HeavenStudioPlus/Assets/Scripts/Games/CoinToss/CoinToss.cs
AstrlJelly 08a7fce35a ColorEase Class (#735)
* ColorEase stuff

why didn't we do this earlier!! this is so much common code cut down and makes things a LOT easier to type

* port karate man, fix NaN bug

goin to bed now!

* km fix, convert all to colorease, multisounds stuff

fix that goddamn ms.startBeat = sounds[0].beat; bug + if it's already converting to a list, why not just define the sounds as a list??????? they're a list most of the time anyways

ive got work ahead of me.

* finish up the code, document it

just a few more fixes and we're good

* revert some fork lifter stuff

as nice as it would be i just don't want things to break

* revert some MORE stuff

* revert even more. bleh

* semtiones lol

also a karate man fix
2024-03-04 03:51:43 +00:00

216 lines
8.6 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrCoinLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("coinToss", "Coin Toss", "f9ec3b", false, false, new List<GameAction>()
{
new GameAction("toss", "Toss Coin")
{
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); },
defaultLength = 7,
parameters = new List<Param>()
{
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Choose the version of the cue to play."),
new Param("toggle", false, "Audience Reaction", "Toggle if there should be cheering or booing after the cue."),
}
},
new GameAction("fade background color", "Background Appearance")
{
function = delegate { var e = eventCaller.currentEntity;
CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); },
resizable = true,
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "Set the color for the outer ring at the start of the event."),
new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "Set the color for the outer ring at the end of the event."),
new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "Set the color for the inner oval at the start of the event."),
new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "Set the color for the inner oval at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.")
}
},
//left in for backwards-compatibility, but cannot be placed
new GameAction("set background color", "Set Background Color")
{
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); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
},
hidden = true
},
},
new List<string>() { "ntr", "aim" },
"ntrcoin", "en",
new List<string>() { }
);
}
}
}
namespace HeavenStudio.Games
{
//using Scripts_CoinToss;
public class CoinToss : Minigame
{
//Right now, you can only throw one coin at a time.
//..Which makes sense, you only have one coin in the original game
//Though it would need a bit of code rewrite to make it work with multiple coins
public static PlayerInput.InputAction InputAction_TouchFlick =
new("NtrCoinTouchFlick", new int[] { IAEmptyCat, IAFlickCat, IAEmptyCat },
IA_Empty, IA_TouchFlick, IA_Empty);
public static CoinToss instance { get; set; }
public static Color defaultBgColor = new Color(0.97f, 0.97f, 0.26f);
public static Color defaultFgColor = new Color(1f, 1f, 0.51f);
[Header("Backgrounds")]
public SpriteRenderer fg;
public SpriteRenderer bg;
[Header("Animators")]
public Animator handAnimator;
public Boolean isThrowing;
public bool audienceReacting;
public PlayerActionEvent coin;
public enum CoinVariation
{
Default,
Cowbell,
}
private void Awake()
{
instance = this;
isThrowing = false;
coin = null;
BackgroundColorUpdate();
}
private void Update()
{
BackgroundColorUpdate();
if (coin != null && (!coin.canHit) && PlayerInput.GetIsAction(InputAction_TouchFlick))
{
coin.CanHit(true);
isThrowing = true;
handAnimator.Play("Throw_empty", 0, 0);
}
}
public override void OnPlay(double beat) => PersistColor(beat);
public override void OnGameSwitch(double beat) => PersistColor(beat);
public void TossCoin(double beat, int type, bool audienceReacting)
{
if (coin != null) return;
//Play sound and animations
SoundByte.PlayOneShotGame("coinToss/throw");
handAnimator.Play("Throw", 0, 0);
//Game state says the hand is throwing the coin
isThrowing = true;
switch (type)
{
case (int)CoinVariation.Cowbell:
//this was intentional. it was to avoid the throw and cowbells to go offbeat.
SoundByte.PlayOneShotGame("coinToss/cowbell1");
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell1", beat + 4f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f),
new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f),
});
break;
default:
break;
}
this.audienceReacting = audienceReacting;
coin = ScheduleInput(beat, 6f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
//coin.perfectOnly = true;
}
public void CatchSuccess(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("coinToss/catch");
if (this.audienceReacting) SoundByte.PlayOneShot("applause");
handAnimator.Play("Catch_success", 0, 0);
isThrowing = false;
}
public void CatchMiss(PlayerActionEvent caller)
{
SoundByte.PlayOneShot("miss");
if (this.audienceReacting) SoundByte.PlayOneShot("audience/disappointed");
handAnimator.Play("Pickup", 0, 0);
isThrowing = false;
}
public void CatchEmpty(PlayerActionEvent caller)
{
handAnimator.Play("Catch_empty", 0, 0);
isThrowing = false;
coin.CanHit(false);
}
private ColorEase bgColorEase = new(defaultBgColor);
private ColorEase bgFColorEase = new(defaultBgColor);
// call this in update
private void BackgroundColorUpdate()
{
bg.color = bgColorEase.GetColor();
fg.color = bgFColorEase.GetColor();
}
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetF, Color colorEndSetF, int ease)
{
bgColorEase = new ColorEase(beat, length, colorStartSet, colorEndSet, ease);
bgFColorEase = new ColorEase(beat, length, colorStartSetF, colorEndSetF, ease);
}
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("coinToss", new string[] { "fade background color" }).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];
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["colorStartF"], lastEvent["colorEndF"], lastEvent["ease"]);
}
}
}
}