mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
9f249c4db8
* ColorEase stuff why didn't we do this earlier!! this is so much common code cut down and makes things a LOT easier to type * port karate man, fix NaN bug goin to bed now! * km fix, convert all to colorease, multisounds stuff fix that goddamn ms.startBeat = sounds[0].beat; bug + if it's already converting to a list, why not just define the sounds as a list??????? they're a list most of the time anyways ive got work ahead of me. * finish up the code, document it just a few more fixes and we're good * revert some fork lifter stuff as nice as it would be i just don't want things to break * revert some MORE stuff * revert even more. bleh * semtiones lol also a karate man fix
515 lines
No EOL
19 KiB
C#
515 lines
No EOL
19 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 RvlTambourineLoader
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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("tambourine", "Tambourine", "388cd0", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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parameters = new List<Param>()
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{
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new Param("whoBops", Tambourine.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
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new Param("whoBopsAuto", Tambourine.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
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},
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resizable = true,
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priority = 4
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},
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new GameAction("beat intervals", "Start Interval")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Tambourine.PreInterval(e.beat, e.length, e["auto"]); },
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defaultLength = 7f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
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}
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},
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new GameAction("shake", "Shake")
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{
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defaultLength = 0.5f,
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},
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new GameAction("hit", "Hit")
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{
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defaultLength = 0.5f,
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},
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new GameAction("pass turn", "Pass Turn")
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{
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preFunction = delegate
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{
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Tambourine.PrePassTurn(eventCaller.currentEntity.beat);
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},
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resizable = true,
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preFunctionLength = 1f
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},
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new GameAction("success", "Success")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.SuccessFace(e.beat); },
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defaultLength = 1f,
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priority = 4,
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},
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new GameAction("fade background", "Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorStart", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("colorEnd", Tambourine.defaultBGColor, "End Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "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", "repeat"},
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"rvldrum", "en",
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new List<string>() {}
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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 Tambourine : Minigame
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{
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public static Color defaultBGColor = new Color(0.22f, 0.55f, 0.82f);
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[Header("Components")]
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[SerializeField] Animator handsAnimator;
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[SerializeField] SpriteRenderer bg;
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[SerializeField] Animator monkeyAnimator;
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[SerializeField] ParticleSystem flowerParticles;
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[SerializeField] GameObject happyFace;
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[SerializeField] GameObject sadFace;
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[SerializeField] Animator sweatAnimator;
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[SerializeField] Animator frogAnimator;
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[Header("Variables")]
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float misses;
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bool frogPresent;
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bool monkeyGoBop;
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bool handsGoBop;
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public GameEvent bop = new GameEvent();
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public enum WhoBops
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{
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Monkey,
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Player,
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Both,
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None
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}
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public static Tambourine instance;
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const int IA_AltPress = IAMAXCAT;
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protected static bool IA_TouchNrmPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& !instance.IsExpectingInputNow(InputAction_Alt);
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}
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& instance.IsExpectingInputNow(InputAction_Alt);
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}
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public static PlayerInput.InputAction InputAction_Nrm =
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new("RvlDrumAlt", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadBasicPress, IA_TouchNrmPress, IA_BatonBasicPress);
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public static PlayerInput.InputAction InputAction_Alt =
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new("RvlDrumAlt", new int[] { IA_AltPress, IA_AltPress, IA_AltPress },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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void Awake()
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{
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instance = this;
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sweatAnimator.Play("NoSweat", 0, 0);
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frogAnimator.Play("FrogExited", 0, 0);
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handsAnimator.Play("Idle", 0, 0);
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monkeyAnimator.Play("MonkeyIdle", 0, 0);
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}
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void Update()
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{
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BackgroundColorUpdate();
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if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (monkeyGoBop)
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{
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monkeyAnimator.Play("MonkeyBop", 0, 0);
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}
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if (handsGoBop)
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{
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handsAnimator.Play("Bop", 0, 0);
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}
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}
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if (PlayerInput.GetIsAction(InputAction_Nrm) && !IsExpectingInputNow(InputAction_Nrm))
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{
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handsAnimator.Play("Shake", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
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sweatAnimator.Play("Sweating", 0, 0);
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SummonFrog();
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ScoreMiss();
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if (!IntervalIsGoingOn())
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{
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sadFace.SetActive(true);
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}
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}
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else if (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt))
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{
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handsAnimator.Play("Smack", 0, 0);
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SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
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sweatAnimator.Play("Sweating", 0, 0);
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SummonFrog();
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ScoreMiss();
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if (!IntervalIsGoingOn())
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{
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sadFace.SetActive(true);
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}
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}
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if (passedTurns.Count > 0)
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{
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foreach (var pass in passedTurns)
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{
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PassTurnStandalone(pass);
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}
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passedTurns.Clear();
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}
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}
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private bool IntervalIsGoingOn()
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{
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double beat = Conductor.instance.songPositionInBeats;
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return EventCaller.GetAllInGameManagerList("tambourine", new string[] { "beat intervals" }).Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
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}
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private List<RiqEntity> GetAllInputsBetweenBeat(double beat, double endBeat)
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{
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return EventCaller.GetAllInGameManagerList("tambourine", new string[] { "shake", "hit" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
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}
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public static void PreInterval(double beat, float interval, bool autoPassTurn)
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{
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if (GameManager.instance.currentGame == "tambourine")
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{
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instance.StartInterval(beat, interval, beat, autoPassTurn);
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}
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else
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{
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queuedIntervals.Add(new QueuedInterval()
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{
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beat = beat,
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interval = interval,
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autoPassTurn = autoPassTurn
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});
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}
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}
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public override void OnGameSwitch(double beat)
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{
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if (queuedIntervals.Count > 0)
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{
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foreach (var interval in queuedIntervals)
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{
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StartInterval(interval.beat, interval.interval, beat, interval.autoPassTurn);
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}
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queuedIntervals.Clear();
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}
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PersistColor(beat);
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}
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private struct QueuedInterval
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{
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public double beat;
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public float interval;
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public bool autoPassTurn;
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}
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private static List<QueuedInterval> queuedIntervals = new();
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private void StartInterval(double beat, float interval, double gameSwitchBeat, bool autoPassTurn)
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{
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List<BeatAction.Action> actions = new()
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{
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new BeatAction.Action(beat, delegate
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{
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DesummonFrog();
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sadFace.SetActive(false);
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})
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};
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var relevantInputs = GetAllInputsBetweenBeat(beat, beat + interval);
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relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
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List<MultiSound.Sound> sounds = new();
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for (int i = 0; i < relevantInputs.Count; i++)
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{
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bool isHit = relevantInputs[i].datamodel == "tambourine/hit";
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double inputBeat = relevantInputs[i].beat;
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if (inputBeat >= gameSwitchBeat)
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{
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actions.Add(new BeatAction.Action(inputBeat, delegate
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{
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MonkeyInput(inputBeat, isHit);
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}));
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sounds.Add(new MultiSound.Sound($"tambourine/monkey/{(isHit ? "hit" : "shake")}/m{(isHit ? "h" : "s")}{UnityEngine.Random.Range(1, 6)}", inputBeat));
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}
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}
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BeatAction.New(this, actions);
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MultiSound.Play(sounds.ToArray(), true, true);
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if (autoPassTurn)
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{
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PassTurn(beat + interval, beat, interval, 1);
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}
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}
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public void MonkeyInput(double beat, bool hit)
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{
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if (hit)
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{
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monkeyAnimator.DoScaledAnimationAsync("MonkeySmack", 0.5f);
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}
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else
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{
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monkeyAnimator.DoScaledAnimationAsync("MonkeyShake", 0.5f);
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}
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}
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private RiqEntity GetLastIntervalBeforeBeat(double beat)
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{
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return EventCaller.GetAllInGameManagerList("tambourine", new string[] { "beat intervals" }).FindLast(x => x.beat <= beat);
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}
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public static void PrePassTurn(double beat)
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{
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if (GameManager.instance.currentGame == "tambourine")
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{
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instance.PassTurnStandalone(beat);
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}
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else
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{
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passedTurns.Add(beat);
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}
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}
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private static List<double> passedTurns = new();
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private void PassTurnStandalone(double beat)
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{
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var lastInterval = GetLastIntervalBeforeBeat(beat);
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float length = EventCaller.GetAllInGameManagerList("tambourine", new string[] { "pass turn" }).Find(x => x.beat == beat).length;
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if (lastInterval != null) PassTurn(beat, lastInterval.beat, lastInterval.length, length);
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}
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private void PassTurn(double beat, double intervalBeat, float intervalLength, float length)
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{
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SoundByte.PlayOneShotGame($"tambourine/monkey/turnPass/tp{UnityEngine.Random.Range(1, 6)}", beat);
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List<BeatAction.Action> actions = new()
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{
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new BeatAction.Action(beat, delegate
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{
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monkeyAnimator.DoScaledAnimationAsync("MonkeyPassTurn", 0.5f);
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happyFace.SetActive(true);
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}),
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new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); })
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};
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var relevantInputs = GetAllInputsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
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relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
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for (int i = 0; i < relevantInputs.Count; i++)
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{
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bool isHit = relevantInputs[i].datamodel == "tambourine/hit";
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double inputBeat = relevantInputs[i].beat - intervalBeat;
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actions.Add(new BeatAction.Action(inputBeat, delegate
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{
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if (isHit) ScheduleInput(beat + length, inputBeat, InputAction_Alt, JustHit, Miss, Nothing);
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else ScheduleInput(beat + length, inputBeat, InputAction_Nrm, JustShake, Miss, Nothing);
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Bop(beat + length + inputBeat, 1, (int)WhoBops.Monkey, (int)WhoBops.None);
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}));
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}
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BeatAction.New(this, actions);
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}
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public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
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{
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monkeyGoBop = whoBopsAuto == (int)WhoBops.Monkey || whoBopsAuto == (int)WhoBops.Both;
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handsGoBop = whoBopsAuto == (int)WhoBops.Player || whoBopsAuto == (int)WhoBops.Both;
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for (int i = 0; i < length; i++)
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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 + i, delegate
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{
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switch (whoBops)
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{
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case (int) WhoBops.Monkey:
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monkeyAnimator.DoScaledAnimationAsync("MonkeyBop", 0.5f);
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break;
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case (int) WhoBops.Player:
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handsAnimator.DoScaledAnimationAsync("Bop", 0.5f);
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break;
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case (int) WhoBops.Both:
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monkeyAnimator.DoScaledAnimationAsync("MonkeyBop", 0.5f);
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handsAnimator.DoScaledAnimationAsync("Bop", 0.5f);
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break;
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default:
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break;
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}
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})
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});
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}
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}
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public void SuccessFace(double beat)
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{
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DesummonFrog();
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if (misses > 0) return;
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flowerParticles.Play();
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SoundByte.PlayOneShotGame($"tambourine/player/turnPass/sweep");
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("tambourine/player/turnPass/note1", beat),
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new MultiSound.Sound("tambourine/player/turnPass/note2", beat + 0.1f),
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new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.2f),
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new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.3f),
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}, forcePlay: true);
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happyFace.SetActive(true);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1, delegate { happyFace.SetActive(false); }),
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});
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}
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public void JustHit(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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handsAnimator.DoScaledAnimationAsync("Smack", 0.5f);
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SoundByte.PlayOneShotGame($"tambourine/player/hit/ph{UnityEngine.Random.Range(1, 6)}");
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SoundByte.PlayOneShotGame("tambourine/miss");
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sweatAnimator.DoScaledAnimationAsync("Sweating", 0.5f);
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misses++;
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if (!IntervalIsGoingOn())
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{
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sadFace.SetActive(true);
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}
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return;
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}
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Success(true);
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}
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public void JustShake(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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handsAnimator.DoScaledAnimationAsync("Shake", 0.5f);
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SoundByte.PlayOneShotGame($"tambourine/player/shake/ps{UnityEngine.Random.Range(1, 6)}");
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SoundByte.PlayOneShotGame("tambourine/miss");
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sweatAnimator.DoScaledAnimationAsync("Sweating", 0.5f);
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misses++;
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if (!IntervalIsGoingOn())
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{
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sadFace.SetActive(true);
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}
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return;
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}
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Success(false);
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}
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public void Success(bool hit)
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{
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sadFace.SetActive(false);
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if (hit)
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{
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handsAnimator.DoScaledAnimationAsync("Smack", 0.5f);
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SoundByte.PlayOneShotGame($"tambourine/player/hit/ph{UnityEngine.Random.Range(1, 6)}");
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}
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else
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{
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handsAnimator.DoScaledAnimationAsync("Shake", 0.5f);
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SoundByte.PlayOneShotGame($"tambourine/player/shake/ps{UnityEngine.Random.Range(1, 6)}");
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}
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}
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public void Miss(PlayerActionEvent caller)
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{
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SummonFrog();
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sweatAnimator.DoScaledAnimationAsync("Sweating", 0.5f);
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misses++;
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if (!IntervalIsGoingOn())
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{
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sadFace.SetActive(true);
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}
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}
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private ColorEase bgColorEase = new();
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//call this in update
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private void BackgroundColorUpdate()
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{
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bg.color = bgColorEase.GetColor();
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}
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public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
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{
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bgColorEase = new(beat, length, startColor, endColor, ease);
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}
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//call this in OnPlay(double beat) and OnGameSwitch(double beat)
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("tambourine", new string[] { "fade background" }).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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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]);
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}
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}
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public override void OnPlay(double beat)
|
|
{
|
|
PersistColor(beat);
|
|
}
|
|
|
|
public void SummonFrog()
|
|
{
|
|
if (frogPresent) return;
|
|
SoundByte.PlayOneShotGame("tambourine/frog");
|
|
frogAnimator.Play("FrogEnter", 0, 0);
|
|
frogPresent = true;
|
|
}
|
|
|
|
public void DesummonFrog()
|
|
{
|
|
if (!frogPresent) return;
|
|
frogAnimator.Play("FrogExit", 0, 0);
|
|
frogPresent = false;
|
|
}
|
|
|
|
public void Nothing(PlayerActionEvent caller) {}
|
|
}
|
|
} |