mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
599c12d8b6
* add way of creating sound sequences in inspector - actually implement GameAction preFunction - implement sound scheduling for Jukebox and MultiSound * Dj School: fix turntable effect being parented to root * Pajama Party: fix sleep action type not carrying over between transitions
365 lines
14 KiB
C#
365 lines
14 KiB
C#
using HeavenStudio.Util;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class CtrPillowLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller) {
|
|
return new Minigame("pajamaParty", "Pajama Party", "965076", false, false, new List<GameAction>()
|
|
{
|
|
// both same timing
|
|
new GameAction("jump (side to middle)", "Side to Middle Jumps")
|
|
{
|
|
function = delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);},
|
|
defaultLength = 4f,
|
|
inactiveFunction = delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);}
|
|
},
|
|
new GameAction("jump (back to front)", "Back to Front Jumps")
|
|
{
|
|
function =delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);},
|
|
defaultLength = 4f,
|
|
inactiveFunction = delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);}
|
|
},
|
|
//idem
|
|
new GameAction("slumber", "Slumber")
|
|
{
|
|
function = delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]);},
|
|
defaultLength = 8f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
|
|
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
|
|
},
|
|
inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]);}
|
|
},
|
|
new GameAction("throw", "Throw Pillows")
|
|
{
|
|
function = delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);},
|
|
defaultLength = 8f,
|
|
inactiveFunction = delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);}
|
|
},
|
|
// todo cosmetic crap
|
|
// background stuff
|
|
// do shit with mako's face? (talking?)
|
|
},
|
|
new List<string>() {"ctr", "normal"},
|
|
"ctrpillow", "jp",
|
|
new List<string>() {"en", "jp", "ko"}
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_PajamaParty;
|
|
public class PajamaParty : Minigame
|
|
{
|
|
[Header("Objects")]
|
|
public CtrPillowPlayer Mako;
|
|
public GameObject Bed;
|
|
public GameObject MonkeyPrefab;
|
|
|
|
[Header("Positions")]
|
|
public Transform SpawnRoot;
|
|
|
|
//game scene
|
|
public static PajamaParty instance;
|
|
CtrPillowMonkey[,] monkeys;
|
|
|
|
//cues while unoaded
|
|
static float WantThreeJump = Single.MinValue;
|
|
static float WantFiveJump = Single.MinValue;
|
|
static float WantThrowSequence = Single.MinValue;
|
|
static float WantSleepSequence = Single.MinValue;
|
|
static bool WantSleepType = false;
|
|
static int WantSleepAction = (int) PajamaParty.SleepType.Normal;
|
|
|
|
public enum SleepType {
|
|
Normal,
|
|
NoAwake,
|
|
}
|
|
|
|
void Awake()
|
|
{
|
|
instance = this;
|
|
|
|
//spawn monkeys
|
|
// is 5x5 grid with row 0, col 2 being empty (the player)
|
|
// m m m m m
|
|
// m m m m m
|
|
// m m m m m
|
|
// m m m m m
|
|
// m m P m m
|
|
monkeys = new CtrPillowMonkey[5,5];
|
|
float RADIUS = 2.75f;
|
|
float scale = 1.0f;
|
|
int sorting = 10;
|
|
//set our start position (at Mako + 2*radius to the right)
|
|
Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS*3, 0);
|
|
for (int y = 0; y < 5; y++)
|
|
{
|
|
for (int x = 0; x < 5; x++)
|
|
{
|
|
//on x-axis we go left to right
|
|
spawnPos += new Vector3(RADIUS*scale, 0);
|
|
if (!(y == 0 && x == 2)) //don't spawn at the player's position
|
|
{
|
|
GameObject mobj = Instantiate(MonkeyPrefab, SpawnRoot.parent);
|
|
CtrPillowMonkey monkey = mobj.GetComponent<CtrPillowMonkey>();
|
|
mobj.GetComponent<SortingGroup>().sortingOrder = sorting;
|
|
mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z);
|
|
mobj.transform.localScale = new Vector3(scale, scale);
|
|
monkey.row = y;
|
|
monkey.col = x;
|
|
monkeys[x, y] = monkey;
|
|
}
|
|
}
|
|
// on the y-axis we go front to back (player to the rear)
|
|
scale -= 0.1f;
|
|
spawnPos = SpawnRoot.position - new Vector3(RADIUS*3*scale, -RADIUS/3.75f*(y+1), -RADIUS/5f*(y+1));
|
|
sorting--;
|
|
}
|
|
}
|
|
|
|
public override void OnGameSwitch(float beat)
|
|
{
|
|
if (WantThreeJump != Single.MinValue)
|
|
{
|
|
DoThreeJump(WantThreeJump, false);
|
|
WantThreeJump = Single.MinValue;
|
|
}
|
|
if (WantFiveJump != Single.MinValue)
|
|
{
|
|
DoFiveJump(WantFiveJump, false);
|
|
WantFiveJump = Single.MinValue;
|
|
}
|
|
if (WantThrowSequence != Single.MinValue)
|
|
{
|
|
DoThrowSequence(WantThrowSequence, false);
|
|
WantThrowSequence = Single.MinValue;
|
|
}
|
|
if (WantSleepSequence != Single.MinValue)
|
|
{
|
|
DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
|
|
WantSleepSequence = Single.MinValue;
|
|
}
|
|
}
|
|
|
|
public void DoThreeJump(float beat, bool doSound = true)
|
|
{
|
|
Mako.ScheduleJump(beat);
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/three1", beat),
|
|
new MultiSound.Sound("pajamaParty/three2", beat + 1f),
|
|
new MultiSound.Sound("pajamaParty/three3", beat + 2f),
|
|
});
|
|
|
|
BeatAction.New(Bed, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(
|
|
beat,
|
|
delegate {
|
|
JumpCol(0, beat);
|
|
JumpCol(4, beat);
|
|
}
|
|
),
|
|
new BeatAction.Action(
|
|
beat + 1,
|
|
delegate {
|
|
JumpCol(1, beat + 1, 3);
|
|
JumpCol(3, beat + 1, 3);
|
|
}
|
|
),
|
|
new BeatAction.Action(
|
|
beat + 2,
|
|
delegate {
|
|
JumpCol(2, beat + 2);
|
|
}
|
|
),
|
|
});
|
|
}
|
|
|
|
public static void WarnThreeJump(float beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/three1", beat),
|
|
new MultiSound.Sound("pajamaParty/three2", beat + 1f),
|
|
new MultiSound.Sound("pajamaParty/three3", beat + 2f),
|
|
}, forcePlay:true);
|
|
WantThreeJump = beat;
|
|
}
|
|
|
|
public void DoFiveJump(float beat, bool doSound = true)
|
|
{
|
|
Mako.ScheduleJump(beat);
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/five1", beat),
|
|
new MultiSound.Sound("pajamaParty/five2", beat + 0.5f),
|
|
new MultiSound.Sound("pajamaParty/five3", beat + 1f),
|
|
new MultiSound.Sound("pajamaParty/five4", beat + 1.5f),
|
|
new MultiSound.Sound("pajamaParty/five5", beat + 2f)
|
|
});
|
|
|
|
BeatAction.New(Bed, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action( beat, delegate { JumpRow(4, beat); }),
|
|
new BeatAction.Action( beat + 0.5f, delegate { JumpRow(3, beat + 0.5f, 2); }),
|
|
new BeatAction.Action( beat + 1f, delegate { JumpRow(2, beat + 1f); }),
|
|
new BeatAction.Action( beat + 1.5f, delegate { JumpRow(1, beat + 1.5f, 2); }),
|
|
new BeatAction.Action( beat + 2f, delegate { JumpRow(0, beat + 2f); }),
|
|
});
|
|
}
|
|
|
|
public static void WarnFiveJump(float beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/five1", beat),
|
|
new MultiSound.Sound("pajamaParty/five2", beat + 0.5f),
|
|
new MultiSound.Sound("pajamaParty/five3", beat + 1f),
|
|
new MultiSound.Sound("pajamaParty/five4", beat + 1.5f),
|
|
new MultiSound.Sound("pajamaParty/five5", beat + 2f)
|
|
}, forcePlay:true);
|
|
WantFiveJump = beat;
|
|
}
|
|
|
|
public void DoThrowSequence(float beat, bool doSound = true)
|
|
{
|
|
Mako.ScheduleThrow(beat);
|
|
if (doSound)
|
|
PlayThrowSequenceSound(beat);
|
|
|
|
BeatAction.New(Mako.Player, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action( beat + 2f, delegate { MonkeyCharge(beat + 2f); } ),
|
|
new BeatAction.Action( beat + 3f, delegate { MonkeyThrow(beat + 3f); } ),
|
|
});
|
|
}
|
|
|
|
public static void WarnThrowSequence(float beat)
|
|
{
|
|
PlayThrowSequenceSound(beat, true);
|
|
WantThrowSequence = beat;
|
|
}
|
|
|
|
public static void PlayThrowSequenceSound(float beat, bool force = false)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/throw1", beat),
|
|
new MultiSound.Sound("pajamaParty/throw2", beat + 0.5f),
|
|
new MultiSound.Sound("pajamaParty/throw3", beat + 1f),
|
|
|
|
//TODO: change when locales are a thing
|
|
new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5f),
|
|
|
|
new MultiSound.Sound("pajamaParty/charge", beat + 2f),
|
|
}, forcePlay: force);
|
|
}
|
|
|
|
public void DoSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
|
|
{
|
|
var cond = Conductor.instance;
|
|
Mako.StartSleepSequence(beat, alt, action);
|
|
MonkeySleep(beat, action);
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/siesta1", beat),
|
|
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 1f),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 4f)
|
|
});
|
|
}
|
|
|
|
public static void WarnSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/siesta1", beat),
|
|
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 1f),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 4f)
|
|
}, forcePlay: true);
|
|
WantSleepSequence = beat;
|
|
WantSleepType = alt;
|
|
WantSleepAction = action;
|
|
}
|
|
|
|
public void DoBedImpact()
|
|
{
|
|
Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);
|
|
}
|
|
|
|
public void JumpRow(int row, float beat, int alt = 1)
|
|
{
|
|
if (row > 4 || row < 0)
|
|
{
|
|
return;
|
|
}
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
if (!(i == 2 && row == 0))
|
|
{
|
|
monkeys[i, row].Jump(beat, alt);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void JumpCol(int col, float beat, int alt = 1)
|
|
{
|
|
if (col > 4 || col < 0)
|
|
{
|
|
return;
|
|
}
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
if (!(col == 2 && i == 0))
|
|
{
|
|
monkeys[col, i].Jump(beat, alt);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void MonkeyCharge(float beat)
|
|
{
|
|
foreach (CtrPillowMonkey monkey in monkeys)
|
|
{
|
|
if (monkey != null)
|
|
{
|
|
monkey.Charge(beat);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void MonkeyThrow(float beat)
|
|
{
|
|
foreach (CtrPillowMonkey monkey in monkeys)
|
|
{
|
|
if (monkey != null)
|
|
{
|
|
monkey.Throw(beat);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void MonkeySleep(float beat, int action)
|
|
{
|
|
foreach (CtrPillowMonkey monkey in monkeys)
|
|
{
|
|
if (monkey != null)
|
|
{
|
|
monkey.ReadySleep(beat, action);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|