HeavenStudioPlus/Assets/Scripts/Games/PajamaParty/PajamaParty.cs
playinful 65a243fa68
Editor Sorting Fixes & Upgrades (#808)
* ready to pr i think

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

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

658 lines
25 KiB
C#

using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.Rendering;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class CtrPillowLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Toggle if Mako and the monkeys should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if Mako and the monkeys should automatically bop until another Bop event is reached."),
},
resizable = true,
},
// both same timing
new GameAction("jump (side to middle)", "Side to Middle Jumps")
{
function = delegate { PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat); },
defaultLength = 4f,
inactiveFunction = delegate { PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat); }
},
new GameAction("jump (back to front)", "Back to Front Jumps")
{
function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); },
defaultLength = 4f,
inactiveFunction = delegate { PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat); }
},
//idem
new GameAction("slumber", "Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); },
defaultLength = 8f,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."),
new Param("toggle", false, "Alternate Animation", "Toggle if Mako should sleep using an alternate \"stretching\" animation.")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); }
},
new GameAction("throw", "Throw Pillows")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoThrowSequence(e.beat, high: e["high"]); },
defaultLength = 8f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnThrowSequence(e.beat, e["high"]); },
parameters = new List<Param>()
{
new Param("high", false, "Change Costumes", "Toggle if the character costumes should change on a successful throw."),
},
},
new GameAction("open background", "Open / Close Background")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.OpenBackground(e.beat, e.length, e["instant"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("instant", false, "Instant", "Toggle if the background should be instantly opened or closed."),
},
},
new GameAction("dream boats", "Background Boats")
{
function = delegate { PajamaParty.instance.DreamBoats(); },
defaultLength = 1,
},
new GameAction("high mode", "Instant Costumes")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.ForceToggleHigh(e["toggle"], e.beat); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Change Costumes", "Toggle if the character costumes should change."),
},
priority = 5,
},
new GameAction("instant slumber", "Instant Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); },
defaultLength = 0.5f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnInstantSleep(e.beat, e.length, e["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."),
},
priority = 5,
},
// todo cosmetic crap
// background stuff
// do shit with mako's face? (talking?)
},
new List<string>() { "ctr", "normal" },
"ctrpillow", "en",
new List<string>() {"en", "jp", "ko"},
chronologicalSortKey: 66
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_PajamaParty;
public class PajamaParty : Minigame
{
[Header("Objects")]
[SerializeField] CtrPillowPlayer Mako;
[SerializeField] GameObject Bed;
[SerializeField] GameObject MonkeyPrefab;
[SerializeField] GameObject Castle;
[SerializeField] Animator BgAnimator;
[SerializeField] ParticleSystem BalloonsEffect;
[Header("Positions")]
[SerializeField] Transform SpawnRoot;
[SerializeField] float HighCameraHeight;
[Header("Materials")]
[SerializeField] Color monkeyNrmColour;
[SerializeField] Color monkeyHighColour;
[SerializeField] Material monkeyColMat;
//game scene
public static PajamaParty instance;
public bool HighState => highState;
public bool ExpectHigh => expectHigh;
CtrPillowMonkey[,] monkeys;
double cameraHighStart = double.MaxValue;
double castleAppearStart = double.MaxValue;
bool bgState, highState, expectHigh;
//cues while unoaded
static double WantThreeJump = double.MinValue;
static double WantFiveJump = double.MinValue;
static double WantThrowSequence = double.MinValue;
static bool WantThrowHigh = false;
static double WantSleepSequence = double.MinValue;
static double WantInstantSleep = double.MinValue;
static bool WantSleepType = false;
static int WantSleepAction = (int)PajamaParty.SleepType.Normal;
static int WantInstantSleepAction = (int)PajamaParty.SleepType.Normal;
public enum SleepType
{
Normal,
NoAwake,
}
const int IAAltDownCat = IAMAXCAT;
const int IAAltUpCat = IAMAXCAT + 1;
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_AltStart);
}
protected static bool IA_PadAltRelease(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltRelease(out double dt)
{
return PlayerInput.GetSqueezeUp(out dt);
}
public static PlayerInput.InputAction InputAction_AltStart =
new("CtrPillowAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
public static PlayerInput.InputAction InputAction_AltFinish =
new("CtrPillowAltFinish", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
IA_PadAltRelease, IA_TouchFlick, IA_BatonAltRelease);
public static PlayerInput.InputAction InputAction_TouchRelease =
new("CtrPillowTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_Empty, IA_TouchBasicRelease, IA_Empty);
void Awake()
{
instance = this;
//spawn monkeys
// is 5x5 grid with row 0, col 2 being empty (the player)
// m m m m m
// m m m m m
// m m m m m
// m m m m m
// m m P m m
monkeys = new CtrPillowMonkey[5, 5];
float RADIUS = 2.75f;
float scale = 1.0f;
int sorting = 10;
//set our start position (at Mako + 2*radius to the right)
Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS * 3, 0);
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
//on x-axis we go left to right
spawnPos += new Vector3(RADIUS * scale, 0);
if (!(y == 0 && x == 2)) //don't spawn at the player's position
{
GameObject mobj = Instantiate(MonkeyPrefab, SpawnRoot.parent);
CtrPillowMonkey monkey = mobj.GetComponent<CtrPillowMonkey>();
mobj.GetComponent<SortingGroup>().sortingOrder = sorting;
mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z);
mobj.transform.localScale = new Vector3(scale, scale);
monkey.row = y;
monkey.col = x;
monkeys[x, y] = monkey;
}
}
// on the y-axis we go front to back (player to the rear)
scale -= 0.1f;
spawnPos = SpawnRoot.position - new Vector3(RADIUS * 3 * scale, -RADIUS / 3.75f * (y + 1), -RADIUS / 5f * (y + 1));
sorting--;
}
}
void Start()
{
monkeyColMat.SetColor("_ColorAlpha", highState ? monkeyHighColour : monkeyNrmColour);
Update();
}
void Update()
{
var cond = Conductor.instance;
Vector3 additional = Vector3.zero;
if (cond.songPositionInBeatsAsDouble >= cameraHighStart && cond.songPositionInBeatsAsDouble < cameraHighStart + 4)
{
float prog = cond.GetPositionFromBeat(cameraHighStart, 4, true);
float yMul = prog * 2f - 1f;
float yWeight = -(yMul * yMul) + 1f;
additional.y = yWeight * HighCameraHeight;
}
GameCamera.AdditionalPosition = additional;
if (cond.songPositionInBeatsAsDouble >= castleAppearStart)
{
BgAnimator.DoScaledAnimation(highState ? "CastleAppear" : "CastleHide", castleAppearStart, 3.5, animLayer: 1, clamp: true);
}
}
public override void OnGameSwitch(double beat)
{
if (WantThreeJump != double.MinValue)
{
DoThreeJump(WantThreeJump, false);
WantThreeJump = double.MinValue;
}
if (WantFiveJump != double.MinValue)
{
DoFiveJump(WantFiveJump, false);
WantFiveJump = double.MinValue;
}
if (WantThrowSequence != double.MinValue)
{
DoThrowSequence(WantThrowSequence, false, high: WantThrowHigh);
WantThrowSequence = double.MinValue;
}
if (WantSleepSequence != double.MinValue)
{
DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
WantSleepSequence = double.MinValue;
}
if (WantInstantSleep != double.MinValue)
{
DoInstantSleep(WantInstantSleep, WantInstantSleepAction);
WantInstantSleep = double.MinValue;
}
EntityPreCheck(beat);
}
public override void OnPlay(double beat)
{
EntityPreCheck(beat);
}
void EntityPreCheck(double beat)
{
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "pajamaParty");
RiqEntity high = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "pajamaParty/high mode");
if (high != null)
{
ForceToggleHigh(high["toggle"], high.beat);
}
}
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
Mako.shouldBop = autoBop;
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
if (!(y == 0 && x == 2)) monkeys[x, y].shouldBop = autoBop;
}
}
if (doesBop)
{
var actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
actions.Add(new BeatAction.Action(beat + i, delegate
{
Mako.anim.DoScaledAnimationAsync("MakoBeat", 0.5f);
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
}
}
}));
}
BeatAction.New(this, actions);
}
}
public void DoThreeJump(double beat, bool doSound = true)
{
Mako.ScheduleJump(beat);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/three1", beat),
new MultiSound.Sound("pajamaParty/three2", beat + 1),
new MultiSound.Sound("pajamaParty/three3", beat + 2),
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(
beat,
delegate {
JumpCol(0, beat);
JumpCol(4, beat);
}
),
new BeatAction.Action(
beat + 1,
delegate {
JumpCol(1, beat + 1, 3);
JumpCol(3, beat + 1, 3);
}
),
new BeatAction.Action(
beat + 2,
delegate {
JumpCol(2, beat + 2);
}
),
});
}
public static void WarnThreeJump(double beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/three1", beat),
new MultiSound.Sound("pajamaParty/three2", beat + 1),
new MultiSound.Sound("pajamaParty/three3", beat + 2),
}, forcePlay: true);
WantThreeJump = beat;
}
public void DoFiveJump(double beat, bool doSound = true)
{
Mako.ScheduleJump(beat);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/five1", beat),
new MultiSound.Sound("pajamaParty/five2", beat + 0.5),
new MultiSound.Sound("pajamaParty/five3", beat + 1),
new MultiSound.Sound("pajamaParty/five4", beat + 1.5),
new MultiSound.Sound("pajamaParty/five5", beat + 2)
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action( beat, delegate { JumpRow(4, beat); }),
new BeatAction.Action( beat + 0.5, delegate { JumpRow(3, beat + 0.5, 2); }),
new BeatAction.Action( beat + 1, delegate { JumpRow(2, beat + 1); }),
new BeatAction.Action( beat + 1.5, delegate { JumpRow(1, beat + 1.5, 2); }),
new BeatAction.Action( beat + 2, delegate { JumpRow(0, beat + 2); }),
});
}
public static void WarnFiveJump(double beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/five1", beat),
new MultiSound.Sound("pajamaParty/five2", beat + 0.5),
new MultiSound.Sound("pajamaParty/five3", beat + 1),
new MultiSound.Sound("pajamaParty/five4", beat + 1.5),
new MultiSound.Sound("pajamaParty/five5", beat + 2)
}, forcePlay: true);
WantFiveJump = beat;
}
public void DoThrowSequence(double beat, bool doSound = true, bool high = false)
{
Mako.ScheduleThrow(beat);
if (doSound)
PlayThrowSequenceSound(beat);
if (high)
{
cameraHighStart = beat + 3;
expectHigh = true;
}
BeatAction.New(Mako, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2, delegate { MonkeyCharge(beat + 2); } ),
new BeatAction.Action(beat + 3, delegate { MonkeyThrow(beat + 3, high); } ),
});
}
public static void WarnThrowSequence(double beat, bool high = false)
{
PlayThrowSequenceSound(beat, true);
WantThrowSequence = beat;
WantThrowHigh = high;
}
public static void PlayThrowSequenceSound(double beat, bool force = false)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/throw1", beat),
new MultiSound.Sound("pajamaParty/throw2", beat + 0.5),
new MultiSound.Sound("pajamaParty/throw3", beat + 1),
//TODO: change when locales are a thing
new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5),
new MultiSound.Sound("pajamaParty/charge", beat + 2),
}, forcePlay: force);
}
public void DoSleepSequence(double beat, bool alt = false, int action = (int)PajamaParty.SleepType.Normal, bool doSound = true)
{
Mako.StartSleepSequence(beat, alt, action);
MonkeySleep(beat, action);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/siesta1", beat),
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5),
new MultiSound.Sound("pajamaParty/siesta3", beat + 1),
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5),
new MultiSound.Sound("pajamaParty/siesta3", beat + 4)
});
}
public static void WarnSleepSequence(double beat, bool alt = false, int action = (int)PajamaParty.SleepType.Normal)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/siesta1", beat),
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5),
new MultiSound.Sound("pajamaParty/siesta3", beat + 1),
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5),
new MultiSound.Sound("pajamaParty/siesta3", beat + 4)
}, forcePlay: true);
WantSleepSequence = beat;
WantSleepType = alt;
WantSleepAction = action;
}
public void DoInstantSleep(double deslumber, int action)
{
Mako.anim.Play("MakoSleepJust", -1, 1);
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
if (!(y == 0 && x == 2)) monkeys[x, y].anim.Play("MonkeySleep02", -1, 1);
}
}
if (action == 1) return;
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(deslumber, delegate {
Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f);
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyAwake", 0.5f);
}
}
}),
});
}
public static void WarnInstantSleep(double beat, double length, int action)
{
WantInstantSleep = beat + length - 1;
WantInstantSleepAction = action;
}
public void DoBedImpact()
{
Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);
}
public void JumpRow(int row, double beat, int alt = 1)
{
if (row > 4 || row < 0)
{
return;
}
for (int i = 0; i < 5; i++)
{
if (!(i == 2 && row == 0))
{
monkeys[i, row].Jump(beat, alt);
}
}
}
public void JumpCol(int col, double beat, int alt = 1)
{
if (col > 4 || col < 0)
{
return;
}
for (int i = 0; i < 5; i++)
{
if (!(col == 2 && i == 0))
{
monkeys[col, i].Jump(beat, alt);
}
}
}
public void MonkeyCharge(double beat)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.Charge(beat);
}
}
}
public void MonkeyThrow(double beat, bool high)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.Throw(beat, high);
}
}
}
public void MonkeySleep(double beat, int action)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.ReadySleep(beat, action);
}
}
}
public void OpenBackground(double beat, double length, bool instant = false)
{
bgState = !bgState;
if (instant)
{
BgAnimator.Play(bgState ? "SlideOpen" : "SlideClose", 0, 1);
BgAnimator.speed = 0;
}
else
{
BgAnimator.DoScaledAnimationAsync(bgState ? "SlideOpen" : "SlideClose", (float)(1.0 / length), animLayer: 0);
}
}
public void ForceToggleHigh(bool toggle, double beat)
{
expectHigh = false;
highState = toggle;
castleAppearStart = beat - 4;
PrepareHighState();
Mako.DoForcedHigh();
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.DoForcedHigh();
}
}
}
public void ToggleHighState(bool hit, double beat, bool instant = false)
{
expectHigh = false;
if (hit && !highState)
{
highState = true;
if (!instant)
{
BalloonsEffect.Play();
}
BgAnimator.Play("FloatsNear", 2, 0);
}
else
{
highState = false;
if (!instant)
{
BalloonsEffect.Play();
}
BgAnimator.Play("FloatsFar", 2, 0);
}
castleAppearStart = instant ? beat - 4 : beat;
}
public void PrepareHighState()
{
monkeyColMat.SetColor("_ColorAlpha", highState ? monkeyHighColour : monkeyNrmColour);
}
public void DreamBoats()
{
BgAnimator.Play("BoatsAppear", 3, 0);
}
}
}