mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 12:15:11 +00:00
727ec7a3a1
Added color persistence between game switches for most of the games in the nightly that needed it: - Basketball Girls - Bouncy Road - Chameleon - Clap Trap - Fillbots - Frog Princess - Sick Beats - Sumo Brothers Slot Monster has none yet, because its color changing is a little different lol
404 lines
No EOL
14 KiB
C#
404 lines
No EOL
14 KiB
C#
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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using HeavenStudio.InputSystem;
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using Jukebox;
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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 RvlFrogPrincessLoader
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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("frogPrincess", "Frog Princess", "ffffff", false, false, new List<GameAction>()
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{
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new GameAction("jump", "Jump")
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{
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function = delegate {var e = eventCaller.currentEntity; FrogPrincess.instance.Jump(e.beat); },
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defaultLength = 4f,
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},
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new GameAction("background appearance", "Background Appearance")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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FrogPrincess.instance.BackgroundColorSet(e.beat, e.length, e["colorBGStart"], e["colorBGEnd"], e["ease"]);
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},
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorBGStart", new Color(0.482f, 0.74f, 0.87f), "Start BG Color", "Set the color at the start of the event."),
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new Param("colorBGEnd", new Color(0.482f, 0.74f, 0.87f), "End BG Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
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}
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},
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},
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new List<string>() { "rvl", "keep" },
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"rvlfrog", "en",
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new List<string>() {},
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chronologicalSortKey: 106
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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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public class FrogPrincess : Minigame
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{
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[SerializeField] Animator frogAnim;
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[SerializeField] Animator princessAnim;
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[SerializeField] Transform Leaves;
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[SerializeField] Transform Lotuses;
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Animator[] LotusAnims;
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public ParticleSystem splashEffect;
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[SerializeField] private SpriteRenderer BGPlane;
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bool isPrepare, isHold, isGone;
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private ColorEase bgColorEase = new(new Color(0.482f, 0.74f, 0.87f));
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public static FrogPrincess instance;
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public void Awake()
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{
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instance = this;
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LotusAnims = new Animator[] {Lotuses.GetChild(1).GetComponent<Animator>(), Lotuses.GetChild(2).GetComponent<Animator>()};
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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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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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ScoreMiss();
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HoldFastAnim(cond.songPositionInBeatsAsDouble);
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}
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if (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease))
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{
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ScoreMiss();
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JumpFastAnim(cond.songPositionInBeatsAsDouble);
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}
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if (PlayerInput.GetIsAction(InputAction_BasicRelease) && PlayerInput.PlayerHasControl() && PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Touch)
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{
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ScoreMiss();
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JumpFastAnim(cond.songPositionInBeatsAsDouble);
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}
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UpdateBackgroundColor();
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}
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}
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public void Jump(double beat)
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{
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if (!isGone)
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{
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isPrepare = true;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { ReadyAnim();}),
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new BeatAction.Action(beat + 1, delegate { ReadyAnim();}),
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});
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ScheduleInput(beat, 2, InputAction_BasicPress, JustHold, MissHold, Empty, CanHold);
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}
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}
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void JustHold(PlayerActionEvent caller, float state)
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{
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var currentBeat = caller.timer + caller.startBeat;
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isJust = false;
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ScheduleInput(currentBeat, 1, InputAction_FlickRelease, JustJump, MissJump, Empty, CanJump);
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if (state >= 1f || state <= -1f)
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{
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HoldBarelyAnim();
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return;
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}
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HoldAnim();
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}
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void MissHold(PlayerActionEvent caller)
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{
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HoldMissAnim(caller.timer + caller.startBeat);
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}
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bool CanHold() { return isPrepare;}
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void JustJump(PlayerActionEvent caller, float state)
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{
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var currentBeat = caller.timer + caller.startBeat;
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isJust = true;
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if (state >= 1f || state <= -1f)
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{
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JumpBarelyAnim(currentBeat);
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return;
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}
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JumpAnim(currentBeat);
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}
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void MissJump(PlayerActionEvent caller)
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{
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JumpMissAnim(caller.timer + caller.startBeat);
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}
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bool isJust = false; // not fundamental solution
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bool CanJump() { return isHold && !isGone || isJust;}
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void Empty(PlayerActionEvent caller) { }
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void ReadyAnim()
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{
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if (!isGone)
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{
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SoundByte.PlayOneShotGame("frogPrincess/ready");
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if (!frogAnim.IsPlayingAnimationNames("jump"))
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{
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frogAnim.DoScaledAnimationAsync("ready", 0.5f);
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princessAnim.DoScaledAnimationAsync("ready", 0.5f);
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princessAnim.DoScaledAnimationAsync("wary", 0.5f);
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}
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}
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}
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void HoldAnim()
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{
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isHold = true;
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UpdatePos();
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LotusAnims[0].DoScaledAnimationAsync("hold", 0.5f);
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frogAnim.DoScaledAnimationAsync("hold", 0.5f);
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SoundByte.PlayOneShotGame("frogPrincess/lean");
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princessAnim.DoScaledAnimationAsync("hold", 0.5f);
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princessAnim.Play("idle", 1, 0);
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}
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void HoldBarelyAnim()
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{
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isHold = true;
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UpdatePos();
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LotusAnims[0].DoScaledAnimationAsync("hold", 0.5f);
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frogAnim.DoScaledAnimationAsync("hold", 0.5f);
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SoundByte.PlayOneShotGame("frogPrincess/lean");
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SoundByte.PlayOneShotGame("frogPrincess/7");
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princessAnim.DoScaledAnimationAsync("holdBarely", 0.5f);
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princessAnim.DoScaledAnimationAsync("surpriseHoldBarely", 0.5f);
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}
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void HoldMissAnim(double beat)
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{
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if (isPrepare)
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{
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isGone = true;
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UpdatePos();
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SoundByte.PlayOneShotGame("frogPrincess/A");
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LotusAnims[0].DoScaledAnimationAsync("fall", 0.5f);
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frogAnim.DoScaledAnimationAsync("fall", 0.5f);
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princessAnim.DoScaledAnimationAsync("fallBackward", 0.5f);
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Appear(beat + 0.5, false);
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}
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}
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void HoldFastAnim(double beat)
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{
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if (!isHold && !isGone)
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{
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isGone = true;
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isPrepare = false;
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UpdatePos();
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LotusAnims[0].DoScaledAnimationAsync("hold", 0.5f);
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frogAnim.DoScaledAnimationAsync("hold", 0.5f);
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SoundByte.PlayOneShotGame("frogPrincess/lean");
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SoundByte.PlayOneShotGame("frogPrincess/A");
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princessAnim.DoScaledAnimationAsync("fallForward", 0.5f);
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princessAnim.DoScaledAnimationAsync("surpriseFall", 0.5f);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.75, delegate
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{
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LotusAnims[0].DoScaledAnimationAsync("release", 0.5f);
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frogAnim.DoScaledAnimationAsync("release", 0.5f);
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}),
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});
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Appear(beat, false);
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}
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}
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void JumpAnim(double beat)
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{
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isHold = false;
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UpdatePos();
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LotusAnims[0].DoScaledAnimationAsync("release", 0.5f);
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StartCoroutine(MoveCo(Lotuses, beat, moveTime, moveDistance));
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StartCoroutine(MoveCo(Leaves, beat, moveTime, moveDistance));
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SoundByte.PlayOneShotGame("frogPrincess/jump");
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LotusAnims[1].DoScaledAnimationAsync("jump", 0.5f);
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frogAnim.DoScaledAnimationAsync("jump", 0.5f);
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princessAnim.DoScaledAnimationAsync("jump", 0.5f);
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princessAnim.DoScaledAnimationAsync("happy", 0.5f);
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}
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void JumpBarelyAnim(double beat)
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{
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isHold = false;
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UpdatePos();
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LotusAnims[0].DoScaledAnimationAsync("release", 0.5f);
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StartCoroutine(MoveCo(Lotuses, beat, moveTime, moveDistance));
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StartCoroutine(MoveCo(Leaves, beat, moveTime, moveDistance));
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SoundByte.PlayOneShotGame("frogPrincess/jump");
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SoundByte.PlayOneShotGame("frogPrincess/7", beat + 0.5);
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LotusAnims[1].DoScaledAnimationAsync("jumpBarely", 0.5f);
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frogAnim.DoScaledAnimationAsync("jumpBarely", 0.5f);
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princessAnim.DoScaledAnimationAsync("jumpBarely", 0.5f);
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princessAnim.DoScaledAnimationAsync("surpriseJumpBarely", 0.5f);
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}
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void JumpMissAnim(double beat)
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{
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if (isHold && !isGone)
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{
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isHold = false;
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isGone = true;
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UpdatePos();
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SoundByte.PlayOneShotGame("frogPrincess/A");
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LotusAnims[0].DoScaledAnimationAsync("fall", 0.5f);
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frogAnim.DoScaledAnimationAsync("fall", 0.5f);
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princessAnim.DoScaledAnimationAsync("fallForward", 0.5f);
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Appear(beat, false);
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}
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}
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void JumpFastAnim(double beat)
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{
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if (isHold && !isGone)
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{
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isHold = false;
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isGone = true;
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UpdatePos();
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SoundByte.PlayOneShotGame("frogPrincess/jump");
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LotusAnims[0].DoScaledAnimationAsync("release", 0.5f);
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StartCoroutine(MoveCo(Lotuses, beat, moveTime, moveDistance));
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StartCoroutine(MoveCo(Leaves, beat, moveTime, moveDistance));
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frogAnim.DoScaledAnimationAsync("jumpFast", 0.5f);
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princessAnim.DoScaledAnimationAsync("jumpFast", 0.5f);
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princessAnim.Play("idle", 1, 0);
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ParticleSystem spawnedParticle = Instantiate(splashEffect, transform);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.5, delegate
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{
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SoundByte.PlayOneShotGame("frogPrincess/A");
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spawnedParticle.PlayScaledAsync(0.5f);
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}),
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new BeatAction.Action(beat + 1, delegate
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{
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Destroy(spawnedParticle);
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}),
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});
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Appear(beat, true);
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}
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}
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public float moveDistance;
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public float moveTime;
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IEnumerator MoveCo(Transform thing, double beat, float length, float xValue)
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{
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float xPos = thing.localPosition.x;
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if (length > 0)
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{
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float normalized = Conductor.instance.GetPositionFromBeat(beat, length, false);
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while (normalized <= 1f)
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{
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normalized = Conductor.instance.GetPositionFromBeat(beat, length);
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thing.localPosition = new Vector2(Mathf.SmoothStep(xPos, xPos + xValue, normalized), thing.localPosition.y);
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yield return null;
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}
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}
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thing.localPosition = new Vector2(xPos + xValue, thing.localPosition.y);
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yield break;
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}
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void UpdatePos()
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{
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Vector3 lotusesPos = Lotuses.localPosition, leavesPos = Leaves.localPosition;
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Lotuses.localPosition = new Vector2(0, lotusesPos.y);
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float newPosX = (leavesPos.x - 3) % 10.7f + 3;
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Leaves.localPosition = new Vector2(newPosX, lotusesPos.y);
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}
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void Appear(double beat, bool frog = false)
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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 + 0.9, delegate
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{
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isGone = false;
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princessAnim.Play("idle", 0, 0);
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princessAnim.Play("idle", 1, 0);
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princessAnim.DoScaledAnimationAsync("appear", 0.5f);
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if (frog)
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{
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frogAnim.Play("idle", 0, 0);
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frogAnim.DoScaledAnimationAsync("appear", 0.5f);
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}
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}),
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});
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}
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public void BackgroundColorSet(double beat, float length, Color BGStart, Color BGEnd, int colorEaseSet)
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{
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bgColorEase = new(beat, length, BGStart, BGEnd, colorEaseSet);
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UpdateBackgroundColor();
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}
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private void UpdateBackgroundColor()
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{
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BGPlane.color = bgColorEase.GetColor();
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}
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("frogPrincess", new string[] { "background appearance" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColorSet(lastEvent.beat, lastEvent.length, lastEvent["colorBGStart"], lastEvent["colorBGEnd"], lastEvent["ease"]);
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}
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}
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public override void OnPlay(double beat)
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{
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PersistColor(beat);
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}
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public override void OnGameSwitch(double beat)
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{
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PersistColor(beat);
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}
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}
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} |