is Characters.Girl or Characters.Both) { bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); } if (characters is Characters.Monkey or Characters.Both) { bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0); } List actions = new(); for (int i = 0; i < length; i++) { actions.Add(new(beat + i, bopAction)); } _ = BeatAction.New(this, actions); } public void ChangeEmotion(Characters character, Faces emotion) { string emotionStr = emotion.ToString(); if (character is Characters.Girl or Characters.Both) { girlFaceCurrent = emotion; girlAnim.DoScaledAnimationAsync(emotionStr, 0.5f, animLayer: 1); } if (character is Characters.Monkey or Characters.Both) { Debug.Log("monkey emotionStr : " + emotionStr); monkeyFaceCurrent = emotion; monkeyAnim.DoScaledAnimationAsync(emotionStr, 0.5f, animLayer: 1); } } // startBeat exists so actions that happened when inactive aren't done again. that would suck public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue) { List neededCalls = GetNeededCalls(beat, length); if (neededCalls.Count <= 0) return; if (startBeat < beat + length) { List sounds = new(); List actions = new() { new(beat, delegate { startIntervalEndBeat = beat + length; if (neededCalls[^1].beat == beat + length) { // if there's a block at the end, extend the bop one beat startIntervalEndBeat++; } ChangeEmotion(Characters.Girl, Faces.Looking); }) }; foreach (RiqEntity call in neededCalls) { // Debug.Log("call.beat : " + call.beat); if (call.beat < startBeat) continue; sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat)); actions.Add(new(call.beat, () => { monkeyAnim.DoScaledAnimationAsync("Call", 0.5f, animLayer: 0); // this is janky but unity animation Sucks Balls so it's really the best way to do it monkeyFaceCurrent = Faces.Idle; monkeyAnim.DoScaledAnimationAsync("CallFace", 0.5f, animLayer: 1); })); } if (autoPass) { // have to add this after all the other actions as actions are done in order of beat actions.Add(new(beat + length, delegate { PassTurn(beat + length, autoReact, beat, length, neededCalls); })); // epic sound scheduling SoundByte.PlayOneShotGame("dressYourBest/pass_turn", beat + length); } _ = MultiSound.Play(sounds); _ = BeatAction.New(this, actions); } } public void PassTurn(double beat, bool autoReact, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List neededCalls = null) { if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) { RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.datamodel == "dressYourBest/start interval" && e.beat + e.length < beat); if (startInterval == null) return; startIntervalBeat = startInterval.beat; startIntervalLength = startInterval.length; } neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength); if (neededCalls.Count <= 0) return; // do the actual stuff under here ChangeEmotion(Characters.Girl, Faces.Idle); SetLightFromState(LightState.Repeating); // "Any" check instead of just checking the last one? // if (neededCalls[^1].beat != beat) { // monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f, animLayer: 0); // // ChangeEmotion(Characters.Monkey, Faces.Idle); // } hitCount = 0; foreach (RiqEntity call in neededCalls) { double relativeBeat = call.beat - startIntervalBeat; _ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null); } if (autoReact) { double reactBeat = (beat * 2) - startIntervalBeat + 1; BeatAction.New(this, new() { new(reactBeat, delegate { IntervalReact(reactBeat, 1); })}); } } private List GetNeededCalls(double beat, float length) { return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length); } public void IntervalReact(double beat, float length) { Faces reaction = HasMissed ? Faces.Sad : Faces.Happy; ChangeEmotion(Characters.Monkey, reaction); ChangeEmotion(Characters.Girl, reaction); LightState lightState = (LightState)reaction; SetLightFromState(lightState); string lightStateStr = lightState.ToString(); reactionAnim.DoScaledAnimationAsync(lightStateStr, 0.5f); // there's not a good way to schedule this afaik. // there might be some way to like, schedule the sound then change the sound source when missed? that could work maybe SoundByte.PlayOneShotGame("dressYourBest/" + lightStateStr.ToLower()); // maybe wanna use a beat value that's checked in the update loop // made this comment before adding this "current face" check _ = BeatAction.New(this, new() { new(beat + length, delegate { reactionAnim.DoScaledAnimationAsync("Idle", 0.5f); // makes sure it's not overriding new faces (really just the looking face.) if (girlFaceCurrent == reaction) ChangeEmotion(Characters.Girl, Faces.Idle); if (monkeyFaceCurrent == reaction) ChangeEmotion(Characters.Monkey, Faces.Idle); // ChangeEmotion(Characters.Monkey, Faces.Idle); SetLightFromState(LightState.IdleOrListening); }) }); hasMissed = false; } private int hitCount = 0; // resets every pass turn private bool hasMissed = false; private bool HasMissed => hasMissed || hitCount <= 0; private void OnHit(PlayerActionEvent caller, float state) { hitCount++; SoundByte.PlayOneShotGame("dressYourBest/hit_1"); SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false)); if (state is >= 1f or <= (-1f)) // barely { SoundByte.PlayOneShot("nearMiss", volume: 2); sewingAnim.DoScaledAnimationAsync("Miss", 0.5f); hasMissed = true; } else // just { sewingAnim.DoScaledAnimationAsync("Hit", 0.5f); } } private void OnMiss(PlayerActionEvent caller) { hitCount = 0; hasMissed = true; } } }