mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +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
234 lines
10 KiB
C#
234 lines
10 KiB
C#
using System.Collections.Generic;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using UnityEngine;
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using TMPro;
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using DG.Tweening;
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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 AgbMannequinFactoryLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("mannequinFactory", "Mannequin Factory", "554899", false, false, new List<GameAction>()
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{
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new GameAction("headOut", "Send Head Out")
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{
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inactiveFunction = delegate {
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MannequinFactory.HeadOutSFX(eventCaller.currentEntity.beat, 0);
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},
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function = delegate {
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MannequinFactory.HeadOutSFX(eventCaller.currentEntity.beat, 0);
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) {
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instance.HeadOut(eventCaller.currentEntity.beat, 0);
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}
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},
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defaultLength = 7,
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},
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new GameAction("misalignedHeadOut", "Send Misaligned Head Out")
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{
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inactiveFunction = delegate {
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MannequinFactory.HeadOutSFX(eventCaller.currentEntity.beat, 1);
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},
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function = delegate {
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MannequinFactory.HeadOutSFX(eventCaller.currentEntity.beat, 1);
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) {
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instance.HeadOut(eventCaller.currentEntity.beat, 1);
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}
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},
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defaultLength = 7,
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},
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new GameAction("randomHeadOut", "Send Random Head Out")
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{
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// inactiveFunction = delegate {
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// int random = Random.Range(0, 2);
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// MannequinFactory.HeadOutSFX(eventCaller.currentEntity.beat, random);
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// },
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function = delegate {
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int random = Random.Range(0, 2);
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MannequinFactory.HeadOutSFX(eventCaller.currentEntity.beat, random);
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) {
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instance.HeadOut(eventCaller.currentEntity.beat, random);
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}
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},
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defaultLength = 7,
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},
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new GameAction("changeText", "Change Text")
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{
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) {
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instance.SignText.text = eventCaller.currentEntity["text"];
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}
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},
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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("text", "Mannequin Factory", "Text", "The text to be displayed on the sign"),
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}
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},
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new GameAction("bgColor", "Change Background Color")
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{
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out MannequinFactory instance)) {
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var e = eventCaller.currentEntity;
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instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]);
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}
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},
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parameters = new List<Param>()
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{
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new Param("colorStart", new Color(0.97f, 0.94f, 0.51f, 1f), "Start Color", "The color to start fading from."),
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new Param("colorEnd", new Color(0.97f, 0.94f, 0.51f, 1f), "End Color", "The color to end the fade."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease to use for color fade", new() {
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new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "colorStart" }),
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}),
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},
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resizable = true
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},
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},
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new List<string>() {"agb", "normal"},
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"agbmannequin", "en",
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new List<string>() {},
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chronologicalSortKey: 104
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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_MannequinFactory;
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public class MannequinFactory : Minigame
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{
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[Header("Animators")]
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public Animator HandAnim;
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public Animator StampAnim;
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[Header("References")]
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[SerializeField] SpriteRenderer bg;
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public TMP_Text SignText;
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public GameObject MannequinHeadObject;
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public double slapScheduledBeat = double.MinValue;
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorStart, colorEnd = new Color(0.97f, 0.94f, 0.51f, 1f); // default bg color
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private Util.EasingFunction.Ease colorEase;
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protected static bool IA_PadLeft(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt);
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}
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public static PlayerInput.InputAction InputAction_First =
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new("AgbMannequinFactoryTouchFirst", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadLeft, IA_TouchFlick, IA_Empty);
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public static PlayerInput.InputAction InputAction_Second =
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new("AgbMannequinFactoryTouchSecond", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadBasicPress, IA_TouchBasicPress, IA_Empty);
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private void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_First) && !IsExpectingInputNow(InputAction_First)
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&& !HandAnim.IsPlayingAnimationNames("SlapEmpty", "SlapJust"))
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{
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HandAnim.DoScaledAnimationAsync("SlapEmpty", 0.3f);
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}
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bool canSlap = PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || slapScheduledBeat < conductor.songPositionInBeatsAsDouble;
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if (PlayerInput.GetIsAction(InputAction_Second) && !IsExpectingInputNow(InputAction_Second)
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&& !StampAnim.IsPlayingAnimationNames("StampEmpty", "StampJust") && canSlap)
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{
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StampAnim.DoScaledAnimationAsync("StampEmpty", 0.3f);
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}
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
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var func = Util.EasingFunction.GetEasingFunction(colorEase);
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float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
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float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
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float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
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bg.color = new Color(newR, newG, newB);
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}
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public override void OnPlay(double beat) => StartGame(beat, true);
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public override void OnGameSwitch(double beat) => StartGame(beat, false);
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private void StartGame(double beat, bool isPlay)
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{
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var events = gameManager.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] == "mannequinFactory");
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foreach (var e in events)
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{
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if (e.beat < beat && e.beat + 2.75 > beat && e.datamodel is "mannequinFactory/headOut" or "mannequinFactory/misalignedHeadOut" /* or "mannequinFactory/randomHeadOut" */) {
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int cueType = e.datamodel switch {
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"mannequinFactory/headOut" => 0,
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"mannequinFactory/misalignedHeadOut" => 1,
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"mannequinFactory/randomHeadOut" or _ => Random.Range(0, 2),
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};
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HeadOut(e.beat, cueType);
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if (isPlay) {
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HeadOutSFX(e.beat, cueType, beat);
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}
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}
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}
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var bg = events.FindLast(e => e.datamodel == "mannequinFactory/bgColor" && e.beat < beat);
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if (bg != null) {
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BackgroundColor(bg.beat, bg.length, bg["colorStart"], bg["colorEnd"], bg["ease"]);
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} else {
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Color color = new Color(0.97f, 0.94f, 0.51f, 1f);
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BackgroundColor(0, 0, color, color, (int)EasingFunction.Ease.Instant);
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}
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}
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public static void HeadOutSFX(double beat, int cueType, double fromBeat = 0)
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{
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var sfx = new List<MultiSound.Sound>() {
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new("mannequinFactory/drum", beat ),
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new("mannequinFactory/drum", beat + 0.5),
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new("mannequinFactory/drum", beat + 1.5),
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new("mannequinFactory/drum", beat + 2 ),
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new("mannequinFactory/whoosh", beat + 5),
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};
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if (cueType == 0) {
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for (int i = 0; i < 7; i++) {
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sfx.Add(new($"mannequinFactory/drumroll{i + 1}", beat + 3 + (i * 0.1667)));
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}
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} else {
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sfx.AddRange(new MultiSound.Sound[] {
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new("mannequinFactory/drum", beat + 0.75),
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new("mannequinFactory/drum", beat + 1 ),
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new("mannequinFactory/whoosh", beat + 3),
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});
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}
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sfx.Sort((x, y) => x.beat.CompareTo(y.beat));
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sfx.RemoveAll(x => x.beat < fromBeat);
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if (sfx.Count > 0) {
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MultiSound.Play(sfx.ToArray(), forcePlay: true);
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}
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}
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public void HeadOut(double beat, int cueType)
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{
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MannequinHead head = Instantiate(MannequinHeadObject, transform).GetComponent<MannequinHead>();
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head.game = this;
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head.startBeat = beat;
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head.needSlap = cueType == 1;
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}
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public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
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{
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colorStartBeat = beat;
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colorLength = length;
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colorStart = colorStartSet;
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colorEnd = colorEndSet;
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colorEase = (Util.EasingFunction.Ease)ease;
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}
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}
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}
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