HeavenStudioPlus/Assets/Scripts/Games/Kitties/Kitties.cs
Bhaos e49c0825c5
Kitties (WIP) (#237)
* Kitties! (Initialization)

* Kitties Sprites Set-up

* Kitties (Placeholder Icon)

* Kitties (SFX added and some work on input)

* Kitties Animation Stuff

* Kitties Idle and Pop In

* Kitties Clap Animations and Inverse Spawn

* More Claps

* Face Claps

* Face Idle (Partially Done) and Mice

* Finished Claps

* Spins Partially Done

* Started On Fish

* Finished Rolls

* Fixed issue where animation flip would override code flip

* Fish Catch Animation Started

* Kitties Inputs Done and Custom Background sorta done

* Changed from "Initialization Only" to "WIP"
2023-01-25 10:29:21 -05:00

453 lines
No EOL
19 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class CtrTeppanLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("kitties", "Kitties! \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
{
new GameAction("clap", "Cat Clap")
{
function = delegate { Kitties.instance.Clap(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle1"], eventCaller.currentEntity["toggle2"],
eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"),
new Param("toggle", false, "Mice", "Replaces kitties as mice"),
new Param("toggle1", false, "Invert Direction", "Inverts the direction they clap in"),
new Param("toggle2", false, "Keep Cats Spawned", "Sets whether or not cats stay spawned after their cue"),
}
},
new GameAction("roll", "Roll")
{
function = delegate { Kitties.instance.Roll(eventCaller.currentEntity["toggle"], eventCaller.currentEntity.beat); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Keep Cats spawned", "Sets whether or not cats stay spawned after their cue"),
}
},
new GameAction ("fish", "Fish")
{
function = delegate { Kitties.instance.CatchFish(eventCaller.currentEntity.beat); },
defaultLength = 4f,
},
new GameAction("instantSpawn", "Instant Spawn")
{
function = delegate { Kitties.instance.InstantSpawn(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle1"],
eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"),
new Param("toggle", false, "Mice", "Replaces kitties as mice"),
new Param("toggle1", false, "Invert Direction", "Inverts the direction they clap in"),
new Param("toggle2", false, "Keep Cats Spawned", "Sets whether or not cats stay spawned after their cue"),
}
},
new GameAction("bgcolor", "Background Color")
{
function = delegate {Kitties.instance.BackgroundColor(eventCaller.currentEntity["color"]); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("color", Kitties.defaultBGColor, "Change BG Color", "Changes background color"),
}
}
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_Kitties;
public class Kitties : Minigame
{
public CtrTeppanPlayer player;
public Animator[] kitties;
public GameObject[] Cats;
public GameObject Fish;
public bool isInverted;
public SpriteRenderer background;
public Vector3[] positions;
public float[] rotationAngles;
private static Color _defaultBGColor;
public static Color defaultBGColor
{
get
{
ColorUtility.TryParseHtmlString("#FFFFFF", out _defaultBGColor);
return _defaultBGColor;
}
}
public Color currentBGColor;
public enum SpawnType
{
Straight,
DownDiagonal,
UpDiagonal,
CloseUp
}
public static Kitties instance;
void Awake()
{
instance = this;
}
// Update is called once per frame
void Update()
{
}
public void Clap(bool isMice, bool isInverse, bool keepSpawned, float beat, int type)
{
player.ScheduleClap(beat, type);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("kitties/nya1", beat),
new MultiSound.Sound("kitties/nya2", beat + .75f),
new MultiSound.Sound("kitties/nya3", beat + 1.5f)
});
if(type == 3)
{
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("FaceClap", 0, 0);}),
new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("FaceClap", 0, 0);}),
});
BeatAction.New(Cats[1], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("FaceClap", 0, 0);}),
new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("FaceClap", 0, 0);}),
});
BeatAction.New(Cats[2], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
});
}
else if (!isMice)
{
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("Clap1", 0, 0);}),
new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("Clap2", 0, 0);}),
});
BeatAction.New(Cats[1], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("Clap1", 0, 0);}),
new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("Clap2", 0, 0);}),
});
BeatAction.New(Cats[2], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
});
}
else
{
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("MiceClap1", 0, 0);}),
new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("MiceClap2", 0, 0);}),
});
BeatAction.New(Cats[1], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("MiceClap1", 0, 0);}),
new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("MiceClap2", 0, 0);}),
});
BeatAction.New(Cats[2], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
});
}
if (!keepSpawned)
{
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.5f, delegate { RemoveCats(false);})
});
}
}
public void Roll(bool keepSpawned, float beat)
{
if (!player.canClap)
return;
player.ScheduleRoll(beat);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("kitties/roll1", beat),
new MultiSound.Sound("kitties/roll2", beat + .5f),
new MultiSound.Sound("kitties/roll3", beat + 1f),
new MultiSound.Sound("kitties/roll4", beat + 1.5f)
});
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { kitties[0].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { kitties[0].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { kitties[0].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 1.5f, delegate { kitties[0].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 2f, delegate { kitties[0].Play("Rolling", 0, 0); }),
new BeatAction.Action(beat + 2.75f, delegate { kitties[0].Play("RollEnd", 0, 0); })
});
BeatAction.New(Cats[1], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { kitties[1].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { kitties[1].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { kitties[1].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 1.5f, delegate { kitties[1].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 2f, delegate { kitties[1].Play("Rolling", 0, 0); }),
new BeatAction.Action(beat + 2.75f, delegate { kitties[1].Play("RollEnd", 0, 0); })
});
BeatAction.New(Cats[2], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { kitties[2].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { kitties[2].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { kitties[2].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 1.5f, delegate { kitties[2].Play("RollStart", 0, 0); }),
new BeatAction.Action(beat + 2f, delegate { player.ScheduleRollFinish(beat); })
});
if (!keepSpawned)
{
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.5f, delegate { RemoveCats(false);})
});
}
}
public void CatchFish(float beat)
{
if (!player.canClap)
return;
if (isInverted)
Fish.transform.localScale = new Vector3(-1f, 1f, 1f);
else
Fish.transform.localScale = new Vector3(1f, 1f, 1f);
player.ScheduleFish(beat);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("kitties/fish1", beat + 2f),
new MultiSound.Sound("kitties/fish2", beat + 2.25f),
new MultiSound.Sound("kitties/fish3", beat + 2.5f),
});
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Fish.SetActive(true); }),
new BeatAction.Action(beat, delegate { Fish.GetComponent<Animator>().DoScaledAnimationAsync("FishDangle", 0.5f); }),
new BeatAction.Action(beat + 2f, delegate { kitties[0].Play("FishNotice", 0, 0); }),
new BeatAction.Action(beat + 2.25f, delegate { kitties[1].Play("FishNotice2", 0, 0); }),
new BeatAction.Action(beat + 2.5f, delegate { kitties[2].Play("FishNotice3", 0, 0); })
});
BeatAction.New(Fish, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4f, delegate { Fish.SetActive(false);})
});
}
public void Spawn(int pos, int catNum, bool isMice, bool isInverse, bool firstSpawn, bool instant)
{
ResetRotation(catNum);
if (firstSpawn)
{
isInverted = isInverse;
switch (pos)
{
case 0:
if (!isInverse)
{
positions[0] = new Vector3(-5.11f, -1.25f, 0f);
positions[1] = new Vector3(.32f, -1.25f, 0f);
positions[2] = new Vector3(5.75f, -1.25f, 0f);
}
else
{
positions[0] = new Vector3(5.75f, -1.25f, 0f);
positions[1] = new Vector3(.32f, -1.25f, 0f);
positions[2] = new Vector3(-5.11f, -1.5f, 0f);
}
break;
case 1:
if (!isInverse)
{
positions[0] = new Vector3(-6.61f, 1.75f, 6f);
positions[1] = new Vector3(.32f, -.25f, 2f);
positions[2] = new Vector3(4.25f, -1.75f, -2f);
}
else
{
positions[0] = new Vector3(6.61f, 1.75f, 6f);
positions[1] = new Vector3(.32f, -.25f, 2f);
positions[2] = new Vector3(-4.25f, -1.75f, -2f);
}
break;
case 2:
if (!isInverse)
{
positions[0] = new Vector3(4.25f, -1.75f, -2f);
positions[1] = new Vector3(.32f, -.25f, 2f);
positions[2] = new Vector3(-6.61f, 1.75f, 6f);
}
else
{
positions[0] = new Vector3(-4.25f, -1.75f, -2f);
positions[1] = new Vector3(.32f, -.25f, 2f);
positions[2] = new Vector3(6.61f, 1.75f, 6f);
}
break;
case 3:
if (firstSpawn)
{
rotationAngles = new float[] { -135f, 135f, 0f };
positions[0] = new Vector3(-8.21f, 3.7f, 0f);
positions[1] = new Vector3(7.51f, 4.2f, 0f);
positions[2] = new Vector3(.32f, -4.25f, 0f);
}
break;
default:
break;
}
}
Cats[catNum].transform.position = positions[catNum];
if (pos != 3)
{
if (!isInverse)
Cats[catNum].transform.localScale = new Vector3(1f, 1f, 1f);
else
Cats[catNum].transform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
var rotationVector = Cats[catNum].transform.rotation.eulerAngles;
rotationVector.z = rotationAngles[catNum];
Cats[catNum].transform.rotation = Quaternion.Euler(rotationVector);
Cats[catNum].transform.localScale = new Vector3(-1f, 1f, 1f);
}
Cats[catNum].transform.GetChild(0).gameObject.SetActive(true);
if (!instant)
{
if (pos == 3)
{
kitties[catNum].Play("FacePopIn", 0, 0);
}
else if (!isMice)
kitties[catNum].Play("PopIn", 0, 0);
else if (catNum < 2)
{
kitties[catNum].Play("MicePopIn", 0, 0);
}
else
kitties[catNum].Play("PopIn", 0, 0);
}
else
{
if(pos == 3)
kitties[catNum].Play("FaceIdle", 0, 0);
else if (!isMice)
kitties[catNum].Play("Idle", 0, 0);
else if (catNum < 2)
kitties[catNum].Play("MiceIdle", 0, 0);
else
kitties[catNum].Play("Idle", 0, 0);
}
}
public void ResetRotation(int catNum)
{
var rotationVector = Cats[0].transform.rotation.eulerAngles;
rotationVector.z = 0;
Cats[catNum].transform.rotation = Quaternion.Euler(rotationVector);
}
public void RemoveCats(bool fishing)
{
if (!fishing)
{
for (int x = 0; x < 3; x++)
{
Cats[x].transform.GetChild(0).gameObject.SetActive(false);
}
}
else
Fish.SetActive(false);
player.canClap = false;
}
public void InstantSpawn(bool isMice, bool isInverse, float beat, int pos)
{
BeatAction.New(Cats[0], new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Spawn(pos, 0, isMice, isInverse, true, true); }),
new BeatAction.Action(beat, delegate { Spawn(pos, 1, isMice, isInverse, true, true); }),
new BeatAction.Action(beat, delegate { Spawn(pos, 2, isMice, isInverse, true, true); })
});
player.canClap = true;
}
public void BackgroundColor(Color color)
{
background.color = color;
currentBGColor = background.color;
}
}
}