mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
e2ac9e2871
still need to do the car screeching, but thats for another time
209 lines
5.2 KiB
C#
209 lines
5.2 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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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 NtrTunnelLoader
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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("tunnel", "Tunnel", "B4E6F6", false, false, new List<GameAction>()
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{
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new GameAction("Cowbell", delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle, eventCaller.currentEntity.length); }, 1f, true, parameters: new List<Param>()
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{
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new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"),
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}),
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new GameAction("Count In", delegate { Tunnel.instance.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
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}
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//new List<string>() {"ntr", "aim"},
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//"ntrcoin", "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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//using Scripts_CoinToss;
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public class Tunnel : Minigame
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{
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//Right now, you can only throw one coin at a time.
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//..Which makes sense, you only have one coin in the original game
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//Though it would need a bit of code rewrite to make it work with multiple coins
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public static Tunnel instance { get; set; }
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[Header("Backgrounds")]
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public SpriteRenderer fg;
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public SpriteRenderer bg;
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Tween bgColorTween;
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Tween fgColorTween;
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[Header("References")]
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public GameObject frontHand;
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[Header("Animators")]
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public Animator cowbellAnimator;
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public Animator driverAnimator;
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[Header("Curves")]
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public BezierCurve3D handCurve;
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public PlayerActionEvent cowbell;
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public int driverState;
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public float handStart;
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public float handProgress;
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public bool started;
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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driverState = 0;
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handStart = -1f;
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cowbell = null;
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}
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private void Update()
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{
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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HitCowbell();
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//print("unexpected input");
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driverAnimator.Play("Angry1", -1, 0);
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}
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//update hand position
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handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
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frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
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}
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private void LateUpdate()
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{
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//nothing
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}
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public void HitCowbell()
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{
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Jukebox.PlayOneShot("count-ins/cowbell");
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handStart = Conductor.instance.songPositionInBeats;
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cowbellAnimator.Play("Shake",-1,0);
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}
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public void StartCowbell(float beat, bool driverStops, float length)
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{
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started = true;
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for (int i = 1; i <= length; i++)
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{
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ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
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}
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//if (coin != null) return;
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//Play sound and animations
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//handAnimator.Play("Throw", 0, 0);
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//Game state says the hand is throwing the coin
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//isThrowing = true;
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//this.audienceReacting = audienceReacting;
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//coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
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//cowbell = ScheduleInput(beat, 0f, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
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//coin.perfectOnly = true;
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}
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public void CowbellSuccess(PlayerActionEvent caller, float state)
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{
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HitCowbell();
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//print(state);
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if(Math.Abs(state) >= 0.5)
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{
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driverAnimator.Play("Disturbed", -1, 0);
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}
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else
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{
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driverAnimator.Play("Idle", -1, 0);
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}
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}
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public void CowbellMiss(PlayerActionEvent caller)
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{
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//HitCowbell();
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driverAnimator.Play("Angry1", -1, 0);
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}
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public void CowbellEmpty(PlayerActionEvent caller)
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{
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//HitCowbell();
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}
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public void CountIn(float beat, float length)
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{
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for (int i = 0; i <= length; i++)
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{
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if(i % 2 == 0)
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{
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Jukebox.PlayOneShotGame("tunnel/en/one", beat+i);
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print("cueing one at " + (beat + i));
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}
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else
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{
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Jukebox.PlayOneShotGame("tunnel/en/two", beat+i);
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print("cueing two at " + (beat + i));
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}
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}
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}
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}
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}
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