mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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66499f5db1
Implemented Inactive Functions and made OnGameSwitch functional
444 lines
No EOL
33 KiB
C#
444 lines
No EOL
33 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using RhythmHeavenMania.Util;
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using RhythmHeavenMania.Games.ForkLifter;
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using RhythmHeavenMania.Games.ClappyTrio;
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using RhythmHeavenMania.Games.Spaceball;
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using RhythmHeavenMania.Games.KarateMan;
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using RhythmHeavenMania.Games.SpaceSoccer;
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using RhythmHeavenMania.Games.DJSchool;
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using RhythmHeavenMania.Games.RhythmTweezers;
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using RhythmHeavenMania.Games.RhythmRally;
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using RhythmHeavenMania.Games.BuiltToScaleDS;
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using RhythmHeavenMania.Games.TapTrial;
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using RhythmHeavenMania.Games.CropStomp;
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using RhythmHeavenMania.Games.WizardsWaltz;
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using RhythmHeavenMania.Games.MrUpbeat;
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using RhythmHeavenMania.Games.DrummingPractice;
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namespace RhythmHeavenMania
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{
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public class Minigames
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{
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public class Minigame
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{
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public string name;
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public string displayName;
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public string color;
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public GameObject holder;
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public bool threeD;
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public bool fxOnly;
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public List<GameAction> actions = new List<GameAction>();
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public Minigame(string name, string displayName, string color, bool threeD, bool fxOnly, List<GameAction> actions)
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{
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this.name = name;
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this.displayName = displayName;
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this.color = color;
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this.actions = actions;
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this.threeD = threeD;
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this.fxOnly = fxOnly;
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}
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}
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public class GameAction
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{
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public string actionName;
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public EventCallback function;
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public float defaultLength;
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public bool resizable;
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public List<Param> parameters;
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public bool hidden;
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public EventCallback inactiveFunction;
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/// <summary>
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/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
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/// <para>Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter.</para>
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/// </summary>
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/// <param name="actionName">Name of the block</param>
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/// <param name="function"><para>What the block does when read during playback</para>
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/// <para>Only does this if the game that it is associated with is loaded.</para></param>
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/// <param name="defaultLength">How long the block appears in the editor</param>
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/// <param name="resizable">Allows the user to resize the block</param>
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/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
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/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
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/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
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public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false, EventCallback inactiveFunction = null)
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{
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this.actionName = actionName;
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this.function = function;
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this.defaultLength = defaultLength;
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this.resizable = resizable;
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this.parameters = parameters;
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this.hidden = hidden;
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if(inactiveFunction == null) inactiveFunction = delegate { };
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this.inactiveFunction = inactiveFunction;
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}
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}
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[System.Serializable]
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public class Param
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{
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public string propertyName;
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public object parameter;
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public string propertyCaption;
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public string tooltip;
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/// <summary>
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/// A parameter that changes the function of a GameAction.
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/// </summary>
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/// <param name="propertyName">The name of the variable that's being changed. Must be one of the variables in <see cref="Beatmap.Entity"/></param>
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/// <param name="parameter">The value of the parameter</param>
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/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
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public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
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{
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this.propertyName = propertyName;
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this.parameter = parameter;
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this.propertyCaption = propertyCaption;
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this.tooltip = tooltip;
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}
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}
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public delegate void EventCallback();
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public static void Init(EventCaller eventCaller)
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{
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eventCaller.minigames = new List<Minigame>()
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{
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new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
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{
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new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
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new GameAction("end", delegate { Debug.Log("end"); }),
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new GameAction("skill star", delegate { }, 1f, true),
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new GameAction("flash", delegate
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{
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/*Color colA = eventCaller.currentEntity.colorA;
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Color colB = eventCaller.currentEntity.colorB;
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Color startCol = new Color(colA.r, colA.g, colA.b, eventCaller.currentEntity.valA);
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Color endCol = new Color(colB.r, colB.g, colB.b, eventCaller.currentEntity.valB);
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GameManager.instance.fade.SetFade(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, startCol, endCol, eventCaller.currentEntity.ease);*/
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}, 1f, true, new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color"),
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new Param("colorB", Color.white, "End Color"),
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new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
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new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease")
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} ),
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new GameAction("toggle inputs", delegate
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{
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GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
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}, 0.5f, true, new List<Param>()
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{
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new Param("toggle", true, "Enable Inputs")
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}),
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}),
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new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
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{
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new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List<Param>()
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{
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new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
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}),
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new GameAction("8 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e.type); }, 8f, true, new List<Param>()
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{
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new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
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}),
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new GameAction("count", delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }, 1f, false, new List<Param>()
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{
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new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}),
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new GameAction("cowbell", delegate { SoundEffects.Cowbell(); }, 1f),
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new GameAction("ready!", delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }, 2f, true),
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new GameAction("and", delegate {SoundEffects.And(); }, 0.5f),
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new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>()
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{
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}),
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("4 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
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new GameAction("4 beat count-in (cowbell)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, 4f, hidden: true),
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new GameAction("8 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
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new GameAction("8 beat count-in (cowbell)", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, 4f, hidden: true),
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new GameAction("one", delegate { SoundEffects.Count(0, false); }, 1f, hidden: true),
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new GameAction("one (alt)", delegate { SoundEffects.Count(0, true); }, 1f, hidden: true),
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new GameAction("two", delegate { SoundEffects.Count(1, false); }, 1f, hidden: true),
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new GameAction("two (alt)", delegate { SoundEffects.Count(1, true); }, 1f, hidden: true),
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new GameAction("three", delegate { SoundEffects.Count(2, false); }, 1f, hidden: true),
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new GameAction("three (alt)", delegate { SoundEffects.Count(2, true); }, 1f, hidden: true),
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new GameAction("four", delegate { SoundEffects.Count(3, false); }, 1f, hidden: true),
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new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
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new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
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}),
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new Minigame("forkLifter", "Fork Lifter", "FFFFFF", false, false, new List<GameAction>()
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{
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new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List<Param>()
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{
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new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked")
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}),
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new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f),
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new GameAction("gulp", delegate { ForkLifterPlayer.instance.Eat(); }),
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new GameAction("sigh", delegate { Jukebox.PlayOneShot("games/forkLifter/sigh"); }),
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("pea", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 0); }, 3, hidden: true),
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new GameAction("topbun", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 1); }, 3, hidden: true),
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new GameAction("burger", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 2); }, 3, hidden: true),
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new GameAction("bottombun", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 3); }, 3, hidden: true),
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}),
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new Minigame("clappyTrio", "The Clappy Trio", "29E7FF", false, false, new List<GameAction>()
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{
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new GameAction("clap", delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 3, true),
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new GameAction("bop", delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); } ),
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new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity.toggle ? 3 : 0); }, parameters: new List<Param>()
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{
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}),
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new GameAction("change lion count", delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(1, 8, 3), "Lion Count", "The amount of lions")
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}),
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// This is still here for backwards-compatibility but is hidden in the editor
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new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); }, hidden: true),
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}),
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new Minigame("spaceball", "Spaceball", "00A518", false, false, new List<GameAction>()
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{
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new GameAction("shoot", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, false, eventCaller.currentEntity.type); }, 2, false),
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new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); }, 3),
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new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); }, 1f, false, new List<Param>()
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{
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new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to")
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} ),
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new GameAction("alien", delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat); } ),
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new GameAction("camera", delegate { Spaceball.instance.OverrideCurrentZoom(); }, 4, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "The camera's zoom level (Lower value = Zoomed in)"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "The easing function to use while zooming")
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} ),
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new GameAction("prepare dispenser", delegate { Spaceball.instance.PrepareDispenser(); }, 1 ),
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}),
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new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
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new GameAction("hit", delegate
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{
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KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
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}, 2, false, new List<Param>()
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{
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new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire")
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}),
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new GameAction("bulb", delegate {
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var e = eventCaller.currentEntity;
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var c = KarateMan.instance.LightBulbColors[e.type];
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if(e.type == (int)KarateMan.LightBulbType.Custom) c = e.colorA;
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KarateMan.instance.Shoot(e.beat, 1, tint: c);
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}, 2, false, new List<Param>()
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{
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new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos"),
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new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom")
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}),
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new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
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new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
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new GameAction("hit3", delegate
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{
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var e = eventCaller.currentEntity;
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switch ((KarateMan.HitThree)e.type)
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{
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case KarateMan.HitThree.HitTwo: KarateMan.instance.Hit2(e.beat); break;
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case KarateMan.HitThree.HitThreeAlt: KarateMan.instance.Hit3(e.beat, true); break;
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case KarateMan.HitThree.HitFour: KarateMan.instance.Hit4(e.beat); break;
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default: KarateMan.instance.Hit3(e.beat); break;
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}
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}, 1f, false, new List<Param>()
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{
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new Param("type", KarateMan.HitThree.HitThree, "Type", "What should be called out")
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}),
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new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
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new GameAction("set background color", delegate {
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var e = eventCaller.currentEntity;
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var c = KarateMan.instance.BackgroundColors[e.type];
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if(e.type == (int)KarateMan.BackgroundType.Custom) c = e.colorA;
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KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
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}, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
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new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
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new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
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}),
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new GameAction("set background fx", delegate {
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KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
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}, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
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}),
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2, hidden: true),
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new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2, hidden: true),
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new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2, hidden: true),
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new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 999); }, 2, hidden: true),
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new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }, hidden: true),
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new GameAction("bgfxon", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
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new GameAction("bgfxoff", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.None); }, hidden: true),
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}),
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new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
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{
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new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat); }, 2f,
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inactiveFunction: delegate { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat); }),
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new GameAction("keep-up", delegate { }, 4f, true),
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new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
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{
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new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
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}),
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}),
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new Minigame("djSchool", "DJ School", "008c97", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { DJSchool.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
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new GameAction("and stop ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.AndStop(e.beat, e.toggle); }, 2.5f, false, new List<Param>()
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{
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new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
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}),
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new GameAction("break c'mon ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.BreakCmon(e.beat, e.type, e.toggle); }, 3f, false, new List<Param>()
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
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}),
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new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 3f, false, new List<Param>()
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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}),
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}),
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new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>()
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{
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new GameAction("start interval", delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
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new GameAction("short hair", delegate { RhythmTweezers.instance.SpawnHair(eventCaller.currentEntity.beat); }, 0.5f),
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new GameAction("long hair", delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); }, 0.5f),
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new GameAction("next vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.NextVegetable(e.beat, e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
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{
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
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} ),
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new GameAction("change vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
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{
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
|
|
} ),
|
|
new GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true),
|
|
new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f),
|
|
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List<Param>()
|
|
{
|
|
new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to")
|
|
} ),
|
|
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>()
|
|
{
|
|
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
|
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade")
|
|
} ),
|
|
}),
|
|
|
|
new Minigame("rhythmRally", "Rhythm Rally", "FFFFFF", true, false, new List<GameAction>()
|
|
{
|
|
new GameAction("bop", delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
|
|
new GameAction("whistle", delegate { RhythmRally.instance.PlayWhistle(); }, 0.5f),
|
|
new GameAction("toss ball", delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); }, 2f),
|
|
new GameAction("rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); }, 4f, true),
|
|
new GameAction("slow rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); }, 8f, true),
|
|
new GameAction("fast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast); }, 6f),
|
|
new GameAction("superfast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast); }, 12f),
|
|
new GameAction("pose", delegate { RhythmRally.instance.Pose(); }, 0.5f),
|
|
new GameAction("camera", delegate {
|
|
var e = eventCaller.currentEntity;
|
|
var rotation = new Vector3(0, e.valA, 0);
|
|
RhythmRally.instance.ChangeCameraAngle(rotation, e.valB, e.length, (Ease)e.type, (RotateMode)e.type2);
|
|
}, 4, true, new List<Param>() {
|
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"),
|
|
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"),
|
|
new Param("type", Ease.Linear, "Ease", "The easing function to use"),
|
|
new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
|
|
} ),
|
|
}),
|
|
new Minigame("builtToScaleDS", "Built To Scale (DS)", "00BB00", true, false, new List<GameAction>()
|
|
{
|
|
new GameAction("spawn blocks", delegate { }, 1f, true),
|
|
new GameAction("play piano", delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.type); }, 1f, true, new List<Param>()
|
|
{
|
|
new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched")
|
|
} ),
|
|
}),
|
|
new Minigame("tapTrial", "Tap Trial \n<color=#eb5454>[WIP don't use]</color>", "93ffb3", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("tap", delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
|
new GameAction("double tap", delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
|
new GameAction("triple tap", delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); }, 4.0f, false),
|
|
new GameAction("jump tap", delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
|
new GameAction("final jump tap", delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
|
}),
|
|
new Minigame("cropStomp", "Crop Stomp", "BFDEA6", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("start marching", delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); }, 2f, false, inactiveFunction: delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }),
|
|
new GameAction("veggies", delegate { }, 4f, true),
|
|
new GameAction("mole", delegate { }, 2f, false),
|
|
}),
|
|
new Minigame("wizardsWaltz", "Wizard's Waltz \n<color=#adadad>(Mahou Tsukai)</color>", "FFEF9C", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("start interval", delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
|
|
new GameAction("plant", delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); }, 0.5f, false),
|
|
}),
|
|
new Minigame("mrUpbeat", "Mr. Upbeat", "FFFFFF", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("prepare", delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, 0.5f, true, inactiveFunction: delegate { MrUpbeat.Beep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }),
|
|
new GameAction("go", delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); }, 4f, true),
|
|
new GameAction("ding!", delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity.toggle); }, 0.5f, parameters: new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Applause")
|
|
}),
|
|
}),
|
|
new Minigame("drummingPractice", "Drumming Practice", "2BCF33", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true),
|
|
new GameAction("drum", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e.toggle); }, 2f, parameters: new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
|
|
}),
|
|
new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.toggle); }, 0.5f, parameters: new List<Param>()
|
|
{
|
|
new Param("type", DrummingPractice.MiiType.GuestA, "Mii", "The Mii that the player will control"),
|
|
new Param("toggle", false, "Set All", "Whether all Miis should be set")
|
|
}),
|
|
|
|
}),
|
|
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
|
{
|
|
}),
|
|
new Minigame("sneakySpirits", "Sneaky Spirits", "B888F8", new List<GameAction>()
|
|
{
|
|
}),
|
|
new Minigame("munchyMonk", "Munchy Monk", "B888F8", new List<GameAction>()
|
|
{
|
|
}),
|
|
new Minigame("airRally", "Air Rally", "B888F8", new List<GameAction>()
|
|
{
|
|
}),
|
|
new Minigame("ringside", "Ringside", "B888F8", new List<GameAction>()
|
|
{
|
|
}),
|
|
new Minigame("workingDough", "Working Dough", "B888F8", new List<GameAction>()
|
|
{
|
|
})*/
|
|
};
|
|
}
|
|
}
|
|
} |