HeavenStudioPlus/Assets/Scripts/Games/Tunnel/Tunnel.cs
Seanski2 99eece9b6f Tunnel Backgrounds (#713)
* field + desert bgs

we're just getting started

* city bg wooo

* New camera positioning in car

thank you maddy and meta

* night time zzz

* moai + crop stomp bgs

* new sheet

goodbye bluetooth wheel

* tunnel bg changer

* quiz bg wip

* quiz show bg animated

i am far too stupid to understand what's going on with the code

* far anim disappeared??? fsr???

* bgs are done woooo

this might be huge for the tunnel community

* Revert "bgs are done woooo"

This reverts commit f4ca272731ae62ae755fe14e7a9d4c37c5ea35f4.

* Revert "Revert "bgs are done woooo""

This reverts commit b75ca2be150755c1782be151cda231706e7f231e.

* Revert "Revert "Revert "bgs are done woooo"""

This reverts commit 7d2e47ccbc00c78f56c4c9632af6fd423d983caa.

* i dont know man

* redo lost anims

* add quiz bg

lol

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
2024-02-24 01:22:18 +00:00

325 lines
12 KiB
C#

using DG.Tweening;
using NaughtyBezierCurves;
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrTunnelLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tunnel", "Tunnel", "c00000", false, false, new List<GameAction>()
{
new GameAction("cowbell", "Start Cowbell")
{
preFunction = delegate { Tunnel.PreStartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 1f,
resizable = false,
},
new GameAction("tunnel", "Tunnel")
{
function = delegate { if (Tunnel.instance != null) {
var e = eventCaller.currentEntity;
Tunnel.instance.StartTunnel(e.beat, e.length, e["volume"] / 100f, e["duration"]);
} },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("duration", new EntityTypes.Float(0, 8, 2), "Fade Duration", "Set how long it takes for the volume to fade."),
new Param("volume", new EntityTypes.Float(0, 200, 10), "Volume", "Set the volume to fade to while in the tunnel."),
}
},
new GameAction("countin", "Count In")
{
preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 4f,
resizable = true,
},
new GameAction("bg", "Change Background")
{
function = delegate { Tunnel.instance?.SetBg(eventCaller.currentEntity["type"]); },
defaultLength = 1f,
resizable = false,
parameters = new List<Param>()
{
new Param("type", Tunnel.BgOption.Beach, "Background", "Set the background to change to."),
}
}
},
new List<string>() { "ntr", "keep" },
"ntrtunnel", "en",
new List<string>() { "en" }
);
}
}
}
namespace HeavenStudio.Games
{
public class Tunnel : Minigame
{
const double PostTunnelScrnTime = 0.25;
public static Tunnel instance { get; set; }
[Header("Backgrounds")]
[SerializeField] GameObject[] bg;
[SerializeField] Material tunnelLightMaterial;
[SerializeField] Color tunnelTint;
[SerializeField] Color tunnelScreen;
[SerializeField] GameObject tunnelWall;
[SerializeField] SpriteRenderer tunnelWallRenderer;
[SerializeField] float tunnelChunksPerSec;
[SerializeField] float tunnelWallChunkSize;
Vector3 tunnelStartPos;
Sound tunnelSoundRight, tunnelSoundMiddle, tunnelSoundLeft;
[Header("References")]
[SerializeField] GameObject frontHand;
[Header("Animators")]
[SerializeField] Animator cowbellAnimator;
[SerializeField] Animator driverAnimator;
[Header("Curves")]
[SerializeField] BezierCurve3D handCurve;
public enum BgOption
{
Beach,
Desert,
Field,
City,
Night,
MoaiDooWop,
CropStomp,
QuizShow
}
float fadeDuration = 2f;
double tunnelStartTime = double.MinValue;
double tunnelEndTime = double.MinValue;
double lastCowbell = double.MaxValue;
float handStart;
float handProgress;
bool inTunnel;
public struct QueuedCowbell
{
public double beat;
public float length;
}
static List<QueuedCowbell> queuedInputs = new List<QueuedCowbell>();
private void Awake()
{
instance = this;
tunnelStartPos = new Vector3(tunnelWallChunkSize, 0, 0);
}
void OnDestroy()
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
if (conductor != null && !(conductor.isPlaying || conductor.isPaused))
{
conductor.FadeMinigameVolume(conductor.songPositionInBeatsAsDouble, 0, 1);
tunnelLightMaterial.SetColor("_Color", Color.white);
tunnelLightMaterial.SetColor("_AddColor", Color.black);
tunnelSoundRight?.Stop();
tunnelSoundMiddle?.Stop();
tunnelSoundLeft?.Stop();
}
}
public override void OnPlay(double beat)
{
queuedInputs.Clear();
}
private void Start()
{
handStart = -1f;
tunnelWall.SetActive(false);
}
private void Update()
{
//update hand position
handProgress = Math.Min(base.conductor.songPositionInBeats - handStart, 1);
frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
if (!conductor.isPlaying || conductor.isPaused)
{
return;
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
HitCowbell();
//print("unexpected input");
driverAnimator.Play("Angry1", -1, 0);
}
if (queuedInputs.Count > 0)
{
foreach (var input in queuedInputs)
{
StartCowbell(input.beat, input.length);
}
queuedInputs.Clear();
}
if (lastCowbell + 1 <= conductor.songPositionInBeatsAsDouble)
{
lastCowbell++;
ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
}
// bg.localPosition = new Vector3(bgStartX - (2 * bgStartX * (((float)Time.realtimeSinceStartupAsDouble % bgScrollTime) / bgScrollTime)), 0, 0);
if (tunnelWall.activeSelf)
{
tunnelWall.transform.localPosition = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(conductor.songPositionAsDouble - tunnelStartTime), 0, 0);
}
if (inTunnel && conductor.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
{
conductor.FadeMinigameVolume(conductor.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime), fadeDuration, 1);
tunnelLightMaterial.SetColor("_Color", Color.white);
tunnelLightMaterial.SetColor("_AddColor", Color.black);
inTunnel = false;
}
}
public void HitCowbell()
{
SoundByte.PlayOneShot("count-ins/cowbell");
handStart = conductor.songPositionInBeats;
cowbellAnimator.Play("Shake", -1, 0);
}
public static void PreStartCowbell(double beat, float length)
{
if (GameManager.instance.currentGame == "tunnel")
{
instance.StartCowbell(beat, length);
}
else
{
queuedInputs.Add(new QueuedCowbell { beat = beat, length = length });
}
}
public void StartCowbell(double beat, float length)
{
lastCowbell = beat - 1;
ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
}
public void CowbellSuccess(PlayerActionEvent caller, float state)
{
HitCowbell();
if (Math.Abs(state) >= 1f)
{
driverAnimator.Play("Disturbed", -1, 0);
}
else
{
driverAnimator.Play("Idle", -1, 0);
}
}
public void CowbellMiss(PlayerActionEvent caller)
{
driverAnimator.Play("Angry1", -1, 0);
}
public void CowbellEmpty(PlayerActionEvent caller) { }
public static void CountIn(double beat, float length)
{
List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>();
for (int i = 0; i < length; i++)
{
if (i % 2 == 0)
{
//Jukebox.PlayOneShotGame("tunnel/en/one", beat+i);
//print("cueing one at " + (beat + i));
cuelist.Add(new MultiSound.Sound("tunnel/en/one", beat + i));
}
else
{
//Jukebox.PlayOneShotGame("tunnel/en/two", beat+i);
//print("cueing two at " + (beat + i));
cuelist.Add(new MultiSound.Sound("tunnel/en/two", beat + i));
}
}
MultiSound.Play(cuelist.ToArray(), forcePlay: true);
}
public void StartTunnel(double beat, double length, float volume = 0.1f, float fadeDuration = 2f)
{
if (conductor.songPositionAsDouble < tunnelEndTime + PostTunnelScrnTime)
{
return;
}
double targetBeat = beat + length;
tunnelStartTime = conductor.GetSongPosFromBeat(beat);
tunnelEndTime = conductor.GetSongPosFromBeat(targetBeat);
// tunnel chunks can be divided into quarters
double durationSec = Math.Ceiling((tunnelEndTime - tunnelStartTime) * 4 * tunnelChunksPerSec) * 0.25 / tunnelChunksPerSec;
tunnelWallRenderer.size = new Vector2((float)durationSec * tunnelWallChunkSize * tunnelChunksPerSec, 13.7f);
tunnelWall.transform.localPosition = tunnelStartPos;
tunnelWall.SetActive(true);
this.fadeDuration = fadeDuration;
conductor.FadeMinigameVolume(beat, fadeDuration, volume);
tunnelSoundRight?.Stop();
tunnelSoundMiddle?.Stop();
tunnelSoundLeft?.Stop();
tunnelSoundRight = SoundByte.PlayOneShotGame("tunnel/tunnelRight", beat, looping: true);
tunnelSoundMiddle = SoundByte.PlayOneShotGame("tunnel/tunnelMiddle", beat + (6 / 48f), looping: true);
tunnelSoundLeft = SoundByte.PlayOneShotGame("tunnel/tunnelLeft", beat + (12 / 48f), looping: true);
double tunnelEnd = conductor.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime);
tunnelSoundRight.SetLoopParams(tunnelEnd, 0.1);
tunnelSoundMiddle.SetLoopParams(tunnelEnd + (6 / 48f), 0.1);
tunnelSoundLeft.SetLoopParams(tunnelEnd + (12 / 48f), 0.25);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(conductor.GetBeatFromSongPos(tunnelStartTime + 0.25), delegate {
tunnelLightMaterial.SetColor("_Color", tunnelTint);
tunnelLightMaterial.SetColor("_AddColor", tunnelScreen);
}),
});
inTunnel = true;
}
public void SetBg(int type)
{
foreach (var b in bg)
{
b.SetActive(false);
}
bg[type].SetActive(true);
}
}
}