HeavenStudioPlus/Assets/Scripts/Games/TapTroupe/TapTroupe.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

824 lines
34 KiB
C#

using HeavenStudio.Util;
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlTapTroupeLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tapTroupe", "Tap Troupe", "999999", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Toggle if the tall tappers should bop for the duration of this event."),
new Param("bopAuto", false, "Bop (Auto)", "Toggle if the tall tappers should automatically bop until another Bop event is reached.")
}
},
new GameAction("stepping", "Stepping")
{
preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreStepping(e.beat, e.length, e["startTap"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("startTap", false, "Tap Voice Line", "Toggle if the \"Tap!\" voice line should be played on the first tap.")
}
},
new GameAction("tapping", "Tapping")
{
preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreTapping(e.beat, e.length, e["okay"], e["okayType"], e["animType"], e["popperBeats"], e["randomVoiceLine"], e["noReady"]); },
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
new Param("okay", true, "OK", "Toggle if the tall tappers should say \"OK!\" after successfully tapping.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "okayType" })
}),
new Param("okayType", TapTroupe.OkayType.OkayA, "Type", "Set the version of the voice line the tall tappers should say."),
new Param("animType", TapTroupe.OkayAnimType.Normal, "Animation", "Set the animation that should be played when the tall tappers say \"OK!\"", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x == (int)TapTroupe.OkayAnimType.Popper, new string[]{ "popperBeats"})
}),
new Param("popperBeats", new EntityTypes.Float(0f, 80f, 2f), "Popper Beats", "Set how many beats it should take for the party popper to pop."),
new Param("randomVoiceLine", true, "Extra Random Voice Line", "Whether there should be randomly said woos or laughs after the tappers say OK!"),
new Param("noReady", false, "Mute Ready", "Toggle if the \"Rea-dy!\" cue should be muted.")
}
},
new GameAction("spotlights", "Spotlights")
{
function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Spotlights(e["toggle"], e["player"], e["middleLeft"], e["middleRight"], e["leftMost"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Darkness", "Toggle if the scene should be dark and the spotlights should appear."),
new Param("leftMost", false, "Leftmost Spotlight", "Toggle if the leftmost spotlight should be turned on or off."),
new Param("middleLeft", false, "Middle-Left Spotlight", "Toggle if the middle-left spotlight should be turned on or off."),
new Param("middleRight", false, "Middle-Light Spotlight", "Toggle if the middle-right spotlight should be turned on or off."),
new Param("player", true, "Player Spotlight", "Toggle if the player's spotlight should be turned on or off."),
}
},
new GameAction("zoomOut", "Zoom Out")
{
function = delegate { TapTroupe.instance.ToggleZoomOut(); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("ease", Util.EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action."),
},
},
new GameAction("tutorialMissFace", "Tutorial Miss Face")
{
function = delegate { var e = eventCaller.currentEntity; TapTroupe.instance.ToggleMissFace(e["toggle"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Tutorial Miss Face", "Toggle if the NPC tappers should use the miss face as seen in the original tutorial.")
}
}
},
new List<string>() {"rvl", "keep"},
"rvllegs", "en",
new List<string>() {"en"},
chronologicalSortKey: 31
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_TapTroupe;
public class TapTroupe : Minigame
{
[Header("Components")]
[SerializeField] TapTroupeTapper playerTapper;
[SerializeField] TapTroupeCorner playerCorner;
[SerializeField] List<TapTroupeTapper> npcTappers = new List<TapTroupeTapper>();
[SerializeField] List<TapTroupeCorner> npcCorners = new List<TapTroupeCorner>();
[SerializeField] GameObject spotlightPlayer;
[SerializeField] GameObject spotlightMiddleLeft;
[SerializeField] GameObject spotlightMiddleRight;
[SerializeField] GameObject spotlightLeftMost;
[SerializeField] GameObject darkness;
private Animator zoomOutAnim;
[Header("Properties")]
private double currentZoomCamBeat;
private float currentZoomCamLength;
private Util.EasingFunction.Ease lastEase;
private int currentZoomIndex;
private List<RiqEntity> allCameraEvents = new List<RiqEntity>();
private bool keepZoomOut;
private static List<QueuedSteps> queuedSteps = new List<QueuedSteps>();
private static List<QueuedTaps> queuedTaps = new List<QueuedTaps>();
public static bool prepareTap;
private bool tapping;
private bool stepping;
private bool shouldSwitchStep;
private bool shouldDoSecondBam;
private bool missedTaps;
private bool canSpit = true;
private bool goBop;
private bool useTutorialMissFace;
private TapTroupeTapper.TapAnim currentTapAnim;
public GameEvent bop = new GameEvent();
public struct QueuedSteps
{
public double beat;
public float length;
public bool startTap;
}
public struct QueuedTaps
{
public double beat;
public float length;
public bool okay;
public int okayType;
public int animType;
public float popperBeats;
public bool randomVoiceLine;
}
public enum OkayType
{
OkayA = 0,
OkayB = 1,
OkayC = 2,
Random = 3
}
public enum OkayAnimType
{
Normal = 0,
Popper = 1,
OkSign = 2,
Random = 3
}
private int stepSound = 1;
public static TapTroupe instance;
void OnDestroy()
{
if (queuedSteps.Count > 0) queuedSteps.Clear();
if (queuedTaps.Count > 0) queuedTaps.Clear();
prepareTap = false;
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
public override void OnTimeChange()
{
UpdateCameraZoom();
}
void Awake()
{
instance = this;
zoomOutAnim = GetComponent<Animator>();
var camEvents = EventCaller.GetAllInGameManagerList("tapTroupe", new string[] { "zoomOut" });
List<RiqEntity> tempEvents = new List<RiqEntity>();
for (int i = 0; i < camEvents.Count; i++)
{
if (camEvents[i].beat + camEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble)
{
tempEvents.Add(camEvents[i]);
}
}
allCameraEvents = tempEvents;
UpdateCameraZoom();
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && goBop)
{
BopSingle();
}
if (queuedSteps.Count > 0)
{
foreach (var step in queuedSteps)
{
Stepping(step.beat, step.length, step.startTap);
}
queuedSteps.Clear();
}
if (queuedTaps.Count > 0)
{
foreach (var tap in queuedTaps)
{
Tapping(tap.beat, tap.length, tap.okay, tap.okayType, tap.animType, tap.popperBeats, tap.randomVoiceLine);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(tap.beat - 1.1f, delegate { prepareTap = true; }),
new BeatAction.Action(tap.beat, delegate { prepareTap = false; })
});
}
queuedTaps.Clear();
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
if (canSpit && !useTutorialMissFace) SoundByte.PlayOneShotGame("tapTroupe/spit", -1, 1, 0.5f);
SoundByte.PlayOneShotGame("tapTroupe/miss");
TapTroupe.instance.ScoreMiss(0.5f);
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Spit);
}
}
if (tapping)
{
missedTaps = true;
playerTapper.Tap(currentTapAnim, false, shouldSwitchStep);
playerCorner.Bop();
}
else
{
playerTapper.Step(false);
playerCorner.Bop();
}
canSpit = false;
}
}
if (allCameraEvents.Count > 0)
{
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
{
if (Conductor.instance.songPositionInBeatsAsDouble >= allCameraEvents[currentZoomIndex].beat)
{
UpdateCameraZoom();
currentZoomIndex++;
}
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(currentZoomCamBeat, currentZoomCamLength);
float normalizedAnimBeat = normalizedBeat * 4;
if (normalizedBeat >= 0)
{
if (!keepZoomOut)
{
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
zoomOutAnim.Play("NoZoomOut", 0, 0);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
if (normalizedBeat > 1)
GameCamera.AdditionalPosition = new Vector3(0, 30, -100);
else
{
float newPosY = func(0, 30, normalizedBeat);
float newPosZ = func(0, -100, normalizedBeat);
GameCamera.AdditionalPosition = new Vector3(0, newPosY, newPosZ);
}
if (normalizedAnimBeat > 1)
{
zoomOutAnim.DoNormalizedAnimation("ZoomOut", 1f);
playerTapper.FadeOut(1f);
foreach (var tapper in npcTappers)
{
tapper.FadeOut(1f);
}
}
else
{
zoomOutAnim.DoNormalizedAnimation("ZoomOut", normalizedAnimBeat);
playerTapper.FadeOut(normalizedAnimBeat);
foreach (var tapper in npcTappers)
{
tapper.FadeOut(normalizedAnimBeat);
}
}
}
}
}
}
void UpdateCameraZoom()
{
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
{
currentZoomCamLength = allCameraEvents[currentZoomIndex].length;
currentZoomCamBeat = allCameraEvents[currentZoomIndex].beat;
lastEase = (Util.EasingFunction.Ease)allCameraEvents[currentZoomIndex]["ease"];
}
}
public void ToggleZoomOut()
{
keepZoomOut = true;
}
public static void PreStepping(double beat, float length, bool startTap)
{
if (GameManager.instance.currentGame == "tapTroupe")
{
TapTroupe.instance.Stepping(beat, length, startTap);
}
else
{
queuedSteps.Add(new QueuedSteps { beat = beat, length = length, startTap = startTap });
}
}
public void Stepping(double beat, float length, bool startTap)
{
for (int i = 0; i < length; i++)
{
TapTroupe.instance.ScheduleInput(beat - 1, 1 + i, InputAction_BasicPress, TapTroupe.instance.JustStep, TapTroupe.instance.MissStep, TapTroupe.instance.Nothing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
TapTroupe.instance.NPCStep();
SoundByte.PlayOneShotGame("tapTroupe/other1", -1, 1, 0.75f);
})
});
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1, delegate
{
if (tapping) return;
TapTroupe.instance.NPCStep(false, false);
TapTroupe.instance.playerTapper.Step(false, false);
TapTroupe.instance.playerCorner.Bop();
}),
new BeatAction.Action(beat, delegate { if (startTap) SoundByte.PlayOneShotGame("tapTroupe/startTap"); stepping = true; }),
new BeatAction.Action(beat + length + 1, delegate { stepping = false; }),
});
}
public static void PreTapping(double beat, float length, bool okay, int okayType, int animType, float popperBeats, bool randomVoiceLine, bool noReady)
{
if (!noReady)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tapTroupe/tapReady1", beat - 2f),
new MultiSound.Sound("tapTroupe/tapReady2", beat - 1f),
}, forcePlay: true);
}
if (GameManager.instance.currentGame == "tapTroupe")
{
TapTroupe.instance.Tapping(beat, length, okay, okayType, animType, popperBeats, randomVoiceLine);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1.1f, delegate { prepareTap = true; }),
new BeatAction.Action(beat, delegate { prepareTap = false; })
});
}
else
{
queuedTaps.Add(new QueuedTaps { beat = beat, length = length, okay = okay, okayType = okayType, animType = animType, popperBeats = popperBeats, randomVoiceLine = randomVoiceLine });
}
}
public void Tapping(double beat, float length, bool okay, int okayType, int animType, float popperBeats, bool randomVoiceLine)
{
float actualLength = length - 0.5f;
actualLength -= actualLength % 0.75f;
bool secondBam = false;
double finalBeatToSpawn = 0f;
if (actualLength < 2.25f) actualLength = 2.25f;
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>
{
new MultiSound.Sound("tapTroupe/tapAnd", beat)
};
for (float i = 0; i < actualLength; i += 0.75f)
{
string soundToPlay = "bamvoice1";
string otherSoundToPlay = "other3";
double beatToSpawn = beat + i + 0.5f;
if (i + 0.75f >= actualLength)
{
soundToPlay = "startTap";
otherSoundToPlay = "other2";
beatToSpawn = Math.Ceiling(beat + i);
finalBeatToSpawn = beatToSpawn;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.LastTap; shouldSwitchStep = false; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.LastTap, true, false);}),
new BeatAction.Action(beatToSpawn + 0.1f, delegate { tapping = false; })
});
}
else if (i + 1.5f >= actualLength)
{
soundToPlay = "tapvoice2";
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = false; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap, true, false); })
});
}
else if (i + 2.25f >= actualLength)
{
soundToPlay = "tapvoice1";
if (actualLength == 2.25f)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = true; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = false; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap, true, false); })
});
}
}
else
{
if (secondBam) soundToPlay = "bamvoice2";
if (i + 3f >= actualLength)
{
if (actualLength == 3f)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = true; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.BamTapReady; shouldSwitchStep = true; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.BamTapReady); })
});
}
}
else if (i == 0)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.BamReady; shouldSwitchStep = false; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.BamReady, true, false); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Bam; shouldSwitchStep = true; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Bam); }),
new BeatAction.Action(beatToSpawn + 0.1f, delegate { if (playerTapper.transform.localScale.x != npcTappers[0].transform.localScale.x) playerTapper.dontSwitchNextStep = true; })
});
}
}
soundsToPlay.Add(new MultiSound.Sound($"tapTroupe/{soundToPlay}", beatToSpawn));
soundsToPlay.Add(new MultiSound.Sound($"tapTroupe/{otherSoundToPlay}", beatToSpawn));
shouldDoSecondBam = secondBam;
secondBam = !secondBam;
ScheduleInput(beatToSpawn - 1, 1f, InputAction_BasicPress, JustTap, MissTap, Nothing);
}
int actualOkayType = okayType;
if (actualOkayType == (int)OkayType.Random) actualOkayType = UnityEngine.Random.Range(0, 3);
int randomO = UnityEngine.Random.Range(0, 3);
string okayVoiceLine = "A";
string okayOneVoiceLine = "A";
switch (actualOkayType)
{
case (int)OkayType.OkayA:
okayVoiceLine = "A";
break;
case (int)OkayType.OkayB:
okayVoiceLine = "B";
break;
case (int)OkayType.OkayC:
okayVoiceLine = "C";
break;
default:
okayVoiceLine = "A";
break;
}
switch (randomO)
{
case (int)OkayType.OkayA:
okayOneVoiceLine = "A";
break;
case (int)OkayType.OkayB:
okayOneVoiceLine = "B";
break;
case (int)OkayType.OkayC:
okayOneVoiceLine = "C";
break;
default:
okayOneVoiceLine = "A";
break;
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1f, delegate
{
if (!stepping)
{
NPCStep(false);
playerTapper.Step(false);
playerCorner.Bop();
}
}),
new BeatAction.Action(beat, delegate { tapping = true; missedTaps = false; }),
new BeatAction.Action(finalBeatToSpawn, delegate
{
if (missedTaps || animType != (int)OkayAnimType.Popper) return;
npcCorners[0].PartyPopper(finalBeatToSpawn + popperBeats);
}),
new BeatAction.Action(finalBeatToSpawn + 0.5f, delegate
{
if (missedTaps || !okay) return;
playerCorner.Okay();
foreach (var corner in npcCorners)
{
corner.Okay();
}
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"tapTroupe/okay{okayOneVoiceLine}1", finalBeatToSpawn + 0.5f),
new MultiSound.Sound($"tapTroupe/okay{okayVoiceLine}2", finalBeatToSpawn + 1f, 1f, 0.75f),
}, forcePlay: true);
}),
new BeatAction.Action(finalBeatToSpawn + 1f, delegate
{
if (!missedTaps && okay && randomVoiceLine && UnityEngine.Random.Range(1, 50) == 1)
{
SoundByte.PlayOneShotGame("tapTroupe/woo");
}
else if (!missedTaps && okay && randomVoiceLine && UnityEngine.Random.Range(1, 50) == 1)
{
SoundByte.PlayOneShotGame("tapTroupe/laughter", -1, 1, 0.4f);
}
if (missedTaps || animType != (int)OkayAnimType.OkSign) return;
playerCorner.OkaySign();
foreach (var corner in npcCorners)
{
corner.OkaySign();
}
})
});
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
}
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
{
goBop = autoBop;
if (shouldBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
BopSingle();
})
});
}
}
}
public void BopSingle()
{
playerTapper.Bop();
playerCorner.Bop();
foreach (var tapper in npcTappers)
{
tapper.Bop();
}
foreach (var corner in npcCorners)
{
corner.Bop();
}
}
public void ToggleMissFace(bool isOn)
{
useTutorialMissFace = isOn;
}
public void Spotlights(bool isOn, bool player, bool middleLeft, bool middleRight, bool leftMost)
{
if (isOn)
{
darkness.SetActive(true);
spotlightPlayer.SetActive(player);
spotlightMiddleLeft.SetActive(middleLeft);
spotlightMiddleRight.SetActive(middleRight);
spotlightLeftMost.SetActive(leftMost);
}
else
{
darkness.SetActive(false);
spotlightPlayer.SetActive(false);
spotlightMiddleLeft.SetActive(false);
spotlightMiddleRight.SetActive(false);
spotlightLeftMost.SetActive(false);
}
}
public void NPCStep(bool hit = true, bool switchFeet = true)
{
foreach (var tapper in npcTappers)
{
tapper.Step(hit, switchFeet);
}
foreach (var corner in npcCorners)
{
corner.Bop();
}
}
public void NPCTap(TapTroupeTapper.TapAnim animType, bool hit = true, bool switchFeet = true)
{
foreach (var tapper in npcTappers)
{
tapper.Tap(animType, hit, switchFeet);
}
foreach (var corner in npcCorners)
{
corner.Bop();
}
}
void JustStep(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
canSpit = true;
playerTapper.Step(false);
playerCorner.Bop();
SoundByte.PlayOneShotGame("tapTroupe/tink");
if (stepSound == 1)
{
stepSound = 2;
}
else
{
stepSound = 1;
}
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Sad);
}
}
return;
}
SuccessStep(caller);
}
void SuccessStep(PlayerActionEvent caller)
{
canSpit = true;
playerTapper.Step();
playerCorner.Bop();
SoundByte.PlayOneShotGame($"tapTroupe/step{stepSound}");
if (stepSound == 1)
{
stepSound = 2;
}
else
{
stepSound = 1;
}
foreach (var corner in npcCorners)
{
corner.ResetFace();
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 0.1f, delegate { if (playerTapper.transform.localScale.x != npcTappers[0].transform.localScale.x) playerTapper.dontSwitchNextStep = true; })
});
}
void MissStep(PlayerActionEvent caller)
{
if (canSpit && !useTutorialMissFace) SoundByte.PlayOneShotGame("tapTroupe/spit", -1, 1, 0.5f);
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Spit);
}
}
canSpit = false;
}
void JustTap(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
missedTaps = true;
canSpit = true;
playerTapper.Tap(currentTapAnim, false, shouldSwitchStep);
playerCorner.Bop();
switch (currentTapAnim)
{
case TapTroupeTapper.TapAnim.LastTap:
SoundByte.PlayOneShotGame("tapTroupe/tap3");
break;
default:
SoundByte.PlayOneShotGame("tapTroupe/tink");
break;
}
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Sad);
}
}
return;
}
SuccessTap();
}
void SuccessTap()
{
canSpit = true;
playerTapper.Tap(currentTapAnim, true, shouldSwitchStep);
playerCorner.Bop();
switch (currentTapAnim)
{
case TapTroupeTapper.TapAnim.LastTap:
SoundByte.PlayOneShotGame("tapTroupe/tap3");
break;
default:
SoundByte.PlayOneShotGame("tapTroupe/player3");
break;
}
foreach (var corner in npcCorners)
{
corner.ResetFace();
}
}
void MissTap(PlayerActionEvent caller)
{
missedTaps = true;
if (canSpit && !useTutorialMissFace) SoundByte.PlayOneShotGame("tapTroupe/spit", -1, 1, 0.5f);
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Spit);
}
}
canSpit = false;
}
void Nothing(PlayerActionEvent caller) { }
}
}