mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +00:00
a5613f7fa8
* ready to pr i think Fixed Alphabetical Sorting. Fixed Chronological Sorting by adding a sorting value to every minigame. Added Sort By Usage. * i accidentally removed a bunch of work from yall oops this should fix that i think
226 lines
No EOL
9 KiB
C#
226 lines
No EOL
9 KiB
C#
using System.Collections;
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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.Games.Scripts_ForkLifter;
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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 RvlForkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("forkLifter", "Fork Lifter", "f1f1f1", false, false, new List<GameAction>()
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{
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new GameAction("flick", "Flick Food")
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{
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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ForkLifter.Flick(e.beat);
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},
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function = delegate {
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var e = eventCaller.currentEntity;
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ForkLifter.Flick(e.beat);
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ForkLifter.instance.FlickActive(e.beat, e["type"]);
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},
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defaultLength = 3,
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parameters = new List<Param>()
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{
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new Param("type", ForkLifter.FlickType.Pea, "Object", "Choose the object to be flicked.")
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},
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},
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new GameAction("prepare", "Prepare Hand")
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{
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function = delegate { ForkLifter.instance.ForkLifterHand.Prepare(eventCaller.currentEntity["mute"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Toggle if the prepare sound effect should play.")
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}
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},
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new GameAction("gulp", "Swallow")
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{
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function = delegate { ForkLifter.playerInstance.Eat(eventCaller.currentEntity["sfx"]); },
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parameters = new List<Param>()
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{
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new Param("sfx", ForkLifterPlayer.EatType.Default, "SFX", "Choose the SFX to play.")
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}
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},
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new GameAction("sigh", "Sigh")
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{
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function = delegate { SoundByte.PlayOneShot("games/forkLifter/sigh"); }
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},
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new GameAction("color", "Background Appearance")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("start", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("end", Color.white, "End Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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},
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},
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new GameAction("colorGrad", "Gradient Appearance")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColorGrad(e.beat, e.length, e["start"], e["end"], e["ease"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("start", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("end", Color.white, "End Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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},
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},
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},
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new List<string>() {"rvl", "normal"},
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"rvlfork", "en",
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new List<string>() {},
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chronologicalSortKey: 6
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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 Jukebox;
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using Scripts_ForkLifter;
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public class ForkLifter : Minigame
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{
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public enum FlickType
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{
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Pea,
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TopBun,
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Burger,
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BottomBun
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}
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public static ForkLifter instance;
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public static ForkLifterPlayer playerInstance => ForkLifterPlayer.instance;
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[Header("References")]
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public ForkLifterHand ForkLifterHand;
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[Header("Objects")]
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public Animator handAnim;
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public GameObject flickedObject;
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public SpriteRenderer peaPreview;
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[SerializeField] SpriteRenderer bg;
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[SerializeField] SpriteRenderer bgGradient;
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[SerializeField] SpriteRenderer viewerCircle;
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[SerializeField] SpriteRenderer playerShadow;
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[SerializeField] SpriteRenderer handShadow;
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public Sprite[] peaSprites;
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public Sprite[] peaHitSprites;
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private void Awake()
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{
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instance = this;
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}
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private void Update()
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{
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BackgroundColorUpdate();
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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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var actions = GameManager.instance.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] == "forkLifter");
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var actionsBefore = actions.FindAll(e => e.beat < beat);
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var lastColor = actionsBefore.FindLast(e => e.datamodel == "forkLifter/color");
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if (lastColor != null) {
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BackgroundColor(lastColor.beat, lastColor.length, lastColor["start"], lastColor["end"], lastColor["ease"]);
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}
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var lastColorGrad = actionsBefore.FindLast(e => e.datamodel == "forkLifter/colorGrad");
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if (lastColorGrad != null) {
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BackgroundColorGrad(lastColorGrad.beat, lastColorGrad.length, lastColorGrad["start"], lastColorGrad["end"], lastColorGrad["ease"]);
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}
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var tempFlicks = actions.FindAll(e => e.datamodel == "forkLifter/flick");
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foreach (var e in tempFlicks.FindAll(e => e.beat < beat && e.beat + 2 > beat)) {
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FlickActive(e.beat, e["type"]);
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}
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ForkLifterHand.allFlickEntities = tempFlicks.FindAll(e => e.beat >= beat);
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ForkLifterHand.CheckNextFlick();
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}
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public static void Flick(double beat)
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{
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var offset = SoundByte.GetClipLengthGame("forkLifter/zoomFast") - 0.03;
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SoundByte.PlayOneShotGame("forkLifter/zoomFast", beat + 2, offset: offset, forcePlay: true);
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SoundByte.PlayOneShotGame("forkLifter/flick", forcePlay: true);
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}
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public void FlickActive(double beat, int type)
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{
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handAnim.DoScaledAnimationFromBeatAsync("Hand_Flick", 0.5f, beat);
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ForkLifterHand.currentFlickIndex++;
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GameObject fo = Instantiate(flickedObject);
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fo.transform.parent = flickedObject.transform.parent;
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Pea pea = fo.GetComponent<Pea>();
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pea.startBeat = beat;
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pea.type = type;
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fo.SetActive(true);
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}
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private ColorEase bgColorEase = new(Color.white);
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private ColorEase gradColorEase = new(Color.white);
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//call this in update
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private void BackgroundColorUpdate()
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{
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bg.color =
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viewerCircle.color =
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handShadow.color = bgColorEase.GetColor();
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bgGradient.color =
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playerShadow.color = gradColorEase.GetColor();
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}
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public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
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{
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bgColorEase = new ColorEase(beat, length, startColor, endColor, ease);
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}
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public void BackgroundColorGrad(double beat, float length, Color startColor, Color endColor, int ease)
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{
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gradColorEase = new ColorEase(beat, length, startColor, endColor, ease);
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}
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//call this in OnPlay(double beat) and OnGameSwitch(double beat)
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "color" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
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}
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var allEventsBeforeBeatGrad = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "colorGrad" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeatGrad.Count > 0)
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{
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allEventsBeforeBeatGrad.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEventGrad = allEventsBeforeBeatGrad[^1];
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BackgroundColorGrad(lastEventGrad.beat, lastEventGrad.length, lastEventGrad["start"], lastEventGrad["end"], lastEventGrad["ease"]);
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}
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}
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}
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} |