HeavenStudioPlus/Assets/Scripts/Games/TheDazzles/TheDazzles.cs
MiiKEmblem 95e658f31e Misc Release 1 Customization (#945)
* Add files via upload

* Recolorable Dazzles

idk how github works lol

* Fork Lifter - new gradients + extra customization

Currently doesn't have proper support for old charts, those will be made to default to the Classic gradient at some point in the future

* Fork Lifter - Megamix Floor + Backwards Compat

also includes better gradients

* oops

new gradients start as version = 1 now lol. my bad

* oops part 2

fork lifter lines can be toggled off properly now lol

* Recolorable Fireworks

note to self - make sure everything new is actually in the bundles before PRing all this because im realizing i forgot to do that for the bg gradient here

* Recolorable Space Soccer Kicker/Platform (+ assbunning things)

just dazzles easing + a doublecheck of everything left and i'm pr-ing

* Dazzles BG Color Easing

pr soon™️

* Proper Space Soccer sheet + minor text rewrites

can prolly pr now. lemme figure that out

* removing unused stuff + fixing space soccer

i downloaded github desktop and wow this is so much easier lol

also apparently i did an oopsie with space soccer so. fixed that

* removing my settings stuff

oopsy

* small fork lifter fix

for some reason the flicking guy's shadow peeked out of the viewcircle so here's an incredibly lazy fix for that. should work fine enough

* i thought i got rid of these earlier

oopsie

* Update TheDazzles.cs

i love minor text errors!!!!!

* Update SpaceSoccer.cs

forgot to update a thing while changing the star colors, oops
2024-05-19 21:14:39 +00:00

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C#

using System.Collections;
using System.Linq;
using System;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrDazzlesLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("theDazzles", "The Dazzles", "9cfff7", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; TheDazzles.instance.Bop(e.beat, e.length, e["toggle2"], e["toggle"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("toggle2", true, "Bop", "Toggle if the dazzles should bop for the duration of this event."),
new Param("toggle", false, "Bop (Auto)", "Toggle if the dazzles should automatically bop until another Bop event is reached.")
}
},
new GameAction("crouch", "Crouch")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Set if the count-in should be from Megamix, DS or random.")
}
},
new GameAction("crouchStretch", "Crouch (Stretchable)")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Set if the count-in should be from Megamix, DS or random.")
}
},
new GameAction("poseThree", "Pose Horizontal")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"], e["toggle2"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("poseTwo", "Pose Vertical")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"], e["toggle2"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", true, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("poseSixDiagonal", "Pose Diagonal")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"], e["toggle2"]); },
defaultLength = 4.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("poseSixColumns", "Pose Rows")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"], e["toggle2"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("poseSix", "Pose Six")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"], e["toggle2"]); },
defaultLength = 4.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("customPose", "Custom Pose")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, e["upLeft"], e["upMiddle"], e["upRight"], e["downLeft"], e["downMiddle"], e["player"], e["toggle"], e["toggle2"]); },
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
new Param("upLeft", new EntityTypes.Float(0, 30f, 0f), "Up Left Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("upMiddle", new EntityTypes.Float(0, 30f, 1f), "Up Middle Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("upRight", new EntityTypes.Float(0, 30f, 2f), "Up Right Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "Set how many beats after the event has started the player will pose."),
new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("forceHold", "Force Hold")
{
function = delegate { TheDazzles.instance.ForceHold(); },
defaultLength = 0.5f
},
new GameAction("boxColor", "Background Colors")
{
function = delegate { var e = eventCaller.currentEntity; TheDazzles.instance.ChangeBoxColor(e.beat, e.length, e["extStart"], e["extEnd"], e["intStart"], e["intEnd"], e["wallStart"], e["wallEnd"], e["roofStart"], e["roofEnd"], e["ease"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("extStart", TheDazzles.defaultExteriorColor, "Exterior Start", "Set the color of the boxes' exterior at the start of the event."),
new Param("extEnd", TheDazzles.defaultExteriorColor, "Exterior End", "Set the color of the boxes' exterior at the end of the event."),
new Param("intStart", TheDazzles.defaultInteriorColor, "Interior Start", "Set the color of the boxes' interiors at the start of the event."),
new Param("intEnd", TheDazzles.defaultInteriorColor, "Interior End", "Set the color of the boxes' interiors at the end of the event."),
new Param("wallStart", TheDazzles.defaultWallColor, "Walls Start", "Set the color of the boxes' walls at the start of the event."),
new Param("wallEnd", TheDazzles.defaultWallColor, "Walls End", "Set the color of the boxes' walls at the end of the event."),
new Param("roofStart", TheDazzles.defaultRoofColor, "Roof Start", "Set the color of the boxes' roofs at the start of the event."),
new Param("roofEnd", TheDazzles.defaultRoofColor, "Roof End", "Set the color of the boxes' roofs at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
},
},
},
new List<string>() {"ntr", "normal"},
"ntrboxshow", "en",
new List<string>() {"en"},
chronologicalSortKey: 14
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_TheDazzles;
public class TheDazzles : Minigame
{
public struct PosesToPerform : IComparable<PosesToPerform>
{
// override object.Equals
public override bool Equals(object obj)
{
//
// See the full list of guidelines at
// http://go.microsoft.com/fwlink/?LinkID=85237
// and also the guidance for operator== at
// http://go.microsoft.com/fwlink/?LinkId=85238
//
if (obj == null || GetType() != obj.GetType())
{
return false;
}
// TODO: write your implementation of Equals() here
throw new System.NotImplementedException();
}
// override object.GetHashCode
public override int GetHashCode()
{
// TODO: write your implementation of GetHashCode() here
throw new System.NotImplementedException();
}
public int CompareTo(PosesToPerform other)
{
if (other == null) return 1;
return beat.CompareTo(other.beat);
}
public static bool operator > (PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) > 0;
}
public static bool operator <(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) < 0;
}
public static bool operator >=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) >= 0;
}
public static bool operator <=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) <= 0;
}
public static bool operator ==(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) == 0;
}
public static bool operator !=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) != 0;
}
public int girlIndex;
public float beat;
}
public struct QueuedPose
{
public double beat;
public float length;
public float upLeftBeat;
public float upMiddleBeat;
public float upRightBeat;
public float downLeftBeat;
public float downMiddleBeat;
public float playerBeat;
public bool stars;
public bool cheer;
}
public struct QueuedCrouch
{
public double beat;
public float length;
public int countInType;
}
public enum CountInType
{
DS = 0,
Megamix = 1,
Random = 2,
}
public static Color defaultExteriorColor = new(156/255f, 254/255f, 246/255f);
public static Color defaultInteriorColor = new(66/255f, 255/255f, 239/255f);
public static Color defaultWallColor = new(0f, 222/255f, 197/255f);
public static Color defaultRoofColor = new(0f, 189/255f, 172/255f);
private ColorEase extColorEase = new(defaultExteriorColor);
private ColorEase intColorEase = new(defaultInteriorColor);
private ColorEase wallColorEase = new(defaultWallColor);
private ColorEase roofColorEase = new(defaultRoofColor);
public static TheDazzles instance;
[Header("Variables")]
//bool canBop = true;
bool doingPoses = false;
bool shouldHold = false;
double crouchEndBeat;
static List<QueuedPose> queuedPoses = new List<QueuedPose>();
static List<QueuedCrouch> queuedCrouches = new List<QueuedCrouch>();
[Header("Components")]
[SerializeField] List<TheDazzlesGirl> npcGirls = new List<TheDazzlesGirl>();
[SerializeField] TheDazzlesGirl player;
[SerializeField] ParticleSystem poseEffect;
[SerializeField] ParticleSystem starsEffect;
[Header("RecolorMaterials")]
public Material interiorMat;
public Material exteriorMat;
public static PlayerInput.InputAction InputAction_TouchRelease =
new("NtrBoxshowTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_Empty, IA_TouchBasicRelease, IA_Empty);
void OnDestroy()
{
if (queuedPoses.Count > 0) queuedPoses.Clear();
if (queuedCrouches.Count > 0) queuedCrouches.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
void Awake()
{
instance = this;
SetupBopRegion("theDazzles", "bop", "toggle");
interiorMat.SetColor("_ColorAlpha", defaultRoofColor);
interiorMat.SetColor("_ColorBravo", defaultInteriorColor);
interiorMat.SetColor("_ColorDelta", defaultWallColor);
exteriorMat.SetColor("_AddColor", defaultExteriorColor);
}
public override void OnBeatPulse(double beat)
{
if (BeatIsInBopRegion(beat))
{
foreach (var girl in npcGirls)
{
girl.Bop();
}
player.Bop();
}
}
public override void OnPlay(double beat)
{
if (queuedPoses.Count > 0) queuedPoses.Clear();
if (queuedCrouches.Count > 0) queuedCrouches.Clear();
PersistColor(beat);
}
void Update()
{
BoxColorUpdate();
if (conductor.isPlaying && !conductor.isPaused)
{
if (queuedPoses.Count > 0)
{
foreach (var pose in queuedPoses)
{
Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars, pose.cheer);
}
queuedPoses.Clear();
}
if (queuedCrouches.Count > 0)
{
foreach (var crouch in queuedCrouches)
{
CrouchStretchable(crouch.beat, crouch.length, crouch.countInType);
}
queuedCrouches.Clear();
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
player.Prepare(false);
SoundByte.PlayOneShotGame("theDazzles/miss");
foreach (var girl in npcGirls)
{
if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
}
}
if (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease))
{
if (doingPoses || PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
player.Pose(false, doingPoses);
SoundByte.PlayOneShotGame("theDazzles/miss");
if (doingPoses)
{
foreach (var girl in npcGirls)
{
girl.Ouch();
}
}
}
else
{
player.UnPrepare();
}
shouldHold = false;
}
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
if (PlayerInput.GetIsAction(InputAction_TouchRelease) && !gameManager.autoplay)
{
player.UnPrepare();
shouldHold = false;
}
}
else
{
if (PlayerInput.GetIsAction(InputAction_BasicRelease) && shouldHold && (!gameManager.autoplay) && !IsExpectingInputNow(InputAction_FlickRelease))
{
if (doingPoses)
{
player.Pose(false);
SoundByte.PlayOneShotGame("theDazzles/miss");
foreach (var girl in npcGirls)
{
girl.Ouch();
}
}
else
{
player.UnPrepare();
}
shouldHold = false;
}
}
}
}
public void Bop(double beat, float length, bool goBop, bool autoBop)
{
if (goBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
foreach (var girl in npcGirls)
{
girl.Bop();
}
player.Bop();
})
});
}
}
}
public void ForceHold()
{
shouldHold = true;
foreach (var girl in npcGirls)
{
girl.Prepare();
}
player.Prepare();
}
public static void PreCrouch(double beat, float length, int countInType)
{
float actualLength = length / 3;
int realCountInType = countInType;
if (countInType == (int)CountInType.Random) realCountInType = UnityEngine.Random.Range(0, 2);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
switch (realCountInType)
{
case (int)CountInType.DS:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("theDazzles/holdDS3", beat, 1, 0.75f, false, 0.212f),
new MultiSound.Sound("theDazzles/holdDS2", beat + 1f * actualLength, 1, 0.75f, false, 0.242f),
new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
});
break;
case (int)CountInType.Megamix:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("theDazzles/hold3", beat, 1, 1, false, 0.267f),
new MultiSound.Sound("theDazzles/hold2", beat + 1f * actualLength, 1, 1, false, 0.266f),
new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
});
break;
default:
break;
}
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
if (GameManager.instance.currentGame == "theDazzles")
{
instance.CrouchStretchable(beat, length, countInType);
}
else
{
queuedCrouches.Add(new QueuedCrouch { beat = beat, length = length, countInType = countInType });
}
}
public void CrouchStretchable(double beat, float length, int countInType)
{
float actualLength = length / 3;
crouchEndBeat = beat + length;
ScheduleInput(beat, 2f * actualLength, InputAction_BasicPress, JustCrouch, Nothing, Nothing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
//npcGirls[1].canBop = false; Unused value - Marc
//npcGirls[4].canBop = false; Unused value - Marc
npcGirls[1].Prepare();
npcGirls[4].Prepare();
}),
new BeatAction.Action(beat + 1f * actualLength, delegate
{
//npcGirls[0].canBop = false; Unused value - Marc
//npcGirls[3].canBop = false; Unused value - Marc
npcGirls[0].Prepare();
npcGirls[3].Prepare();
}),
new BeatAction.Action(beat + 2f * actualLength, delegate
{
//npcGirls[2].canBop = false; Unused value - Marc
npcGirls[2].Prepare();
}),
});
}
public static void PrePose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer)
{
if (GameManager.instance.currentGame == "theDazzles")
{
instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars, cheer);
}
else
{
queuedPoses.Add(new QueuedPose { beat = beat, upLeftBeat = upLeftBeat, stars = stars, length = length,
downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat, cheer = cheer});
}
}
public void Pose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer)
{
if (stars)
{
ScheduleInput(beat, playerBeat, InputAction_FlickRelease, cheer ? JustPoseStars : JustPoseStarsNoCheer, MissPose, Nothing);
}
else
{
ScheduleInput(beat, playerBeat, InputAction_FlickRelease, cheer ? JustPose : JustPoseNoCheer, MissPose, Nothing);
}
double crouchBeat = beat - 1f;
if (crouchBeat < crouchEndBeat)
{
crouchBeat = crouchEndBeat - 1f;
}
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("theDazzles/crouch", crouchBeat),
}, forcePlay: true);
List<float> soundBeats = new List<float>()
{
upLeftBeat,
upMiddleBeat,
upRightBeat,
downLeftBeat,
downMiddleBeat,
};
List<float> soundsToRemove = new List<float>();
foreach (var sound in soundBeats)
{
if (sound == playerBeat) soundsToRemove.Add(sound);
}
if (soundsToRemove.Count > 0)
{
foreach (var sound in soundsToRemove)
{
soundBeats.Remove(sound);
}
}
soundBeats = soundBeats.Distinct().ToList();
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
foreach (var sound in soundBeats)
{
soundsToPlay.Add(new MultiSound.Sound("theDazzles/pose", beat + sound));
}
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
List<PosesToPerform> posesToPerform = new List<PosesToPerform>()
{
new PosesToPerform { beat = upLeftBeat, girlIndex = 4},
new PosesToPerform { beat = upMiddleBeat, girlIndex = 3},
new PosesToPerform { beat = upRightBeat, girlIndex = 2},
new PosesToPerform { beat = downLeftBeat, girlIndex = 1},
new PosesToPerform { beat = downMiddleBeat, girlIndex = 0},
};
posesToPerform.Sort();
foreach(var pose in posesToPerform)
{
npcGirls[pose.girlIndex].StartReleaseBox(beat + pose.beat);
}
player.StartReleaseBox(beat + playerBeat);
List<BeatAction.Action> posesToDo = new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1f, delegate
{
foreach (var girl in npcGirls)
{
//girl.canBop = false; Unused value - Marc
girl.Hold();
}
//player.canBop = false; Unused value - Marc
player.Hold();
}),
new BeatAction.Action(beat, delegate
{
doingPoses = true;
}),
};
for (int i = 0; i < posesToPerform.Count; i++)
{
int index = posesToPerform[i].girlIndex;
posesToDo.Add(new BeatAction.Action(beat + posesToPerform[i].beat, delegate
{
npcGirls[index].Pose();
}));
}
posesToDo.Add(new BeatAction.Action(beat + playerBeat, delegate
{
doingPoses = false;
}));
posesToDo.Add(new BeatAction.Action(beat + length, delegate
{
foreach (var girl in npcGirls)
{
girl.EndPose();
}
player.EndPose();
}));
posesToDo.Add(new BeatAction.Action(beat + length + 0.1f, delegate
{
foreach (var girl in npcGirls)
{
//girl.canBop = true; Unused value - Marc
}
//player.canBop = true; Unused value - Marc
}));
BeatAction.New(instance, posesToDo);
}
void JustCrouch(PlayerActionEvent caller, float state)
{
//player.canBop = false; Unused value - Marc
if (state >= 1f || state <= -1f)
{
player.Prepare();
return;
}
SuccessCrouch();
}
void SuccessCrouch()
{
player.Prepare();
}
void JustPose(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(false, true);
}
void JustPoseStars(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(true, true);
}
void JustPoseNoCheer(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(false, false);
}
void JustPoseStarsNoCheer(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(true, false);
}
void SuccessPose(bool stars, bool cheer)
{
player.Pose();
if (cheer) SoundByte.PlayOneShotGame("theDazzles/applause");
foreach (var girl in npcGirls)
{
girl.currentEmotion = TheDazzlesGirl.Emotion.Happy;
}
player.currentEmotion = TheDazzlesGirl.Emotion.Happy;
if (stars)
{
starsEffect.Play();
SoundByte.PlayOneShotGame($"theDazzles/stars{UnityEngine.Random.Range(1, 6)}");
}
else poseEffect.Play();
}
void MissPose(PlayerActionEvent caller)
{
foreach (var girl in npcGirls)
{
if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
}
player.hasOuched = true;
}
void Nothing(PlayerActionEvent caller) { }
private void BoxColorUpdate()
{
interiorMat.SetColor("_ColorAlpha", roofColorEase.GetColor());
interiorMat.SetColor("_ColorBravo", intColorEase.GetColor());
interiorMat.SetColor("_ColorDelta", wallColorEase.GetColor());
exteriorMat.SetColor("_AddColor", extColorEase.GetColor());
}
public void ChangeBoxColor(double beat, float length, Color exteriorStart, Color exteriorEnd, Color interiorStart, Color interiorEnd, Color wallsStart, Color wallsEnd, Color roofStart, Color roofEnd, int ease)
{
extColorEase = new ColorEase(beat, length, exteriorStart, exteriorEnd, ease);
intColorEase = new ColorEase(beat, length, interiorStart, interiorEnd, ease);
wallColorEase = new ColorEase(beat, length, wallsStart, wallsEnd, ease);
roofColorEase = new ColorEase(beat, length, roofStart, roofEnd, ease);
}
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("theDazzles", new string[] { "boxColor" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allEventsBeforeBeat[^1];
ChangeBoxColor(lastEvent.beat, lastEvent.length, lastEvent["extStart"], lastEvent["extEnd"], lastEvent["intStart"], lastEvent["intEnd"], lastEvent["wallStart"], lastEvent["wallEnd"], lastEvent["roofStart"], lastEvent["roofEnd"], lastEvent["ease"]);
}
}
public override void OnGameSwitch(double beat)
{
PersistColor(beat);
}
}
}