HeavenStudioPlus/Assets/Scripts/Games/TheDazzles/TheDazzles.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 19:17:06 +00:00

625 lines
25 KiB
C#

using System.Collections;
using System.Linq;
using System;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrDazzlesLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("theDazzles", "The Dazzles", "9cfff7", false, false, new List<GameAction>()
{
new GameAction("crouch", "Crouch")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Should the count-In be from megamix, DS or random?")
}
},
new GameAction("crouchStretch", "Crouch (Stretchable)")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Should the count-In be from megamix, DS or random?")
}
},
new GameAction("poseThree", "Pose Horizontal")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
}
},
new GameAction("poseTwo", "Pose Vertical")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", true, "Stars", "Should stars appear when successfully posing?")
}
},
new GameAction("poseSixDiagonal", "Pose Diagonal")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"]); },
defaultLength = 4.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
}
},
new GameAction("poseSixColumns", "Pose Rows")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
}
},
new GameAction("poseSix", "Pose Six")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"]); },
defaultLength = 4.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Stars", "Should stars appear when successfully posing?")
}
},
new GameAction("customPose", "Custom Pose")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, e["upLeft"], e["upMiddle"], e["upRight"], e["downLeft"], e["downMiddle"], e["player"], e["toggle"]); },
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
new Param("upLeft", new EntityTypes.Float(0, 30f, 0f), "Up Left Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
new Param("upMiddle", new EntityTypes.Float(0, 30f, 1f), "Up Middle Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
new Param("upRight", new EntityTypes.Float(0, 30f, 2f), "Up Right Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "How many beats after the event has started should the player pose?"),
new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
}
},
new GameAction("forceHold", "Force Hold")
{
function = delegate { TheDazzles.instance.ForceHold(); },
defaultLength = 0.5f
},
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; TheDazzles.instance.Bop(e.beat, e.length, e["toggle2"], e["toggle"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("toggle2", true, "Should bop?", "Should the dazzles bop?"),
new Param("toggle", false, "Should auto bop?", "Should the dazzles auto bop?")
}
},
},
new List<string>() {"ntr", "normal"},
"ntrboxshow", "en",
new List<string>() {"en"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_TheDazzles;
public class TheDazzles : Minigame
{
public struct PosesToPerform : IComparable<PosesToPerform>
{
// override object.Equals
public override bool Equals(object obj)
{
//
// See the full list of guidelines at
// http://go.microsoft.com/fwlink/?LinkID=85237
// and also the guidance for operator== at
// http://go.microsoft.com/fwlink/?LinkId=85238
//
if (obj == null || GetType() != obj.GetType())
{
return false;
}
// TODO: write your implementation of Equals() here
throw new System.NotImplementedException();
}
// override object.GetHashCode
public override int GetHashCode()
{
// TODO: write your implementation of GetHashCode() here
throw new System.NotImplementedException();
}
public int CompareTo(PosesToPerform other)
{
if (other == null) return 1;
return beat.CompareTo(other.beat);
}
public static bool operator > (PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) > 0;
}
public static bool operator <(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) < 0;
}
public static bool operator >=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) >= 0;
}
public static bool operator <=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) <= 0;
}
public static bool operator ==(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) == 0;
}
public static bool operator !=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) != 0;
}
public int girlIndex;
public float beat;
}
public struct QueuedPose
{
public double beat;
public float length;
public float upLeftBeat;
public float upMiddleBeat;
public float upRightBeat;
public float downLeftBeat;
public float downMiddleBeat;
public float playerBeat;
public bool stars;
}
public struct QueuedCrouch
{
public double beat;
public float length;
public int countInType;
}
public enum CountInType
{
DS = 0,
Megamix = 1,
Random = 2,
}
public static TheDazzles instance;
[Header("Variables")]
bool canBop = true;
bool doingPoses = false;
bool shouldHold = false;
double crouchEndBeat;
public bool shouldBop = true;
public GameEvent bop = new GameEvent();
static List<QueuedPose> queuedPoses = new List<QueuedPose>();
static List<QueuedCrouch> queuedCrouches = new List<QueuedCrouch>();
[Header("Components")]
[SerializeField] List<TheDazzlesGirl> npcGirls = new List<TheDazzlesGirl>();
[SerializeField] TheDazzlesGirl player;
[SerializeField] ParticleSystem poseEffect;
[SerializeField] ParticleSystem starsEffect;
void OnDestroy()
{
if (queuedPoses.Count > 0) queuedPoses.Clear();
if (queuedCrouches.Count > 0) queuedCrouches.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
void Awake()
{
instance = this;
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
if (shouldBop)
{
foreach (var girl in npcGirls)
{
girl.Bop();
}
player.Bop();
}
}
if (queuedPoses.Count > 0)
{
foreach (var pose in queuedPoses)
{
Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars);
}
queuedPoses.Clear();
}
if (queuedCrouches.Count > 0)
{
foreach (var crouch in queuedCrouches)
{
CrouchStretchable(crouch.beat, crouch.length, crouch.countInType);
}
queuedCrouches.Clear();
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
player.Prepare(false);
SoundByte.PlayOneShotGame("theDazzles/miss");
foreach (var girl in npcGirls)
{
if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
}
}
if (PlayerInput.PressedUp() && !IsExpectingInputNow(InputType.STANDARD_UP))
{
if (doingPoses)
{
player.Pose(false);
SoundByte.PlayOneShotGame("theDazzles/miss");
foreach (var girl in npcGirls)
{
girl.Ouch();
}
}
else
{
player.UnPrepare();
}
shouldHold = false;
}
else if (!PlayerInput.Pressing() && !IsExpectingInputNow(InputType.STANDARD_UP) && shouldHold && !GameManager.instance.autoplay)
{
if (doingPoses)
{
player.Pose(false);
SoundByte.PlayOneShotGame("theDazzles/miss");
foreach (var girl in npcGirls)
{
girl.Ouch();
}
}
else
{
player.UnPrepare();
}
shouldHold = false;
}
}
else if (!cond.isPlaying && !cond.isPaused)
{
if (queuedPoses.Count > 0) queuedPoses.Clear();
if (queuedCrouches.Count > 0) queuedCrouches.Clear();
}
}
public void Bop(double beat, float length, bool goBop, bool autoBop)
{
shouldBop = autoBop;
if (goBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
foreach (var girl in npcGirls)
{
girl.Bop();
}
player.Bop();
})
});
}
}
}
public void ForceHold()
{
shouldHold = true;
foreach (var girl in npcGirls)
{
girl.Prepare();
}
player.Prepare();
}
public static void PreCrouch(double beat, float length, int countInType)
{
float actualLength = length / 3;
int realCountInType = countInType;
if (countInType == (int)CountInType.Random) realCountInType = UnityEngine.Random.Range(0, 2);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
switch (realCountInType)
{
case (int)CountInType.DS:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("theDazzles/holdDS3", beat, 1, 0.75f, false, 0.212f),
new MultiSound.Sound("theDazzles/holdDS2", beat + 1f * actualLength, 1, 0.75f, false, 0.242f),
new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
});
break;
case (int)CountInType.Megamix:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("theDazzles/hold3", beat, 1, 1, false, 0.267f),
new MultiSound.Sound("theDazzles/hold2", beat + 1f * actualLength, 1, 1, false, 0.266f),
new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
});
break;
default:
break;
}
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
if (GameManager.instance.currentGame == "theDazzles")
{
instance.CrouchStretchable(beat, length, countInType);
}
else
{
queuedCrouches.Add(new QueuedCrouch { beat = beat, length = length, countInType = countInType });
}
}
public void CrouchStretchable(double beat, float length, int countInType)
{
float actualLength = length / 3;
crouchEndBeat = beat + length;
ScheduleInput(beat, 2f * actualLength, InputType.STANDARD_DOWN, JustCrouch, Nothing, Nothing);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
npcGirls[1].canBop = false;
npcGirls[4].canBop = false;
npcGirls[1].Prepare();
npcGirls[4].Prepare();
}),
new BeatAction.Action(beat + 1f * actualLength, delegate
{
npcGirls[0].canBop = false;
npcGirls[3].canBop = false;
npcGirls[0].Prepare();
npcGirls[3].Prepare();
}),
new BeatAction.Action(beat + 2f * actualLength, delegate
{
npcGirls[2].canBop = false;
npcGirls[2].Prepare();
}),
});
}
public static void PrePose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars)
{
if (GameManager.instance.currentGame == "theDazzles")
{
instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars);
}
else
{
queuedPoses.Add(new QueuedPose { beat = beat, upLeftBeat = upLeftBeat, stars = stars, length = length,
downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat});
}
}
public void Pose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars)
{
if (stars)
{
ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, JustPoseStars, MissPose, Nothing);
}
else
{
ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, JustPose, MissPose, Nothing);
}
double crouchBeat = beat - 1f;
if (crouchBeat < crouchEndBeat)
{
crouchBeat = crouchEndBeat - 1f;
}
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("theDazzles/crouch", crouchBeat),
}, forcePlay: true);
List<float> soundBeats = new List<float>()
{
upLeftBeat,
upMiddleBeat,
upRightBeat,
downLeftBeat,
downMiddleBeat,
};
List<float> soundsToRemove = new List<float>();
foreach (var sound in soundBeats)
{
if (sound == playerBeat) soundsToRemove.Add(sound);
}
if (soundsToRemove.Count > 0)
{
foreach (var sound in soundsToRemove)
{
soundBeats.Remove(sound);
}
}
soundBeats = soundBeats.Distinct().ToList();
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
foreach (var sound in soundBeats)
{
soundsToPlay.Add(new MultiSound.Sound("theDazzles/pose", beat + sound));
}
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
List<PosesToPerform> posesToPerform = new List<PosesToPerform>()
{
new PosesToPerform { beat = upLeftBeat, girlIndex = 4},
new PosesToPerform { beat = upMiddleBeat, girlIndex = 3},
new PosesToPerform { beat = upRightBeat, girlIndex = 2},
new PosesToPerform { beat = downLeftBeat, girlIndex = 1},
new PosesToPerform { beat = downMiddleBeat, girlIndex = 0},
};
posesToPerform.Sort();
foreach(var pose in posesToPerform)
{
npcGirls[pose.girlIndex].StartReleaseBox(beat + pose.beat);
}
player.StartReleaseBox(beat + playerBeat);
List<BeatAction.Action> posesToDo = new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1f, delegate
{
foreach (var girl in npcGirls)
{
girl.canBop = false;
girl.Hold();
}
player.canBop = false;
player.Hold();
}),
new BeatAction.Action(beat, delegate
{
doingPoses = true;
}),
};
for (int i = 0; i < posesToPerform.Count; i++)
{
int index = posesToPerform[i].girlIndex;
posesToDo.Add(new BeatAction.Action(beat + posesToPerform[i].beat, delegate
{
npcGirls[index].Pose();
}));
}
posesToDo.Add(new BeatAction.Action(beat + playerBeat, delegate
{
doingPoses = false;
}));
posesToDo.Add(new BeatAction.Action(beat + length, delegate
{
foreach (var girl in npcGirls)
{
girl.EndPose();
}
player.EndPose();
}));
posesToDo.Add(new BeatAction.Action(beat + length + 0.1f, delegate
{
foreach (var girl in npcGirls)
{
girl.canBop = true;
}
player.canBop = true;
}));
BeatAction.New(instance.gameObject, posesToDo);
}
void JustCrouch(PlayerActionEvent caller, float state)
{
player.canBop = false;
if (state >= 1f || state <= -1f)
{
player.Prepare();
return;
}
SuccessCrouch();
}
void SuccessCrouch()
{
player.Prepare();
}
void JustPose(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(false);
}
void JustPoseStars(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(true);
}
void SuccessPose(bool stars)
{
player.Pose();
SoundByte.PlayOneShotGame("theDazzles/applause");
foreach (var girl in npcGirls)
{
girl.currentEmotion = TheDazzlesGirl.Emotion.Happy;
}
player.currentEmotion = TheDazzlesGirl.Emotion.Happy;
if (stars)
{
starsEffect.Play();
SoundByte.PlayOneShotGame($"theDazzles/stars{UnityEngine.Random.Range(1, 6)}");
}
else poseEffect.Play();
}
void MissPose(PlayerActionEvent caller)
{
foreach (var girl in npcGirls)
{
if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
}
player.hasOuched = true;
}
void Nothing(PlayerActionEvent caller) { }
}
}