HeavenStudioPlus/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs
minenice55 afc665ed61 Integration of Jukebox Library (#451) (#457)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 19:17:06 +00:00

369 lines
16 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbGhostLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("sneakySpirits", "Sneaky Spirits", "5a5a9c", false, false, new List<GameAction>()
{
new GameAction("spawnGhost", "Ghost")
{
preFunction = delegate { var e = eventCaller.currentEntity; SneakySpirits.PreSpawnGhost(e.beat, e.length, e["slowDown"], e["volume1"], e["volume2"], e["volume3"], e["volume4"], e["volume5"], e["volume6"],
e["volume7"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("slowDown", true, "Slowdown Effect", "Should there be a slowdown effect when the ghost is hit?"),
new Param("volume1", new EntityTypes.Integer(0, 100, 100), "Move Volume 1", "What height and what volume should this move be at?"),
new Param("volume2", new EntityTypes.Integer(0, 100, 100), "Move Volume 2", "What height and what volume should this move be at?"),
new Param("volume3", new EntityTypes.Integer(0, 100, 100), "Move Volume 3", "What height and what volume should this move be at?"),
new Param("volume4", new EntityTypes.Integer(0, 100, 100), "Move Volume 4", "What height and what volume should this move be at?"),
new Param("volume5", new EntityTypes.Integer(0, 100, 100), "Move Volume 5", "What height and what volume should this move be at?"),
new Param("volume6", new EntityTypes.Integer(0, 100, 100), "Move Volume 6", "What height and what volume should this move be at?"),
new Param("volume7", new EntityTypes.Integer(0, 100, 100), "Move Volume 7", "What height and what volume should this move be at?"),
}
},
new GameAction("forceReload", "Bow Force Reload")
{
function = delegate { SneakySpirits.instance.ForceReload(); },
defaultLength = 1f,
},
new GameAction("movebow", "Bow Enter or Exit")
{
function = delegate {var e = eventCaller.currentEntity; SneakySpirits.instance.MoveBow(e.beat, e.length, e["exit"], e["ease"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("exit", true, "Enter?", "Should the bow exit or enter?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
}
},
},
new List<string>() {"agb", "aim"},
"agbghost", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_SneakySpirits;
public class SneakySpirits : Minigame
{
public struct QueuedGhost
{
public double beat;
public float length;
public bool slowDown;
public List<int> volumes;
}
[Header("Components")]
[SerializeField] Animator bowAnim;
[SerializeField] Animator bowHolderAnim;
[SerializeField] Animator doorAnim;
[SerializeField] SneakySpiritsGhost movingGhostPrefab;
[SerializeField] SneakySpiritsGhostDeath deathGhostPrefab;
[SerializeField] GameObject arrowMissPrefab;
[SerializeField] GameObject ghostMissPrefab;
[SerializeField] List<Transform> ghostPositions = new List<Transform>();
[SerializeField] GameObject normalRain;
[SerializeField] GameObject slowRain;
[SerializeField] GameObject normalTree;
[SerializeField] GameObject slowTree;
[Header("Variables")]
private static List<QueuedGhost> queuedGhosts = new List<QueuedGhost>();
private bool hasArrowLoaded;
float movingLength;
double movingStartBeat;
bool isMoving;
string moveAnim;
EasingFunction.Ease lastEase;
public static SneakySpirits instance;
void OnDestroy()
{
if (queuedGhosts.Count > 0) queuedGhosts.Clear();
Conductor.instance.SetMinigamePitch(1f);
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
void Awake()
{
instance = this;
Conductor.instance.SetMinigamePitch(1f);
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (queuedGhosts.Count > 0)
{
foreach(var ghost in queuedGhosts)
{
SpawnGhost(ghost.beat, ghost.length, ghost.slowDown, ghost.volumes);
}
queuedGhosts.Clear();
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN) && hasArrowLoaded)
{
WhiffArrow(cond.songPositionInBeatsAsDouble);
}
if (isMoving)
{
float normalizedBeat = cond.GetPositionFromBeat(movingStartBeat, movingLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPos = func(0f, 1f, normalizedBeat);
bowHolderAnim.DoNormalizedAnimation(moveAnim, newPos);
if (normalizedBeat >= 1f)
{
isMoving = false;
}
}
}
else if (!cond.isPlaying)
{
queuedGhosts.Clear();
Conductor.instance.SetMinigamePitch(1f);
}
}
public void ForceReload()
{
if (hasArrowLoaded) return;
bowAnim.DoScaledAnimationAsync("BowDraw", 0.25f);
hasArrowLoaded = true;
}
public void MoveBow(double beat, float length, bool enter, int ease)
{
movingStartBeat = beat;
movingLength = length;
moveAnim = enter ? "Enter" : "Exit";
isMoving = true;
lastEase = (EasingFunction.Ease)ease;
}
public static void PreSpawnGhost(double beat, float length, bool slowDown, int volume1, int volume2, int volume3, int volume4, int volume5, int volume6, int volume7)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("sneakySpirits/moving", beat, 1f, volume1 * 0.01f),
new MultiSound.Sound("sneakySpirits/moving", beat + length, 1f, volume2 * 0.01f),
new MultiSound.Sound("sneakySpirits/moving", beat + length * 2, 1f, volume3 * 0.01f),
new MultiSound.Sound("sneakySpirits/moving", beat + length * 3, 1f, volume4 * 0.01f),
new MultiSound.Sound("sneakySpirits/moving", beat + length * 4, 1f, volume5 * 0.01f),
new MultiSound.Sound("sneakySpirits/moving", beat + length * 5, 1f, volume6 * 0.01f),
new MultiSound.Sound("sneakySpirits/moving", beat + length * 6, 1f, volume7 * 0.01f),
}, forcePlay: true);
if (GameManager.instance.currentGame == "sneakySpirits")
{
SneakySpirits.instance.SpawnGhost(beat, length, slowDown, new List<int>()
{
volume1, volume2, volume3, volume4, volume5, volume6, volume7
});
}
else
{
queuedGhosts.Add(new QueuedGhost
{
beat = beat,
length = length,
volumes = new List<int>()
{
volume1, volume2, volume3, volume4, volume5, volume6, volume7
},
slowDown = slowDown,
});
}
}
public void SpawnGhost(double beat, float length, bool slowDown, List<int> volumes)
{
if (slowDown)
{
ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, Just, Miss, Out);
}
else
{
ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, JustNoSlowDown, Miss, Out);
}
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length * 3, delegate { ForceReload(); })
});
List<BeatAction.Action> ghostSpawns = new List<BeatAction.Action>();
for(int i = 0; i < 7; i++)
{
double spawnBeat = beat + length * i;
if (spawnBeat >= Conductor.instance.songPositionInBeatsAsDouble)
{
SneakySpiritsGhost spawnedGhost = Instantiate(movingGhostPrefab, ghostPositions[i], false);
spawnedGhost.transform.position = new Vector3(spawnedGhost.transform.position.x, spawnedGhost.transform.position.y - (1 - volumes[i] * 0.01f) * 2.5f, spawnedGhost.transform.position.z);
spawnedGhost.Init(spawnBeat, length);
}
}
}
void WhiffArrow(double beat)
{
GameObject spawnedArrow = Instantiate(arrowMissPrefab, transform);
spawnedArrow.SetActive(true);
spawnedArrow.GetComponent<Animator>().DoScaledAnimationAsync("ArrowRecoil", 0.5f);
bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
hasArrowLoaded = false;
SoundByte.PlayOneShotGame("sneakySpirits/arrowMiss", -1, 2);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3f, delegate {
if (GameManager.instance.currentGame == "sneakySpirits")
{
Destroy(spawnedArrow);
}
})
});
}
void Just(PlayerActionEvent caller, float state)
{
if (!hasArrowLoaded) return;
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("sneakySpirits/ghostScared");
WhiffArrow(caller.startBeat + caller.timer);
GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
spawnedGhost.SetActive(true);
spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostBarely", 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate {
if (GameManager.instance.currentGame == "sneakySpirits")
{
Destroy(spawnedGhost);
}
})
});
return;
}
Success(caller, true);
}
void JustNoSlowDown(PlayerActionEvent caller, float state)
{
if (!hasArrowLoaded) return;
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("sneakySpirits/ghostScared");
WhiffArrow(caller.startBeat + caller.timer);
GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
spawnedGhost.SetActive(true);
spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostBarely", 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate {
if (GameManager.instance.currentGame == "sneakySpirits")
{
Destroy(spawnedGhost);
}
})
});
return;
}
Success(caller, false);
}
void Success(PlayerActionEvent caller, bool slowDown)
{
SneakySpiritsGhostDeath spawnedDeath = Instantiate(deathGhostPrefab, transform, false);
int randomNumber = UnityEngine.Random.Range(0, 4);
switch (randomNumber)
{
case 0:
spawnedDeath.animToPlay = "GhostDieNose";
break;
case 1:
spawnedDeath.animToPlay = "GhostDieMouth";
break;
case 2:
spawnedDeath.animToPlay = "GhostDieBody";
break;
case 3:
spawnedDeath.animToPlay = "GhostDieCheek";
break;
}
hasArrowLoaded = false;
spawnedDeath.startBeat = caller.startBeat + caller.timer;
spawnedDeath.length = 1f;
spawnedDeath.gameObject.SetActive(true);
SoundByte.PlayOneShotGame("sneakySpirits/hit");
bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
if (slowDown)
{
slowRain.SetActive(true);
normalRain.SetActive(false);
slowTree.SetActive(true);
normalTree.SetActive(false);
Conductor.instance.SetMinigamePitch(0.25f);
}
doorAnim.DoScaledAnimationAsync("DoorOpen", 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate
{
if (slowDown) Conductor.instance.SetMinigamePitch(1f);
doorAnim.DoScaledAnimationAsync("DoorClose", 0.5f);
slowRain.SetActive(false);
normalRain.SetActive(true);
slowTree.SetActive(false);
normalTree.SetActive(true);
})
});
}
void Miss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("sneakySpirits/ghostEscape");
GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform);
spawnedGhost.SetActive(true);
spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostMiss", 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate {
if (GameManager.instance.currentGame == "sneakySpirits")
{
SoundByte.PlayOneShotGame("sneakySpirits/laugh", -1, 1.2f);
spawnedGhost.GetComponent<Animator>().DoScaledAnimationAsync("GhostLaugh", 0.25f);
}
}),
new BeatAction.Action(caller.startBeat + caller.timer + 2.5f, delegate {
if (GameManager.instance.currentGame == "sneakySpirits")
{
Destroy(spawnedGhost);
}
})
});
}
void Out(PlayerActionEvent caller)
{
}
}
}