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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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e50e4e39e0
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
281 lines
11 KiB
C#
281 lines
11 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrCoinLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("coinToss", "Coin Toss", "f9ec3b", false, false, new List<GameAction>()
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{
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new GameAction("toss", "Toss Coin")
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{
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function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); },
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("type", CoinToss.CoinVariation.Default, "Variation", "Choose the version of the cue to play."),
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new Param("toggle", false, "Audience Reaction", "Toggle if there should be cheering or booing after the cue."),
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}
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},
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new GameAction("fade background color", "Background Appearance")
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{
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function = delegate { var e = eventCaller.currentEntity;
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CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); },
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resizable = true,
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "Set the color for the outer ring at the start of the event."),
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new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "Set the color for the outer ring at the end of the event."),
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new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "Set the color for the inner oval at the start of the event."),
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new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "Set the color for the inner oval at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.")
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}
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},
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//left in for backwards-compatibility, but cannot be placed
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new GameAction("set background color", "Set Background Color")
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{
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorA"], e["colorB"], e["colorB"], (int)Util.EasingFunction.Ease.Instant); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
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new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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},
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hidden = true
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},
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},
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new List<string>() { "ntr", "aim" },
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"ntrcoin", "en",
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new List<string>() { }
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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//using Scripts_CoinToss;
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public class CoinToss : Minigame
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{
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//Right now, you can only throw one coin at a time.
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//..Which makes sense, you only have one coin in the original game
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//Though it would need a bit of code rewrite to make it work with multiple coins
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public static PlayerInput.InputAction InputAction_TouchFlick =
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new("NtrCoinTouchFlick", new int[] { IAEmptyCat, IAFlickCat, IAEmptyCat },
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IA_Empty, IA_TouchFlick, IA_Empty);
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public static CoinToss instance { get; set; }
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private static Color _defaultBgColor;
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public static Color defaultBgColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#F7F742", out _defaultBgColor);
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return _defaultBgColor;
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}
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}
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private static Color _defaultFgColor;
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public static Color defaultFgColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFFF83", out _defaultFgColor);
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return _defaultFgColor;
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}
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}
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[Header("Backgrounds")]
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public SpriteRenderer fg;
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public SpriteRenderer bg;
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[Header("Animators")]
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public Animator handAnimator;
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public Boolean isThrowing;
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public bool audienceReacting;
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public PlayerActionEvent coin;
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public enum CoinVariation
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{
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Default,
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Cowbell,
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}
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private void Awake()
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{
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instance = this;
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isThrowing = false;
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coin = null;
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colorStart = defaultBgColor;
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colorEnd = defaultBgColor;
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colorStartF = defaultBgColor;
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colorEndF = defaultBgColor;
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BackgroundColorUpdate();
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}
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private void Update()
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{
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BackgroundColorUpdate();
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if (coin != null && (!coin.canHit) && PlayerInput.GetIsAction(InputAction_TouchFlick))
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{
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coin.CanHit(true);
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isThrowing = true;
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handAnimator.Play("Throw_empty", 0, 0);
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}
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}
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public void TossCoin(double beat, int type, bool audienceReacting)
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{
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if (coin != null) return;
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//Play sound and animations
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SoundByte.PlayOneShotGame("coinToss/throw");
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handAnimator.Play("Throw", 0, 0);
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//Game state says the hand is throwing the coin
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isThrowing = true;
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switch (type)
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{
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case (int)CoinVariation.Cowbell:
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//this was intentional. it was to avoid the throw and cowbells to go offbeat.
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SoundByte.PlayOneShotGame("coinToss/cowbell1");
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f),
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new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f),
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new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f),
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new MultiSound.Sound("coinToss/cowbell1", beat + 4f, offset: 0.01f),
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new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f),
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new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f),
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});
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break;
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default:
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break;
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}
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this.audienceReacting = audienceReacting;
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coin = ScheduleInput(beat, 6f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
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//coin.perfectOnly = true;
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}
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public void TossCoin(double beat)
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{
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if (coin != null) return;
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//Play sound and animations
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SoundByte.PlayOneShotGame("coinToss/throw");
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handAnimator.Play("Throw", 0, 0);
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//Game state says the hand is throwing the coin
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isThrowing = true;
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this.audienceReacting = false;
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coin = ScheduleInput(beat, 6f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
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//coin.perfectOnly = true;
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}
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public void CatchSuccess(PlayerActionEvent caller, float state)
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{
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SoundByte.PlayOneShotGame("coinToss/catch");
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if (this.audienceReacting) SoundByte.PlayOneShot("applause");
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handAnimator.Play("Catch_success", 0, 0);
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isThrowing = false;
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}
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public void CatchMiss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShot("miss");
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if (this.audienceReacting) SoundByte.PlayOneShot("audience/disappointed");
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handAnimator.Play("Pickup", 0, 0);
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isThrowing = false;
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}
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public void CatchEmpty(PlayerActionEvent caller)
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{
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handAnimator.Play("Catch_empty", 0, 0);
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isThrowing = false;
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coin.CanHit(false);
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}
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorStart; //obviously put to the default color of the game
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private Color colorEnd;
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private Color colorStartF; //obviously put to the default color of the game
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private Color colorEndF;
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private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
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//call this in update
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private void BackgroundColorUpdate()
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{
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
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var func = Util.EasingFunction.GetEasingFunction(colorEase);
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float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
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float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
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float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
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bg.color = new Color(newR, newG, newB);
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float newRF = func(colorStartF.r, colorEndF.r, normalizedBeat);
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float newGF = func(colorStartF.g, colorEndF.g, normalizedBeat);
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float newBF = func(colorStartF.b, colorEndF.b, normalizedBeat);
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fg.color = new Color(newRF, newGF, newBF);
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}
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public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetF, Color colorEndSetF, int ease)
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{
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colorStartBeat = beat;
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colorLength = length;
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colorStart = colorStartSet;
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colorEnd = colorEndSet;
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colorStartF = colorStartSetF;
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colorEndF = colorEndSetF;
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colorEase = (Util.EasingFunction.Ease)ease;
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}
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//call this in OnPlay(double beat) and OnGameSwitch(double beat)
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("coinToss", new string[] { "fade background color" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["colorStartF"], lastEvent["colorEndF"], lastEvent["ease"]);
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}
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}
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public override void OnPlay(double beat)
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{
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PersistColor(beat);
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}
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public override void OnGameSwitch(double beat)
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{
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PersistColor(beat);
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}
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}
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}
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