HeavenStudioPlus/Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
playinful a5613f7fa8 Editor Sorting Fixes & Upgrades (#808)
* ready to pr i think

Fixed Alphabetical Sorting.
Fixed Chronological Sorting by adding a sorting value to every minigame.
Added Sort By Usage.

* i accidentally removed a bunch of work from yall oops this should fix that i think
2024-03-29 02:35:07 +00:00

669 lines
24 KiB
C#

using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
/// Minigame loaders handle the setup of your minigame.
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
/// `Platformcode` is a three-leter platform code with the minigame's origin
/// `Name` is a short internal name
/// `Loader` is the string "Loader"
/// Platform codes are as follows:
/// Agb: Gameboy Advance ("Advance Gameboy")
/// Ntr: Nintendo DS ("Nitro")
/// Rvl: Nintendo Wii ("Revolution")
/// Ctr: Nintendo 3DS ("Centrair")
/// Mob: Mobile
/// Pco: PC / Other
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
/// For help, feel free to reach out to us on our discord, in the #development channel.
public static class AgbRhythmTestGBALoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("rhythmTestGBA", "Rhythm Test (GBA) \n<color=#adadad>(Rhythm-kan Check)</color>", "2DD816", false, false, new List<GameAction>()
{
new GameAction("countin", "Start Beeping")
{
function = delegate { RhythmTestGBA.instance.KeepTheBeep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["toggle"], eventCaller.currentEntity["auto"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", true, "Toggle", "Toggle the automatic beeping on or off."),
new Param("auto", false, "Auto", "Toggle if the machine should beep automatically."),
},
},
new GameAction("button", "Start Keep-the-Beat")
{
function = delegate { var e = eventCaller.currentEntity; RhythmTestGBA.StartKeepbeat(e.beat); },
defaultLength = 1f,
resizable = false,
},
new GameAction("stopktb", "Stop Keep-the-Beat")
{
preFunction = delegate { RhythmTestGBA.instance.PreStopKeepbeat(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["mutecue"]); },
defaultLength = 4f,
resizable = false,
parameters = new List<Param>()
{
new Param("mutecue", false, "Mute Cue", "Mute the sound cue signifying the end of the keep-the-beat section."),
}
},
new GameAction("countdown", "Countdown")
{
function = delegate {RhythmTestGBA.instance.PreCountDown(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["val1"]);},
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("val1", new EntityTypes.Integer(1, 9, 3), "Beats", "Set how many beats there will be before the player has to input.")
}
},
new GameAction("hidecount", "Toggle Countdown")
{
function = delegate {RhythmTestGBA.instance.HideCountdown(eventCaller.currentEntity["togglecount"]);},
defaultLength = 0.5f,
resizable = false,
parameters = new List<Param>()
{
new Param("togglecount", true, "Toggle Countdown?", "Toggles whether the countdown appears or not."),
}
},
},
new List<string>() {"agb", "aim"},
"agbRhythmTestGBA", "en",
new List<string>() { "en" },
chronologicalSortKey: 0
);
}
}
}
namespace HeavenStudio.Games
{
/// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
public class RhythmTestGBA : Minigame
{
public static RhythmTestGBA instance;
static List<double> queuedButton = new();
bool goBeep;
bool stopBeep;
bool keepPressing;
bool shouldmute;
bool disableCount;
private double numberSelect;
private float countLength;
[Header("Animators")]
[SerializeField] Animator buttonAnimator;
[SerializeField] Animator flashAnimator;
[SerializeField] Animator numberBGAnimator;
[SerializeField] Animator numberAnimator;
[Header("Properties")]
private static double startBlippingBeat = double.MaxValue;
[Header("Variables")]
int pressPlayerCount;
public static double wantButton = double.MinValue;
GameEvent button = new GameEvent();
double lastButton = double.MaxValue;
// public struct QueuedButton
// {
// public double beat;
// public float length;
// }
// static List<QueuedButton> queuedButton = new List<QueuedButton>();
private void Awake()
{
instance = this;
}
void OnDestroy()
{
if (queuedButton.Count > 0) queuedButton.Clear();
foreach (var ktb in scheduledInputs)
{
ktb.Disable();
}
}
private void Update()
{
var cond = Conductor.instance;
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
PressButton();
//print("unexpected input");
}
if (wantButton != double.MinValue)
{
queuedButton.Add(wantButton);
keepPressing = true;
pressPlayerCount = 0;
wantButton = double.MinValue;
}
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
if (queuedButton.Count > 0)
{
foreach (var ktb in queuedButton)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(ktb, delegate {
ScheduleInput(ktb, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
}),
new BeatAction.Action(ktb + 1, delegate {
if (keepPressing) queuedButton.Add(ktb + 1);
}),
});
}
queuedButton.Clear();
}
}
if (lastButton + 1 <= cond.songPositionInBeatsAsDouble)
{
lastButton++;
ScheduleInput(lastButton, 1, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
}
}
public void KeepTheBeep(double beat, float length, bool shouldBeep, bool autoBeep)
{
stopBeep = false;
if (!shouldBeep) { goBeep = false; return;}
goBeep = autoBeep;
if (shouldBeep)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
PlayFlashFX();
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
})
});
}
}
}
public void PlayFlashFX()
{
numberAnimator.Play("Idle");
numberBGAnimator.Play("Idle");
flashAnimator.Play("KTBPulse", 0 ,0);
}
public void PressButton()
{
SoundByte.PlayOneShotGame("rhythmTestGBA/press");
buttonAnimator.Play("Press", 0, 0);
}
public void PreStopKeepbeat(double beat, float length, bool muted)
{
shouldmute = muted;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat-1, delegate {killBeeps(beat);}),
new BeatAction.Action(beat, delegate {StopKeepbeat(beat, shouldmute);})
});
}
public void StopKeepbeat(double beat, bool shouldmute)
{
keepPressing = false;
ScheduleInput(beat, 1f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
ScheduleInput(beat, 2f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
ScheduleInput(beat, 3f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate {PlayFlashFX();}),
new BeatAction.Action(beat+1, delegate {PlayFlashFX();}),
new BeatAction.Action(beat+2, delegate {PlayFlashFX();}),
new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);})
});
if (!shouldmute)
{
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat+1, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);}),
new BeatAction.Action(beat+2, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/blip2", beat: beat);})
});
}
}
public void StopKeepbeatInput(double beat)
{
ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
PlayFlashFX();
}
public override void OnBeatPulse(double beat)
{
if (goBeep)
{
PlayFlashFX();
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
}
}
public void killBeeps(double beat)
{
goBeep = false;
}
public static void StartKeepbeat(double beat)
{
RhythmTestGBA.wantButton = beat-1;
}
public void PreCountDown(double startBeat, float length, int countdownNumber)
{
if (keepPressing) return;
ScheduleInput(startBeat, length * countdownNumber, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
countLength = length;
switch (countdownNumber)
{
case 1:
CountOne(startBeat, length);
break;
case 2:
CountTwo(startBeat, length);
break;
case 3:
CountThree(startBeat, length);
break;
case 4:
CountFour(startBeat, length);
break;
case 5:
CountFive(startBeat, length);
break;
case 6:
CountSix(startBeat, length);
break;
case 7:
CountSeven(startBeat, length);
break;
case 8:
CountEight(startBeat, length);
break;
case 9:
CountNine(startBeat, length);
break;
}
}
// Countdown playing functions
public void CountNine(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashNine(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashEight(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*2, delegate {FlashSeven(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*3, delegate {FlashSix(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*4, delegate {FlashFive(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*5, delegate {FlashFour(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*6, delegate {FlashThree(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*7, delegate {FlashTwo(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*8, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*9, delegate {FlashZero(startBeat);})
});
}
public void CountEight(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashEight(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashSeven(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*2, delegate {FlashSix(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*3, delegate {FlashFive(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*4, delegate {FlashFour(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*5, delegate {FlashThree(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*6, delegate {FlashTwo(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*7, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*8, delegate {FlashZero(startBeat);})
});
}
public void CountSeven(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashSeven(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashSix(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*2, delegate {FlashFive(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*3, delegate {FlashFour(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*4, delegate {FlashThree(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*5, delegate {FlashTwo(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*6, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*7, delegate {FlashZero(startBeat);})
});
}
public void CountSix(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashSix(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashFive(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*2, delegate {FlashFour(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*3, delegate {FlashThree(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*4, delegate {FlashTwo(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*5, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*6, delegate {FlashZero(startBeat);})
});
}
public void CountFive(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashFive(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashFour(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*2, delegate {FlashThree(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*3, delegate {FlashTwo(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*4, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*5, delegate {FlashZero(startBeat);})
});
}
public void CountFour(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashFour(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashThree(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*2, delegate {FlashTwo(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*3, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*4, delegate {FlashZero(startBeat);})
});
}
public void CountThree(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashThree(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashTwo(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*2, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*3, delegate {FlashZero(startBeat);})
});
}
public void CountTwo(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashTwo(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length*2, delegate {FlashZero(startBeat);})
});
}
public void CountOne(double startBeat, float length)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat, delegate {FlashOne(startBeat, disableCount);}),
new BeatAction.Action(startBeat + length, delegate {FlashZero(startBeat);})
});
}
// Number Call Functions
public void HideCountdown(bool toggleCount)
{
if (toggleCount)
{
disableCount = false;
}
else
{
disableCount = true;
}
}
public void FlashNine(double beat, bool disableCount)
{
if (disableCount != true)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("Nine");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashEight(double beat, bool disableCount)
{
if (!disableCount)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("Eight");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashSeven(double beat, bool disableCount)
{
if (!disableCount)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("Seven");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashSix(double beat, bool disableCount)
{
if (!disableCount)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("Six");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashFive(double beat, bool disableCount)
{
if (!disableCount)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("Five");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashFour(double beat, bool disableCount)
{
if (!disableCount)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("Four");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashThree(double beat, bool disableCount)
{
if (!disableCount)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("Three");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashTwo(double beat, bool disableCount)
{
if (!disableCount)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("Two");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashOne(double beat, bool disableCount)
{
if (!disableCount)
{
numberBGAnimator.Play("FlashBG", -1, 0);
numberAnimator.Play("One");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip2");
}
else
{
numberBGAnimator.Play("Idle");
numberAnimator.Play("Idle");
}
}
public void FlashZero(double beat)
{
numberBGAnimator.Play("FlashHit");
numberAnimator.Play("Zero");
SoundByte.PlayOneShotGame("rhythmTestGBA/blip3");
}
public void HideCountdown(double beat, bool showcount)
{
}
public void ButtonSuccess(PlayerActionEvent caller, float state)
{
PressButton();
}
public void ButtonFailure(PlayerActionEvent caller)
{
}
public void ButtonEmpty(PlayerActionEvent caller) {
}
}
}