mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +00:00
e74f309bba
* Kitties! (Initialization) * Kitties Sprites Set-up * Kitties (Placeholder Icon) * Kitties (SFX added and some work on input) * Kitties Animation Stuff * Kitties Idle and Pop In * Kitties Clap Animations and Inverse Spawn * More Claps * Face Claps * Face Idle (Partially Done) and Mice * Finished Claps * Spins Partially Done * Started On Fish * Finished Rolls * Fixed issue where animation flip would override code flip * Fish Catch Animation Started * Kitties Inputs Done and Custom Background sorta done * Changed from "Initialization Only" to "WIP"
453 lines
No EOL
19 KiB
C#
453 lines
No EOL
19 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 CtrTeppanLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("kitties", "Kitties! \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
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{
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new GameAction("clap", "Cat Clap")
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{
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function = delegate { Kitties.instance.Clap(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle1"], eventCaller.currentEntity["toggle2"],
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eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"),
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new Param("toggle", false, "Mice", "Replaces kitties as mice"),
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new Param("toggle1", false, "Invert Direction", "Inverts the direction they clap in"),
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new Param("toggle2", false, "Keep Cats Spawned", "Sets whether or not cats stay spawned after their cue"),
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}
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},
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new GameAction("roll", "Roll")
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{
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function = delegate { Kitties.instance.Roll(eventCaller.currentEntity["toggle"], eventCaller.currentEntity.beat); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Keep Cats spawned", "Sets whether or not cats stay spawned after their cue"),
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}
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},
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new GameAction ("fish", "Fish")
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{
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function = delegate { Kitties.instance.CatchFish(eventCaller.currentEntity.beat); },
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defaultLength = 4f,
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},
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new GameAction("instantSpawn", "Instant Spawn")
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{
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function = delegate { Kitties.instance.InstantSpawn(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle1"],
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eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"),
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new Param("toggle", false, "Mice", "Replaces kitties as mice"),
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new Param("toggle1", false, "Invert Direction", "Inverts the direction they clap in"),
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new Param("toggle2", false, "Keep Cats Spawned", "Sets whether or not cats stay spawned after their cue"),
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}
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},
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new GameAction("bgcolor", "Background Color")
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{
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function = delegate {Kitties.instance.BackgroundColor(eventCaller.currentEntity["color"]); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("color", Kitties.defaultBGColor, "Change BG Color", "Changes background color"),
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}
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}
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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 Scripts_Kitties;
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public class Kitties : Minigame
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{
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public CtrTeppanPlayer player;
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public Animator[] kitties;
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public GameObject[] Cats;
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public GameObject Fish;
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public bool isInverted;
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public SpriteRenderer background;
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public Vector3[] positions;
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public float[] rotationAngles;
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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("#FFFFFF", out _defaultBGColor);
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return _defaultBGColor;
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}
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}
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public Color currentBGColor;
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public enum SpawnType
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{
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Straight,
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DownDiagonal,
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UpDiagonal,
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CloseUp
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}
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public static Kitties instance;
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void Awake()
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{
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instance = this;
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void Clap(bool isMice, bool isInverse, bool keepSpawned, float beat, int type)
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{
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player.ScheduleClap(beat, type);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("kitties/nya1", beat),
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new MultiSound.Sound("kitties/nya2", beat + .75f),
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new MultiSound.Sound("kitties/nya3", beat + 1.5f)
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});
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if(type == 3)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("FaceClap", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("FaceClap", 0, 0);}),
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});
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BeatAction.New(Cats[1], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("FaceClap", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("FaceClap", 0, 0);}),
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});
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BeatAction.New(Cats[2], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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});
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}
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else if (!isMice)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("Clap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("Clap2", 0, 0);}),
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});
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BeatAction.New(Cats[1], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("Clap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("Clap2", 0, 0);}),
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});
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BeatAction.New(Cats[2], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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});
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}
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else
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("MiceClap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("MiceClap2", 0, 0);}),
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});
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BeatAction.New(Cats[1], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("MiceClap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("MiceClap2", 0, 0);}),
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});
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BeatAction.New(Cats[2], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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});
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}
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if (!keepSpawned)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 3.5f, delegate { RemoveCats(false);})
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});
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}
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}
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public void Roll(bool keepSpawned, float beat)
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{
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if (!player.canClap)
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return;
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player.ScheduleRoll(beat);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("kitties/roll1", beat),
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new MultiSound.Sound("kitties/roll2", beat + .5f),
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new MultiSound.Sound("kitties/roll3", beat + 1f),
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new MultiSound.Sound("kitties/roll4", beat + 1.5f)
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});
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1.5f, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 2f, delegate { kitties[0].Play("Rolling", 0, 0); }),
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new BeatAction.Action(beat + 2.75f, delegate { kitties[0].Play("RollEnd", 0, 0); })
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});
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BeatAction.New(Cats[1], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1.5f, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 2f, delegate { kitties[1].Play("Rolling", 0, 0); }),
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new BeatAction.Action(beat + 2.75f, delegate { kitties[1].Play("RollEnd", 0, 0); })
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});
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BeatAction.New(Cats[2], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { kitties[2].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[2].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { kitties[2].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1.5f, delegate { kitties[2].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 2f, delegate { player.ScheduleRollFinish(beat); })
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});
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if (!keepSpawned)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 3.5f, delegate { RemoveCats(false);})
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});
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}
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}
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public void CatchFish(float beat)
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{
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if (!player.canClap)
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return;
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if (isInverted)
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Fish.transform.localScale = new Vector3(-1f, 1f, 1f);
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else
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Fish.transform.localScale = new Vector3(1f, 1f, 1f);
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player.ScheduleFish(beat);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("kitties/fish1", beat + 2f),
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new MultiSound.Sound("kitties/fish2", beat + 2.25f),
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new MultiSound.Sound("kitties/fish3", beat + 2.5f),
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});
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Fish.SetActive(true); }),
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new BeatAction.Action(beat, delegate { Fish.GetComponent<Animator>().DoScaledAnimationAsync("FishDangle", 0.5f); }),
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new BeatAction.Action(beat + 2f, delegate { kitties[0].Play("FishNotice", 0, 0); }),
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new BeatAction.Action(beat + 2.25f, delegate { kitties[1].Play("FishNotice2", 0, 0); }),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[2].Play("FishNotice3", 0, 0); })
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});
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BeatAction.New(Fish, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 4f, delegate { Fish.SetActive(false);})
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});
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}
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public void Spawn(int pos, int catNum, bool isMice, bool isInverse, bool firstSpawn, bool instant)
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{
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ResetRotation(catNum);
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if (firstSpawn)
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{
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isInverted = isInverse;
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switch (pos)
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{
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case 0:
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if (!isInverse)
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{
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positions[0] = new Vector3(-5.11f, -1.25f, 0f);
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positions[1] = new Vector3(.32f, -1.25f, 0f);
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positions[2] = new Vector3(5.75f, -1.25f, 0f);
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}
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else
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{
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positions[0] = new Vector3(5.75f, -1.25f, 0f);
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positions[1] = new Vector3(.32f, -1.25f, 0f);
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positions[2] = new Vector3(-5.11f, -1.5f, 0f);
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}
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break;
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case 1:
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if (!isInverse)
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{
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positions[0] = new Vector3(-6.61f, 1.75f, 6f);
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positions[1] = new Vector3(.32f, -.25f, 2f);
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positions[2] = new Vector3(4.25f, -1.75f, -2f);
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}
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else
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{
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positions[0] = new Vector3(6.61f, 1.75f, 6f);
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positions[1] = new Vector3(.32f, -.25f, 2f);
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positions[2] = new Vector3(-4.25f, -1.75f, -2f);
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}
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break;
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case 2:
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if (!isInverse)
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{
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positions[0] = new Vector3(4.25f, -1.75f, -2f);
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positions[1] = new Vector3(.32f, -.25f, 2f);
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positions[2] = new Vector3(-6.61f, 1.75f, 6f);
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}
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else
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{
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positions[0] = new Vector3(-4.25f, -1.75f, -2f);
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positions[1] = new Vector3(.32f, -.25f, 2f);
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positions[2] = new Vector3(6.61f, 1.75f, 6f);
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}
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break;
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case 3:
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if (firstSpawn)
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{
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rotationAngles = new float[] { -135f, 135f, 0f };
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positions[0] = new Vector3(-8.21f, 3.7f, 0f);
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positions[1] = new Vector3(7.51f, 4.2f, 0f);
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positions[2] = new Vector3(.32f, -4.25f, 0f);
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}
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break;
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default:
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break;
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}
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}
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Cats[catNum].transform.position = positions[catNum];
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if (pos != 3)
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{
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if (!isInverse)
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Cats[catNum].transform.localScale = new Vector3(1f, 1f, 1f);
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else
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Cats[catNum].transform.localScale = new Vector3(-1f, 1f, 1f);
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}
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else
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{
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var rotationVector = Cats[catNum].transform.rotation.eulerAngles;
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rotationVector.z = rotationAngles[catNum];
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Cats[catNum].transform.rotation = Quaternion.Euler(rotationVector);
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Cats[catNum].transform.localScale = new Vector3(-1f, 1f, 1f);
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}
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Cats[catNum].transform.GetChild(0).gameObject.SetActive(true);
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if (!instant)
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{
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if (pos == 3)
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{
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kitties[catNum].Play("FacePopIn", 0, 0);
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}
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else if (!isMice)
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kitties[catNum].Play("PopIn", 0, 0);
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else if (catNum < 2)
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{
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kitties[catNum].Play("MicePopIn", 0, 0);
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}
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else
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kitties[catNum].Play("PopIn", 0, 0);
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}
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else
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{
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if(pos == 3)
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kitties[catNum].Play("FaceIdle", 0, 0);
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else if (!isMice)
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kitties[catNum].Play("Idle", 0, 0);
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else if (catNum < 2)
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kitties[catNum].Play("MiceIdle", 0, 0);
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else
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kitties[catNum].Play("Idle", 0, 0);
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}
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}
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public void ResetRotation(int catNum)
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{
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var rotationVector = Cats[0].transform.rotation.eulerAngles;
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rotationVector.z = 0;
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Cats[catNum].transform.rotation = Quaternion.Euler(rotationVector);
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}
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public void RemoveCats(bool fishing)
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{
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if (!fishing)
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{
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for (int x = 0; x < 3; x++)
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{
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Cats[x].transform.GetChild(0).gameObject.SetActive(false);
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}
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}
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else
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Fish.SetActive(false);
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player.canClap = false;
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}
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public void InstantSpawn(bool isMice, bool isInverse, float beat, int pos)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Spawn(pos, 0, isMice, isInverse, true, true); }),
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new BeatAction.Action(beat, delegate { Spawn(pos, 1, isMice, isInverse, true, true); }),
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new BeatAction.Action(beat, delegate { Spawn(pos, 2, isMice, isInverse, true, true); })
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});
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player.canClap = true;
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}
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public void BackgroundColor(Color color)
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{
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background.color = color;
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currentBGColor = background.color;
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}
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}
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} |