mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
e6ca67b4de
* slot monster GO!
* Rearrangement
+ work on prep anim
* A bit more anim work
* oops
* oops! again!
* grayscale buttons
* basic code + sfx
huzzah!
* bg
* unassigned animation clip, oops
* basic logic, sfx
🤩
* more anim stuff
slowly
* tweaks
no the bounce on the release anim isnt done that crap is way too elastic rn
* icon
* eye sprites!! ill do more later
* baby's first text changes
* push before i revert the prepare
* flash/inputs actually working, create SlotButton.cs
flash now lerps in the SlotButton class, which makes things so. so much easier.
* coin pile,,,
(+ some tweaked anims, may further tweak)
* test block is kil
oops
* slight eyes rework + early barely anims
kill
* fixed eye 3
i am foolish
* eye barelies, consecutive c&rs
we're so close!
* reimport spritesheet
goodbye spritesheet weirdness
* Revert "reimport spritesheet"
This reverts commit f7bd24d14970467fc85a806b60b0fdb9b51b437d.
* okay reimported for realsies this time
* lose anim + larger coins
* I'm stupid + button tweaks
* READY FOR RECORDING
particles, win animation, etc.
* fix particles
* so close to being done :(( but weird input bug
* cleaning up
fix some bugs, add some stuff. this is almost ready for pr!!
* ITS DONE... FINALLY DONE...
* oops star tweak
* ass buns
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
359 lines
No EOL
15 KiB
C#
359 lines
No EOL
15 KiB
C#
using System;
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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 HeavenStudio.InputSystem;
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using Jukebox;
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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 NtrSlotMonsterLoader
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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("slotMonster", "Slot Monster", "d10914", false, false, new List<GameAction>()
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{
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new GameAction("startInterval", "Start Interval")
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{
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
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var e = eventCaller.currentEntity;
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instance.StartInterval(e, e["auto"], e["eyeType"], 0);
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}
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},
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defaultLength = 3f,
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resizable = true,
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preFunctionLength = 1,
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priority = 2,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."),
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new Param("eyeType", SlotMonster.EyeTypes.Random, "Eye Sprite", "Set the eye sprite to be used."),
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},
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},
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new GameAction("slot", "Slot")
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{
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inactiveFunction = delegate {
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// SoundByte.PlayOneShotGame("slotMonster/start_touch", eventCaller.currentEntity.beat, forcePlay: true);
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SoundByte.PlayOneShotGame("slotMonster/start_touch", forcePlay: true);
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},
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defaultLength = 0.5f,
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priority = 1,
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parameters = new List<Param>()
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{
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new Param("drum", SlotMonster.DrumTypes.Default, "Drum SFX", "Set the drum SFX to be used. Default is Bass on the beat, and Snare off the beat.")
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},
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},
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new GameAction("passTurn", "Pass Turn")
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{
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
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var e = eventCaller.currentEntity;
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instance.PassTurn(e.beat, e.length);
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}
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},
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defaultLength = 1f,
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priority = 1,
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},
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new GameAction("buttonColor", "Button Color")
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{
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
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var e = eventCaller.currentEntity;
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instance.ButtonColor(new Color[] { e["button1"], e["button2"], e["button3"] }, e["flash"]);
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}
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},
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defaultLength = 1f,
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priority = 1,
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parameters = new List<Param>()
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{
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new Param("button1", new Color(0.38f, 0.98f, 0.25f), "Button 1 Color", "Set the color of the first button."),
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new Param("button2", new Color(0.8f, 0.28f, 0.95f), "Button 2 Color", "Set the color of the second button."),
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new Param("button3", new Color(0.87f, 0f, 0f), "Button 3 Color", "Set the color of the third button."),
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new Param("flash", new Color(1f, 1f, 0.68f), "Button Flash Color", "Set the color of the flash of the buttons."),
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},
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},
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new GameAction("gameplayModifiers", "Gameplay Modifiers")
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{
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out SlotMonster instance)) {
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var e = eventCaller.currentEntity;
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instance.GameplayModifiers(e["lottery"], e["lotteryAmount"], e["lotterySpeed"], e["stars"]);
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}
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},
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defaultLength = 0.5f,
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priority = 1,
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parameters = new List<Param>()
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{
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new Param("lottery", true, "Lottery", "Toggle if the win particles should play after a successful sequence.", new() {
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "lotteryAmount", "lotterySpeed", "stars" }),
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}),
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new Param("lotteryAmount", new EntityTypes.Float(0, 10, 1), "Lottery Amount", "Set the amount of win particles."),
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new Param("lotterySpeed", new EntityTypes.Float(0.5f, 3, 1), "Lottery Speed", "Set the speed of the win particles."),
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new Param("stars", false, "Use Stars", "Use stars instead of coins? (From the Korean version of RH DS)"),
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},
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},
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},
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new List<string>() { "ntr", "normal" },
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"ntrslotmonster", "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 System.Linq;
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using Scripts_SlotMonster;
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public class SlotMonster : Minigame
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{
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public enum DrumTypes
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{
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Default,
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Bass,
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Snare,
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}
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public enum EyeTypes
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{
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Random,
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Note,
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Ring,
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Cake,
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Flower,
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Beverage,
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Mushroom,
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Key,
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Ribbon,
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Hat,
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Barista,
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}
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[Header("Animators")]
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[SerializeField] Animator smAnim;
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[SerializeField] Animator[] eyeAnims;
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private int[] eyeSprites = new int[3];
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[Header("Objects")]
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[SerializeField] SlotButton[] buttons;
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[SerializeField] ParticleSystem winParticles;
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public Color buttonFlashColor = new(1f, 1f, 0.68f);
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private List<RiqEntity> gameEntities;
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private bool doWin = true;
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private bool inputsActive = false;
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private Sound rollingSound;
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private int currentEyeSprite = 1;
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private int maxButtons;
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private int currentButton;
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private void Awake()
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{
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foreach (var button in buttons) {
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button.Init(this);
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}
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}
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public override void OnPlay(double beat)
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{
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OnGameSwitch(beat);
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}
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public override void OnGameSwitch(double beat)
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{
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gameEntities = gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "slotMonster");
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foreach (RiqEntity e in gameEntities.FindAll(e => e.datamodel == "slotMonster/startInterval" && e.beat < beat && e.beat + e.length > beat)) {
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StartInterval(e, e["auto"], e["eyeType"], beat);
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}
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && inputsActive && !buttons[currentButton].pressed) {
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HitButton();
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ScoreMiss();
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}
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}
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private void LateUpdate()
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{
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currentButton = Array.FindIndex(buttons, button => !button.pressed);
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}
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private void HitButton(bool isHit = false, int timing = 0)
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{
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bool isLast = currentButton == maxButtons - 1;
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buttons[currentButton].Press(!isHit || timing != 0);
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for (int i = currentButton; i < (isLast ? 3 : currentButton + 1); i++)
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{
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if (eyeAnims[i].IsPlayingAnimationNames("Spin")) {
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int eyeSprite = currentEyeSprite;
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string anim = "EyeItem";
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if (!isHit) {
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do {
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eyeSprite = UnityEngine.Random.Range(1, 10);
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} while (eyeSprite == currentEyeSprite || eyeSprites.Contains(eyeSprite));
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eyeSprites[i] = eyeSprite;
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anim += eyeSprite;
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} else { // only do all this if it's actually a hit
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if (timing == -1) { // if the timing is early
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eyeSprite = (eyeSprite + 1) % 9;
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}
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anim += eyeSprite + 1;
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if (timing != 0) { // if it's a barely
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anim += "Barely";
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}
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}
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eyeAnims[i].Play(anim, 0, 0);
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}
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}
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bool isMiss = buttons.Any(x => x.missed);
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string hitSfx = "slotMonster/stop_" + (isLast && isHit && !isMiss ? "hit" : (currentButton + 1));
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SoundByte.PlayOneShotGame(hitSfx, forcePlay: true);
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if (isLast) {
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if (rollingSound != null) rollingSound.Stop();
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inputsActive = false;
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if (isHit && !isMiss) {
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smAnim.DoScaledAnimationAsync("Win", 0.5f);
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if (doWin) {
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SoundByte.PlayOneShotGame("slotMonster/win");
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winParticles.Play();
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}
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} else {
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smAnim.DoScaledAnimationAsync("Lose", 0.5f);
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}
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}
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}
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public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat)
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{
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if (rollingSound != null) rollingSound.Stop();
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List<RiqEntity> slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length);
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if (slotActions.Count <= 0) return;
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SoundByte.PlayOneShotGame("slotMonster/start_touch", forcePlay: true);
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smAnim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, si.beat);
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List<MultiSound.Sound> sounds = new();
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List<BeatAction.Action> actions = new();
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maxButtons = Mathf.Min(slotActions.Count, 3);
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for (int i = 0; i < maxButtons; i++) // limit to 3 actions
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{
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buttons[i].Ready();
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eyeAnims[i].Play("Idle", 0, 1);
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int whichSlot = i;
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RiqEntity slot = slotActions[whichSlot];
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if (slot.beat < gameSwitchBeat) continue;
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string sfx = "";
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if (slot["drum"] == (int)DrumTypes.Default) {
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sfx = slot.beat % 1 == 0 ? "bass" : "snare";
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} else {
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sfx = Enum.GetName(typeof(DrumTypes), (int)slot["drum"]).ToLower();
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}
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sounds.Add(new(sfx + "DrumNTR", slot.beat));
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actions.Add(new(slot.beat, delegate {
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buttons[whichSlot].TryFlash();
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}));
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}
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MultiSound.Play(sounds.ToArray(), false);
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BeatAction.New(this, actions);
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if (autoPass) {
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BeatAction.New(this, new() { new(si.beat + si.length, delegate {
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currentEyeSprite = eyeSprite == 0 ? UnityEngine.Random.Range(1, 10) : eyeSprite - 1;
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PassTurn(si.beat + si.length, 1, si.beat, si, slotActions);
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})});
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}
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}
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public void PassTurn(double beat, float length, double startBeat = -1, RiqEntity startInterval = null, List<RiqEntity> slotActions = null)
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{
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smAnim.DoScaledAnimationFromBeatAsync("Release", 0.5f, beat);
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for (int i = 0; i < eyeAnims.Length; i++) {
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eyeAnims[i].DoScaledAnimationAsync("Spin", 0.5f);
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}
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SoundByte.PlayOneShotGame("slotMonster/start_rolling", forcePlay: true);
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rollingSound = SoundByte.PlayOneShotGame("slotMonster/rolling", looping: true, forcePlay: true);
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startInterval ??= gameEntities.FindLast(e => e.datamodel == "slotMonster/startInterval" && e.beat + e.length < beat);
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if (startBeat < 0) {
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startBeat = startInterval.beat;
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}
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slotActions ??= gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length);
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List<BeatAction.Action> actions = new() {
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new(beat, delegate { inputsActive = true; })
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};
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for (int i = 0; i < Mathf.Min(slotActions.Count, 3); i++) // limit to 3 actions
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{
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int whichSlot = i;
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double slotBeat = slotActions[i].beat;
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actions.Add(new(beat + length + slotBeat - startBeat, delegate {
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buttons[whichSlot].TryFlash();
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}));
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buttons[whichSlot].input = ScheduleInput(beat, slotBeat - startBeat + length, InputAction_BasicPress, ButtonHit, i == slotActions.Count - 1 ? ButtonEndMiss : null, null, () => {
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return currentButton == whichSlot && !buttons[whichSlot].pressed;
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});
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}
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BeatAction.New(this, actions);
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}
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private void ButtonHit(PlayerActionEvent caller, float state)
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{
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int timing = state switch {
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>= 1f => -1,
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<= -1f => 1,
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_ => 0,
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};
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HitButton(true, timing);
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if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
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}
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private void ButtonEndMiss(PlayerActionEvent caller)
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{
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Debug.Log("miss i guess");
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if (rollingSound != null) rollingSound.Stop();
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inputsActive = false;
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smAnim.DoScaledAnimationAsync("Lose", 0.5f);
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foreach (var anim in eyeAnims) {
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if (anim.IsPlayingAnimationNames("Spin")) {
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anim.Play("Idle", 0, 1);
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}
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}
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}
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public void ButtonColor(Color[] colors, Color flashColor)
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{
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for (int i = 0; i < buttons.Length; i++) {
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buttons[i].color = colors[i];
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}
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buttonFlashColor = flashColor;
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}
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public void GameplayModifiers(bool lottery, float amount, float speed, bool stars)
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{
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var sheetAnim = winParticles.textureSheetAnimation;
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sheetAnim.frameOverTime = stars ? 1 : 0;
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var rotOverTime = winParticles.rotationOverLifetime;
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rotOverTime.z = new ParticleSystem.MinMaxCurve(stars ? -5 : 0, stars ? 5 : 0);
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var emission = winParticles.emission;
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emission.rateOverTime = amount * 13;
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var main = winParticles.main;
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main.simulationSpeed = speed;
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doWin = lottery;
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}
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}
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} |