mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
17b26aa598
* here do da fast one now * boom * lol * Epic beat timing change
505 lines
21 KiB
C#
505 lines
21 KiB
C#
//notes:
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// BEFORE NEW PROPS
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// - minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
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// - see fan club for separate prefabs (cadets) [DONE]
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// - temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
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// AFTER NEW PROPS
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// - testmod marching orders using speed
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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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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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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.BopAction(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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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.PreMarch(e.beat, e.length);
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},
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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 = 2f,
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preFunction = 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, e["toggle"]); },
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defaultLength = 2f,
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parameters = new List<Param>
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{
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new Param("toggle", false, "Disable Voice", "Disable the Drill Sergeant's call")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat, e["toggle"]);}
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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"], false); },
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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 the sergeant wants the cadets to face"),
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new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "The duration of the turning event"),
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//new Param("toggle", false, "Point", "Do the pointing animation instead of just the head turn")
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}
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},
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/*new GameAction("background", "Set the Background") colors aren't implemented yet
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BackgroundColorSet(e.beat, e["type"], e["type2"], e["colorDefault"], e["colorPipe"], e["colorFloor"], e["colorFill"]); },
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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("type", MarchingOrders.BackgroundColor.Blue, "Color", "The game Background Color"),
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new Param("type2", MarchingOrders.BackgroundType.SingleColor, "Color Type", "The way the color is applied to the background"),
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new Param("colorDefault", new Color(), "Wall Color", "Sets the color of the wall"),
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new Param("colorPipe", new Color(), "Pipes Color", "Sets the color of the pipes"),
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new Param("colorFloor", new Color(), "Floor Color", "Sets the color of the floor and conveyer belt"),
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new Param("colorFill", new Color(), "Fill Color", "Sets the fill color")
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}
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},*/
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}, // this cause problems with the background
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new List<string>() { "agb", "normal" },
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"agbmarcher", "en",
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new List<string>() { "en", "jp" }
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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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public static MarchingOrders instance;
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[Header("Sarge")]
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public Animator Sarge;
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public Animator Steam;
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[Header("Cadets")]
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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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[Header("Background")]
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public GameObject BGMain1;
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public SpriteRenderer Background;
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public SpriteRenderer Pipes;
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public SpriteRenderer Floor;
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public SpriteRenderer Wall;
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public SpriteRenderer Conveyor;
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[Header("Color Map")]
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public static Color pipesColor;
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public static Color floorColor;
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public static Color wallColor;
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public static Color fillColor;
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[Header("Game Events")]
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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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private int background;
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private float steamTime;
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static float wantMarch = float.MaxValue;
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static float wantMarchLength = 0f;
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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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public enum BackgroundColor
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{
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Blue,
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Yellow,
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Custom,
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}
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public enum BackgroundType
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{
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SingleColor,
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DifferentColor
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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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public void LeftSuccess(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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Jukebox.PlayOneShot("nearNiss");
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}
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else
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Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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}
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public void GenericMiss(PlayerActionEvent caller)
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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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}
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public void LeftEmpty(PlayerActionEvent caller) {}
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public void RightSuccess(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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Jukebox.PlayOneShot("nearNiss");
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}
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else
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Jukebox.PlayOneShotGame("marchingOrders/turnActionPlayer");
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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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}
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public void RightEmpty(PlayerActionEvent caller) {}
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public void MarchHit(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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Jukebox.PlayOneShot("nearNiss");
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}
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else
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Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
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marchPlayerCount++;
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CadetPlayer.DoScaledAnimationAsync(marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
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}
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public void MarchEmpty(PlayerActionEvent caller) {}
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public void HaltHit(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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Jukebox.PlayOneShot("nearNiss");
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}
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else
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Jukebox.PlayOneShotGame("marchingOrders/stepPlayer", volume: 0.25f);
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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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}
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public void HaltEmpty(PlayerActionEvent caller) {}
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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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var currBeat = cond.songPositionInBeats;
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if (cond.songPositionInBeatsAsDouble >= wantMarch)
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{
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PrepareMarch(wantMarch, wantMarchLength, true);
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wantMarch = float.MaxValue;
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}
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, true))
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{
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if (currBeat >= bop.startBeat && currBeat < bop.startBeat + bop.length)
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{
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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 (!IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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if (PlayerInput.Pressed())
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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++;
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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CadetPlayer.DoScaledAnimationAsync(marchPlayerAnim, 0.5f);
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}
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}
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if (!IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
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{
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if (PlayerInput.AltPressed())
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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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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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}
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}
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if (!IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN))
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{
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if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.LEFT))
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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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CadetHeadPlayer.DoScaledAnimationAsync("FaceL", 0.5f);
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}
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}
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if (!IsExpectingInputNow(InputType.DIRECTION_RIGHT_DOWN))
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{
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if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(PlayerInput.RIGHT))
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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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CadetHeadPlayer.DoScaledAnimationAsync("FaceR", 0.5f);
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}
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}
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}
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public void BopAction(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 static void PreMarch(float beat, float length)
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{
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wantMarch = beat - 1;
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wantMarchLength = length;
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}
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public void PrepareMarch(float beat, float length = 0, bool first = false)
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{
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if (GameManager.instance.currentGame != "marchingOrders")
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return;
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if (first)
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{
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marching.length = length;
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marching.startBeat = beat + 1;
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marchOtherCount = 0;
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marchPlayerCount = 0;
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}
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else
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{
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marchOtherCount++;
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Cadet1.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
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Cadet2.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
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Cadet3.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f);
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}
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if (beat + 1 < marching.startBeat + marching.length)
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{
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Debug.Log($"PrepareMarch next {beat + 1}, {marching.startBeat}, {marching.length}");
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1f, delegate {
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PrepareMarch(beat + 1);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/stepOther", beat + 1),
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}, true);
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}),
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});
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ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);
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}
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}
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public void SargeAttention(float beat)
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{
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BeatAction.New(gameObject, 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, bool noVoice)
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{
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marchOtherCount = 0;
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marchPlayerCount = 0;
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MarchSound(beat, noVoice);
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if (!noVoice)
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Sarge.DoScaledAnimationAsync("Talk", 0.5f);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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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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HaltSound(beat);
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ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, HaltEmpty);
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BeatAction.New(gameObject, 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, bool toggle)
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{
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string fastTurn = "";
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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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fastTurn = "fast";
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break;
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default:
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turnLength = 1;
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fastTurn = "";
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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, GenericMiss, LeftEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
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}, forcePlay: true);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);
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else Cadet1.DoScaledAnimationAsync("PointL"); }),
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new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);
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else Cadet2.DoScaledAnimationAsync("PointL");}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);
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else Cadet3.DoScaledAnimationAsync("PointL");}),
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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, GenericMiss, RightEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
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}, forcePlay: true);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);
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else Cadet1.DoScaledAnimationAsync("PointR");}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);
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else Cadet2.DoScaledAnimationAsync("PointR");}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { if (!toggle) CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);
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else Cadet3.DoScaledAnimationAsync("PointR");}),
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});
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break;
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}
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BeatAction.New(gameObject, 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 void BackgroundColorSet(float beat, int type, int colorType, Color wall, Color pipes, Color floor, Color fill)
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{
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background = type;
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if (colorType == (int) MarchingOrders.BackgroundColor.Custom)
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{
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pipesColor = pipes;
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floorColor = floor;
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wallColor = wall;
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fillColor = fill;
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}
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Pipes.color = pipesColor;
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UpdateMaterialColour(pipes, floor, wall);
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}
|
|
|
|
public static void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
|
|
{
|
|
pipesColor = mainCol;
|
|
floorColor = highlightCol;
|
|
wallColor = objectCol;
|
|
}*/
|
|
|
|
public static void AttentionSound(float beat)
|
|
{
|
|
PlaySoundSequence("marchingOrders", "zentai", beat - 1);
|
|
}
|
|
|
|
public static void MarchSound(float beat, bool noVoice)
|
|
{
|
|
if (!noVoice)
|
|
{
|
|
PlaySoundSequence("marchingOrders", "susume", beat);
|
|
}
|
|
}
|
|
|
|
public static void HaltSound(float beat)
|
|
{
|
|
PlaySoundSequence("marchingOrders", "tomare", beat);
|
|
}
|
|
}
|
|
}
|
|
|