HeavenStudioPlus/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs
minenice55 afc665ed61 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

251 lines
No EOL
9.5 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class PcoSomenLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("rhythmSomen", "Rhythm Sōmen", "7ab96e", false, false, new List<GameAction>()
{
new GameAction("crane (far)", "Far Crane")
{
function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
defaultLength = 4.0f,
},
new GameAction("crane (close)", "Close Crane")
{
function = delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); },
defaultLength = 3.0f,
},
new GameAction("crane (both)", "Both Cranes")
{
function = delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); },
defaultLength = 4.0f,
},
new GameAction("offbeat bell", "Offbeat Warning")
{
function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); },
},
new GameAction("slurp", "Slurp")
{
function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
},
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("toggle2", true, "Bop", "Should the somen man bop?"),
new Param("toggle", false, "Bop (Auto)", "Should the somen man bop automatically?")
}
}
},
new List<string>() {"pco", "normal"},
"pcosomen", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
// using Scripts_RhythmSomen;
public class RhythmSomen : Minigame
{
[SerializeField] ParticleSystem splashEffect;
public Animator SomenPlayer;
public Animator FrontArm;
[SerializeField] Animator backArm;
public Animator EffectHit;
public Animator EffectSweat;
public Animator EffectExclam;
public Animator EffectShock;
public Animator CloseCrane;
public Animator FarCrane;
public GameObject Player;
private bool shouldBop = true;
private bool missed;
private bool hasSlurped;
public GameEvent bop = new GameEvent();
public static RhythmSomen instance;
// Start is called before the first frame update
void Awake()
{
instance = this;
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && shouldBop)
{
SomenPlayer.Play("HeadBob", -1, 0);
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
SoundByte.PlayOneShotGame("rhythmSomen/somen_mistake");
FrontArm.Play("ArmPluck", -1, 0);
backArm.Play("BackArmNothing", 0, 0);
hasSlurped = false;
EffectSweat.Play("BlobSweating", -1, 0);
ScoreMiss();
}
}
public void Slurp(double beat)
{
if (!missed)
{
backArm.Play("BackArmLift", 0, 0);
FrontArm.DoScaledAnimationAsync("ArmSlurp", 0.5f);
hasSlurped = true;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1f, delegate
{
if (hasSlurped)
{
backArm.Play("BackArmNothing", 0, 0);
FrontArm.Play("ArmNothing", 0, 0);
}
})
});
}
}
public void ToggleBop(double beat, float length, bool bopOrNah, bool autoBop)
{
shouldBop = autoBop;
if (bopOrNah)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
SomenPlayer.Play("HeadBob", -1, 0);
})
});
}
}
}
public void DoFarCrane(double beat)
{
//Far Drop Multisound
ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}),
new BeatAction.Action(beat + 1.0f, delegate { FarCrane.Play("Open", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { FarCrane.Play("Lift", -1, 0);}),
});
}
public void DoCloseCrane(double beat)
{
//Close Drop Multisound
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerclose", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}),
new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.Play("OpenClose", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.Play("LiftClose", -1, 0);}),
});
}
public void DoBothCrane(double beat)
{
//Both Drop Multisound
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat),
new MultiSound.Sound("rhythmSomen/somen_doublealarm", beat),
new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}),
new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}),
new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.Play("OpenClose", -1, 0);}),
new BeatAction.Action(beat + 1.0f, delegate { FarCrane.Play("Open", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.Play("LiftClose", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { FarCrane.Play("Lift", -1, 0);}),
});
}
public void DoBell(double beat)
{
//Bell Sound lol
SoundByte.PlayOneShotGame("rhythmSomen/somen_bell");
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { EffectExclam.Play("ExclamAppear", -1, 0);}),
});
}
public void CatchSuccess(PlayerActionEvent caller, float state)
{
backArm.Play("BackArmNothing", 0, 0);
hasSlurped = false;
splashEffect.Play();
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("rhythmSomen/somen_splash");
FrontArm.Play("ArmPluckNG", -1, 0);
EffectSweat.Play("BlobSweating", -1, 0);
missed = true;
return;
}
SoundByte.PlayOneShotGame("rhythmSomen/somen_catch");
SoundByte.PlayOneShotGame("rhythmSomen/somen_catch_old", volume: 0.25f);
FrontArm.Play("ArmPluckOK", -1, 0);
EffectHit.Play("HitAppear", -1, 0);
missed = false;
}
public void CatchMiss(PlayerActionEvent caller)
{
missed = true;
EffectShock.Play("ShockAppear", -1, 0);
}
public void CatchEmpty(PlayerActionEvent caller)
{
}
}
}