HeavenStudioPlus/Assets/Scripts/Games/Tambourine/Tambourine.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 15:13:29 -04:00

431 lines
No EOL
16 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlTambourineLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tambourine", "Tambourine", "388cd0", false, false, new List<GameAction>()
{
new GameAction("beat intervals", "Start Interval")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.StartInterval(e.beat, e.length); },
defaultLength = 8f,
resizable = true,
priority = 1
},
new GameAction("shake", "Shake")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); },
defaultLength = 0.5f,
priority = 2
},
new GameAction("hit", "Hit")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); },
defaultLength = 0.5f,
priority = 2
},
new GameAction("pass turn", "Pass Turn")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.PassTurn(e.beat, e.length); },
defaultLength = 1f,
resizable = true,
priority = 3
},
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
parameters = new List<Param>()
{
new Param("whoBops", Tambourine.WhoBops.Both, "Who Bops", "Who will bop."),
new Param("whoBopsAuto", Tambourine.WhoBops.None, "Who Bops (Auto)", "Who will auto bop."),
},
resizable = true,
priority = 4
},
new GameAction("success", "Success")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.SuccessFace(e.beat); },
defaultLength = 1f,
priority = 4,
},
new GameAction("fade background", "Background Color")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length, e["instant"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("colorA", Color.white, "Start Color", "The starting color of the fade."),
new Param("colorB", Tambourine.defaultBGColor, "End Color", "The ending color of the fade."),
new Param("instant", false, "Instant", "Instantly set the color of the background to the start color?")
}
},
//backwards-compatibility
new GameAction("set background color", "Background Color")
{
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.ChangeBackgroundColor(e["colorA"], 0f); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("colorA", Tambourine.defaultBGColor, "Background Color", "The background color to change to.")
},
hidden = true
},
},
new List<string>() {"rvl", "repeat"},
"rvldrum", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
public class Tambourine : Minigame
{
private static Color _defaultBGColor;
public static Color defaultBGColor
{
get
{
ColorUtility.TryParseHtmlString("#388cd0", out _defaultBGColor);
return _defaultBGColor;
}
}
[Header("Components")]
[SerializeField] Animator handsAnimator;
[SerializeField] SpriteRenderer bg;
[SerializeField] Animator monkeyAnimator;
[SerializeField] ParticleSystem flowerParticles;
[SerializeField] GameObject happyFace;
[SerializeField] GameObject sadFace;
[SerializeField] Animator sweatAnimator;
[SerializeField] Animator frogAnimator;
[Header("Variables")]
bool intervalStarted;
double intervalStartBeat;
float beatInterval = 8f;
float misses;
bool frogPresent;
bool monkeyGoBop;
bool handsGoBop;
Tween bgColorTween;
public GameEvent bop = new GameEvent();
public enum WhoBops
{
Monkey,
Player,
Both,
None
}
static List<QueuedTambourineInput> queuedInputs = new List<QueuedTambourineInput>();
struct QueuedTambourineInput
{
public bool hit;
public double beatAwayFromStart;
}
public static Tambourine instance;
void Awake()
{
instance = this;
sweatAnimator.Play("NoSweat", 0, 0);
frogAnimator.Play("FrogExited", 0, 0);
handsAnimator.Play("Idle", 0, 0);
monkeyAnimator.Play("MonkeyIdle", 0, 0);
}
void OnDestroy()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
void Update()
{
if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
if (monkeyGoBop)
{
monkeyAnimator.Play("MonkeyBop", 0, 0);
}
if (handsGoBop)
{
handsAnimator.Play("Bop", 0, 0);
}
}
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
{
intervalStarted = false;
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
handsAnimator.Play("Shake", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
sweatAnimator.Play("Sweating", 0, 0);
SummonFrog();
ScoreMiss();
if (!intervalStarted)
{
sadFace.SetActive(true);
}
}
else if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
{
handsAnimator.Play("Smack", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
sweatAnimator.Play("Sweating", 0, 0);
SummonFrog();
ScoreMiss();
if (!intervalStarted)
{
sadFace.SetActive(true);
}
}
}
public void StartInterval(double beat, float interval)
{
intervalStartBeat = beat;
beatInterval = interval;
if (!intervalStarted)
{
DesummonFrog();
sadFace.SetActive(false);
//queuedInputs.Clear();
misses = 0;
intervalStarted = true;
}
}
public void MonkeyInput(double beat, bool hit)
{
if (!intervalStarted)
{
StartInterval(beat, beatInterval);
}
if (hit)
{
monkeyAnimator.Play("MonkeySmack", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/monkey/hit/{UnityEngine.Random.Range(1, 6)}");
}
else
{
monkeyAnimator.Play("MonkeyShake", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/monkey/shake/{UnityEngine.Random.Range(1, 6)}");
}
queuedInputs.Add(new QueuedTambourineInput()
{
hit = hit,
beatAwayFromStart = beat - intervalStartBeat,
});
}
public void PassTurn(double beat, float length)
{
if (queuedInputs.Count == 0) return;
monkeyAnimator.Play("MonkeyPassTurn", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}");
happyFace.SetActive(true);
intervalStarted = false;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); })
});
foreach (var input in queuedInputs)
{
if (input.hit)
{
ScheduleInput(beat, length + input.beatAwayFromStart, InputType.STANDARD_ALT_DOWN , JustHit, Miss , Nothing);
}
else
{
ScheduleInput(beat, length + input.beatAwayFromStart, InputType.STANDARD_DOWN, JustShake, Miss, Nothing);
}
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, 1, (int)WhoBops.Monkey, (int)WhoBops.None); })
});
}
queuedInputs.Clear();
}
public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
{
monkeyGoBop = whoBopsAuto == (int)WhoBops.Monkey || whoBopsAuto == (int)WhoBops.Both;
handsGoBop = whoBopsAuto == (int)WhoBops.Player || whoBopsAuto == (int)WhoBops.Both;
for (int i = 0; i < length; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
switch (whoBops)
{
case (int) WhoBops.Monkey:
monkeyAnimator.Play("MonkeyBop", 0, 0);
break;
case (int) WhoBops.Player:
handsAnimator.Play("Bop", 0, 0);
break;
case (int) WhoBops.Both:
monkeyAnimator.Play("MonkeyBop", 0, 0);
handsAnimator.Play("Bop", 0, 0);
break;
default:
break;
}
})
});
}
}
public void SuccessFace(double beat)
{
DesummonFrog();
if (misses > 0) return;
flowerParticles.Play();
SoundByte.PlayOneShotGame($"tambourine/player/turnPass/sweep");
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tambourine/player/turnPass/note1", beat),
new MultiSound.Sound("tambourine/player/turnPass/note2", beat + 0.1f),
new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.2f),
new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.3f),
}, forcePlay: true);
happyFace.SetActive(true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1, delegate { happyFace.SetActive(false); }),
});
}
public void JustHit(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
handsAnimator.Play("Smack", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
SoundByte.PlayOneShotGame("tambourine/miss");
sweatAnimator.Play("Sweating", 0, 0);
misses++;
if (!intervalStarted)
{
sadFace.SetActive(true);
}
return;
}
Success(true);
}
public void JustShake(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
handsAnimator.Play("Shake", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
SoundByte.PlayOneShotGame("tambourine/miss");
sweatAnimator.Play("Sweating", 0, 0);
misses++;
if (!intervalStarted)
{
sadFace.SetActive(true);
}
return;
}
Success(false);
}
public void Success(bool hit)
{
sadFace.SetActive(false);
if (hit)
{
handsAnimator.Play("Smack", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
}
else
{
handsAnimator.Play("Shake", 0, 0);
SoundByte.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
}
}
public void Miss(PlayerActionEvent caller)
{
SummonFrog();
sweatAnimator.Play("Sweating", 0, 0);
misses++;
if (!intervalStarted)
{
sadFace.SetActive(true);
}
}
public void ChangeBackgroundColor(Color color, float beats)
{
var seconds = Conductor.instance.secPerBeat * beats;
if (bgColorTween != null)
bgColorTween.Kill(true);
if (seconds == 0)
{
bg.color = color;
}
else
{
bgColorTween = bg.DOColor(color, seconds);
}
}
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
{
ChangeBackgroundColor(start, 0f);
if (!instant) ChangeBackgroundColor(end, beats);
}
public void SummonFrog()
{
if (frogPresent) return;
SoundByte.PlayOneShotGame("tambourine/frog");
frogAnimator.Play("FrogEnter", 0, 0);
frogPresent = true;
}
public void DesummonFrog()
{
if (!frogPresent) return;
frogAnimator.Play("FrogExit", 0, 0);
frogPresent = false;
}
public void Nothing(PlayerActionEvent caller) {}
}
}