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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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4a92db679a
* Karate Man - Object through sound changed from GBA to Fever/Megamix it bothers me * Marching Orders - Face Turn Inputs and More i said it will be back in action in around november, it's less than 10 days close to november anyway, plus the inputs are easy peasy * Fixing March Animations slight error Co-authored-by: minenice55 <star.elementa@gmail.com>
349 lines
15 KiB
C#
349 lines
15 KiB
C#
//notes:
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// CURRENT STATE
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// - rework on the marching cadet code (it sucks)
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// - see space soccer, mr upbeat, tunnel for keep-the-beat codes
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// - figure how to do custom bg changes when the upscaled textures are finished (see karate man, launch party once it releases)
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// - will use a textbox without going through the visual options but i wonder how..?? (see first contact if ever textboxes are implemented in said minigame)
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// AFTER FEATURE COMPLETION
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// - delete all notes once the minigame is considered feature-complete
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// - polish. like a lot of polish
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// - of course, assetbundles!
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 AgbMarcherLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
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defaultLength = 1f,
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resizable = true
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},
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new GameAction("marching", "Cadets March")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("attention", "Attention...")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
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defaultLength = 2.25f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
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},
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new GameAction("march", "March!")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}
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},
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new GameAction("halt", "Halt!")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);}
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},
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new GameAction("face turn", "Direction to Turn")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
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new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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}
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},
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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 Scripts_MarchingOrders;
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public class MarchingOrders : Minigame
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{
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//code is just copied from other minigame code, i will polish them later
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[Header("References")]
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public Animator Sarge;
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public Animator Steam;
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public Animator Cadet1;
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public Animator Cadet2;
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public Animator Cadet3;
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public Animator CadetPlayer;
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public Animator CadetHead1;
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public Animator CadetHead2;
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public Animator CadetHead3;
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public Animator CadetHeadPlayer;
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public GameObject Player;
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public GameEvent bop = new GameEvent();
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public GameEvent noBop = new GameEvent();
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public GameEvent marching = new GameEvent();
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private int marchOtherCount;
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private int marchPlayerCount;
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private int turnLength;
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public static MarchingOrders instance;
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public enum DirectionFaceTurn
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{
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Right,
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Left,
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}
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public enum FaceTurnLength
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{
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Normal,
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Fast,
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}
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
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{
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if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
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Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
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CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1))
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{
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if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
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{
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marchOtherCount += 1;
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var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
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Jukebox.PlayOneShotGame("marchingOrders/stepOther");
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Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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}
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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Jukebox.PlayOneShot("miss");
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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Steam.DoScaledAnimationAsync("Steam", 0.5f);
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marchPlayerCount += 1;
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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Jukebox.PlayOneShotGame("marchingOrders/stepOther");
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CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
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}
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}
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public void Bop(float beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void CadetsMarch(float beat, float length)
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{
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marching.length = length;
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marching.startBeat = beat;
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}
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public void SargeAttention(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/attention1", beat),
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new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
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new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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});
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}
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public void SargeMarch(float beat)
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{
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marchOtherCount = 0;
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marchPlayerCount = 0;
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/march1", beat),
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new MultiSound.Sound("marchingOrders/march2", beat + 1f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
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});
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}
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public void SargeHalt(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/halt1", beat),
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new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
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new MultiSound.Sound("marchingOrders/stepOther", beat + 1f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("Halt", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("Halt", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("Halt", 0.5f);}),
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});
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}
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public void SargeFaceTurn(float beat, int type, int type2)
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{
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switch (type2)
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{
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case (int) MarchingOrders.FaceTurnLength.Fast:
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turnLength = 0;
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break;
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default:
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turnLength = 1;
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break;
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}
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switch (type)
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{
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case (int) MarchingOrders.DirectionFaceTurn.Left:
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, LeftMiss, LeftThrough);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}),
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});
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break;
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default:
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightThrough);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/faceTurnOther", beat + turnLength + 2f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}),
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});
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break;
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}
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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});
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}
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public static void AttentionSound(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/attention1", beat),
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new MultiSound.Sound("marchingOrders/attention2", beat + 0.25f),
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new MultiSound.Sound("marchingOrders/attention3", beat + 0.75f),
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}, forcePlay:true);
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}
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public static void MarchSound(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/march1", beat),
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new MultiSound.Sound("marchingOrders/march2", beat + 1f),
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}, forcePlay:true);
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}
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public static void HaltSound(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/halt1", beat),
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new MultiSound.Sound("marchingOrders/halt2", beat + 1f),
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}, forcePlay:true);
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}
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public void LeftSuccess(PlayerActionEvent caller, float state)
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{
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Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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}
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public void LeftMiss(PlayerActionEvent caller)
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{
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//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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}
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public void LeftThrough(PlayerActionEvent caller)
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{
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}
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public void RightSuccess(PlayerActionEvent caller, float state)
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{
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Jukebox.PlayOneShotGame("marchingOrders/faceTurnPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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}
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public void RightMiss(PlayerActionEvent caller)
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{
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//Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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}
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public void RightThrough(PlayerActionEvent caller)
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{
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}
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}
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}
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