mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
348a53b29b
* coin toss to see saw * all done * more stuffs
270 lines
10 KiB
C#
270 lines
10 KiB
C#
using HeavenStudio.Util;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class NtrCoinLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller)
|
|
{
|
|
return new Minigame("coinToss", "Coin Toss", "f9ec3b", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("toss", "Toss Coin")
|
|
{
|
|
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], eventCaller.currentEntity["toggle"]); },
|
|
defaultLength = 7,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"),
|
|
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
|
|
}
|
|
},
|
|
new GameAction("fade background color", "Background Color")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity;
|
|
CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); },
|
|
resizable = true,
|
|
defaultLength = 4f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "The starting color in the fade"),
|
|
new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
|
|
new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "The starting color in the fade"),
|
|
new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "The ending color in the fade"),
|
|
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
|
}
|
|
},
|
|
|
|
//left in for backwards-compatibility, but cannot be placed
|
|
new GameAction("set background color", "Set Background Color")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorA"], e["colorB"], e["colorB"], (int)Util.EasingFunction.Ease.Instant); },
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
|
|
new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
|
|
},
|
|
hidden = true
|
|
},
|
|
},
|
|
new List<string>() {"ntr", "aim"},
|
|
"ntrcoin", "en",
|
|
new List<string>() {}
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
//using Scripts_CoinToss;
|
|
public class CoinToss : Minigame
|
|
{
|
|
|
|
//Right now, you can only throw one coin at a time.
|
|
//..Which makes sense, you only have one coin in the original game
|
|
|
|
//Though it would need a bit of code rewrite to make it work with multiple coins
|
|
|
|
public static CoinToss instance { get; set; }
|
|
|
|
private static Color _defaultBgColor;
|
|
public static Color defaultBgColor
|
|
{
|
|
get
|
|
{
|
|
ColorUtility.TryParseHtmlString("#F7F742", out _defaultBgColor);
|
|
return _defaultBgColor;
|
|
}
|
|
}
|
|
|
|
|
|
private static Color _defaultFgColor;
|
|
public static Color defaultFgColor
|
|
{
|
|
get
|
|
{
|
|
ColorUtility.TryParseHtmlString("#FFFF83", out _defaultFgColor);
|
|
return _defaultFgColor;
|
|
}
|
|
}
|
|
|
|
[Header("Backgrounds")]
|
|
public SpriteRenderer fg;
|
|
public SpriteRenderer bg;
|
|
|
|
[Header("Animators")]
|
|
public Animator handAnimator;
|
|
|
|
public Boolean isThrowing;
|
|
|
|
public bool audienceReacting;
|
|
|
|
public PlayerActionEvent coin;
|
|
|
|
public enum CoinVariation
|
|
{
|
|
Default,
|
|
Cowbell,
|
|
}
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
isThrowing = false;
|
|
|
|
coin = null;
|
|
|
|
colorStart = defaultBgColor;
|
|
colorEnd = defaultBgColor;
|
|
colorStartF = defaultBgColor;
|
|
colorEndF = defaultBgColor;
|
|
BackgroundColorUpdate();
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
BackgroundColorUpdate();
|
|
}
|
|
|
|
public void TossCoin(double beat, int type, bool audienceReacting)
|
|
{
|
|
if (coin != null) return;
|
|
|
|
//Play sound and animations
|
|
SoundByte.PlayOneShotGame("coinToss/throw");
|
|
handAnimator.Play("Throw", 0, 0);
|
|
//Game state says the hand is throwing the coin
|
|
isThrowing = true;
|
|
|
|
switch (type)
|
|
{
|
|
case (int) CoinToss.CoinVariation.Cowbell:
|
|
//this was intentional. it was to avoid the throw and cowbells to go offbeat.
|
|
SoundByte.PlayOneShotGame("coinToss/cowbell1");
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("coinToss/cowbell2", beat + 1f, offset: 0.01f),
|
|
new MultiSound.Sound("coinToss/cowbell1", beat + 2f, offset: 0.01f),
|
|
new MultiSound.Sound("coinToss/cowbell2", beat + 3f, offset: 0.01f),
|
|
new MultiSound.Sound("coinToss/cowbell1", beat + 4f, offset: 0.01f),
|
|
new MultiSound.Sound("coinToss/cowbell2", beat + 5f, offset: 0.01f),
|
|
new MultiSound.Sound("coinToss/cowbell1", beat + 6f, offset: 0.01f),
|
|
});
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
this.audienceReacting = audienceReacting;
|
|
|
|
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
|
|
//coin.perfectOnly = true;
|
|
}
|
|
|
|
public void TossCoin(double beat)
|
|
{
|
|
if (coin != null) return;
|
|
|
|
//Play sound and animations
|
|
SoundByte.PlayOneShotGame("coinToss/throw");
|
|
handAnimator.Play("Throw", 0, 0);
|
|
//Game state says the hand is throwing the coin
|
|
isThrowing = true;
|
|
this.audienceReacting = false;
|
|
|
|
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
|
|
//coin.perfectOnly = true;
|
|
}
|
|
|
|
public void CatchSuccess(PlayerActionEvent caller, float state)
|
|
{
|
|
SoundByte.PlayOneShotGame("coinToss/catch");
|
|
if(this.audienceReacting) SoundByte.PlayOneShot("applause");
|
|
handAnimator.Play("Catch_success", 0, 0);
|
|
|
|
isThrowing = false;
|
|
}
|
|
|
|
public void CatchMiss(PlayerActionEvent caller)
|
|
{
|
|
SoundByte.PlayOneShot("miss");
|
|
if(this.audienceReacting) SoundByte.PlayOneShot("audience/disappointed");
|
|
handAnimator.Play("Pickup", 0, 0);
|
|
|
|
isThrowing = false;
|
|
}
|
|
|
|
public void CatchEmpty(PlayerActionEvent caller)
|
|
{
|
|
handAnimator.Play("Catch_empty", 0, 0);
|
|
isThrowing = false;
|
|
|
|
coin.CanHit(false);
|
|
}
|
|
|
|
private double colorStartBeat = -1;
|
|
private float colorLength = 0f;
|
|
private Color colorStart; //obviously put to the default color of the game
|
|
private Color colorEnd;
|
|
private Color colorStartF; //obviously put to the default color of the game
|
|
private Color colorEndF;
|
|
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
|
|
|
//call this in update
|
|
private void BackgroundColorUpdate()
|
|
{
|
|
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
|
|
|
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
|
|
|
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
|
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
|
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
|
|
|
bg.color = new Color(newR, newG, newB);
|
|
|
|
float newRF = func(colorStartF.r, colorEndF.r, normalizedBeat);
|
|
float newGF = func(colorStartF.g, colorEndF.g, normalizedBeat);
|
|
float newBF = func(colorStartF.b, colorEndF.b, normalizedBeat);
|
|
|
|
fg.color = new Color(newRF, newGF, newBF);
|
|
}
|
|
|
|
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetF, Color colorEndSetF, int ease)
|
|
{
|
|
colorStartBeat = beat;
|
|
colorLength = length;
|
|
colorStart = colorStartSet;
|
|
colorEnd = colorEndSet;
|
|
colorStartF = colorStartSetF;
|
|
colorEndF = colorEndSetF;
|
|
colorEase = (Util.EasingFunction.Ease)ease;
|
|
}
|
|
|
|
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
|
private void PersistColor(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("coinToss", new string[] { "fade background color" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count > 0)
|
|
{
|
|
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
|
var lastEvent = allEventsBeforeBeat[^1];
|
|
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["colorStartF"], lastEvent["colorEndF"], lastEvent["ease"]);
|
|
}
|
|
}
|
|
|
|
public override void OnPlay(double beat)
|
|
{
|
|
PersistColor(beat);
|
|
}
|
|
|
|
public override void OnGameSwitch(double beat)
|
|
{
|
|
PersistColor(beat);
|
|
}
|
|
}
|
|
}
|