mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
264 lines
9.4 KiB
C#
264 lines
9.4 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using DG.Tweening;
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using NaughtyBezierCurves;
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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 NtrSamuraiLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Toggle if the child should bop for the duration of this event."),
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new Param("bopAuto", false, "Bop (Auto)", "Toggle if the child should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("melon", "Melon")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Melon, (int) eventCaller.currentEntity["valA"], eventCaller.currentEntity["2b2t"]);
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},
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defaultLength = 5,
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parameters = new List<Param>()
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{
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new Param("2b2t", false, "Voxel Melon", "Toggle if the melon should be reskinned as a melon from a certain game."),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the melon spills out when sliced."),
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}
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},
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new GameAction("fish", "Fish")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Fish, (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."),
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}
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},
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new GameAction("demon", "Demon")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Demon, (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
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}
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},
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//backwards compatibility
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new GameAction("spawn object", "Toss Object")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 8,
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parameters = new List<Param>()
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{
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new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
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},
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hidden = true
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},
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},
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new List<string>() { "ntr", "normal" },
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"ntrsamurai", "en",
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new List<string>() { "en" }
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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 JetBrains.Annotations;
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using Scripts_NtrSamurai;
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public class SamuraiSliceNtr : Minigame
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{
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public enum ObjectType
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{
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Melon,
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Fish,
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Demon,
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Melon2B2T,
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}
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public enum WhoBops
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{
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Samurai = 2,
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Children = 1,
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Both = 0,
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None = 3
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}
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[Header("References")]
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public NtrSamurai player;
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public GameObject launcher;
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public GameObject objectPrefab;
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public GameObject childParent;
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public Transform objectHolder;
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public BezierCurve3D InCurve;
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public BezierCurve3D LaunchCurve;
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public BezierCurve3D LaunchHighCurve;
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public BezierCurve3D NgLaunchCurve;
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public BezierCurve3D DebrisLeftCurve;
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public BezierCurve3D DebrisRightCurve;
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public BezierCurve3D NgDebrisCurve;
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//game scene
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public static SamuraiSliceNtr instance;
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public GameEvent bop = new GameEvent();
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const int IAAltDownCat = IAMAXCAT;
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const int IAAltUpCat = IAMAXCAT + 1;
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
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}
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protected static bool IA_PadAltRelease(out double dt)
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{
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return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltRelease(out double dt)
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{
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return PlayerInput.GetSqueezeUp(out dt);
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}
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public static PlayerInput.InputAction InputAction_AltDown =
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new("NtrSamuraiAltDown", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_AltUp =
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new("NtrSamuraiAltUp", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
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IA_PadAltRelease, IA_TouchBasicRelease, IA_BatonAltRelease);
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private void Awake()
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{
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instance = this;
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SetupBopRegion("samuraiSliceNtr", "bop", "bopAuto", false);
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}
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public override void OnBeatPulse(double beat)
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{
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if (BeatIsInBopRegion(beat)) childParent.GetComponent<NtrSamuraiChild>().Bop();
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}
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void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_AltDown))
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DoStep();
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if (PlayerInput.GetIsAction(InputAction_AltUp) && player.IsStepping())
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DoUnStep();
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if (PlayerInput.GetIsAction(InputAction_FlickPress))
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DoSlice();
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}
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public void Bop(double beat, float length, bool whoBops, bool whoBopsAuto)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate { BopSingle(whoBops); })
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});
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}
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}
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void BopSingle(bool whoBops)
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{
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if (whoBops)
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{
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childParent.GetComponent<NtrSamuraiChild>().Bop();
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}
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}
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public void DoStep()
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{
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
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player.Step(false);
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launcher.GetComponent<Animator>().Play("Launch", -1, 0);
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}
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public void DoUnStep()
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{
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player.Step(true);
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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public void DoSlice()
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{
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if (player.IsStepping())
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{
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
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player.Slash();
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}
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public void Bop(double beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void ObjectIn(double beat, int type = (int)ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
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{
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var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
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mobjDat.startBeat = beat;
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mobjDat.type = funnyMinecraft ? (int)ObjectType.Melon2B2T : type;
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mobjDat.holdingCash = value;
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mobj.SetActive(true);
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
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}
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public NtrSamuraiChild CreateChild(double beat)
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{
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var mobj = GameObject.Instantiate(childParent, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
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mobjDat.startBeat = beat;
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mobjDat.isMain = false;
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mobjDat.Bop();
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mobj.SetActive(true);
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mobj.GetComponent<SortingGroup>().sortingOrder = 7;
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return mobjDat;
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}
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}
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}
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