mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
7ed0e3fafc
* Ringside fixes * Clappy Trio bop logic fix * Quiz show answer reaction fix * prequel background begone! * You can now hide the alien in spaceball * Fixed lightning toss jank * btsds recolor, need to add lights next * Btsds lights and recolor * fixed sweat particle rendering over reporter * Asset bundles accomodation
306 lines
No EOL
11 KiB
C#
306 lines
No EOL
11 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class AgbClapLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller) {
|
|
return new Minigame("clappyTrio", "The Clappy Trio", "deffff", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("clap", "Clap")
|
|
{
|
|
function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
|
resizable = true
|
|
},
|
|
new GameAction("bop", "Bop")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"], e["emo"]); },
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("bop", true, "Bop", "Should the lions bop?"),
|
|
new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?"),
|
|
new Param("emo", false, "Disable Emotion", "Should the lions just show the neutral face while bopping?")
|
|
}
|
|
},
|
|
new GameAction("prepare", "Prepare Stance")
|
|
{
|
|
function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
|
}
|
|
},
|
|
new GameAction("sign", "Sign Enter")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); },
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the sign move with?"),
|
|
new Param("down", true, "Down", "Should the sign go down?")
|
|
},
|
|
resizable = true
|
|
},
|
|
new GameAction("change lion count", "Change Lion Count")
|
|
{
|
|
function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); },
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
|
|
}
|
|
},
|
|
// This is still here for backwards-compatibility but is hidden in the editor
|
|
new GameAction("prepare_alt", "")
|
|
{
|
|
function = delegate { ClappyTrio.instance.Prepare(3); },
|
|
hidden = true
|
|
},
|
|
},
|
|
new List<string>() {"agb", "normal"},
|
|
"agbclap", "en",
|
|
new List<string>() {}
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_ClappyTrio;
|
|
|
|
public class ClappyTrio : Minigame
|
|
{
|
|
public int lionCount = 3;
|
|
|
|
public List<GameObject> Lion;
|
|
|
|
[SerializeField] private Sprite[] faces;
|
|
|
|
private bool isClapping;
|
|
private float currentClappingLength;
|
|
private float lastClapStart;
|
|
private int clapIndex;
|
|
|
|
private ClappyTrioPlayer ClappyTrioPlayer;
|
|
public int misses;
|
|
bool shouldBop;
|
|
bool doEmotion = true;
|
|
public int emoCounter;
|
|
|
|
public GameEvent bop = new GameEvent();
|
|
|
|
[SerializeField] Animator signAnim;
|
|
float signStartBeat;
|
|
float signLength;
|
|
EasingFunction.Ease lastEase;
|
|
bool signGoDown;
|
|
|
|
public static ClappyTrio instance { get; set; }
|
|
|
|
MultiSound clapSounds = null;
|
|
BeatAction clapAction = null;
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
clapSounds = null;
|
|
InitLions();
|
|
}
|
|
public override void OnGameSwitch(float beat)
|
|
{
|
|
DynamicBeatmap.DynamicEntity changeLion = GameManager.instance.Beatmap.entities.FindLast(c => c.datamodel == "clappyTrio/change lion count" && c.beat <= beat);
|
|
if(changeLion != null)
|
|
{
|
|
EventCaller.instance.CallEvent(changeLion, true);
|
|
}
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
|
{
|
|
if (shouldBop) Bop(cond.songPositionInBeats);
|
|
}
|
|
if (cond.isPlaying && !cond.isPaused)
|
|
{
|
|
float normalizedBeat = cond.GetPositionFromBeat(signStartBeat, signLength);
|
|
|
|
if (normalizedBeat > 0 && normalizedBeat <= 1)
|
|
{
|
|
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
|
float newPos = func(0, 1, normalizedBeat);
|
|
signAnim.DoNormalizedAnimation(signGoDown ? "Enter" : "Exit", newPos);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Sign(float beat, float length, int ease, bool down)
|
|
{
|
|
Jukebox.PlayOneShotGame("clappyTrio/sign");
|
|
signStartBeat = beat;
|
|
signLength = length;
|
|
lastEase = (EasingFunction.Ease)ease;
|
|
signGoDown = down;
|
|
}
|
|
|
|
private void InitLions()
|
|
{
|
|
float startPos = -3.066667f;
|
|
float maxWidth = 12.266668f;
|
|
|
|
for (int i = 0; i < lionCount; i++)
|
|
{
|
|
GameObject lion;
|
|
if (i == 0)
|
|
lion = Lion[0];
|
|
else
|
|
lion = Instantiate(Lion[0], Lion[0].transform.parent);
|
|
|
|
lion.transform.localPosition = new Vector3(startPos + ((maxWidth / (lionCount + 1)) * (i + 1)), 0);
|
|
|
|
if (i > 0)
|
|
Lion.Add(lion);
|
|
|
|
if (i == lionCount - 1)
|
|
ClappyTrioPlayer = lion.AddComponent<ClappyTrioPlayer>();
|
|
}
|
|
|
|
if (clapSounds != null)
|
|
clapSounds.Delete();
|
|
|
|
if (clapAction != null)
|
|
clapAction.Delete();
|
|
}
|
|
|
|
public void Clap(float beat, float length)
|
|
{
|
|
ClappyTrioPlayer.clapStarted = true;
|
|
ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit
|
|
|
|
isClapping = true;
|
|
|
|
// makes the other lions clap
|
|
List<MultiSound.Sound> sounds = new List<MultiSound.Sound>();
|
|
List<BeatAction.Action> actions = new List<BeatAction.Action>();
|
|
for (int i = 0; i < Lion.Count - 1; i++)
|
|
{
|
|
int idx = i;
|
|
sounds.Add(new MultiSound.Sound((i > 0) ? "clappyTrio/middleClap" : "clappyTrio/leftClap", beat + (length * i)));
|
|
actions.Add(new BeatAction.Action(beat + (length * i), delegate { SetFace(idx, 4); Lion[idx].GetComponent<Animator>().Play("Clap", 0, 0);}));
|
|
}
|
|
clapSounds = MultiSound.Play(sounds.ToArray());
|
|
clapAction = BeatAction.New(this.gameObject, actions);
|
|
|
|
// prepare player input
|
|
ClappyTrioPlayer.QueueClap(beat, length * (Lion.Count - 1));
|
|
}
|
|
|
|
public void Prepare(int type)
|
|
{
|
|
for (int i = 0; i < Lion.Count; i++)
|
|
{
|
|
SetFace(i, type);
|
|
}
|
|
PlayAnimationAll("Prepare");
|
|
Jukebox.PlayOneShotGame("clappyTrio/ready");
|
|
}
|
|
|
|
public void BopToggle(float beat, float length, bool startBop, bool autoBop, bool emo)
|
|
{
|
|
doEmotion = !emo;
|
|
shouldBop = autoBop;
|
|
if (startBop)
|
|
{
|
|
List<BeatAction.Action> bops = new List<BeatAction.Action>();
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
if (i == 0 && startBop && autoBop) continue;
|
|
float spawnBeat = beat + i;
|
|
bops.Add(new BeatAction.Action(spawnBeat, delegate { Bop(spawnBeat); }));
|
|
if (i == length - 1)
|
|
{
|
|
bops.Add(new BeatAction.Action(spawnBeat, delegate { misses = 0; }));
|
|
}
|
|
}
|
|
if (bops.Count > 0) BeatAction.New(instance.gameObject, bops);
|
|
}
|
|
}
|
|
|
|
public void Bop(float beat)
|
|
{
|
|
if (doEmotion && emoCounter > 0)
|
|
{
|
|
if (misses == 0)
|
|
{
|
|
for (int i = 0; i < Lion.Count; i++)
|
|
{
|
|
SetFace(i, 1);
|
|
}
|
|
}
|
|
else if (misses > 0)
|
|
{
|
|
var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
|
|
var b = a.FindAll(c => c.beat < beat);
|
|
|
|
if (b.Count > 0)
|
|
{
|
|
for (int i = 0; i < Lion.Count; i++)
|
|
{
|
|
if (i == Lion.Count - 1)
|
|
{
|
|
SetFace(i, 0);
|
|
}
|
|
else
|
|
{
|
|
SetFace(i, 2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
emoCounter--;
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < Lion.Count; i++)
|
|
{
|
|
SetFace(i, 0);
|
|
}
|
|
}
|
|
|
|
PlayAnimationAll("Bop");
|
|
}
|
|
|
|
public void ChangeLionCount(int lions)
|
|
{
|
|
for(int i=1; i<lionCount; i++)
|
|
{
|
|
Destroy(Lion[i]);
|
|
}
|
|
Lion.RemoveRange(1, lionCount - 1);
|
|
lionCount = lions;
|
|
SetFace(0, 0);
|
|
InitLions();
|
|
PlayAnimationAll("Idle");
|
|
}
|
|
|
|
private void PlayAnimationAll(string anim)
|
|
{
|
|
for (int i = 0; i < Lion.Count; i++)
|
|
{
|
|
Lion[i].GetComponent<Animator>().Play(anim, -1, 0);
|
|
}
|
|
}
|
|
|
|
public void SetFace(int lion, int type)
|
|
{
|
|
Lion[lion].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite = faces[type];
|
|
}
|
|
}
|
|
} |