mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 21:13:07 +00:00
a5613f7fa8
* ready to pr i think Fixed Alphabetical Sorting. Fixed Chronological Sorting by adding a sorting value to every minigame. Added Sort By Usage. * i accidentally removed a bunch of work from yall oops this should fix that i think
316 lines
11 KiB
C#
316 lines
11 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using DG.Tweening;
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using NaughtyBezierCurves;
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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 NtrSamuraiLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Toggle if the child should bop for the duration of this event."),
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new Param("bopAuto", false, "Bop (Auto)", "Toggle if the child should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("melon", "Melon")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Melon, (int) eventCaller.currentEntity["valA"], eventCaller.currentEntity["2b2t"]);
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},
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defaultLength = 5,
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parameters = new List<Param>()
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{
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new Param("2b2t", false, "Voxel Melon", "Toggle if the melon should be reskinned as a melon from a certain game."),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the melon spills out when sliced."),
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}
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},
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new GameAction("fish", "Fish")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Fish, (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."),
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}
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},
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new GameAction("demon", "Demon")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Demon, (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
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}
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},
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new GameAction("particle effects", "Particle Effects")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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SamuraiSliceNtr.instance.SetParticleEffect(e.beat, e["type"], e["instant"], e["valA"], e["valB"]);
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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("type", SamuraiSliceNtr.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."),
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new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."),
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new Param("valA", new EntityTypes.Float(0f, 15f, 1f), "Wind Strength", "Set the strength of the particle wind."),
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new Param("valB", new EntityTypes.Float(1f, 25f, 1f), "Particle Intensity", "Set the intensity of the particle effect.")
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},
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},
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//backwards compatibility
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new GameAction("spawn object", "Toss Object")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 8,
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parameters = new List<Param>()
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{
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new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
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},
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hidden = true
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},
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},
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new List<string>() { "ntr", "normal" },
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"ntrsamurai", "en",
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new List<string>() { "en" },
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chronologicalSortKey: 104
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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 JetBrains.Annotations;
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using Scripts_NtrSamurai;
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public class SamuraiSliceNtr : Minigame
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{
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public enum ObjectType
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{
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Melon,
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Fish,
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Demon,
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Melon2B2T,
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}
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public enum WhoBops
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{
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Samurai = 2,
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Children = 1,
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Both = 0,
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None = 3
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}
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public enum ParticleType
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{
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None,
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Cherry,
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Leaf,
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LeafBroken,
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Snow,
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}
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[Header("References")]
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public NtrSamurai player;
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public GameObject launcher;
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public GameObject objectPrefab;
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public GameObject childParent;
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public Transform objectHolder;
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public BezierCurve3D InCurve;
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public BezierCurve3D LaunchCurve;
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public BezierCurve3D LaunchHighCurve;
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public BezierCurve3D NgLaunchCurve;
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public BezierCurve3D DebrisLeftCurve;
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public BezierCurve3D DebrisRightCurve;
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public BezierCurve3D NgDebrisCurve;
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[Header("Particles")]
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// wind
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public WindZone Wind;
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public ParticleSystem[] Effects;
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//game scene
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public static SamuraiSliceNtr instance;
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public GameEvent bop = new GameEvent();
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const int IAAltDownCat = IAMAXCAT;
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const int IAAltUpCat = IAMAXCAT + 1;
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
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}
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protected static bool IA_PadAltRelease(out double dt)
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{
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return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltRelease(out double dt)
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{
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return PlayerInput.GetSqueezeUp(out dt);
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}
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public static PlayerInput.InputAction InputAction_AltDown =
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new("NtrSamuraiAltDown", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_AltUp =
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new("NtrSamuraiAltUp", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
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IA_PadAltRelease, IA_TouchBasicRelease, IA_BatonAltRelease);
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private void Awake()
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{
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instance = this;
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SetupBopRegion("samuraiSliceNtr", "bop", "bopAuto", false);
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}
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public override void OnBeatPulse(double beat)
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{
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if (BeatIsInBopRegion(beat)) childParent.GetComponent<NtrSamuraiChild>().Bop();
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}
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void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_AltDown))
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DoStep();
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if (PlayerInput.GetIsAction(InputAction_AltUp) && player.IsStepping())
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DoUnStep();
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if (PlayerInput.GetIsAction(InputAction_FlickPress))
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DoSlice();
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}
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public void Bop(double beat, float length, bool whoBops, bool whoBopsAuto)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate { BopSingle(whoBops); })
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});
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}
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}
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void BopSingle(bool whoBops)
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{
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if (whoBops)
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{
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childParent.GetComponent<NtrSamuraiChild>().Bop();
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}
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}
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public void DoStep()
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{
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
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player.Step(false);
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launcher.GetComponent<Animator>().Play("Launch", -1, 0);
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}
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public void DoUnStep()
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{
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player.Step(true);
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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public void DoSlice()
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{
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if (player.IsStepping())
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{
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
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player.Slash();
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}
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public void Bop(double beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void ObjectIn(double beat, int type = (int)ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
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{
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var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
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mobjDat.startBeat = beat;
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mobjDat.type = funnyMinecraft ? (int)ObjectType.Melon2B2T : type;
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mobjDat.holdingCash = value;
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mobj.SetActive(true);
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
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}
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public NtrSamuraiChild CreateChild(double beat)
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{
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var mobj = GameObject.Instantiate(childParent, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
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mobjDat.startBeat = beat;
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mobjDat.isMain = false;
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mobjDat.Bop();
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mobj.SetActive(true);
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mobj.GetComponent<SortingGroup>().sortingOrder = 7;
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return mobjDat;
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}
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public void SetParticleEffect(double beat, int type, bool instant, float windStrength, float particleStrength)
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{
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if (type == (int)ParticleType.None)
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{
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foreach (var eff in Effects) eff.Stop();
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return;
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}
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ParticleSystem particleSystem = Effects[Mathf.Clamp(type - 1, 0, Effects.Length - 1)];
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particleSystem.gameObject.SetActive(true);
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particleSystem.Play();
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var emm = particleSystem.emission;
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var main = particleSystem.main;
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emm.rateOverTime = particleStrength;
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main.prewarm = instant;
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Wind.windMain = windStrength;
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}
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}
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}
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