mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
9f249c4db8
* 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
325 lines
No EOL
11 KiB
C#
325 lines
No EOL
11 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Threading;
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using HeavenStudio.Util;
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using Jukebox;
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using Jukebox.Legacy;
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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 AgbClapLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("clappyTrio", "The Clappy Trio", "deffff", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"], e["emo"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Toggle if the lions should bop for the duration of this event."),
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new Param("autoBop", false, "Bop (Auto)", "Toggle if the lions should automatically bop until another Bop event is reached."),
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new Param("emo", false, "Disable Emotion", "Toggle if the (non-player) lions should react to the player's performance when bopping.")
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}
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},
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new GameAction("clap", "Clap")
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{
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function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); },
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resizable = true
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},
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new GameAction("prepare", "Prepare")
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{
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function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); },
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Alternate Pose", "Toggle if the lions should prepare using the alternate \"determined\" pose.")
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}
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},
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new GameAction("sign", "Sign Control")
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{
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); },
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parameters = new List<Param>()
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{
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new Param("down", true, "Enter", "Toggle if the sign should enter or exit the scene."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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},
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resizable = true
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},
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new GameAction("change lion count", "Change Lion Number")
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{
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function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); },
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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("valA", new EntityTypes.Integer(3, 8, 3), "Lions", "Set how many lions there will be. The player is always the rightmost lion.")
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}
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},
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},
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new List<string>() {"agb", "normal"},
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"agbclap", "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_ClappyTrio;
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public class ClappyTrio : Minigame
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{
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public int lionCount = 3;
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public List<GameObject> Lion;
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[SerializeField] private Sprite[] faces;
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private ClappyTrioPlayer ClappyTrioPlayer;
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public int misses;
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bool shouldBop;
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bool doEmotion = true;
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public int emoCounter;
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public GameEvent bop = new GameEvent();
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[SerializeField] Animator signAnim;
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double signStartBeat;
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float signLength;
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Util.EasingFunction.Ease lastEase;
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bool signGoDown;
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public static ClappyTrio instance { get; set; }
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MultiSound clapSounds = null;
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CancellationTokenSource clapAction = null;
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private void Awake()
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{
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instance = this;
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clapSounds = null;
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InitLions();
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}
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public override void OnGameSwitch(double beat)
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{
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InitClaps(beat);
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}
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private void InitClaps(double beat)
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{
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RiqEntity changeLion = GameManager.instance.Beatmap.Entities.FindLast(c => c.datamodel == "clappyTrio/change lion count" && c.beat <= beat);
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if (changeLion != null)
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{
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EventCaller.instance.CallEvent(changeLion, true);
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}
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var allClaps = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
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foreach (var c in allClaps)
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{
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if (c.beat < beat && c.beat + (c.length * (lionCount - 1)) >= beat)
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{
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Clap(c.beat, c.length, beat);
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}
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}
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}
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public override void OnBeatPulse(double beat)
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{
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if (shouldBop) Bop(Conductor.instance.songPositionInBeatsAsDouble);
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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float normalizedBeat = cond.GetPositionFromBeat(signStartBeat, signLength);
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if (normalizedBeat > 0 && normalizedBeat <= 1)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
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float newPos = func(0, 1, normalizedBeat);
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signAnim.DoNormalizedAnimation(signGoDown ? "Enter" : "Exit", newPos);
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}
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}
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}
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public void Sign(double beat, float length, int ease, bool down)
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{
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SoundByte.PlayOneShotGame("clappyTrio/sign");
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signStartBeat = beat;
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signLength = length;
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lastEase = (Util.EasingFunction.Ease)ease;
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signGoDown = down;
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}
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private void InitLions()
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{
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float startPos = -3.066667f;
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float maxWidth = 12.266668f;
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for (int i = 0; i < lionCount; i++)
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{
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GameObject lion;
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if (i == 0)
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lion = Lion[0];
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else
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lion = Instantiate(Lion[0], Lion[0].transform.parent);
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lion.transform.localPosition = new Vector3(startPos + ((maxWidth / (lionCount + 1)) * (i + 1)), 0);
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if (i > 0)
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Lion.Add(lion);
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if (i == lionCount - 1)
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ClappyTrioPlayer = lion.AddComponent<ClappyTrioPlayer>();
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}
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if (clapSounds != null)
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clapSounds.Delete();
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if (clapAction != null)
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{
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clapAction.Cancel();
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clapAction.Dispose();
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}
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}
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public void Clap(double beat, float length, double gameSwitchBeat)
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{
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ClappyTrioPlayer.clapStarted = true;
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ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit
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// makes the other lions clap
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List<MultiSound.Sound> sounds = new List<MultiSound.Sound>();
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List<BeatAction.Action> actions = new List<BeatAction.Action>();
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for (int i = 0; i < Lion.Count - 1; i++)
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{
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bool isBeforeGameSwitch = beat + (length * i) < gameSwitchBeat;
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int idx = i;
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if (isBeforeGameSwitch)
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{
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SetFace(idx, 4);
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Lion[idx].GetComponent<Animator>().Play("Clap", 0, 1);
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}
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else
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{
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sounds.Add(new MultiSound.Sound((i > 0) ? "clappyTrio/middleClap" : "clappyTrio/leftClap", beat + (length * i)));
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actions.Add(new BeatAction.Action(beat + (length * i), delegate
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{ SetFace(idx, 4); Lion[idx].GetComponent<Animator>().Play("Clap", 0, 0); }));
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}
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}
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if (sounds.Count > 0) clapSounds = MultiSound.Play(sounds.ToArray());
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if (actions.Count > 0) clapAction = BeatAction.New(this, actions);
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// prepare player input
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ClappyTrioPlayer.QueueClap(beat, length * (Lion.Count - 1));
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}
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public void Prepare(int type)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, type);
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}
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PlayAnimationAll("Prepare");
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SoundByte.PlayOneShotGame("clappyTrio/ready");
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}
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public void BopToggle(double beat, float length, bool startBop, bool autoBop, bool emo)
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{
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doEmotion = !emo;
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shouldBop = autoBop;
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if (startBop)
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{
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List<BeatAction.Action> bops = new List<BeatAction.Action>();
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for (int i = 0; i < length; i++)
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{
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if (i == 0 && startBop && autoBop) continue;
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double spawnBeat = beat + i;
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bops.Add(new BeatAction.Action(spawnBeat, delegate { Bop(spawnBeat); }));
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if (i == length - 1)
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{
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bops.Add(new BeatAction.Action(spawnBeat, delegate { misses = 0; }));
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}
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}
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if (bops.Count > 0) BeatAction.New(instance, bops);
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}
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}
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public void Bop(double beat)
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{
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if (doEmotion && emoCounter > 0)
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{
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if (misses == 0)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, 1);
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}
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}
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else if (misses > 0)
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{
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var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
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var b = a.FindAll(c => c.beat < beat);
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if (b.Count > 0)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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if (i == Lion.Count - 1)
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{
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SetFace(i, 0);
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}
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else
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{
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SetFace(i, 2);
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}
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}
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}
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}
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emoCounter--;
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}
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else
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, 0);
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}
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}
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PlayAnimationAll("Bop");
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}
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public void ChangeLionCount(int lions)
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{
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for(int i=1; i<lionCount; i++)
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{
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Destroy(Lion[i]);
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}
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Lion.RemoveRange(1, lionCount - 1);
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lionCount = lions;
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SetFace(0, 0);
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InitLions();
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PlayAnimationAll("Idle");
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}
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private void PlayAnimationAll(string anim)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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Lion[i].GetComponent<Animator>().Play(anim, -1, 0);
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}
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}
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public void SetFace(int lion, int type)
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{
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Lion[lion].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite = faces[type];
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}
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}
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} |