mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-04 23:37:27 +00:00
675 lines
27 KiB
C#
675 lines
27 KiB
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 List<string>() {"ntr", "normal"},
|
|
"ntrboxshow", "en",
|
|
new List<string>() {"en"}
|
|
);
|
|
}
|
|
}
|
|
}
|
|
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 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;
|
|
|
|
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");
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
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;
|
|
npcGirls[4].canBop = false;
|
|
npcGirls[1].Prepare();
|
|
npcGirls[4].Prepare();
|
|
}),
|
|
new BeatAction.Action(beat + 1f * actualLength, delegate
|
|
{
|
|
npcGirls[0].canBop = false;
|
|
npcGirls[3].canBop = false;
|
|
npcGirls[0].Prepare();
|
|
npcGirls[3].Prepare();
|
|
}),
|
|
new BeatAction.Action(beat + 2f * actualLength, delegate
|
|
{
|
|
npcGirls[2].canBop = false;
|
|
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;
|
|
girl.Hold();
|
|
}
|
|
player.canBop = false;
|
|
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;
|
|
}
|
|
player.canBop = true;
|
|
}));
|
|
BeatAction.New(instance, posesToDo);
|
|
}
|
|
|
|
void JustCrouch(PlayerActionEvent caller, float state)
|
|
{
|
|
player.canBop = false;
|
|
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) { }
|
|
}
|
|
}
|
|
|