HeavenStudioPlus/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs
AstrlJelly cdf2c88c35 Bug Fixes + Small Additions (#412)
* lotta stuffs

* dj school bug fixed
* dog ninja overhauled AGAIN. you can start a cue outside of the game now (something i planned months ago lol)
* also two objects will not overlap when they're the same but when they're not the same they will overlap
* commiting cause im gonna try half-recoding meat grinder
* also im trying to fix mrupbeat's beeping cuz oh my god how is this not fixed yet

* meat grinder finished + tap trial bug fixed + mute dog ninja

MUTE DOG NINJA ONLY WHEN INACTIVE ‼️

* last minute stuff + mr upbeat

i will be reworking mr upbeat in another branch but i wanna not bloat this pr any further so bleehhhh :P

* dj school final bug fix
2023-05-07 04:45:44 +00:00

259 lines
No EOL
8.7 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class pcoMeatLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>()
{
new GameAction("MeatToss", "Meat Toss")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.MeatToss(e.beat);
},
defaultLength = 2f,
priority = 2,
},
new GameAction("MeatCall", "Meat Call")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.MeatCall(e.beat);
},
defaultLength = 0.5f,
priority = 2,
preFunctionLength = 1f,
preFunction = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.PreInterval(e.beat, 4f);
},
},
new GameAction("StartInterval", "Start Interval")
{
defaultLength = 4f,
resizable = true,
priority = 1,
preFunction = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.PreInterval(e.beat, e.length);
},
},
new GameAction("bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.Bop(e.beat, e.length, e["bop"], e["bossBop"]);
},
parameters = new List<Param>()
{
new Param("bop", true, "Boss Bops?", "Does Boss bop?"),
new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
},
resizable = true,
priority = 4,
},
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MeatGrinder;
public class MeatGrinder : Minigame
{
static List<float> queuedInputs = new List<float>();
static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
struct QueuedInterval
{
public float beat;
public float length;
}
[Header("Objects")]
public GameObject MeatBase;
[Header("Animators")]
public Animator BossAnim;
public Animator TackAnim;
[Header("Variables")]
bool intervalStarted;
float intervalStartBeat;
bool bossBop = true;
bool hasSignaled;
public float beatInterval = 4f;
public bool bossAnnoyed = false;
private float lastReportedBeat = 0f;
const string sfxName = "meatGrinder/";
public static MeatGrinder instance;
public enum MeatType
{
Dark,
Light,
}
private void Awake()
{
instance = this;
}
void OnDestroy()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
if (queuedInputs.Count > 0) queuedInputs.Clear();
if (queuedIntervals.Count > 0) queuedIntervals.Clear();
intervalStarted = false;
}
}
private void Update()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
if (!Conductor.instance.NotStopped()) {
intervalStarted = false;
beatInterval = 4f;
}
if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
ScoreMiss();
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false);
Jukebox.PlayOneShotGame(sfxName+"whiff");
if (bossAnnoyed) BossAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
if (queuedIntervals.Count > 0) {
foreach (var interval in queuedIntervals) { StartInterval(interval.beat, interval.length); }
queuedIntervals.Clear();
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat)
&& !BossAnim.IsPlayingAnimationName("BossCall")
&& !BossAnim.IsPlayingAnimationName("BossSignal")
&& bossBop)
{
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
};
}
public void Bop(float beat, float length, bool doesBop, bool autoBop)
{
bossBop = autoBop;
if (doesBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal"))
{
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
};
})
});
}
}
}
public static void PreInterval(float beat, float length)
{
if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return;
MeatGrinder.queuedIntervals.Add(new QueuedInterval() {
beat = beat,
length = length,
});
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("meatGrinder/startSignal", beat - 1),
}, forcePlay: true);
if (GameManager.instance.currentGame == "meatGrinder") {
BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 1, delegate {
MeatGrinder.instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f);
}),
});
}
}
public void StartInterval(float beat, float length)
{
if (MeatGrinder.instance.intervalStarted) return;
intervalStartBeat = beat;
intervalStarted = true;
beatInterval = length;
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length - 0.33f, delegate { PassTurn(beat); }),
});
}
public void MeatToss(float beat)
{
Jukebox.PlayOneShotGame(sfxName+"toss");
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
Meat.startBeat = beat;
Meat.cueLength = 1f;
Meat.cueBased = true;
Meat.meatType = "DarkMeat";
}
public void MeatCall(float beat)
{
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"signal");
if (!intervalStarted)
{
StartInterval(beat, beatInterval);
}
queuedInputs.Add(beat - intervalStartBeat);
}
public void PassTurn(float beat)
{
hasSignaled = false;
intervalStarted = false;
foreach (var input in queuedInputs)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(input + beatInterval , delegate {
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
Meat.startBeat = beat;
Meat.cueLength = beatInterval + input;
Meat.cueBased = false;
Meat.meatType = "LightMeat";
}),
});
}
queuedInputs.Clear();
}
}
}