mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
5cbcc39c8b
* Ringside fixes * Clappy Trio bop logic fix * Quiz show answer reaction fix * prequel background begone! * You can now hide the alien in spaceball * Fixed lightning toss jank * btsds recolor, need to add lights next * Btsds lights and recolor * fixed sweat particle rendering over reporter * Asset bundles accomodation
564 lines
23 KiB
C#
564 lines
23 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using System.Diagnostics.CodeAnalysis;
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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 AgbQuizShowLoader
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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("quizShow", "Quiz Show", "c96efa", false, false, new List<GameAction>()
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{
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new GameAction("intervalStart", "Start Interval")
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{
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function = delegate {var e = eventCaller.currentEntity; QuizShow.instance.StartInterval(e.beat, e.length); },
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defaultLength = 8f,
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resizable = true
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},
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new GameAction("prepare", "Prepare Host Hands")
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{
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function = delegate { QuizShow.instance.HostPrepareHands(); }
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},
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new GameAction("dPad", "DPad Press")
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{
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function = delegate {var e = eventCaller.currentEntity; QuizShow.instance.HostPressButton(e.beat, true); },
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defaultLength = 0.5f
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},
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new GameAction("aButton", "A Button Press")
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{
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function = delegate {var e = eventCaller.currentEntity; QuizShow.instance.HostPressButton(e.beat, false); },
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defaultLength = 0.5f
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},
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new GameAction("randomPresses", "Random Presses")
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{
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function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.RandomPress(e.beat, e.length, e["min"], e["max"], e["random"], e["con"]); },
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parameters = new List<Param>()
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{
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new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "The minimum number of presses this block will do."),
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new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "The maximum number of presses this block will do."),
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new Param("random", QuizShow.WhichButtonRandom.Random, "Which Buttons", "Which buttons will be pressed randomly?"),
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new Param("con", true, "Consecutive Presses", "Will the presses be consecutive? As in if the first press doesn't trigger, the ones proceeding will not either.")
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},
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resizable = true
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},
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new GameAction("passTurn", "Pass Turn")
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{
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function = delegate {var e = eventCaller.currentEntity; QuizShow.instance.PassTurn(e.beat, e.length, e["sound"], e["con"], e["visual"], e["audio"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
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new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
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new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
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new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
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}
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},
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new GameAction("revealAnswer", "Reveal Answer")
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{
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function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.RevealAnswer(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("answerReaction", "Answer Reaction")
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{
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function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.AnswerReaction(e["audience"], e["jingle"], e["reveal"]); },
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parameters = new List<Param>()
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{
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new Param("audience", true, "Audience", "Should the audience make a sound?"),
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new Param("jingle", false, "Jingle", "Should the quiz show jingle play?"),
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new Param("reveal", false, "Reveal Answer (Instant)", "Should the answer be revealed when this block starts?")
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}
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},
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new GameAction("changeStage", "Change Expression Stage")
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{
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function = delegate {QuizShow.instance.ChangeStage(eventCaller.currentEntity["value"]);},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("value", QuizShow.HeadStage.Stage1, "Stage", "What's the current stage of the expressions?")
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}
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},
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new GameAction("countMod", "Count Modifier")
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{
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function = delegate { QuizShow.instance.CountModifier(eventCaller.currentEntity["value"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("value", true, "Should Reset Count?", "Will the contestant's counter reset to 0 each time it hits 100 instead of exploding?")
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}
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},
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new GameAction("forceExplode", "Force Explode")
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{
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function = delegate { QuizShow.instance.ForceExplode(eventCaller.currentEntity["value"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("value", QuizShow.ShouldExplode.Contestant, "What To Explode", "What will explode?")
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}
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}
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},
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new List<string>() {"agb", "repeat"},
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"agbquiz", "en",
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new List<string>() {}
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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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public class QuizShow : Minigame
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{
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public enum ClockAudio
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{
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Both,
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Start,
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End,
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Neither
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}
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public enum HeadStage
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{
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Stage0 = 0,
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Stage1 = 1,
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Stage2 = 2,
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Stage3 = 3,
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Stage4 = 4,
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}
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public enum WhichButtonRandom
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{
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Random = 0,
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DpadOnly = 1,
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AOnly = 2,
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AlternatingDpad = 3,
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AlternatingA = 4
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}
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public enum ShouldExplode
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{
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Contestant = 0,
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Host = 1,
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Sign = 2
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}
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[Header("Components")]
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[SerializeField] Animator contesteeLeftArmAnim;
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[SerializeField] Animator contesteeRightArmAnim;
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[SerializeField] Animator contesteeHead;
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[SerializeField] Animator hostLeftArmAnim;
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[SerializeField] Animator hostRightArmAnim;
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[SerializeField] Animator hostHead;
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[SerializeField] Animator signAnim;
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[SerializeField] Transform timerTransform;
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[SerializeField] GameObject stopWatch;
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[SerializeField] GameObject blackOut;
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[SerializeField] SpriteRenderer firstDigitSr;
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[SerializeField] SpriteRenderer secondDigitSr;
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[SerializeField] SpriteRenderer hostFirstDigitSr;
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[SerializeField] SpriteRenderer hostSecondDigitSr;
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[SerializeField] SpriteRenderer contCounter;
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[SerializeField] SpriteRenderer hostCounter;
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[SerializeField] ParticleSystem contExplosion;
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[SerializeField] ParticleSystem hostExplosion;
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[SerializeField] ParticleSystem signExplosion;
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[Header("Properties")]
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[SerializeField] List<Sprite> contestantNumberSprites = new List<Sprite>();
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[SerializeField] List<Sprite> hostNumberSprites = new List<Sprite>();
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[SerializeField] Sprite explodedCounter;
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bool intervalStarted;
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bool shouldResetCount;
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bool doingConsectiveIntervals;
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float intervalStartBeat;
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float playerIntervalStartBeat;
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float playerBeatInterval;
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float beatInterval = 8f;
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int currentStage;
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bool shouldPrepareArms = true;
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bool contExploded;
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bool hostExploded;
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bool signExploded;
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struct QueuedInput
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{
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public float beat;
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public bool dpad;
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}
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static List<QueuedInput> queuedInputs = new List<QueuedInput>();
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int pressCount;
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int countToMatch;
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public static QuizShow instance;
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void OnDestroy()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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}
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void Awake()
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{
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instance = this;
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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float normalizedBeat = cond.GetPositionFromBeat(playerIntervalStartBeat, playerBeatInterval);
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if (normalizedBeat >= 0 && normalizedBeat <= 1)
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{
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timerTransform.rotation = Quaternion.Euler(0, 0, normalizedBeat * -360);
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if (PlayerInput.Pressed())
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{
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ContesteePressButton(false);
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}
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if (PlayerInput.GetAnyDirectionDown())
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{
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ContesteePressButton(true);
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}
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}
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}
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}
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public void CountModifier(bool shouldReset)
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{
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shouldResetCount = shouldReset;
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}
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public void ChangeStage(int stage)
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{
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currentStage = stage;
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}
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public void RandomPress(float beat, float length, int min, int max, int whichButtons, bool consecutive)
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{
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if (min > max) return;
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int pressAmount = UnityEngine.Random.Range(min, max + 1);
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if (pressAmount < 1) return;
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List<BeatAction.Action> buttonEvents = new List<BeatAction.Action>();
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if (consecutive)
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{
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for (int i = 0; i < pressAmount; i++)
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{
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bool dpad = UnityEngine.Random.Range(0, 2) == 1;
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switch (whichButtons)
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{
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case (int)WhichButtonRandom.Random:
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break;
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case (int)WhichButtonRandom.DpadOnly:
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dpad = true;
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break;
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case (int)WhichButtonRandom.AOnly:
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dpad = false;
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break;
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case (int)WhichButtonRandom.AlternatingDpad:
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dpad = i % 2 == 0;
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break;
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case (int)WhichButtonRandom.AlternatingA:
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dpad = i % 2 != 0;
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break;
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}
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float spawnBeat = beat + i * length;
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buttonEvents.Add(new BeatAction.Action(spawnBeat, delegate { HostPressButton(spawnBeat, dpad); }));
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}
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}
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else
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{
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for (int i = 0; i < max; i++)
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{
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if (pressAmount == 0) break;
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if (UnityEngine.Random.Range(0, 2) == 1 && Mathf.Abs(i - max) != pressAmount) continue;
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bool dpad = UnityEngine.Random.Range(0, 2) == 1;
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switch (whichButtons)
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{
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case (int)WhichButtonRandom.Random:
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break;
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case (int)WhichButtonRandom.DpadOnly:
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dpad = true;
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break;
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case (int)WhichButtonRandom.AOnly:
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dpad = false;
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break;
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case (int)WhichButtonRandom.AlternatingDpad:
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dpad = i % 2 == 0;
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break;
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case (int)WhichButtonRandom.AlternatingA:
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dpad = i % 2 != 0;
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break;
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}
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float spawnBeat = beat + i * length;
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buttonEvents.Add(new BeatAction.Action(spawnBeat, delegate { HostPressButton(spawnBeat, dpad); }));
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pressAmount--;
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}
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}
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BeatAction.New(instance.gameObject, buttonEvents);
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}
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public void HostPressButton(float beat, bool dpad)
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{
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if (!intervalStarted)
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{
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StartInterval(beat, beatInterval);
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}
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if (currentStage == 0)
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{
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contesteeHead.Play("ContesteeHeadIdle", -1, 0);
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hostHead.Play("HostIdleHead", -1, 0);
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}
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else
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{
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hostHead.DoScaledAnimationAsync("HostStage" + currentStage.ToString(), 0.5f);
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}
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Jukebox.PlayOneShotGame( dpad ? "quizShow/hostDPad" : "quizShow/hostA");
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if (dpad)
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{
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hostRightArmAnim.DoScaledAnimationAsync("HostRightHit", 0.5f);
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}
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else
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{
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hostLeftArmAnim.DoScaledAnimationAsync("HostLeftHit", 0.5f);
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}
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queuedInputs.Add(new QueuedInput
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{
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beat = beat - intervalStartBeat,
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dpad = dpad,
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});
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}
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public void HostPrepareHands()
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{
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instance.hostLeftArmAnim.DoScaledAnimationAsync("HostLeftPrepare", 0.5f);
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instance.hostRightArmAnim.DoScaledAnimationAsync("HostPrepare", 0.5f);
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}
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public void StartInterval(float beat, float interval)
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{
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if (!intervalStarted)
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{
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if (shouldPrepareArms)
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{
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hostLeftArmAnim.DoNormalizedAnimation("HostLeftPrepare", 1);
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hostRightArmAnim.DoNormalizedAnimation("HostPrepare", 1);
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contesteeHead.Play("ContesteeHeadIdle", 0, 0);
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}
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if (!doingConsectiveIntervals) pressCount = 0;
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firstDigitSr.sprite = contestantNumberSprites[0];
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secondDigitSr.sprite = contestantNumberSprites[0];
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hostFirstDigitSr.sprite = hostNumberSprites[10];
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hostSecondDigitSr.sprite = hostNumberSprites[10];
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}
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intervalStartBeat = beat;
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beatInterval = interval;
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intervalStarted = true;
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}
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public void PassTurn(float beat, float length, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
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{
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if (queuedInputs.Count == 0) return;
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if (shouldPrepareArms)
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{
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contesteeLeftArmAnim.DoScaledAnimationAsync("LeftPrepare", 0.5f);
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contesteeRightArmAnim.DoScaledAnimationAsync("RIghtPrepare", 0.5f);
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}
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if (!consecutive)
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{
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hostLeftArmAnim.DoScaledAnimationAsync("HostLeftRest", 0.5f);
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hostRightArmAnim.DoScaledAnimationAsync("HostRightRest", 0.5f);
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}
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shouldPrepareArms = false;
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if (visualClock) stopWatch.SetActive(true);
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intervalStarted = false;
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if (doingConsectiveIntervals)
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{
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countToMatch += queuedInputs.Count;
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}
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else
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{
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countToMatch = queuedInputs.Count;
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}
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int hundredLoops = Mathf.FloorToInt(countToMatch / 100);
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countToMatch -= hundredLoops * 100;
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doingConsectiveIntervals = consecutive;
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playerBeatInterval = beatInterval;
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playerIntervalStartBeat = beat + length;
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float timeUpBeat = 0f;
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if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.Start)
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{
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Jukebox.PlayOneShotGame("quizShow/timerStart");
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timeUpBeat = 0.5f;
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}
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if (audioClock == (int)ClockAudio.End) timeUpBeat = 0.5f;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length + beatInterval, delegate
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{
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if (!consecutive)
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{
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if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.End) Jukebox.PlayOneShotGame("quizShow/timerStop");
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contesteeLeftArmAnim.DoScaledAnimationAsync("LeftRest", 0.5f);
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contesteeRightArmAnim.DoScaledAnimationAsync("RightRest", 0.5f);
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shouldPrepareArms = true;
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stopWatch.SetActive(false);
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}
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}
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),
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new BeatAction.Action(beat + length + beatInterval + timeUpBeat, delegate { if (timeUpSound && !consecutive) Jukebox.PlayOneShotGame("quizShow/timeUp"); })
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});
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foreach (var input in queuedInputs)
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{
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if (input.dpad)
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{
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ScheduleAutoplayInput(beat, length + input.beat, InputType.DIRECTION_DOWN, AutoplayDPad, Nothing, Nothing);
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}
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else
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{
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ScheduleAutoplayInput(beat, length + input.beat, InputType.STANDARD_DOWN, AutoplayAButton, Nothing, Nothing);
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}
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}
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queuedInputs.Clear();
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}
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void ContesteePressButton(bool dpad)
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{
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if (currentStage == 0)
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{
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contesteeHead.Play("ContesteeHeadIdle", -1, 0);
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}
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else
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{
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if (currentStage != 4) contesteeHead.DoScaledAnimationAsync("ContesteeHeadStage" + currentStage.ToString(), 0.5f);
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else
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{
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contesteeHead.DoScaledAnimationAsync("ContesteeHeadStage3", 0.5f);
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}
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}
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if (dpad)
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{
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Jukebox.PlayOneShotGame("quizShow/contestantDPad");
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contesteeLeftArmAnim.DoScaledAnimationAsync("LeftArmPress", 0.5f);
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}
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else
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{
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Jukebox.PlayOneShotGame("quizShow/contestantA");
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contesteeRightArmAnim.DoScaledAnimationAsync("RightArmHit", 0.5f);
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}
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pressCount++;
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if (shouldResetCount && pressCount > 99) pressCount = 0;
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switch (pressCount)
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{
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case int x when x < 100:
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firstDigitSr.sprite = contestantNumberSprites[GetSpecificDigit(pressCount, 1)];
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secondDigitSr.sprite = contestantNumberSprites[GetSpecificDigit(pressCount, 2)];
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break;
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case 100:
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ForceExplode((int)ShouldExplode.Contestant);
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break;
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case 120:
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ForceExplode((int)ShouldExplode.Host);
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break;
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case 150:
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ForceExplode((int)ShouldExplode.Sign);
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break;
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}
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}
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public void ForceExplode(int whoToExplode)
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{
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switch (whoToExplode)
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{
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case (int)ShouldExplode.Contestant:
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if (contExploded) return;
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Jukebox.PlayOneShotGame("quizShow/contestantExplode");
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firstDigitSr.color = new Color(1, 1, 1, 0);
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secondDigitSr.color = new Color(1, 1, 1, 0);
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contCounter.sprite = explodedCounter;
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contExploded = true;
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contExplosion.Play();
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break;
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case (int)ShouldExplode.Host:
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if (hostExploded) return;
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Jukebox.PlayOneShotGame("quizShow/hostExplode");
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hostFirstDigitSr.color = new Color(1, 1, 1, 0);
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hostSecondDigitSr.color = new Color(1, 1, 1, 0);
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hostCounter.sprite = explodedCounter;
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hostExploded = true;
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hostExplosion.Play();
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break;
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case (int)ShouldExplode.Sign:
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if (signExploded) return;
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Jukebox.PlayOneShotGame("quizShow/signExplode");
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signExploded = true;
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signExplosion.Play();
|
|
signAnim.Play("Exploded", 0, 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void RevealAnswer(float beat, float length)
|
|
{
|
|
blackOut.SetActive(true);
|
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length, delegate
|
|
{
|
|
Jukebox.PlayOneShotGame("quizShow/answerReveal");
|
|
hostFirstDigitSr.sprite = hostNumberSprites[GetSpecificDigit(countToMatch, 1)];
|
|
hostSecondDigitSr.sprite = hostNumberSprites[GetSpecificDigit(countToMatch, 2)];
|
|
})
|
|
});
|
|
}
|
|
|
|
public void AnswerReaction(bool audience, bool jingle, bool revealAnswer)
|
|
{
|
|
//In the future make this a prefunction that makes skill stars compatible
|
|
blackOut.SetActive(false);
|
|
if (revealAnswer)
|
|
{
|
|
Jukebox.PlayOneShotGame("quizShow/answerReveal");
|
|
hostFirstDigitSr.sprite = hostNumberSprites[GetSpecificDigit(countToMatch, 1)];
|
|
hostSecondDigitSr.sprite = hostNumberSprites[GetSpecificDigit(countToMatch, 2)];
|
|
}
|
|
if (pressCount == countToMatch)
|
|
{
|
|
Jukebox.PlayOneShotGame("quizShow/correct");
|
|
contesteeHead.Play("ContesteeSmile", -1, 0);
|
|
hostHead.Play("HostSmile", -1, 0);
|
|
if (audience) Jukebox.PlayOneShotGame("quizShow/audienceCheer");
|
|
if (jingle) Jukebox.PlayOneShotGame("quizShow/correctJingle");
|
|
}
|
|
else
|
|
{
|
|
ScoreMiss();
|
|
Jukebox.PlayOneShotGame("quizShow/incorrect");
|
|
contesteeHead.Play("ContesteeSad", -1, 0);
|
|
hostHead.Play("HostSad", -1, 0);
|
|
if (audience) Jukebox.PlayOneShotGame("quizShow/audienceSad");
|
|
if (jingle) Jukebox.PlayOneShotGame("quizShow/incorrectJingle");
|
|
}
|
|
}
|
|
|
|
void AutoplayAButton(PlayerActionEvent caller, float state)
|
|
{
|
|
ContesteePressButton(false);
|
|
}
|
|
|
|
void AutoplayDPad(PlayerActionEvent caller, float state)
|
|
{
|
|
ContesteePressButton(true);
|
|
}
|
|
|
|
void Nothing(PlayerActionEvent caller) { }
|
|
|
|
int GetSpecificDigit(int num, int nth)
|
|
{
|
|
return (num / (int)Mathf.Pow(10, nth - 1)) % 10;
|
|
}
|
|
}
|
|
}
|
|
|
|
|