mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +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
384 lines
No EOL
14 KiB
C#
384 lines
No EOL
14 KiB
C#
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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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 RvlClapTrapLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("clapTrap", "Clap Trap", "FFf362B", false, false, new List<GameAction>()
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{
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new GameAction("clap", "Clap")
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{
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function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Clap(e.beat, e.length, e["sword"], e["spotlight"]);},
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("sword", ClapTrap.ClapType.Hand, "Object", "The evil, giant object attempting to karate chop the doll."),
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//new Param("sighBeat", new EntityTypes.Float(2, 100), "Sigh Beat", "The slapper attempting to hit the doll"),
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new Param("spotlight", true, "Spotlight", "Toggle if the spotlight should appear."),
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}
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},
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new GameAction("doll animations", "Doll Animations")
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{
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function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.DollAnimations(e.beat, e["animate"]);},
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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("animate", ClapTrap.DollAnim.Inhale, "Animation", "The animation that the doll will play."),
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}
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},
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new GameAction("spotlight", "Force Spotlight")
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{
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function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Spotlight(e["force"]);},
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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("force", true, "Force Spotlight", "Toggle if the spotlight should appear."),
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}
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},
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new GameAction("background color", "Background Colors")
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{
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function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.BackgroundColor(e["bgColor"], e["bgColorEnd"], e["ease"], e.length, e.beat); },
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bgColor", ClapTrap.defaultBgColor, "Start Color", "Set the color at the start of the event."),
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new Param("bgColorEnd", ClapTrap.defaultBgColor, "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("hand color", "Object Colors")
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{
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function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeHandColor(e["left"], e["right"], e["spotlightTop"], e["spotlightBottom"], e["spotlightGlow"]); },
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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("left", ClapTrap.defaultLeftColor, "Left Hand", "The color for the doll's right hand."),
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new Param("right", ClapTrap.defaultRightColor, "Right Hand", "The color for the doll's left hand."),
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new Param("spotlightBottom", ClapTrap.defaultBgColor, "Spotlight Bottom", "The color for the bottom of the spotlight."),
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new Param("spotlightTop", ClapTrap.glowSpotlight, "Spotlight Top", "The color for the top of the spotlight."),
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new Param("spotlightGlow", ClapTrap.glowSpotlight, "Spotlight Glow", "The color for the glow around the spotlight.")
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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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chronologicalSortKey: 301);
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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_ClapTrap;
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public class ClapTrap : Minigame
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{
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public enum ClapType
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{
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Hand,
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//Paw,
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//GreenOnion,
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//Branch,
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//Random
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}
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public enum DollAnim
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{
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Idle,
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Inhale,
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Exhale,
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Talk,
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}
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public static ClapTrap instance;
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private static Color _defaultBgColor;
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public static Color defaultBgColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFEF11", out _defaultBgColor);
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return _defaultBgColor;
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}
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}
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private static Color _defaultLeftColor;
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public static Color defaultLeftColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#10B5E7", out _defaultLeftColor);
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return _defaultLeftColor;
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}
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}
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private static Color _defaultRightColor;
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public static Color defaultRightColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#EC740F", out _defaultRightColor);
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return _defaultRightColor;
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}
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}
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private static Color _glowSpotlight;
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public static Color glowSpotlight
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFFFFF", out _glowSpotlight);
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return _glowSpotlight;
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}
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}
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[Header("Sprite Renderers")]
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[SerializeField] SpriteRenderer Background;
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[Header("Colors")]
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public SpriteRenderer bg;
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// i stole these from rhythm tweezers lol
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorStart; //obviously put to the default color of the game
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private Color colorEnd;
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private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
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Tween bgColorTween;
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public SpriteRenderer stageLeft;
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public SpriteRenderer stageRight;
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public SpriteRenderer stageLeftRim;
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public SpriteRenderer stageRightRim;
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[Header("Spotlight")]
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public GameObject spotlight;
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public Material spotlightMaterial;
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[Header("Animators")]
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public Animator doll;
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public Animator dollHead;
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public Animator dollArms;
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public Animator dollBody;
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public Animator clapEffect;
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public Animator sword;
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[Header("Sword")]
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public GameObject swordObj;
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[Header("Shadows")]
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public GameObject shadowHead;
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public GameObject shadowLeftArm;
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public GameObject shadowLeftGlove;
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public GameObject shadowLeftGloveRim;
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public GameObject shadowRightArm;
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public GameObject shadowRightGlove;
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public GameObject shadowRightGloveRim;
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[Header("Properties")]
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private bool canClap = true;
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public int currentSpotlightClaps = 0;
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private Color backgroundColor;
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private bool forceSpotlight = false;
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void Awake()
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{
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instance = this;
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spotlightMaterial.SetColor("_ColorAlpha", glowSpotlight);
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spotlightMaterial.SetColor("_ColorBravo", glowSpotlight);
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spotlightMaterial.SetColor("_ColorDelta", defaultBgColor);
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backgroundColor = defaultBgColor;
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colorStart = defaultBgColor;
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colorEnd = defaultBgColor;
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && canClap == true && !IsExpectingInputNow(InputAction_BasicPress))
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{
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SoundByte.PlayOneShotGame($"clapTrap/clap");
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dollArms.DoScaledAnimationAsync("ArmsWhiff", 0.5f);
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clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeats, delegate { canClap = false; }),
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new BeatAction.Action(Conductor.instance.songPositionInBeats + 0.4, delegate { canClap = true; })
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});
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}
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if (spotlight.activeSelf && currentSpotlightClaps == 0 && forceSpotlight == false)
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{
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spotlight.SetActive(false);
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}
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shadowHead.SetActive(spotlight.activeSelf);
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shadowLeftArm.SetActive(spotlight.activeSelf);
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shadowLeftGlove.SetActive(spotlight.activeSelf);
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shadowLeftGloveRim.SetActive(spotlight.activeSelf);
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shadowRightArm.SetActive(spotlight.activeSelf);
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shadowRightGlove.SetActive(spotlight.activeSelf);
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shadowRightGloveRim.SetActive(spotlight.activeSelf);
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if (spotlight.activeSelf) { dollBody.DoScaledAnimationAsync("BodyIdleLit", 0.5f); }
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else { dollBody.DoScaledAnimationAsync("BodyIdle", 0.5f);
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BackgroundColorUpdate();
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}
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}
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private void LateUpdate()
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{
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}
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public void Clap(double beat, float length, int type, bool spotlightBool)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("clapTrap/donk", beat),
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new MultiSound.Sound("clapTrap/donk", beat + length),
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new MultiSound.Sound("clapTrap/donk", beat + length * 2f),
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new MultiSound.Sound("clapTrap/whiff", beat + length * 3.5f),
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}, forcePlay: true);
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if (spotlightBool)
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{
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currentSpotlightClaps += 1;
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spotlight.SetActive(true);
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if (bg.color != Color.black)
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{
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backgroundColor = bg.color;
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}
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bg.color = Color.black;
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}
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Sword swordClone = Instantiate(swordObj, gameObject.transform).GetComponent<Sword>();
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swordClone.cueLength = length * 4;
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swordClone.cueStart = beat;
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swordClone.cueType = Enum.GetName(typeof(ClapType), type);;
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swordClone.spotlightToggle = spotlightBool;
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}
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public void DollAnimations(double beat, int animate)
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{
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if (animate == 0)
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{
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dollHead.DoScaledAnimationAsync("HeadIdle", 0.5f);
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}
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else if (animate == 1)
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{
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dollHead.DoScaledAnimationAsync("HeadBreatheIn", 0.5f);
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SoundByte.PlayOneShotGame($"clapTrap/deepInhale");
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}
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else if (animate == 2)
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{
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dollHead.DoScaledAnimationAsync("HeadBreatheOut", 0.5f);
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SoundByte.PlayOneShotGame($"clapTrap/deepExhale{UnityEngine.Random.Range(1, 3)}");
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}
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else if (animate == 3)
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{
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dollHead.DoScaledAnimationAsync("HeadTalk", 0.5f);
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}
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}
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public void Spotlight(bool toggle)
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{
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forceSpotlight = toggle;
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if (forceSpotlight)
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{
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spotlight.SetActive(true);
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if (bg.color != Color.black)
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{
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backgroundColor = bg.color;
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}
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bg.color = Color.black;
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}
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}
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public void ChangeBackgroundColor(Color color, float length)
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{
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var seconds = Conductor.instance.secPerBeat * length;
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if (bgColorTween != null)
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bgColorTween.Kill(true);
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if (seconds == 0)
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{
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bg.color = color;
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}
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else
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{
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bgColorTween = bg.DOColor(color, seconds);
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}
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backgroundColor = color;
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}
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public void BackgroundColor(Color start, Color end, int ease, float length, double beat)
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{
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colorStartBeat = beat;
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colorLength = length;
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colorStart = start;
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colorEnd = end;
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colorEase = (Util.EasingFunction.Ease)ease;
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/*if (fade)
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{
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ChangeBackgroundColor(bg.color, 0f);
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ChangeBackgroundColor(end, length - 0.0001f);
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}
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else
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{
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ChangeBackgroundColor(end, 0f);
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}*/
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}
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private void BackgroundColorUpdate() // stolen from tweezers too lol
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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 void ChangeHandColor(Color leftHand, Color rightHand, Color topSpot, Color bottomSpot, Color glowSpot)
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{
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stageLeft.color = leftHand;
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stageLeftRim.color = leftHand;
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stageRight.color = rightHand;
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stageRightRim.color = rightHand;
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spotlightMaterial.SetColor("_ColorAlpha", topSpot);
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spotlightMaterial.SetColor("_ColorBravo", glowSpot);
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spotlightMaterial.SetColor("_ColorDelta", bottomSpot);
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}
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}
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} |