mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
330c538947
* update blue bear to use PlayerActionEvent * update built to scale DS to use PlayerActionEvent * update clappy trio to use PlayerActionEvent * update crop stomp to use PlayerActionEvent * update drumming practice to use PlayerActionEvent * update fork lifter to use PlayerActionEvent * update minigame icons * update wizard waltz' icon
217 lines
No EOL
7 KiB
C#
217 lines
No EOL
7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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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", "29E7FF", false, false, new List<GameAction>()
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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); },
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resizable = true
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); }
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},
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new GameAction("prepare", "Prepare Stance")
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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, "Alt", "Whether or not the alternate version should be played")
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}
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},
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new GameAction("change lion count", "Change Lion Count")
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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), "Lion Count", "The amount of lions")
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}
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},
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// This is still here for backwards-compatibility but is hidden in the editor
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new GameAction("prepare_alt", "")
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{
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function = delegate { ClappyTrio.instance.Prepare(3); },
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hidden = 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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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 bool isClapping;
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private float currentClappingLength;
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private float lastClapStart;
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private int clapIndex;
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private ClappyTrioPlayer ClappyTrioPlayer;
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public bool playerHitLast = false;
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public static ClappyTrio instance { get; set; }
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MultiSound clapSounds = null;
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BeatAction 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(float beat)
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{
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DynamicBeatmap.DynamicEntity 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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}
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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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clapAction.Delete();
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}
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private void Update()
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{
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}
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public void Clap(float beat, float length)
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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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playerHitLast = false;
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isClapping = true;
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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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int idx = i;
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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 { SetFace(idx, 4); Lion[idx].GetComponent<Animator>().Play("Clap", 0, 0);}));
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}
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clapSounds = MultiSound.Play(sounds.ToArray());
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clapAction = BeatAction.New(this.gameObject, 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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Jukebox.PlayOneShotGame("clappyTrio/ready");
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}
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public void Bop(float beat)
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{
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if (playerHitLast)
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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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} else
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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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} 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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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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} |