mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
679 lines
27 KiB
C#
679 lines
27 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using DG.Tweening;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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 AgbHairLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("rhythmTweezers", "Rhythm Tweezers", "a14fa1", false, false, new List<GameAction>()
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{
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new GameAction("start interval", "Start Interval")
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{
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preFunction = delegate { RhythmTweezers.PreInterval(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"]); },
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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("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("short hair", "Short Hair")
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{
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defaultLength = 0.5f
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},
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new GameAction("long hair", "Curly Hair")
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{
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defaultLength = 0.5f
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},
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new GameAction("passTurn", "Pass Turn")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PrePassTurn(e.beat); },
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},
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new GameAction("next vegetable", "Swap Vegetable")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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if (!e["instant"]) RhythmTweezers.instance.NextVegetable(e.beat, e["type"], e["colorA"], e["colorB"]);
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else RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "Set the vegetable to switch to."),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "Set the color of the onion."),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "Set the color of the potato."),
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new Param("instant", false, "Instant", "Toggle if the vegetable should skip the moving animation and instantly swap.")
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},
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priority = 3
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},
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new GameAction("noPeek", "No Peeking Sign")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PreNoPeeking(e.beat, e.length, e["type"]); },
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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("type", RhythmTweezers.NoPeekSignType.Full, "Side", "Set the side for the sign to appear on.")
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}
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},
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new GameAction("fade background color", "Background Appearance")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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RhythmTweezers.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorB"], e["ease"]);
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},
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("colorB", RhythmTweezers.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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new GameAction("altSmile", "Use Alt Smile")
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{
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function = delegate
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{
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RhythmTweezers.instance.VegetableAnimator.SetBool("UseAltSmile", !RhythmTweezers.instance.VegetableAnimator.GetBool("UseAltSmile"));
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},
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defaultLength = 0.5f
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},
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//backwards compatibility
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new GameAction("change vegetable", "Change Vegetable (Instant)")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
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},
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hidden = true,
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},
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},
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new List<string>() {"agb", "repeat"},
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"agbhair", "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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using Jukebox;
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using Scripts_RhythmTweezers;
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public class RhythmTweezers : Minigame
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{
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public enum VegetableType
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{
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Onion,
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Potato
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}
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public enum NoPeekSignType
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{
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Full,
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HalfRight,
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HalfLeft
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}
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private struct QueuedPeek
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{
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public double beat;
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public float length;
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public int type;
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}
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[Header("References")]
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public Transform VegetableHolder;
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public SpriteRenderer Vegetable;
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public SpriteRenderer VegetableDupe;
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public Animator VegetableAnimator;
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public SpriteRenderer bg;
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public Tweezers Tweezers;
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private Tweezers currentTweezers;
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public GameObject hairBase;
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public GameObject longHairBase;
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public GameObject pluckedHairBase;
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[SerializeField] NoPeekingSign noPeekingRef;
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public GameObject HairsHolder;
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public GameObject DroppedHairsHolder;
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[Header("Variables")]
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private static List<QueuedPeek> queuedPeeks = new List<QueuedPeek>();
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[Header("Sprites")]
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public Sprite pluckedHairSprite;
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public Sprite missedHairSprite;
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public Sprite onionSprite;
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public Sprite potatoSprite;
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bool transitioning = false;
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private static Color _defaultOnionColor;
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public static Color defaultOnionColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#C89600", out _defaultOnionColor);
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return _defaultOnionColor;
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}
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}
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private static Color _defaultPotatoColor;
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public static Color defaultPotatoColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFDC00", out _defaultPotatoColor);
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return _defaultPotatoColor;
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}
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}
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private static Color _defaultBgColor;
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public static Color defaultBgColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#A14FA1", out _defaultBgColor);
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return _defaultBgColor;
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}
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}
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public static RhythmTweezers instance { get; set; }
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private static CallAndResponseHandler crHandlerInstance;
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private List<Hair> spawnedHairs = new List<Hair>();
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private List<LongHair> spawnedLongs = new List<LongHair>();
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private static List<double> passedTurns = new();
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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 List<QueuedInterval>();
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protected static bool IA_PadAnyDown(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
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}
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protected static bool IA_PadAnyUp(out double dt)
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{
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bool face = PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt)
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&& !(PlayerInput.GetPad(InputController.ActionsPad.Up)
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|| PlayerInput.GetPad(InputController.ActionsPad.Down)
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|| PlayerInput.GetPad(InputController.ActionsPad.Left)
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|| PlayerInput.GetPad(InputController.ActionsPad.Right));
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bool pad = (PlayerInput.GetPadUp(InputController.ActionsPad.Up)
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|| PlayerInput.GetPadUp(InputController.ActionsPad.Down)
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|| PlayerInput.GetPadUp(InputController.ActionsPad.Left)
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|| PlayerInput.GetPadUp(InputController.ActionsPad.Right))
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&& !PlayerInput.GetPad(InputController.ActionsPad.East);
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return face || pad;
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}
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public static PlayerInput.InputAction InputAction_Press =
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new("AgbHairPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadAnyDown, IA_TouchBasicPress, IA_BatonBasicPress);
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public static PlayerInput.InputAction InputAction_Release =
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new("AgbHairRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
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IA_PadAnyUp, IA_TouchBasicRelease, IA_BatonBasicRelease);
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private void Awake()
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{
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instance = this;
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colorStart = defaultBgColor;
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colorEnd = defaultBgColor;
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if (crHandlerInstance != null && crHandlerInstance.queuedEvents.Count > 0)
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{
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foreach (var crEvent in crHandlerInstance.queuedEvents)
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{
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if (crEvent.tag == "Hair")
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{
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Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
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spawnedHairs.Add(hair);
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("SmallAppear", 0, 1);
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float rot = -58f + 116 * Mathp.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = crEvent.beat;
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}
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else if (crEvent.tag == "Long")
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{
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LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
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spawnedLongs.Add(hair);
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("LongAppear", 0, 1);
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float rot = -58f + 116 * Mathp.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = crEvent.beat;
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}
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}
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}
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}
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public override void OnPlay(double beat)
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{
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crHandlerInstance = null;
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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queuedIntervals.Clear();
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PersistBlocks(beat);
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}
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private void OnDestroy()
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{
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if (!Conductor.instance.isPlaying)
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{
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crHandlerInstance = null;
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}
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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private void SpawnHairInactive(double beat)
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{
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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crHandlerInstance.AddEvent(beat, 0, "Hair");
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Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
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spawnedHairs.Add(hair);
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("SmallAppear", 0, 1);
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float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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}
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private void SpawnLongHairInactive(double beat)
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{
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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crHandlerInstance.AddEvent(beat, 0.5f, "Long");
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LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
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spawnedLongs.Add(hair);
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("LongAppear", 0, 1);
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float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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}
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public void SpawnHair(double beat)
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{
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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// End transition early if the next hair is a lil early.
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StopTransitionIfActive();
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crHandlerInstance.AddEvent(beat, 0, "Hair");
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SoundByte.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
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Hair hair = Instantiate(hairBase, transform).GetComponent<Hair>();
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spawnedHairs.Add(hair);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("SmallAppear", 0, 0);
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hair.transform.SetParent(HairsHolder.transform, false);
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})
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});
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float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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}
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public void SpawnLongHair(double beat)
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{
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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StopTransitionIfActive();
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crHandlerInstance.AddEvent(beat, 0.5f, "Long");
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SoundByte.PlayOneShotGame("rhythmTweezers/longAppear", beat);
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LongHair hair = Instantiate(longHairBase, transform).GetComponent<LongHair>();
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spawnedLongs.Add(hair);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("LongAppear", 0, 0);
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hair.transform.SetParent(HairsHolder.transform, false);
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})
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});
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float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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}
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private void SetIntervalStart(double beat, double gameSwitchBeat, float interval = 4f, bool autoPassTurn = true)
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{
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StopTransitionIfActive();
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CallAndResponseHandler newHandler = new();
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crHandlerInstance = newHandler;
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crHandlerInstance.StartInterval(beat, interval);
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List<RiqEntity> relevantHairEvents = GetAllHairsInBetweenBeat(beat, beat + interval);
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foreach (var hairEvent in relevantHairEvents)
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{
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if (hairEvent.beat >= gameSwitchBeat)
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{
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if (hairEvent.datamodel == "rhythmTweezers/short hair")
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{
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SpawnHair(hairEvent.beat);
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}
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else
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{
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SpawnLongHair(hairEvent.beat);
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}
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}
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else
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{
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if (hairEvent.datamodel == "rhythmTweezers/short hair")
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{
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SpawnHairInactive(hairEvent.beat);
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}
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else
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{
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SpawnLongHairInactive(hairEvent.beat);
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}
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}
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}
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if (autoPassTurn)
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{
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PassTurn(beat + interval, interval, newHandler);
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}
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}
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public static void PreInterval(double beat, float interval = 4f, bool autoPassTurn = true)
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{
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if (GameManager.instance.currentGame == "rhythmTweezers")
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{
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instance.SetIntervalStart(beat, beat, interval, 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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private static List<RiqEntity> GetAllHairsInBetweenBeat(double beat, double endBeat)
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{
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List<RiqEntity> hairEvents = EventCaller.GetAllInGameManagerList("rhythmTweezers", new string[] { "short hair", "long hair"});
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List<RiqEntity> tempEvents = new();
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foreach (var entity in hairEvents)
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{
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if (entity.beat >= beat && entity.beat < endBeat)
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{
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tempEvents.Add(entity);
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}
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}
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return tempEvents;
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}
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private void PassTurnStandalone(double beat)
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{
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if (crHandlerInstance != null) PassTurn(beat, crHandlerInstance.intervalLength, crHandlerInstance);
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}
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private void PassTurn(double beat, double length, CallAndResponseHandler crHandler)
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{
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Tweezers spawnedTweezers = Instantiate(Tweezers, transform);
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spawnedTweezers.gameObject.SetActive(true);
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spawnedTweezers.Init(beat, beat + length);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 0.25, delegate
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{
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|
if (crHandler.queuedEvents.Count > 0)
|
|
{
|
|
currentTweezers = spawnedTweezers;
|
|
spawnedTweezers.hairsLeft = crHandler.queuedEvents.Count;
|
|
foreach (var crEvent in crHandler.queuedEvents)
|
|
{
|
|
if (crEvent.tag == "Hair")
|
|
{
|
|
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
|
|
hairToInput.StartInput(beat, crEvent.relativeBeat, spawnedTweezers);
|
|
}
|
|
else if (crEvent.tag == "Long")
|
|
{
|
|
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
|
|
hairToInput.StartInput(beat, crEvent.relativeBeat, spawnedTweezers);
|
|
}
|
|
}
|
|
crHandler.queuedEvents.Clear();
|
|
}
|
|
|
|
}),
|
|
});
|
|
}
|
|
|
|
public static void PrePassTurn(double beat)
|
|
{
|
|
if (GameManager.instance.currentGame == "rhythmTweezers")
|
|
{
|
|
instance.PassTurnStandalone(beat);
|
|
}
|
|
else
|
|
{
|
|
passedTurns.Add(beat);
|
|
}
|
|
}
|
|
|
|
Tween transitionTween;
|
|
|
|
const float vegDupeOffset = 16.7f;
|
|
public void NextVegetable(double beat, int type, Color onionColor, Color potatoColor)
|
|
{
|
|
transitioning = true;
|
|
|
|
SoundByte.PlayOneShotGame("rhythmTweezers/register", beat);
|
|
|
|
Sprite nextVeggieSprite = type == 0 ? onionSprite : potatoSprite;
|
|
Color nextColor = type == 0 ? onionColor : potatoColor;
|
|
|
|
VegetableDupe.sprite = nextVeggieSprite;
|
|
VegetableDupe.color = nextColor;
|
|
|
|
// Move both vegetables to the left by vegDupeOffset, then reset their positions.
|
|
// On position reset, reset state of core vegetable.
|
|
transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f / Conductor.instance.musicSource.pitch)
|
|
.OnComplete(() => {
|
|
|
|
var holderPos = VegetableHolder.localPosition;
|
|
VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
|
|
|
|
Vegetable.sprite = nextVeggieSprite;
|
|
Vegetable.color = nextColor;
|
|
|
|
ResetVegetable();
|
|
transitioning = false;
|
|
|
|
}).SetEase(Ease.InOutSine);
|
|
}
|
|
|
|
public void ChangeVegetableImmediate(int type, Color onionColor, Color potatoColor)
|
|
{
|
|
StopTransitionIfActive();
|
|
|
|
Sprite newSprite = type == 0 ? onionSprite : potatoSprite;
|
|
Color newColor = type == 0 ? onionColor : potatoColor;
|
|
|
|
Vegetable.sprite = newSprite;
|
|
Vegetable.color = newColor;
|
|
VegetableDupe.sprite = newSprite;
|
|
VegetableDupe.color = newColor;
|
|
}
|
|
|
|
private double colorStartBeat = -1;
|
|
private float colorLength = 0f;
|
|
private Color colorStart = Color.white; //obviously put to the default color of the game
|
|
private Color colorEnd = Color.white;
|
|
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
|
|
|
//call this in update
|
|
private void BackgroundColorUpdate()
|
|
{
|
|
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
|
|
|
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
|
|
|
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
|
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
|
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
|
|
|
bg.color = new Color(newR, newG, newB);
|
|
}
|
|
|
|
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
|
{
|
|
colorStartBeat = beat;
|
|
colorLength = length;
|
|
colorStart = colorStartSet;
|
|
colorEnd = colorEndSet;
|
|
colorEase = (Util.EasingFunction.Ease)ease;
|
|
}
|
|
|
|
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
|
private void PersistBlocks(double beat)
|
|
{
|
|
var allEventsBeforeBeat = GameManager.instance.Beatmap.Entities.FindAll(x => x.datamodel.Split('/')[0] == "rhythmTweezers" && x.beat < beat);
|
|
var allColorEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/fade background color");
|
|
if (allColorEventsBeforeBeat.Count > 0)
|
|
{
|
|
allColorEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
|
var lastEvent = allColorEventsBeforeBeat[^1];
|
|
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorA"], lastEvent["colorB"], lastEvent["ease"]);
|
|
}
|
|
var allAltFaceEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/altSmile");
|
|
VegetableAnimator.SetBool("UseAltSmile", allAltFaceEventsBeforeBeat.Count % 2 == 1);
|
|
}
|
|
|
|
public static void PreNoPeeking(double beat, float length, int type)
|
|
{
|
|
if (GameManager.instance.currentGame == "rhythmTweezers")
|
|
{
|
|
instance.NoPeeking(beat, length, type);
|
|
}
|
|
else
|
|
{
|
|
queuedPeeks.Add(new QueuedPeek()
|
|
{
|
|
beat = beat,
|
|
length = length,
|
|
type = type
|
|
});
|
|
}
|
|
}
|
|
|
|
public void NoPeeking(double beat, float length, int type)
|
|
{
|
|
NoPeekingSign spawnedNoPeekingSign = Instantiate(noPeekingRef, transform);
|
|
spawnedNoPeekingSign.gameObject.SetActive(true);
|
|
spawnedNoPeekingSign.Init(beat, length, type);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
|
{
|
|
if (passedTurns.Count > 0)
|
|
{
|
|
foreach (var turn in passedTurns)
|
|
{
|
|
PassTurnStandalone(turn);
|
|
}
|
|
passedTurns.Clear();
|
|
}
|
|
if (queuedPeeks.Count > 0)
|
|
{
|
|
foreach (var peek in queuedPeeks)
|
|
{
|
|
NoPeeking(peek.beat, peek.length, peek.type);
|
|
}
|
|
queuedPeeks.Clear();
|
|
}
|
|
}
|
|
|
|
BackgroundColorUpdate();
|
|
}
|
|
|
|
public override void OnGameSwitch(double beat)
|
|
{
|
|
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
|
{
|
|
if (queuedIntervals.Count > 0)
|
|
{
|
|
foreach (var interval in queuedIntervals)
|
|
{
|
|
SetIntervalStart(interval.beat, beat, interval.interval, interval.autoPassTurn);
|
|
}
|
|
queuedIntervals.Clear();
|
|
}
|
|
}
|
|
PersistBlocks(beat);
|
|
}
|
|
|
|
private void ResetVegetable()
|
|
{
|
|
// If the tweezers happen to be holding a hair, drop it immediately so it can be destroyed below.
|
|
currentTweezers?.DropHeldHair();
|
|
|
|
foreach (Transform t in HairsHolder.transform)
|
|
{
|
|
GameObject.Destroy(t.gameObject);
|
|
}
|
|
|
|
foreach (Transform t in DroppedHairsHolder.transform)
|
|
{
|
|
GameObject.Destroy(t.gameObject);
|
|
}
|
|
|
|
VegetableAnimator.Play("Idle", 0, 0);
|
|
}
|
|
|
|
private void StopTransitionIfActive()
|
|
{
|
|
if (transitioning)
|
|
{
|
|
if (transitionTween != null)
|
|
{
|
|
transitionTween.Complete(true);
|
|
transitionTween.Kill();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|