HeavenStudioPlus/Assets/Scripts/Games/TapTrial/TapTrial.cs
Rapandrasmus c00b6f46c3 Games fixes/reworks patch (#501)
* ghosts are scaled now

* Lockstep fully reworked

* mr. bach has been implemented

* Space dance fixes

* oops

* Tap trial rework part 1

* tap trial rework part 2

* oopsie

* Gramps Talk Update

* Space Dance Voice Offsets

* Giraffe done! (Except miss anim)

* bg is not showing up for some reason

* bg not rendering fixed + giraffe fixed

* scrolling done

* fixed space dance and space soccer bg scrolls

* fixed rockers bugs

* adjustment

* fixed el inaccuracies

* particle fix

* changed pitch and volume of monkey tap

* miss anim

* megamix face for girl

* Proper miss anim implementation

* Added force stepping event

* miss anim fix

---------

Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-07-13 00:35:47 +00:00

485 lines
No EOL
19 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbTapLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("tapTrial", "Tap Trial", "94ffb5", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.Bop(e.beat, e.length, e["toggle"], e["toggle2"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", true, "Bop", "Whether both will bop to the beat or not"),
new Param("toggle2", false, "Bop (Auto)", "Whether both will bop automatically to the beat or not")
}
},
new GameAction("tap", "Tap")
{
function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); },
defaultLength = 2.0f
},
new GameAction("double tap", "Double Tap")
{
function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); },
defaultLength = 2.0f
},
new GameAction("triple tap", "Triple Tap")
{
function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); },
defaultLength = 4.0f
},
new GameAction("jump tap prep", "Prepare Stance")
{
function = delegate { TapTrial.instance.JumpPrepare(); },
},
new GameAction("jump tap", "Jump Tap")
{
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.JumpTap(e.beat, e["final"]); },
defaultLength = 2.0f,
parameters = new List<Param>()
{
new Param("final", false, "Final")
}
},
new GameAction("scroll event", "Scroll Background")
{
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.Scroll(e["toggle"], e["flash"], e["m"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
new Param("toggle", true, "Scroll FX", "Will scroll"),
new Param("flash", true, "Flash FX", "Will flash to white"),
new Param("m", new EntityTypes.Float(0, 10, 1), "Speed Multiplier")
}
},
new GameAction("giraffe events", "Giraffe Animations")
{
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.GiraffeAnims(e.beat, e.length, e["toggle"], e["instant"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", TapTrial.GiraffeAnimation.Enter, "Animation", "Which animation?"),
new Param("instant", EasingFunction.Ease.Linear, "Ease", "Which ease will be used?")
}
},
// backwards-compatibility
new GameAction("final jump tap", "Final Jump Tap")
{
function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.JumpTap(e.beat, true); },
defaultLength = 2.0f,
hidden = true
},
},
new List<string>() {"agb", "normal"},
"agbtap", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using HeavenStudio.Common;
using Scripts_TapTrial;
public class TapTrial : Minigame
{
[Header("Components")]
[SerializeField] private TapTrialPlayer player;
[SerializeField] private Animator monkeyL, monkeyR, giraffe;
[SerializeField] private ParticleSystem monkeyTapLL, monkeyTapLR, monkeyTapRL, monkeyTapRR;
[SerializeField] private Transform rootPlayer, rootMonkeyL, rootMonkeyR;
[SerializeField] private CanvasScroll bgScroll;
[SerializeField] private SpriteRenderer flash;
[Header("Values")]
[SerializeField] private float jumpHeight = 4f;
[SerializeField] private float monkeyJumpHeight = 3f;
[SerializeField] private float maxFlashOpacity = 0.8f;
private GameEvent bop = new();
private bool canBop = true;
private bool shouldBop = true;
private double jumpStartBeat = double.MinValue;
public static TapTrial instance;
private void Awake()
{
instance = this;
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (shouldBop && cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
SingleBop();
}
GiraffeUpdate(cond);
JumpUpdate(cond);
ScrollUpdate(cond);
}
}
public void Scroll(bool scroll, bool flash, float multiplier)
{
scrolling = scroll;
flashing = flash;
scrollMultiplier = multiplier;
ResetScroll();
}
public void ResetScroll()
{
currentScrollSpeed = 0;
currentNormalizedY = 0;
flash.color = new Color(1, 1, 1, 0);
}
private bool scrolling;
private bool flashing;
[SerializeField] private float maxScrollSpeed = 0.25f;
[SerializeField] private float accelerationSpeed = 0.01f;
private float currentScrollSpeed = 0;
private float currentNormalizedY = 0;
private float scrollMultiplier = 1;
private void ScrollUpdate(Conductor cond)
{
if (!scrolling)
{
bgScroll.Normalized = Vector2.zero;
ResetScroll();
return;
}
currentNormalizedY += currentScrollSpeed * Time.deltaTime;
bgScroll.NormalizedY = currentNormalizedY * scrollMultiplier;
if (flashing) flash.color = new Color(1, 1, 1, Mathf.Lerp(0, maxFlashOpacity, currentNormalizedY));
currentScrollSpeed += accelerationSpeed * Time.deltaTime;
currentScrollSpeed = Mathf.Min(maxScrollSpeed, currentScrollSpeed);
}
private void GiraffeUpdate(Conductor cond)
{
float normalizedGiraffeBeat = cond.GetPositionFromBeat(animStartBeat, animLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(currentEase);
if (normalizedGiraffeBeat <= 1f && normalizedGiraffeBeat >= 0f)
{
switch (currentAnim)
{
case GiraffeAnimation.Enter:
giraffe.DoNormalizedAnimation("Enter", func(0, 1, normalizedGiraffeBeat));
break;
case GiraffeAnimation.Exit:
giraffe.DoNormalizedAnimation("Exit", func(0, 1, normalizedGiraffeBeat));
break;
default: break;
}
}
}
private void JumpUpdate(Conductor cond)
{
float normalizedJumpBeat = cond.GetPositionFromBeat(jumpStartBeat, 1);
if (normalizedJumpBeat >= 0 && normalizedJumpBeat <= 1)
{
if (normalizedJumpBeat >= 0.5f)
{
float normalizedUp = cond.GetPositionFromBeat(jumpStartBeat, 0.5);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
float newPlayerY = func(0, jumpHeight, normalizedUp);
float newMonkeyY = func(0, monkeyJumpHeight, normalizedUp);
rootPlayer.localPosition = new Vector3(0, newPlayerY);
rootMonkeyL.localPosition = new Vector3(0, newMonkeyY);
rootMonkeyR.localPosition = new Vector3(0, newMonkeyY);
}
else
{
float normalizedDown = cond.GetPositionFromBeat(jumpStartBeat + 0.5, 0.5);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
float newPlayerY = func(jumpHeight, 0, normalizedDown);
float newMonkeyY = func(monkeyJumpHeight, 0, normalizedDown);
rootPlayer.localPosition = new Vector3(0, newPlayerY);
rootMonkeyL.localPosition = new Vector3(0, newMonkeyY);
rootMonkeyR.localPosition = new Vector3(0, newMonkeyY);
}
}
else
{
rootPlayer.localPosition = Vector3.zero;
rootMonkeyL.localPosition = Vector3.zero;
rootMonkeyR.localPosition = Vector3.zero;
}
}
public enum GiraffeAnimation
{
Enter,
Exit,
Blink
}
private GiraffeAnimation currentAnim = GiraffeAnimation.Enter;
private double animStartBeat = -1;
private float animLength = 0;
private EasingFunction.Ease currentEase = EasingFunction.Ease.Linear;
public void GiraffeAnims(double beat, float length, int type, int ease)
{
animStartBeat = beat;
animLength = length;
currentAnim = (GiraffeAnimation)type;
currentEase = (EasingFunction.Ease)ease;
if (currentAnim == GiraffeAnimation.Blink) giraffe.DoScaledAnimationAsync("Blink", 0.5f);
}
public void Bop(double beat, float length, bool bop, bool autoBop)
{
shouldBop = autoBop;
if (bop)
{
List<BeatAction.Action> actions = new();
for (int i = 0; i < length; i++)
{
actions.Add(new BeatAction.Action(beat + i, delegate { SingleBop(); }));
}
BeatAction.New(gameObject, actions);
}
}
private void SingleBop()
{
if (!canBop) return;
PlayMonkeyAnimationScaledAsync("Bop", 0.5f);
player.Bop();
}
public void Tap(double beat)
{
canBop = false;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
PlayMonkeyAnimationScaledAsync("TapPrepare", 0.5f);
player.PrepareTap();
}),
new BeatAction.Action(beat + 1, delegate
{
PlayMonkeyAnimationScaledAsync("Tap", 0.5f);
MonkeyParticles(true);
}),
new BeatAction.Action(beat + 1.5, delegate
{
canBop = true;
})
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tapTrial/ook", beat),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
});
ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustTap, Miss, Empty);
}
public void DoubleTap(double beat)
{
canBop = false;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
PlayMonkeyAnimationScaledAsync("DoubleTapPrepare", 0.5f);
player.PrepareTap(true);
}),
new BeatAction.Action(beat + 0.5, delegate
{
PlayMonkeyAnimationScaledAsync("DoubleTapPrepare_2", 0.5f);
}),
new BeatAction.Action(beat + 1, delegate
{
PlayMonkeyAnimationScaledAsync("DoubleTap", 0.5f);
MonkeyParticles(false);
}),
new BeatAction.Action(beat + 1.5, delegate
{
PlayMonkeyAnimationScaledAsync("DoubleTap", 0.5f);
MonkeyParticles(false);
canBop = true;
}),
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tapTrial/ookook", beat),
new MultiSound.Sound("tapTrial/ookook", beat + 0.5),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1.5, 1.4f, 0.5f),
});
ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustDoubleTap, Miss, Empty);
ScheduleInput(beat, 1.5, InputType.STANDARD_DOWN, JustDoubleTap, Miss, Empty);
}
public void TripleTap(double beat)
{
canBop = false;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
player.PrepareTripleTap(beat);
PlayMonkeyAnimationScaledAsync("PostPrepare_1", 0.5f);
}),
new BeatAction.Action(beat + 0.5, delegate
{
PlayMonkeyAnimationScaledAsync("PostPrepare_2", 0.5f);
}),
new BeatAction.Action(beat + 2, delegate
{
PlayMonkeyAnimationScaledAsync("PostTap", 0.5f);
MonkeyParticles(true);
}),
new BeatAction.Action(beat + 2.5, delegate
{
PlayMonkeyAnimationScaledAsync("PostTap_2", 0.5f);
MonkeyParticles(false);
}),
new BeatAction.Action(beat + 3, delegate
{
PlayMonkeyAnimationScaledAsync("PostTap", 0.5f);
MonkeyParticles(true);
}),
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tapTrial/ooki1", beat),
new MultiSound.Sound("tapTrial/ooki2", beat + 0.5),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 2, 1.4f, 0.5f),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 2.5, 1.4f, 0.5f),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 3, 1.4f, 0.5f),
});
ScheduleInput(beat, 2, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
ScheduleInput(beat, 2.5, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
ScheduleInput(beat, 3, InputType.STANDARD_DOWN, JustTripleTap, Miss, Empty);
}
public void JumpPrepare()
{
canBop = false;
player.PrepareJump();
PlayMonkeyAnimationScaledAsync("JumpPrepare", 0.5f);
}
public void JumpTap(double beat, bool final)
{
canBop = false;
jumpStartBeat = beat;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
player.Jump(final);
PlayMonkeyAnimationScaledAsync(final ? "Jump" : "JumpTap", 0.5f);
}),
new BeatAction.Action(beat + 1, delegate
{
PlayMonkeyAnimationScaledAsync(final ? "FinalJumpTap" : "Jumpactualtap", 0.5f);
MonkeyParticles(true);
MonkeyParticles(false);
}),
new BeatAction.Action(beat + 1.5, delegate
{
canBop = final;
})
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound(final ? "tapTrial/jumptap2" : "tapTrial/jumptap1", beat),
new MultiSound.Sound("tapTrial/tapMonkey", beat + 1, 1.4f, 0.5f),
});
ScheduleInput(beat, 1, InputType.STANDARD_DOWN, final ? JustJumpTapFinal : JustJumpTap, final ? MissJumpFinal : MissJump, Empty);
}
private void JustJumpTap(PlayerActionEvent caller, float state)
{
player.JumpTap(state < 1f && state > -1f, false);
}
private void JustJumpTapFinal(PlayerActionEvent caller, float state)
{
player.JumpTap(state < 1f && state > -1f, true);
}
private void MissJump(PlayerActionEvent caller)
{
player.JumpTapMiss(false);
if (giraffe.IsAnimationNotPlaying()) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
ResetScroll();
}
private void MissJumpFinal(PlayerActionEvent caller)
{
player.JumpTapMiss(true);
if (giraffe.IsAnimationNotPlaying()) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
ResetScroll();
}
private void JustTap(PlayerActionEvent caller, float state)
{
player.Tap(state < 1f && state > -1f);
}
private void JustDoubleTap(PlayerActionEvent caller, float state)
{
player.Tap(state < 1f && state > -1f, true);
}
private void JustTripleTap(PlayerActionEvent caller, float state)
{
player.TripleTap(state < 1f && state > -1f);
}
private void Miss(PlayerActionEvent caller)
{
if (giraffe.IsAnimationNotPlaying() && currentAnim != GiraffeAnimation.Exit) giraffe.DoScaledAnimationAsync("Miss", 0.5f);
ResetScroll();
}
private void Empty(PlayerActionEvent caller) { }
private void PlayMonkeyAnimationScaledAsync(string name, float timeScale)
{
monkeyL.DoScaledAnimationAsync(name, timeScale);
monkeyR.DoScaledAnimationAsync(name, timeScale);
}
private void MonkeyParticles(bool left)
{
ParticleSystem spawnedEffectL = Instantiate(left ? monkeyTapLL : monkeyTapLR, transform);
spawnedEffectL.Play();
ParticleSystem spawnedEffectR = Instantiate(left ? monkeyTapRL : monkeyTapRR, transform);
spawnedEffectR.Play();
}
}
}