mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 05:23:06 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
264 lines
9.4 KiB
C#
264 lines
9.4 KiB
C#
using HeavenStudio.Util;
|
|
using HeavenStudio.InputSystem;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
|
|
using DG.Tweening;
|
|
using NaughtyBezierCurves;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class NtrSamuraiLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller)
|
|
{
|
|
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("bop", "Bop")
|
|
{
|
|
function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("bop", true, "Bop", "Toggle if the child should bop for the duration of this event."),
|
|
new Param("bopAuto", false, "Bop (Auto)", "Toggle if the child should automatically bop until another Bop event is reached.")
|
|
}
|
|
},
|
|
new GameAction("melon", "Melon")
|
|
{
|
|
function = delegate
|
|
{
|
|
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Melon, (int) eventCaller.currentEntity["valA"], eventCaller.currentEntity["2b2t"]);
|
|
},
|
|
defaultLength = 5,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("2b2t", false, "Voxel Melon", "Toggle if the melon should be reskinned as a melon from a certain game."),
|
|
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the melon spills out when sliced."),
|
|
}
|
|
},
|
|
new GameAction("fish", "Fish")
|
|
{
|
|
function = delegate
|
|
{
|
|
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Fish, (int) eventCaller.currentEntity["valA"]);
|
|
},
|
|
defaultLength = 7,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."),
|
|
}
|
|
},
|
|
new GameAction("demon", "Demon")
|
|
{
|
|
function = delegate
|
|
{
|
|
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Demon, (int) eventCaller.currentEntity["valA"]);
|
|
},
|
|
defaultLength = 7,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
|
|
}
|
|
},
|
|
//backwards compatibility
|
|
new GameAction("spawn object", "Toss Object")
|
|
{
|
|
function = delegate
|
|
{
|
|
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], (int) eventCaller.currentEntity["valA"]);
|
|
},
|
|
defaultLength = 8,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
|
|
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
|
|
},
|
|
hidden = true
|
|
},
|
|
},
|
|
new List<string>() { "ntr", "normal" },
|
|
"ntrsamurai", "en",
|
|
new List<string>() { "en" }
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using JetBrains.Annotations;
|
|
using Scripts_NtrSamurai;
|
|
|
|
public class SamuraiSliceNtr : Minigame
|
|
{
|
|
public enum ObjectType
|
|
{
|
|
Melon,
|
|
Fish,
|
|
Demon,
|
|
Melon2B2T,
|
|
}
|
|
|
|
public enum WhoBops
|
|
{
|
|
Samurai = 2,
|
|
Children = 1,
|
|
Both = 0,
|
|
None = 3
|
|
}
|
|
|
|
[Header("References")]
|
|
public NtrSamurai player;
|
|
public GameObject launcher;
|
|
public GameObject objectPrefab;
|
|
public GameObject childParent;
|
|
public Transform objectHolder;
|
|
|
|
public BezierCurve3D InCurve;
|
|
public BezierCurve3D LaunchCurve;
|
|
public BezierCurve3D LaunchHighCurve;
|
|
|
|
public BezierCurve3D NgLaunchCurve;
|
|
public BezierCurve3D DebrisLeftCurve;
|
|
public BezierCurve3D DebrisRightCurve;
|
|
public BezierCurve3D NgDebrisCurve;
|
|
|
|
//game scene
|
|
public static SamuraiSliceNtr instance;
|
|
|
|
public GameEvent bop = new GameEvent();
|
|
|
|
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);
|
|
}
|
|
|
|
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_AltDown =
|
|
new("NtrSamuraiAltDown", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
|
|
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
|
|
public static PlayerInput.InputAction InputAction_AltUp =
|
|
new("NtrSamuraiAltUp", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
|
|
IA_PadAltRelease, IA_TouchBasicRelease, IA_BatonAltRelease);
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
SetupBopRegion("samuraiSliceNtr", "bop", "bopAuto", false);
|
|
}
|
|
|
|
public override void OnBeatPulse(double beat)
|
|
{
|
|
if (BeatIsInBopRegion(beat)) childParent.GetComponent<NtrSamuraiChild>().Bop();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (PlayerInput.GetIsAction(InputAction_AltDown))
|
|
DoStep();
|
|
if (PlayerInput.GetIsAction(InputAction_AltUp) && player.IsStepping())
|
|
DoUnStep();
|
|
if (PlayerInput.GetIsAction(InputAction_FlickPress))
|
|
DoSlice();
|
|
}
|
|
|
|
public void Bop(double beat, float length, bool whoBops, bool whoBopsAuto)
|
|
{
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate { BopSingle(whoBops); })
|
|
});
|
|
}
|
|
}
|
|
|
|
void BopSingle(bool whoBops)
|
|
{
|
|
if (whoBops)
|
|
{
|
|
childParent.GetComponent<NtrSamuraiChild>().Bop();
|
|
}
|
|
}
|
|
|
|
public void DoStep()
|
|
{
|
|
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
|
|
player.Step(false);
|
|
launcher.GetComponent<Animator>().Play("Launch", -1, 0);
|
|
}
|
|
|
|
public void DoUnStep()
|
|
{
|
|
player.Step(true);
|
|
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
|
}
|
|
|
|
public void DoSlice()
|
|
{
|
|
if (player.IsStepping())
|
|
{
|
|
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
|
}
|
|
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
|
|
player.Slash();
|
|
}
|
|
|
|
public void Bop(double beat, float length)
|
|
{
|
|
bop.length = length;
|
|
bop.startBeat = beat;
|
|
}
|
|
|
|
public void ObjectIn(double beat, int type = (int)ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
|
|
{
|
|
var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
|
|
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
|
|
mobjDat.startBeat = beat;
|
|
mobjDat.type = funnyMinecraft ? (int)ObjectType.Melon2B2T : type;
|
|
mobjDat.holdingCash = value;
|
|
|
|
mobj.SetActive(true);
|
|
|
|
SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
|
|
}
|
|
|
|
public NtrSamuraiChild CreateChild(double beat)
|
|
{
|
|
var mobj = GameObject.Instantiate(childParent, objectHolder);
|
|
var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
|
|
mobjDat.startBeat = beat;
|
|
mobjDat.isMain = false;
|
|
|
|
mobjDat.Bop();
|
|
|
|
mobj.SetActive(true);
|
|
mobj.GetComponent<SortingGroup>().sortingOrder = 7;
|
|
|
|
return mobjDat;
|
|
}
|
|
}
|
|
}
|