HeavenStudioPlus/Assets/Scripts/Games/PajamaParty/PajamaParty.cs
Zeo 3a4279ce5e Mass Text Update (#615)
* Air Rally Text Update

* Blue Bear Text Update

* Board Meeting Text Update

* Built To Scale DS Text Update

also changed Air Rally's assetbundle tag from "normal" to "keep"

* Catchy Tune Text Update

also changed some minor wording in Board Meeting and Built To Scale DS

* Cheer Readers Text Update

* The Clappy Trio Text Update

* Coin Toss Text Update

* Crop Stomp Text Update

* DJ School Text Update

* Dog Ninja Text Update

* Double Date Text Update

* Drumming Practice Text Update

* Fan Club Text Update

* Fireworks Text Update

* Second Contact Text Update

* Flipper-Flop Text Update

also fix an error in Catchy Tune

* Fork Lifter Text Update

* Glee Club Text Update

* Karate Man Text Update

also minor updates to other games

* Kitties! Text Update

* Launch Party Text Update

* Lockstep Text Update

* Marching Orders Text Update

* Meat Grinder Text Update

also fixed an error in Second Contact

* Mr. Upbeat Text Update

* Munchy Monk Text Update

* Octopus Machine Text Update

* Pajama Party Text Update

* Quiz Show Text Update

also changed some wording in meat grinder

* Rhythm Rally Text Update

* Rhythm Somen Text Update

that was easy

* Rhythm Tweezers Text Update

* Ringside Text Update

* Rockers Text Update

this sucked

* Samurai Slice DS Text Update

* See Saw Text Update

* Sneaky Spirits Text Update

* Spaceball Text Update

* Space Dance Text Update

* Space Soccer Text Update

* Splashdown Text Update

* Tambourine Text Update

* Tap Trial Text Update

* Tap Troupe Text Update

* The Dazzles Text Update

* Toss Boys Text Update

* Tram & Pauline Text Update

also added translation for Fireworks

* Tunnel Text Update

* Wizard's Waltz Text Update

* Working Dough Text Update

* fix compiler errors

* fix editor offset bug(?)

* fix missing param in second contact

* Ball Redispense text

* remove space soccer swing

* Trick on the Class Text Update

* Non-Game Text Update

* fix pre-function sorting

* camera shake ease

* remove a bunch of prints

* rhythm tweezers bug fix

* Update Credits.txt

* ssds nop samurai bop

* swap order of shake properties

* Update FirstContact.cs

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00

657 lines
25 KiB
C#

using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.Rendering;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class CtrPillowLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Toggle if Mako and the monkeys should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if Mako and the monkeys should automatically bop until another Bop event is reached."),
},
resizable = true,
},
// both same timing
new GameAction("jump (side to middle)", "Side to Middle Jumps")
{
function = delegate { PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat); },
defaultLength = 4f,
inactiveFunction = delegate { PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat); }
},
new GameAction("jump (back to front)", "Back to Front Jumps")
{
function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); },
defaultLength = 4f,
inactiveFunction = delegate { PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat); }
},
//idem
new GameAction("slumber", "Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); },
defaultLength = 8f,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."),
new Param("toggle", false, "Alternate Animation", "Toggle if Mako should sleep using an alternate \"stretching\" animation.")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); }
},
new GameAction("throw", "Throw Pillows")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoThrowSequence(e.beat, high: e["high"]); },
defaultLength = 8f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnThrowSequence(e.beat, e["high"]); },
parameters = new List<Param>()
{
new Param("high", false, "Change Costumes", "Toggle if the character costumes should change on a successful throw."),
},
},
new GameAction("open background", "Open / Close Background")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.OpenBackground(e.beat, e.length, e["instant"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("instant", false, "Instant", "Toggle if the background should be instantly opened or closed."),
},
},
new GameAction("dream boats", "Background Boats")
{
function = delegate { PajamaParty.instance.DreamBoats(); },
defaultLength = 1,
},
new GameAction("high mode", "Instant Costumes")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.ForceToggleHigh(e["toggle"], e.beat); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Change Costumes", "Toggle if the character costumes should change."),
},
priority = 5,
},
new GameAction("instant slumber", "Instant Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); },
defaultLength = 0.5f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnInstantSleep(e.beat, e.length, e["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."),
},
priority = 5,
},
// todo cosmetic crap
// background stuff
// do shit with mako's face? (talking?)
},
new List<string>() { "ctr", "normal" },
"ctrpillow", "en",
new List<string>() {"en", "jp", "ko"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_PajamaParty;
public class PajamaParty : Minigame
{
[Header("Objects")]
[SerializeField] CtrPillowPlayer Mako;
[SerializeField] GameObject Bed;
[SerializeField] GameObject MonkeyPrefab;
[SerializeField] GameObject Castle;
[SerializeField] Animator BgAnimator;
[SerializeField] ParticleSystem BalloonsEffect;
[Header("Positions")]
[SerializeField] Transform SpawnRoot;
[SerializeField] float HighCameraHeight;
[Header("Materials")]
[SerializeField] Color monkeyNrmColour;
[SerializeField] Color monkeyHighColour;
[SerializeField] Material monkeyColMat;
//game scene
public static PajamaParty instance;
public bool HighState => highState;
public bool ExpectHigh => expectHigh;
CtrPillowMonkey[,] monkeys;
double cameraHighStart = double.MaxValue;
double castleAppearStart = double.MaxValue;
bool bgState, highState, expectHigh;
//cues while unoaded
static double WantThreeJump = double.MinValue;
static double WantFiveJump = double.MinValue;
static double WantThrowSequence = double.MinValue;
static bool WantThrowHigh = false;
static double WantSleepSequence = double.MinValue;
static double WantInstantSleep = double.MinValue;
static bool WantSleepType = false;
static int WantSleepAction = (int)PajamaParty.SleepType.Normal;
static int WantInstantSleepAction = (int)PajamaParty.SleepType.Normal;
public enum SleepType
{
Normal,
NoAwake,
}
const int IAAltDownCat = IAMAXCAT;
const int IAAltUpCat = IAMAXCAT + 1;
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_AltStart);
}
protected static bool IA_PadAltRelease(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltRelease(out double dt)
{
return PlayerInput.GetSqueezeUp(out dt);
}
public static PlayerInput.InputAction InputAction_AltStart =
new("CtrPillowAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
public static PlayerInput.InputAction InputAction_AltFinish =
new("CtrPillowAltFinish", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
IA_PadAltRelease, IA_TouchFlick, IA_BatonAltRelease);
public static PlayerInput.InputAction InputAction_TouchRelease =
new("CtrPillowTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_Empty, IA_TouchBasicRelease, IA_Empty);
void Awake()
{
instance = this;
//spawn monkeys
// is 5x5 grid with row 0, col 2 being empty (the player)
// m m m m m
// m m m m m
// m m m m m
// m m m m m
// m m P m m
monkeys = new CtrPillowMonkey[5, 5];
float RADIUS = 2.75f;
float scale = 1.0f;
int sorting = 10;
//set our start position (at Mako + 2*radius to the right)
Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS * 3, 0);
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
//on x-axis we go left to right
spawnPos += new Vector3(RADIUS * scale, 0);
if (!(y == 0 && x == 2)) //don't spawn at the player's position
{
GameObject mobj = Instantiate(MonkeyPrefab, SpawnRoot.parent);
CtrPillowMonkey monkey = mobj.GetComponent<CtrPillowMonkey>();
mobj.GetComponent<SortingGroup>().sortingOrder = sorting;
mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z);
mobj.transform.localScale = new Vector3(scale, scale);
monkey.row = y;
monkey.col = x;
monkeys[x, y] = monkey;
}
}
// on the y-axis we go front to back (player to the rear)
scale -= 0.1f;
spawnPos = SpawnRoot.position - new Vector3(RADIUS * 3 * scale, -RADIUS / 3.75f * (y + 1), -RADIUS / 5f * (y + 1));
sorting--;
}
}
void Start()
{
monkeyColMat.SetColor("_ColorAlpha", highState ? monkeyHighColour : monkeyNrmColour);
Update();
}
void Update()
{
var cond = Conductor.instance;
Vector3 additional = Vector3.zero;
if (cond.songPositionInBeatsAsDouble >= cameraHighStart && cond.songPositionInBeatsAsDouble < cameraHighStart + 4)
{
float prog = cond.GetPositionFromBeat(cameraHighStart, 4, true);
float yMul = prog * 2f - 1f;
float yWeight = -(yMul * yMul) + 1f;
additional.y = yWeight * HighCameraHeight;
}
GameCamera.AdditionalPosition = additional;
if (cond.songPositionInBeatsAsDouble >= castleAppearStart)
{
BgAnimator.DoScaledAnimation(highState ? "CastleAppear" : "CastleHide", castleAppearStart, 3.5, animLayer: 1, clamp: true);
}
}
public override void OnGameSwitch(double beat)
{
if (WantThreeJump != double.MinValue)
{
DoThreeJump(WantThreeJump, false);
WantThreeJump = double.MinValue;
}
if (WantFiveJump != double.MinValue)
{
DoFiveJump(WantFiveJump, false);
WantFiveJump = double.MinValue;
}
if (WantThrowSequence != double.MinValue)
{
DoThrowSequence(WantThrowSequence, false, high: WantThrowHigh);
WantThrowSequence = double.MinValue;
}
if (WantSleepSequence != double.MinValue)
{
DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
WantSleepSequence = double.MinValue;
}
if (WantInstantSleep != double.MinValue)
{
DoInstantSleep(WantInstantSleep, WantInstantSleepAction);
WantInstantSleep = double.MinValue;
}
EntityPreCheck(beat);
}
public override void OnPlay(double beat)
{
EntityPreCheck(beat);
}
void EntityPreCheck(double beat)
{
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "pajamaParty");
RiqEntity high = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "pajamaParty/high mode");
if (high != null)
{
ForceToggleHigh(high["toggle"], high.beat);
}
}
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
Mako.shouldBop = autoBop;
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
if (!(y == 0 && x == 2)) monkeys[x, y].shouldBop = autoBop;
}
}
if (doesBop)
{
var actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
actions.Add(new BeatAction.Action(beat + i, delegate
{
Mako.anim.DoScaledAnimationAsync("MakoBeat", 0.5f);
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
}
}
}));
}
BeatAction.New(this, actions);
}
}
public void DoThreeJump(double beat, bool doSound = true)
{
Mako.ScheduleJump(beat);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/three1", beat),
new MultiSound.Sound("pajamaParty/three2", beat + 1),
new MultiSound.Sound("pajamaParty/three3", beat + 2),
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(
beat,
delegate {
JumpCol(0, beat);
JumpCol(4, beat);
}
),
new BeatAction.Action(
beat + 1,
delegate {
JumpCol(1, beat + 1, 3);
JumpCol(3, beat + 1, 3);
}
),
new BeatAction.Action(
beat + 2,
delegate {
JumpCol(2, beat + 2);
}
),
});
}
public static void WarnThreeJump(double beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/three1", beat),
new MultiSound.Sound("pajamaParty/three2", beat + 1),
new MultiSound.Sound("pajamaParty/three3", beat + 2),
}, forcePlay: true);
WantThreeJump = beat;
}
public void DoFiveJump(double beat, bool doSound = true)
{
Mako.ScheduleJump(beat);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/five1", beat),
new MultiSound.Sound("pajamaParty/five2", beat + 0.5),
new MultiSound.Sound("pajamaParty/five3", beat + 1),
new MultiSound.Sound("pajamaParty/five4", beat + 1.5),
new MultiSound.Sound("pajamaParty/five5", beat + 2)
});
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action( beat, delegate { JumpRow(4, beat); }),
new BeatAction.Action( beat + 0.5, delegate { JumpRow(3, beat + 0.5, 2); }),
new BeatAction.Action( beat + 1, delegate { JumpRow(2, beat + 1); }),
new BeatAction.Action( beat + 1.5, delegate { JumpRow(1, beat + 1.5, 2); }),
new BeatAction.Action( beat + 2, delegate { JumpRow(0, beat + 2); }),
});
}
public static void WarnFiveJump(double beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/five1", beat),
new MultiSound.Sound("pajamaParty/five2", beat + 0.5),
new MultiSound.Sound("pajamaParty/five3", beat + 1),
new MultiSound.Sound("pajamaParty/five4", beat + 1.5),
new MultiSound.Sound("pajamaParty/five5", beat + 2)
}, forcePlay: true);
WantFiveJump = beat;
}
public void DoThrowSequence(double beat, bool doSound = true, bool high = false)
{
Mako.ScheduleThrow(beat);
if (doSound)
PlayThrowSequenceSound(beat);
if (high)
{
cameraHighStart = beat + 3;
expectHigh = true;
}
BeatAction.New(Mako, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2, delegate { MonkeyCharge(beat + 2); } ),
new BeatAction.Action(beat + 3, delegate { MonkeyThrow(beat + 3, high); } ),
});
}
public static void WarnThrowSequence(double beat, bool high = false)
{
PlayThrowSequenceSound(beat, true);
WantThrowSequence = beat;
WantThrowHigh = high;
}
public static void PlayThrowSequenceSound(double beat, bool force = false)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/throw1", beat),
new MultiSound.Sound("pajamaParty/throw2", beat + 0.5),
new MultiSound.Sound("pajamaParty/throw3", beat + 1),
//TODO: change when locales are a thing
new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5),
new MultiSound.Sound("pajamaParty/charge", beat + 2),
}, forcePlay: force);
}
public void DoSleepSequence(double beat, bool alt = false, int action = (int)PajamaParty.SleepType.Normal, bool doSound = true)
{
Mako.StartSleepSequence(beat, alt, action);
MonkeySleep(beat, action);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/siesta1", beat),
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5),
new MultiSound.Sound("pajamaParty/siesta3", beat + 1),
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5),
new MultiSound.Sound("pajamaParty/siesta3", beat + 4)
});
}
public static void WarnSleepSequence(double beat, bool alt = false, int action = (int)PajamaParty.SleepType.Normal)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/siesta1", beat),
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5),
new MultiSound.Sound("pajamaParty/siesta3", beat + 1),
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5),
new MultiSound.Sound("pajamaParty/siesta3", beat + 4)
}, forcePlay: true);
WantSleepSequence = beat;
WantSleepType = alt;
WantSleepAction = action;
}
public void DoInstantSleep(double deslumber, int action)
{
Mako.anim.Play("MakoSleepJust", -1, 1);
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
if (!(y == 0 && x == 2)) monkeys[x, y].anim.Play("MonkeySleep02", -1, 1);
}
}
if (action == 1) return;
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(deslumber, delegate {
Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f);
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyAwake", 0.5f);
}
}
}),
});
}
public static void WarnInstantSleep(double beat, double length, int action)
{
WantInstantSleep = beat + length - 1;
WantInstantSleepAction = action;
}
public void DoBedImpact()
{
Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);
}
public void JumpRow(int row, double beat, int alt = 1)
{
if (row > 4 || row < 0)
{
return;
}
for (int i = 0; i < 5; i++)
{
if (!(i == 2 && row == 0))
{
monkeys[i, row].Jump(beat, alt);
}
}
}
public void JumpCol(int col, double beat, int alt = 1)
{
if (col > 4 || col < 0)
{
return;
}
for (int i = 0; i < 5; i++)
{
if (!(col == 2 && i == 0))
{
monkeys[col, i].Jump(beat, alt);
}
}
}
public void MonkeyCharge(double beat)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.Charge(beat);
}
}
}
public void MonkeyThrow(double beat, bool high)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.Throw(beat, high);
}
}
}
public void MonkeySleep(double beat, int action)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.ReadySleep(beat, action);
}
}
}
public void OpenBackground(double beat, double length, bool instant = false)
{
bgState = !bgState;
if (instant)
{
BgAnimator.Play(bgState ? "SlideOpen" : "SlideClose", 0, 1);
BgAnimator.speed = 0;
}
else
{
BgAnimator.DoScaledAnimationAsync(bgState ? "SlideOpen" : "SlideClose", (float)(1.0 / length), animLayer: 0);
}
}
public void ForceToggleHigh(bool toggle, double beat)
{
expectHigh = false;
highState = toggle;
castleAppearStart = beat - 4;
PrepareHighState();
Mako.DoForcedHigh();
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.DoForcedHigh();
}
}
}
public void ToggleHighState(bool hit, double beat, bool instant = false)
{
expectHigh = false;
if (hit && !highState)
{
highState = true;
if (!instant)
{
BalloonsEffect.Play();
}
BgAnimator.Play("FloatsNear", 2, 0);
}
else
{
highState = false;
if (!instant)
{
BalloonsEffect.Play();
}
BgAnimator.Play("FloatsFar", 2, 0);
}
castleAppearStart = instant ? beat - 4 : beat;
}
public void PrepareHighState()
{
monkeyColMat.SetColor("_ColorAlpha", highState ? monkeyHighColour : monkeyNrmColour);
}
public void DreamBoats()
{
BgAnimator.Play("BoatsAppear", 3, 0);
}
}
}