HeavenStudioPlus/Assets/Scripts/Games/PajamaParty/PajamaParty.cs

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, "Keep Bopping", "Should Mako and the monkeys bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Mako and the monkeys bop indefinitely?"),
},
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, "Sleep Type", "Type of sleep action to use"),
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
},
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", "Change character costumes"),
},
},
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", "Instantly open / close the background"),
},
},
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", "Enable / disable costumes"),
},
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, "Sleep Type", "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"}
);
}
}
}
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);
}
}
}