mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +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>
493 lines
No EOL
19 KiB
C#
493 lines
No EOL
19 KiB
C#
using System;
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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 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 AgbTapLoader
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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("tapTrial", "Tap Trial", "94ffb5", 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; TapTrial.instance.Bop(e.beat, e.length, e["toggle"], e["toggle2"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Toggle if the characters should bop for the duration of this event."),
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new Param("toggle2", false, "Bop (Auto)", "Toggle if the characters should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("tap", "Tap")
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{
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function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("double tap", "Double Tap")
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{
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function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("triple tap", "Triple Tap")
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{
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function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f
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},
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new GameAction("jump tap prep", "Jump Prepare")
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{
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function = delegate { TapTrial.instance.JumpPrepare(); },
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},
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new GameAction("jump tap", "Jump Tap")
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{
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function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.JumpTap(e.beat, e["final"]); },
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defaultLength = 2.0f,
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parameters = new List<Param>()
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{
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new Param("final", false, "Final", "Toggle if this jump should be the final one of the set.")
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}
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},
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new GameAction("scroll event", "Scroll Background")
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{
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function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.Scroll(e["toggle"], e["flash"], e["m"]); },
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Scroll", "Toggle if the background should scroll.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "flash", "m"})
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}),
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new Param("flash", true, "White Fade", "Toggle if the background will have a white overlay."),
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new Param("m", new EntityTypes.Float(0, 10, 1), "Speed", "Set how fast the background should scroll.")
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}
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},
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new GameAction("giraffe events", "Giraffe Animations")
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{
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function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.GiraffeAnims(e.beat, e.length, e["toggle"], e["instant"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", TapTrial.GiraffeAnimation.Enter, "Animation", "Set the animation for the giraffe to perform."),
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new Param("instant", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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// backwards-compatibility
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new GameAction("final jump tap", "Final Jump Tap")
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{
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function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.JumpTap(e.beat, true); },
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defaultLength = 2.0f,
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hidden = true
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},
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},
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new List<string>() { "agb", "normal" },
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"agbtap", "en",
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new List<string>() { }
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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 HeavenStudio.Common;
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using Scripts_TapTrial;
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public class TapTrial : Minigame
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{
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[Header("Components")]
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[SerializeField] private TapTrialPlayer player;
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[SerializeField] private Animator monkeyL, monkeyR, giraffe;
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[SerializeField] private ParticleSystem monkeyTapLL, monkeyTapLR, monkeyTapRL, monkeyTapRR;
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[SerializeField] private Transform rootPlayer, rootMonkeyL, rootMonkeyR;
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[SerializeField] private CanvasScroll bgScroll;
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[SerializeField] private SpriteRenderer flash;
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[Header("Values")]
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[SerializeField] private float jumpHeight = 4f;
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[SerializeField] private float monkeyJumpHeight = 3f;
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[SerializeField] private float maxFlashOpacity = 0.8f;
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private bool canBop = true;
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private double jumpStartBeat = double.MinValue;
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public static TapTrial instance;
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private void Awake()
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{
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instance = this;
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SetupBopRegion("tapTrial", "bop", "toggle2");
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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)) SingleBop();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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GiraffeUpdate(cond);
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JumpUpdate(cond);
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ScrollUpdate(cond);
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}
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}
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public void Scroll(bool scroll, bool flash, float multiplier)
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{
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scrolling = scroll;
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flashing = flash;
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scrollMultiplier = multiplier;
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ResetScroll();
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}
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public void ResetScroll()
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{
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currentScrollSpeed = 0;
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currentNormalizedY = 0;
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flash.color = new Color(1, 1, 1, 0);
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}
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private bool scrolling;
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private bool flashing;
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[SerializeField] private float maxScrollSpeed = 0.25f;
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[SerializeField] private float accelerationSpeed = 0.01f;
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private float currentScrollSpeed = 0;
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private float currentNormalizedY = 0;
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private float scrollMultiplier = 1;
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private void ScrollUpdate(Conductor cond)
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{
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if (!scrolling)
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{
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bgScroll.Normalized = Vector2.zero;
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ResetScroll();
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return;
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}
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currentNormalizedY += currentScrollSpeed * Time.deltaTime;
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bgScroll.NormalizedY = currentNormalizedY * scrollMultiplier;
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if (flashing) flash.color = new Color(1, 1, 1, Mathf.Lerp(0, maxFlashOpacity, currentNormalizedY));
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currentScrollSpeed += accelerationSpeed * Time.deltaTime;
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currentScrollSpeed = Mathf.Min(maxScrollSpeed, currentScrollSpeed);
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}
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private void GiraffeUpdate(Conductor cond)
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{
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float normalizedGiraffeBeat = cond.GetPositionFromBeat(animStartBeat, animLength);
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EasingFunction.Function func = EasingFunction.GetEasingFunction(currentEase);
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if (normalizedGiraffeBeat <= 1f && normalizedGiraffeBeat >= 0f)
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{
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switch (currentAnim)
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{
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case GiraffeAnimation.Enter:
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giraffe.DoNormalizedAnimation("Enter", func(0, 1, normalizedGiraffeBeat));
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break;
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case GiraffeAnimation.Exit:
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giraffe.DoNormalizedAnimation("Exit", func(0, 1, normalizedGiraffeBeat));
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break;
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default: break;
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}
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}
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}
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private void JumpUpdate(Conductor cond)
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{
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float normalizedJumpBeat = cond.GetPositionFromBeat(jumpStartBeat, 1);
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if (normalizedJumpBeat >= 0 && normalizedJumpBeat <= 1)
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{
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if (normalizedJumpBeat >= 0.5f)
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{
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float normalizedUp = cond.GetPositionFromBeat(jumpStartBeat, 0.5);
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
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float newPlayerY = func(0, jumpHeight, normalizedUp);
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float newMonkeyY = func(0, monkeyJumpHeight, normalizedUp);
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rootPlayer.localPosition = new Vector3(0, newPlayerY);
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rootMonkeyL.localPosition = new Vector3(0, newMonkeyY);
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rootMonkeyR.localPosition = new Vector3(0, newMonkeyY);
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}
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else
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{
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float normalizedDown = cond.GetPositionFromBeat(jumpStartBeat + 0.5, 0.5);
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
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float newPlayerY = func(jumpHeight, 0, normalizedDown);
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float newMonkeyY = func(monkeyJumpHeight, 0, normalizedDown);
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rootPlayer.localPosition = new Vector3(0, newPlayerY);
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rootMonkeyL.localPosition = new Vector3(0, newMonkeyY);
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rootMonkeyR.localPosition = new Vector3(0, newMonkeyY);
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}
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}
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else
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{
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rootPlayer.localPosition = Vector3.zero;
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rootMonkeyL.localPosition = Vector3.zero;
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rootMonkeyR.localPosition = Vector3.zero;
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}
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}
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public enum GiraffeAnimation
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{
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Enter,
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Exit,
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Blink
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}
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private GiraffeAnimation currentAnim = GiraffeAnimation.Enter;
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private double animStartBeat = -1;
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private float animLength = 0;
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private EasingFunction.Ease currentEase = EasingFunction.Ease.Linear;
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public void GiraffeAnims(double beat, float length, int type, int ease)
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{
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animStartBeat = beat;
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animLength = length;
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currentAnim = (GiraffeAnimation)type;
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currentEase = (EasingFunction.Ease)ease;
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if (currentAnim == GiraffeAnimation.Blink) giraffe.DoScaledAnimationAsync("Blink", 0.5f);
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}
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public void Bop(double beat, float length, bool bop, bool autoBop)
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{
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if (bop)
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{
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < length; i++)
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{
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actions.Add(new BeatAction.Action(beat + i, delegate { SingleBop(); }));
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}
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BeatAction.New(this, actions);
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}
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}
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private void SingleBop()
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{
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if (!canBop) return;
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PlayMonkeyAnimationScaledAsync("Bop", 0.5f);
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player.Bop();
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}
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private bool IsEventAtBeat(double beat, double endBeat)
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{
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return EventCaller.GetAllInGameManagerList("tapTrial", new string[] { "tap", "double tap", "triple tap", "jump tap" }).Find(x => x.beat >= beat && x.beat < endBeat) != null;
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}
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public void Tap(double beat)
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{
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canBop = false;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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PlayMonkeyAnimationScaledAsync("TapPrepare", 0.5f);
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player.PrepareTap();
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}),
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new BeatAction.Action(beat + 1, delegate
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{
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PlayMonkeyAnimationScaledAsync("Tap", 0.5f);
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MonkeyParticles(true);
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}),
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new BeatAction.Action(beat + 1.5, delegate
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{
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if (!IsEventAtBeat(beat + 1, beat + 2)) canBop = true;
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})
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});
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("tapTrial/ook", beat),
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new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
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});
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ScheduleInput(beat, 1, InputAction_BasicPress, JustTap, Miss, Empty);
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}
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public void DoubleTap(double beat)
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{
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canBop = false;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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PlayMonkeyAnimationScaledAsync("DoubleTapPrepare", 0.5f);
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player.PrepareTap(true);
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}),
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new BeatAction.Action(beat + 0.5, delegate
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{
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PlayMonkeyAnimationScaledAsync("DoubleTapPrepare_2", 0.5f);
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}),
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new BeatAction.Action(beat + 1, delegate
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{
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PlayMonkeyAnimationScaledAsync("DoubleTap", 0.5f);
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MonkeyParticles(false);
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}),
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new BeatAction.Action(beat + 1.5, delegate
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{
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PlayMonkeyAnimationScaledAsync("DoubleTap", 0.5f);
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MonkeyParticles(false);
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if (!IsEventAtBeat(beat + 1, beat + 2)) canBop = true;
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}),
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});
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("tapTrial/ookook", beat),
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new MultiSound.Sound("tapTrial/ookook", beat + 0.5),
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new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
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new MultiSound.Sound("tapTrial/tapMonkey", beat + 1.5, 1.4f, 0.5f),
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});
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ScheduleInput(beat, 1, InputAction_BasicPress, JustDoubleTap, Miss, Empty);
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ScheduleInput(beat, 1.5, InputAction_BasicPress, JustDoubleTap, Miss, Empty);
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}
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public void TripleTap(double beat)
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{
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canBop = false;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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player.PrepareTripleTap(beat);
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PlayMonkeyAnimationScaledAsync("PostPrepare_1", 0.5f);
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}),
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new BeatAction.Action(beat + 0.5, delegate
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{
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PlayMonkeyAnimationScaledAsync("PostPrepare_2", 0.5f);
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}),
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new BeatAction.Action(beat + 2, delegate
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{
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PlayMonkeyAnimationScaledAsync("PostTap", 0.5f);
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MonkeyParticles(true);
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}),
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new BeatAction.Action(beat + 2.5, delegate
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{
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PlayMonkeyAnimationScaledAsync("PostTap_2", 0.5f);
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MonkeyParticles(false);
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}),
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new BeatAction.Action(beat + 3, delegate
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{
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PlayMonkeyAnimationScaledAsync("PostTap", 0.5f);
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MonkeyParticles(true);
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}),
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});
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("tapTrial/ooki1", beat),
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new MultiSound.Sound("tapTrial/ooki2", beat + 0.5),
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new MultiSound.Sound("tapTrial/tapMonkey", beat + 2, 1.4f, 0.5f),
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new MultiSound.Sound("tapTrial/tapMonkey", beat + 2.5, 1.4f, 0.5f),
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new MultiSound.Sound("tapTrial/tapMonkey", beat + 3, 1.4f, 0.5f),
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});
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ScheduleInput(beat, 2, InputAction_BasicPress, JustTripleTap, Miss, Empty);
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ScheduleInput(beat, 2.5, InputAction_BasicPress, JustTripleTap, Miss, Empty);
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ScheduleInput(beat, 3, InputAction_BasicPress, JustTripleTap, Miss, Empty);
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}
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public void JumpPrepare()
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{
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canBop = false;
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player.PrepareJump();
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PlayMonkeyAnimationScaledAsync("JumpPrepare", 0.5f);
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}
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public void JumpTap(double beat, bool final)
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{
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canBop = false;
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jumpStartBeat = beat;
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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player.Jump(final);
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PlayMonkeyAnimationScaledAsync(final ? "Jump" : "JumpTap", 0.5f);
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}),
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new BeatAction.Action(beat + 1, delegate
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{
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PlayMonkeyAnimationScaledAsync(final ? "FinalJumpTap" : "Jumpactualtap", 0.5f);
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MonkeyParticles(true);
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MonkeyParticles(false);
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}),
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new BeatAction.Action(beat + 1.5, delegate
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{
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if (!IsEventAtBeat(beat + 1, beat + 2)) canBop = final;
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})
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});
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound(final ? "tapTrial/jumptap2" : "tapTrial/jumptap1", beat),
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new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
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});
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ScheduleInput(beat, 1, InputAction_BasicPress, final ? JustJumpTapFinal : JustJumpTap, final ? MissJumpFinal : MissJump, Empty);
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}
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private void JustJumpTap(PlayerActionEvent caller, float state)
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{
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player.JumpTap(state < 1f && state > -1f, false);
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}
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private void JustJumpTapFinal(PlayerActionEvent caller, float state)
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{
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player.JumpTap(state < 1f && state > -1f, true);
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}
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private void MissJump(PlayerActionEvent caller)
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{
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player.JumpTapMiss(false);
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if (giraffe.IsAnimationNotPlaying() && currentAnim != GiraffeAnimation.Exit) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
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ResetScroll();
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}
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private void MissJumpFinal(PlayerActionEvent caller)
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{
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player.JumpTapMiss(true);
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if (giraffe.IsAnimationNotPlaying() && currentAnim != GiraffeAnimation.Exit) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
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ResetScroll();
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}
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private void JustTap(PlayerActionEvent caller, float state)
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{
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player.Tap(state < 1f && state > -1f);
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}
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private void JustDoubleTap(PlayerActionEvent caller, float state)
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{
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player.Tap(state < 1f && state > -1f, true);
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}
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private void JustTripleTap(PlayerActionEvent caller, float state)
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{
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|
player.TripleTap(state < 1f && state > -1f);
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
if (giraffe.IsAnimationNotPlaying() && currentAnim != GiraffeAnimation.Exit) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
|
|
ResetScroll();
|
|
}
|
|
|
|
private void Empty(PlayerActionEvent caller) { }
|
|
|
|
private void PlayMonkeyAnimationScaledAsync(string name, float timeScale)
|
|
{
|
|
monkeyL.DoScaledAnimationAsync(name, timeScale);
|
|
monkeyR.DoScaledAnimationAsync(name, timeScale);
|
|
}
|
|
|
|
private void MonkeyParticles(bool left)
|
|
{
|
|
ParticleSystem spawnedEffectL = Instantiate(left ? monkeyTapLL : monkeyTapLR, transform);
|
|
spawnedEffectL.Play();
|
|
|
|
ParticleSystem spawnedEffectR = Instantiate(left ? monkeyTapRL : monkeyTapRR, transform);
|
|
spawnedEffectR.Play();
|
|
}
|
|
}
|
|
} |