HeavenStudioPlus/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
playinful a5613f7fa8 Editor Sorting Fixes & Upgrades (#808)
* ready to pr i think

Fixed Alphabetical Sorting.
Fixed Chronological Sorting by adding a sorting value to every minigame.
Added Sort By Usage.

* i accidentally removed a bunch of work from yall oops this should fix that i think
2024-03-29 02:35:07 +00:00

316 lines
11 KiB
C#

using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using DG.Tweening;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrSamuraiLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Toggle if the child should bop for the duration of this event."),
new Param("bopAuto", false, "Bop (Auto)", "Toggle if the child should automatically bop until another Bop event is reached.")
}
},
new GameAction("melon", "Melon")
{
function = delegate
{
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Melon, (int) eventCaller.currentEntity["valA"], eventCaller.currentEntity["2b2t"]);
},
defaultLength = 5,
parameters = new List<Param>()
{
new Param("2b2t", false, "Voxel Melon", "Toggle if the melon should be reskinned as a melon from a certain game."),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the melon spills out when sliced."),
}
},
new GameAction("fish", "Fish")
{
function = delegate
{
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Fish, (int) eventCaller.currentEntity["valA"]);
},
defaultLength = 7,
parameters = new List<Param>()
{
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."),
}
},
new GameAction("demon", "Demon")
{
function = delegate
{
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Demon, (int) eventCaller.currentEntity["valA"]);
},
defaultLength = 7,
parameters = new List<Param>()
{
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
}
},
new GameAction("particle effects", "Particle Effects")
{
function = delegate {
var e = eventCaller.currentEntity;
SamuraiSliceNtr.instance.SetParticleEffect(e.beat, e["type"], e["instant"], e["valA"], e["valB"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", SamuraiSliceNtr.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."),
new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."),
new Param("valA", new EntityTypes.Float(0f, 15f, 1f), "Wind Strength", "Set the strength of the particle wind."),
new Param("valB", new EntityTypes.Float(1f, 25f, 1f), "Particle Intensity", "Set the intensity of the particle effect.")
},
},
//backwards compatibility
new GameAction("spawn object", "Toss Object")
{
function = delegate
{
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], (int) eventCaller.currentEntity["valA"]);
},
defaultLength = 8,
parameters = new List<Param>()
{
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
},
hidden = true
},
},
new List<string>() { "ntr", "normal" },
"ntrsamurai", "en",
new List<string>() { "en" },
chronologicalSortKey: 104
);
}
}
}
namespace HeavenStudio.Games
{
using JetBrains.Annotations;
using Scripts_NtrSamurai;
public class SamuraiSliceNtr : Minigame
{
public enum ObjectType
{
Melon,
Fish,
Demon,
Melon2B2T,
}
public enum WhoBops
{
Samurai = 2,
Children = 1,
Both = 0,
None = 3
}
public enum ParticleType
{
None,
Cherry,
Leaf,
LeafBroken,
Snow,
}
[Header("References")]
public NtrSamurai player;
public GameObject launcher;
public GameObject objectPrefab;
public GameObject childParent;
public Transform objectHolder;
public BezierCurve3D InCurve;
public BezierCurve3D LaunchCurve;
public BezierCurve3D LaunchHighCurve;
public BezierCurve3D NgLaunchCurve;
public BezierCurve3D DebrisLeftCurve;
public BezierCurve3D DebrisRightCurve;
public BezierCurve3D NgDebrisCurve;
[Header("Particles")]
// wind
public WindZone Wind;
public ParticleSystem[] Effects;
//game scene
public static SamuraiSliceNtr instance;
public GameEvent bop = new GameEvent();
const int IAAltDownCat = IAMAXCAT;
const int IAAltUpCat = IAMAXCAT + 1;
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
}
protected static bool IA_PadAltRelease(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltRelease(out double dt)
{
return PlayerInput.GetSqueezeUp(out dt);
}
public static PlayerInput.InputAction InputAction_AltDown =
new("NtrSamuraiAltDown", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
public static PlayerInput.InputAction InputAction_AltUp =
new("NtrSamuraiAltUp", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
IA_PadAltRelease, IA_TouchBasicRelease, IA_BatonAltRelease);
private void Awake()
{
instance = this;
SetupBopRegion("samuraiSliceNtr", "bop", "bopAuto", false);
}
public override void OnBeatPulse(double beat)
{
if (BeatIsInBopRegion(beat)) childParent.GetComponent<NtrSamuraiChild>().Bop();
}
void Update()
{
if (PlayerInput.GetIsAction(InputAction_AltDown))
DoStep();
if (PlayerInput.GetIsAction(InputAction_AltUp) && player.IsStepping())
DoUnStep();
if (PlayerInput.GetIsAction(InputAction_FlickPress))
DoSlice();
}
public void Bop(double beat, float length, bool whoBops, bool whoBopsAuto)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate { BopSingle(whoBops); })
});
}
}
void BopSingle(bool whoBops)
{
if (whoBops)
{
childParent.GetComponent<NtrSamuraiChild>().Bop();
}
}
public void DoStep()
{
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
player.Step(false);
launcher.GetComponent<Animator>().Play("Launch", -1, 0);
}
public void DoUnStep()
{
player.Step(true);
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
}
public void DoSlice()
{
if (player.IsStepping())
{
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
}
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
player.Slash();
}
public void Bop(double beat, float length)
{
bop.length = length;
bop.startBeat = beat;
}
public void ObjectIn(double beat, int type = (int)ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
{
var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
mobjDat.startBeat = beat;
mobjDat.type = funnyMinecraft ? (int)ObjectType.Melon2B2T : type;
mobjDat.holdingCash = value;
mobj.SetActive(true);
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
}
public NtrSamuraiChild CreateChild(double beat)
{
var mobj = GameObject.Instantiate(childParent, objectHolder);
var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
mobjDat.startBeat = beat;
mobjDat.isMain = false;
mobjDat.Bop();
mobj.SetActive(true);
mobj.GetComponent<SortingGroup>().sortingOrder = 7;
return mobjDat;
}
public void SetParticleEffect(double beat, int type, bool instant, float windStrength, float particleStrength)
{
if (type == (int)ParticleType.None)
{
foreach (var eff in Effects) eff.Stop();
return;
}
ParticleSystem particleSystem = Effects[Mathf.Clamp(type - 1, 0, Effects.Length - 1)];
particleSystem.gameObject.SetActive(true);
particleSystem.Play();
var emm = particleSystem.emission;
var main = particleSystem.main;
emm.rateOverTime = particleStrength;
main.prewarm = instant;
Wind.windMain = windStrength;
}
}
}