mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
3a4279ce5e
* 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>
408 lines
15 KiB
C#
408 lines
15 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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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 Jukebox;
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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 NtrCropLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("cropStomp", "Crop Stomp", "c0f0b8", false, false, new List<GameAction>()
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{
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new GameAction("start marching", "Start Marching")
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{
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function = delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }
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},
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new GameAction("veggies", "Veggies")
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{
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("mole", "Mole")
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{
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preFunction = delegate
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{
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if (eventCaller.currentEntity["mute"]) return;
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CropStomp.MoleSound(eventCaller.currentEntity.beat);
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},
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Toggle if the mole laugh sound should be muted.")
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},
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preFunctionLength = 3
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},
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new GameAction("end", "End")
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{
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parameters = new List<Param>()
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{
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new Param("mute", true, "Toggle if Stomp Farmer should stopp humming.")
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}
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},
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new GameAction("plantCollect", "Set Veggie Collection Thresholds")
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{
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function = delegate { var e = eventCaller.currentEntity;
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CropStomp.instance.SetCollectThresholds(e["threshold"], e["limit"], e["force"], e["forceAmount"]);
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},
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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("threshold", new EntityTypes.Integer(1, 80, 8), "Threshold", "Set how many veggies it takes for a new plant to appear in the collection bag."),
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new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "Set the limit for the amount of plants to be collected and count towards the threshold."),
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new Param("force", false, "Set Amount Of Collected Plants", "Toggle if this event should automatically set the collected plants to a certain number.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "forceAmount" })
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}),
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new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Amount", "Set the amount of plants to be collected automatically.")
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}
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}
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},
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new List<string>() {"ntr", "keep"},
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"ntrstomp", "en",
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new List<string>() {}
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);
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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_CropStomp;
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public class CropStomp : Minigame
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{
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const float stepDistance = 2.115f;
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//public static float[] moleSoundOffsets = new float[]{ 0.134f, 0.05f, 0.061f };
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float scrollRate => stepDistance / (Conductor.instance.pitchedSecPerBeat * 2f);
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float grassWidth;
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float dotsWidth = 19.2f;
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private double newBeat = -1f; // So that marching can happen on beat 0.
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private double marchStartBeat = -1f;
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private double marchEndBeat = double.MaxValue;
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private bool willNotHum = true;
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private double marchOffset;
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private int currentMarchBeat;
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private int stepCount;
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private bool isStepping;
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private static double inactiveStart = -1f;
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public bool isMarching => marchStartBeat != -1f;
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[NonSerialized] public bool isFlicking;
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public GameObject baseVeggie;
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public GameObject baseMole;
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public Animator legsAnim;
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public Animator bodyAnim;
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public Transform farmerTrans;
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public SpriteRenderer grass;
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public Transform grassTrans;
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public Transform dotsTrans;
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public Transform scrollingHolder;
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public Transform veggieHolder;
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public Farmer farmer;
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public BezierCurve3D pickCurve;
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public BezierCurve3D moleCurve;
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private Tween shakeTween;
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public ParticleSystem hitParticle;
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public static CropStomp instance;
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public static PlayerInput.InputAction InputAction_Flick =
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new("NtrStompFlick", new int[] { IAEmptyCat, IAFlickCat, IAEmptyCat },
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IA_Empty, IA_TouchFlick, IA_Empty);
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private void Awake()
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{
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instance = this; // Finding grass sprite width for grass scrolling.
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farmer.Init();
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Sprite sprite = grass.sprite;
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float borderLeft = sprite.rect.xMin + sprite.border.x;
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float borderRight = sprite.rect.xMax - sprite.border.z;
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float borderWidthPixels = borderRight - borderLeft;
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grassWidth = borderWidthPixels / sprite.pixelsPerUnit;
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legsAnim.Play("LiftFront", 0, 1); // Start with leg up.
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}
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public override void OnGameSwitch(double beat)
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{
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double startBeat;
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double endBeat = double.MaxValue;
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var entities = GameManager.instance.Beatmap.Entities;
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if (inactiveStart == -1f)
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{
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// Find the beat of the closest "start marching" event.
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var lastMarch = entities.Find(c => c.datamodel == "cropStomp/start marching" && beat <= c.beat);
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startBeat = lastMarch?.beat ?? beat;
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}
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else
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{
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// Find the beat of the next step, assuming marching started at inactiveStart.
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int stepsPassed = 0;
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while (inactiveStart + (stepsPassed * 2f) < beat)
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{
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stepsPassed++;
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if (stepsPassed > 1000)
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{
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return;
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}
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}
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startBeat = inactiveStart + (stepsPassed * 2f);
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// Cue the marching proper to begin when applicable.
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BeatAction.New(this, new() { new(startBeat - 0.25f, delegate { StartMarching(startBeat); }) });
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inactiveStart = -1f;
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}
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// find out when the next game switch (or remix end) happens
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RiqEntity firstEnd = entities.Find(c => c.datamodel is "gameManager/switchGame/cropStomp" or "gameManager/end" && c.beat > startBeat);
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endBeat = firstEnd?.beat ?? double.MaxValue;
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// Veggie and mole events.
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List<RiqEntity> vegEvents = entities.FindAll(v => v.datamodel == "cropStomp/veggies");
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List<RiqEntity> moleEvents = entities.FindAll(m => m.datamodel == "cropStomp/mole");
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// Spawn veggies.
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for (int i = 0; i < vegEvents.Count; i++) {
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var vegBeat = vegEvents[i].beat;
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var vegLength = vegEvents[i].length;
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// Only consider veggie events that aren't past the start point.
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if (startBeat <= vegBeat + vegLength) {
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int veggiesInEvent = Mathf.CeilToInt(vegLength + 1) / 2;
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for (int b = 0; b < veggiesInEvent; b++)
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{
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var targetVeggieBeat = vegBeat + (2f * b);
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if (startBeat <= targetVeggieBeat && targetVeggieBeat < endBeat)
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{
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SpawnVeggie(targetVeggieBeat, startBeat, false);
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}
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}
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}
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}
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// Spawn moles.
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for (int i = 0; i < moleEvents.Count; i++) {
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var moleBeat = moleEvents[i].beat;
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if (startBeat <= moleBeat && moleBeat < endBeat) {
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SpawnVeggie(moleBeat, startBeat, true);
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}
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}
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SetInitTresholds(beat);
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SetMarchEndBeat(beat);
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}
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public override void OnPlay(double beat)
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{
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OnGameSwitch(beat);
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}
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private void SetMarchEndBeat(double beat)
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{
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var nextEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(e => e.beat > beat);
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double nextEndBeat = nextEnd?.beat ?? double.MaxValue;
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var firstEnd = GameManager.instance.Beatmap.Entities.Find(c => c.datamodel == "cropStomp/end" && c.beat >= beat && c.beat < nextEndBeat);
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if (firstEnd != null) {
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marchEndBeat = firstEnd.beat;
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willNotHum = firstEnd["mute"];
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}
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}
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public static void MoleSound(double beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("cropStomp/moleNyeh", beat - 2, offset: 0.134),
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new MultiSound.Sound("cropStomp/moleHeh1", beat - 1.5, offset: 0.05),
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new MultiSound.Sound("cropStomp/moleHeh2", beat - 1, offset: 0.061)
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}, forcePlay: true);
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (!cond.isPlaying || !isMarching) return;
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// Debug.Log(newBeat);
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bool cameraLocked = cond.songPositionInBeats >= marchEndBeat;
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bool isHumming = !(cameraLocked && willNotHum);
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if (cond.ReportBeat(ref newBeat, marchOffset, true))
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{
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currentMarchBeat += 1;
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PlayAnims();
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if (currentMarchBeat % 2 != 0 && isHumming) //step sound
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{
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MultiSound.Play(new MultiSound.Sound[] {new MultiSound.Sound("cropStomp/hmm", newBeat + marchOffset)});
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}
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}
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if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease))
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{
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bodyAnim.DoScaledAnimationAsync("Raise", 0.5f);
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}
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if (PlayerInput.GetIsAction(InputAction_Flick) && !IsExpectingInputNow(InputAction_FlickRelease))
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{
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bodyAnim.DoScaledAnimationAsync("Pick", 0.5f);
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}
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if (cameraLocked) return;
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// Object scroll.
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var scrollPos = scrollingHolder.localPosition;
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var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime);
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scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z);
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// Grass scroll.
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var grassPos = grassTrans.localPosition;
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var newGrassX = grassPos.x + (scrollRate * Time.deltaTime);
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newGrassX %= grassWidth * 4.5f;
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grassTrans.localPosition = new Vector3(newGrassX, grassPos.y, grassPos.z);
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// Dots scroll
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var dotsPos = dotsTrans.localPosition;
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var newDotsX = dotsPos.x + (scrollRate * Time.deltaTime);
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newDotsX %= dotsWidth;
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dotsTrans.localPosition = new Vector3(newDotsX, dotsPos.y, dotsPos.z);
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}
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private void LateUpdate()
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{
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if (!isMarching) return;
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isFlicking = false;
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}
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public void SetCollectThresholds(int thresholdEvolve, int limit, bool force, int forceAmount)
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{
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farmer.plantThreshold = thresholdEvolve;
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farmer.plantLimit = limit;
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if (force) Farmer.collectedPlants = forceAmount;
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farmer.UpdatePlants();
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}
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private void SetInitTresholds(double beat)
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{
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var lastCollect = GameManager.instance.Beatmap.Entities.FindLast(c => c.datamodel == "cropStomp/plantCollect" && c.beat < beat);
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if (lastCollect == null) return;
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SetCollectThresholds(lastCollect["threshold"], lastCollect["limit"], lastCollect["force"], lastCollect["forceAmount"]);
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}
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public void CollectPlant(int veggieType)
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{
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farmer.CollectPlant(veggieType);
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}
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private void PlayAnims()
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{
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// Step.
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if (currentMarchBeat % 2 != 0)
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{
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// Don't step if already stomped.
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if (!isStepping)
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{
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stepCount += 1;
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var stepAnim = (stepCount % 2 != 0) ? "StepFront" : "StepBack";
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legsAnim.DoScaledAnimationAsync(stepAnim, 0.5f);
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isStepping = true;
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}
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}
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// Lift.
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else
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{
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var liftAnim = (stepCount % 2 != 0) ? "LiftBack" : "LiftFront";
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legsAnim.DoScaledAnimationAsync(liftAnim, 0.5f);
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var farmerPos = farmerTrans.localPosition;
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farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
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isStepping = false;
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}
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}
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public void StartMarching(double beat)
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{
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marchStartBeat = beat;
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marchOffset = marchStartBeat % 1;
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currentMarchBeat = 0;
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stepCount = 0;
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farmer.nextStompBeat = beat;
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}
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public void Stomp()
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{
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// Don't increment step counter if autostep stepped already.
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if (!isStepping) stepCount += 1;
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var stompAnim = (stepCount % 2 != 0) ? "StompFront" : "StompBack";
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legsAnim.DoScaledAnimationAsync(stompAnim, 0.5f);
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SoundByte.PlayOneShotGame("cropStomp/stomp");
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if (shakeTween != null) shakeTween.Kill(true);
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DOTween.Punch(() =>
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GameCamera.AdditionalPosition,
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x => GameCamera.AdditionalPosition = x,
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new Vector3(0, 0.75f, 0), Conductor.instance.pitchedSecPerBeat * 0.5f, 18, 1f
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);
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isStepping = true;
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}
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private void SpawnVeggie(double beat, double startBeat, bool isMole)
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{
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var newVeggie = Instantiate(isMole ? baseMole : baseVeggie, veggieHolder).GetComponent<Veggie>();
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newVeggie.targetBeat = beat;
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var veggieX = (beat - startBeat) * -stepDistance / 2f;
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newVeggie.transform.localPosition = new Vector3((float)veggieX, 0f, 0f);
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newVeggie.Init();
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newVeggie.gameObject.SetActive(true);
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}
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public static void MarchInactive(double beat)
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{
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if (GameManager.instance.currentGame == "cropStomp") return;
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inactiveStart = beat;
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RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat >= beat && c.datamodel == "gameManager/switchGame/cropStomp");
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if (gameSwitch == null) return;
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int length = (int)Math.Ceiling((gameSwitch.beat - beat) / 2);
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MultiSound.Sound[] sounds = new MultiSound.Sound[length];
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for(int i = 0; i < length; i++) {
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sounds[i] = new MultiSound.Sound("cropStomp/hmm", beat + (i * 2));
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}
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MultiSound.Play(sounds, forcePlay: true);
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}
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}
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}
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