mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
8409cb2818
* tweaks and fixes * SMALL FIX
213 lines
5.5 KiB
C#
213 lines
5.5 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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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 NtrTunnelLoader
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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("tunnel", "Tunnel \n<color=#eb5454>[WIP]</color>", "B4E6F6", false, false, new List<GameAction>()
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{
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new GameAction("cowbell", "Cowbell")
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{
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preFunction = delegate { Tunnel.PreStartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 4f,
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resizable = true,
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},
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new GameAction("countin", "Count In")
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{
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preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 4f,
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resizable = true,
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}
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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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public class Tunnel : Minigame
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{
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public static Tunnel instance { get; set; }
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[Header("Backgrounds")]
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public SpriteRenderer fg;
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public SpriteRenderer bg;
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Tween bgColorTween;
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Tween fgColorTween;
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[Header("References")]
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public GameObject frontHand;
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[Header("Animators")]
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public Animator cowbellAnimator;
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public Animator driverAnimator;
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[Header("Curves")]
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public BezierCurve3D handCurve;
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public GameEvent cowbell = new GameEvent();
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public int driverState;
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public float handStart;
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public float handProgress;
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public bool started;
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public struct QueuedCowbell
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{
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public float beat;
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public float length;
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}
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static List<QueuedCowbell> queuedInputs = new List<QueuedCowbell>();
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private void Awake()
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{
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instance = this;
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}
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void OnDestroy()
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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private void Start()
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{
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driverState = 0;
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handStart = -1f;
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}
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private void Update()
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{
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var cond = Conductor.instance;
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//update hand position
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handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
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frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
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if (!cond.isPlaying || cond.isPaused)
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{
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return;
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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HitCowbell();
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//print("unexpected input");
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driverAnimator.Play("Angry1", -1, 0);
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}
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if (queuedInputs.Count > 0)
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{
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foreach (var input in queuedInputs)
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{
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StartCowbell(input.beat, input.length);
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}
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queuedInputs.Clear();
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}
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}
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public void HitCowbell()
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{
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Jukebox.PlayOneShot("count-ins/cowbell");
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handStart = Conductor.instance.songPositionInBeats;
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cowbellAnimator.Play("Shake",-1,0);
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}
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public static void PreStartCowbell(float beat, float length)
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{
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if (GameManager.instance.currentGame == "tunnel")
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{
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instance.StartCowbell(beat, length);
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}
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else
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{
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queuedInputs.Add(new QueuedCowbell { beat = beat, length = length });
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}
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}
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public void StartCowbell(float beat, float length)
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{
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started = true;
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for(int i = 0; i < length; i++)
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{
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ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
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}
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}
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public void CowbellSuccess(PlayerActionEvent caller, float state)
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{
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HitCowbell();
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//print(state);
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if(Math.Abs(state) >= 1f)
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{
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driverAnimator.Play("Disturbed", -1, 0);
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}
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else
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{
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driverAnimator.Play("Idle", -1, 0);
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}
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}
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public void CowbellMiss(PlayerActionEvent caller)
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{
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//HitCowbell();
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driverAnimator.Play("Angry1", -1, 0);
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}
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public void CowbellEmpty(PlayerActionEvent caller)
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{
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//HitCowbell();
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}
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public static void CountIn(float beat, float length)
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{
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List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>();
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for (int i = 0; i < length; i++)
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{
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if(i % 2 == 0)
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{
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//Jukebox.PlayOneShotGame("tunnel/en/one", beat+i);
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//print("cueing one at " + (beat + i));
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cuelist.Add(new MultiSound.Sound("tunnel/en/one", beat + i));
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}
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else
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{
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//Jukebox.PlayOneShotGame("tunnel/en/two", beat+i);
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//print("cueing two at " + (beat + i));
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cuelist.Add(new MultiSound.Sound("tunnel/en/two", beat + i));
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}
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}
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MultiSound.Play(cuelist.ToArray(), forcePlay: true);
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}
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}
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}
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