mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
c93cdfe4f8
so this is everything needed to recreate the original, it seems. just a few more things to do and we'll be all good
429 lines
No EOL
18 KiB
C#
429 lines
No EOL
18 KiB
C#
using System;
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using System.Linq;
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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 HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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 PcoDressYourBestLoader
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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("dressYourBest", "Dress Your Best!", "d593dd", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop", "Characters")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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DressYourBest.Characters characters = (DressYourBest.Characters)e["characters"];
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instance.ToggleBopping(characters, e["bop"]);
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if (e["auto"]) instance.DoBopping(e.beat, e.length, characters);
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}
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},
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new("characters", DressYourBest.Characters.Both, "Characters", "Choose the characters to toggle bopping."),
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new("bop", true, "Bop", "Toggle if the selected characters should bop for the duration of this event."),
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new("auto", true, "Bop (Auto)", "Toggle if the selected characters should automatically bop until another Bop event is reached."),
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}
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},
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new GameAction("start interval", "Start Interval", "Cues")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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instance.QueueStartInterval(e.beat, e.length, e["autoPass"], e["autoReact"]);
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}
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},
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defaultLength = 3f,
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resizable = true,
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parameters = new List<Param>()
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{
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new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new() {
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new((x, _) => (bool)x, "autoReact"),
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}),
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new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
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}
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},
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new GameAction("monkey call", "Monkey Call", "Cues")
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{
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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SoundByte.PlayOneShotGame("dressYourBest/monkey_call_" + (e["callSfx"] + 1), e.beat, forcePlay: true);
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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("callSfx", DressYourBest.CallSFX.Long, "Call SFX", "Set the type of sound effect to use for the call.")
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}
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},
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new GameAction("pass turn", "Pass Turn", "Cues")
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{
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preFunction = delegate {
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SoundByte.PlayOneShotGame("dressYourBest/pass_turn", eventCaller.currentEntity.beat);
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},
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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instance.PassTurn(e.beat, e["auto"]);
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}
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},
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
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}
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},
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new GameAction("interval react", "Interval React", "Characters")
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{
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// preFunction = delegate {
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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instance.IntervalReact(e.beat, e.length);
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}
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},
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defaultLength = 1f,
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resizable = true,
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// parameters = new List<Param>()
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// {
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// new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
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// }
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},
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new GameAction("background appearance", "Background Appearance", "Appearance")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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instance.ChangeBackgroundAppearance(e.beat, e.length, e["start"], e["end"], e["ease"]);
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}
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},
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resizable = true,
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parameters = new List<Param>()
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{
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new("start", DressYourBest.DefaultBGColor, "Start Color", "Set the color at the start of the event."),
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new("end", DressYourBest.DefaultBGColor, "End Color", "Set the color at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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},
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},
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new GameAction("change emotion", "Change Emotion", "Characters")
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{
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// preFunction = delegate {
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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instance.ChangeEmotion((DressYourBest.Characters)e["character"], (DressYourBest.Faces)e["face"]);
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}
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},
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new("character", DressYourBest.Characters.Girl, "Character", "Set the character to change the face of."),
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new("face", DressYourBest.Faces.Idle, "Face", "Set the face to change to."),
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}
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},
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}
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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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public class DressYourBest : Minigame
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{
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public enum Characters
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{
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Girl,
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Monkey,
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Both,
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}
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public enum Faces
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{
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Idle,
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Looking,
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Happy,
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Sad,
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}
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public enum CallSFX
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{
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Long,
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Short,
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}
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// LightState is mainly used to get different colors from a list
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public enum LightState
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{
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IdleOrListening,
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Repeating,
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Correct,
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Incorrect,
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}
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[Header("Animators")]
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[SerializeField] private Animator girlAnim;
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[SerializeField] private Animator monkeyAnim;
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[SerializeField] private Animator sewingAnim;
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[Header("Renderers")]
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[SerializeField] private SpriteRenderer bgSpriteRenderer;
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[SerializeField] private Renderer lightRenderer;
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[Header("Material(s)")]
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[SerializeField] private Material lightMaterialTemplate;
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[Header("Variables")]
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[SerializeField] private ColorPair[] lightStates;
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[Serializable] // can't serialize tuples :/
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private struct ColorPair
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{
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public Color inside;
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public Color outside;
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}
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// can't make a reference type a const, this is the next best thing
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public readonly static Color DefaultBGColor = new(0.84f, 0.58f, 0.87f);
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// i set variables to null when they are not initialized by default 👍
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private ColorEase bgColorEase = new(DefaultBGColor);
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private Sound whirringSfx = null;
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private List<RiqEntity> callEntities;
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// if characters should bop automatically
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private bool girlBop = true;
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private bool monkeyBop = true;
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private void Awake()
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{
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// instantiate the material so it doesn't persist between game switches
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lightRenderer.material = Instantiate(lightMaterialTemplate);
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SetLightFromState(LightState.IdleOrListening); // default
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}
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private void Update()
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{
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bgSpriteRenderer.color = bgColorEase.GetColor();
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}
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public override void OnLateBeatPulse(double beat)
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{
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if (girlBop && !girlAnim.IsPlayingAnimationNames()) {
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girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
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}
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if (monkeyBop && !monkeyAnim.IsPlayingAnimationNames("Call")) {
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monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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// OnGameSwitch and OnPlay do very similar things, but it's better to keep them separate if they need to do different things
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public override void OnGameSwitch(double beat)
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{
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StoreAllCallEntities();
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PersistBackgroundAppearance(beat);
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}
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public override void OnPlay(double beat)
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{
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StoreAllCallEntities();
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PersistBackgroundAppearance(beat);
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}
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private void StoreAllCallEntities()
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{
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// just makes more sense to go through like 50-100 entities max when going through the game instead of like 2000 max
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callEntities = gameManager.Beatmap.Entities.FindAll(e => e.datamodel == "dressYourBest/monkey call");
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}
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private void PersistBackgroundAppearance(double beat)
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{
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// find the last background appearance from the current beat
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// this uses only beat, not length. earlier events will be completely ignored
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RiqEntity bgEntity = gameManager.Beatmap.Entities.FindLast(e => e.beat < beat && e.datamodel == "dressYourBest/background appearance");
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if (bgEntity != null) {
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RiqEntity e = bgEntity;
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ChangeBackgroundAppearance(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]);
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}
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}
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private void SetLightFromState(LightState state)
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{
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ColorPair colorPair = lightStates[(int)state];
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lightRenderer.material.SetColor("_ColorAlpha", colorPair.outside);
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lightRenderer.material.SetColor("_ColorBravo", colorPair.inside);
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}
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public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease)
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{
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bgColorEase = new ColorEase(beat, length, startColor, endColor, ease);
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}
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public void ToggleBopping(Characters characters, bool toggle)
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{
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if (characters is Characters.Girl or Characters.Both) {
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girlBop = toggle;
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}
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if (characters is Characters.Monkey or Characters.Both) {
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monkeyBop = toggle;
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}
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}
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public void DoBopping(double beat, float length, Characters characters)
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{
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// not super necessary, but just creating one callback that gets added to, then assigned to a beataction is just simpler
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BeatAction.EventCallback bopAction = delegate { };
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if (characters is Characters.Girl or Characters.Both) {
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bopAction += () => girlAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
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}
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if (characters is Characters.Monkey or Characters.Both) {
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bopAction += () => monkeyAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < length; i++) {
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actions.Add(new(beat + i, bopAction));
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}
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_ = BeatAction.New(this, actions);
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}
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public void ChangeEmotion(Characters character, Faces emotion)
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{
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if (character is Characters.Girl or Characters.Both) {
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ChangeEmotion(girlAnim, emotion);
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}
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if (character is Characters.Monkey or Characters.Both) {
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ChangeEmotion(monkeyAnim, emotion);
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}
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}
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private void ChangeEmotion(Animator anim, Faces emotion)
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{
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Debug.Log("emotion : " + emotion);
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anim.DoScaledAnimationAsync(emotion.ToString(), 0.5f, animLayer: 1);
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}
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// startBeat exists so actions that happened when inactive aren't done again. that would suck
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public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue)
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{
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List<RiqEntity> neededCalls = GetNeededCalls(beat, length);
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if (neededCalls.Count <= 0) return;
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if (startBeat < beat + length) {
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List<MultiSound.Sound> sounds = new();
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List<BeatAction.Action> actions = new() {
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new(beat, () => ChangeEmotion(girlAnim, Faces.Looking))
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};
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foreach (RiqEntity call in neededCalls)
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{
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// Debug.Log("call.beat : " + call.beat);
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if (call.beat < startBeat) continue;
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sounds.Add(new("dressYourBest/monkey_call_" + (call["callSfx"] + 1), call.beat));
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actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
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}
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if (autoPass) {
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// have to add this after all the other actions as actions are done in order of beat
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actions.Add(new(beat + length, delegate {
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PassTurn(beat + length, autoReact, beat, length, neededCalls);
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}));
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// epic sound scheduling
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SoundByte.PlayOneShotGame("dressYourBest/pass_turn", beat + length);
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}
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_ = MultiSound.Play(sounds);
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_ = BeatAction.New(this, actions);
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}
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}
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public void PassTurn(double beat, bool autoReact, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List<RiqEntity> neededCalls = null)
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{
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if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) {
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RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.datamodel == "dressYourBest/start interval" && e.beat + e.length < beat);
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if (startInterval == null) return;
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startIntervalBeat = startInterval.beat;
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startIntervalLength = startInterval.length;
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}
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neededCalls ??= GetNeededCalls(startIntervalBeat, startIntervalLength);
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if (neededCalls.Count <= 0) return; // do the actual stuff under here
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ChangeEmotion(girlAnim, Faces.Idle);
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SetLightFromState(LightState.Repeating);
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// "Any" check instead of just checking the last one?
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if (neededCalls[^1].beat != beat) {
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monkeyAnim.DoScaledAnimationAsync("Idle", 0.5f);
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}
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hitCount = 0;
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foreach (RiqEntity call in neededCalls)
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{
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double relativeBeat = call.beat - startIntervalBeat;
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_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
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}
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if (autoReact) {
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double reactBeat = (beat * 2) - startIntervalBeat + 1;
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BeatAction.New(this, new() { new(reactBeat, delegate {
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IntervalReact(reactBeat, 1);
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})});
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}
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}
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private List<RiqEntity> GetNeededCalls(double beat, float length)
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{
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return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
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}
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public void IntervalReact(double beat, float length)
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{
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Faces reaction = HasMissed ? Faces.Sad : Faces.Happy;
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ChangeEmotion(monkeyAnim, reaction);
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ChangeEmotion(girlAnim, reaction);
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LightState lightState = (LightState)reaction;
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SetLightFromState(lightState);
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// there's not a good way to schedule this afaik.
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// there might be some way to like, schedule the sound then change the sound source when missed? that could work maybe
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SoundByte.PlayOneShotGame("dressYourBest/" + lightState.ToString().ToLower());
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// maybe wanna use a beat value that's checked in the update loop
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// that would let people specify
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_ = BeatAction.New(this, new() {
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new(beat + length, delegate {
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ChangeEmotion(monkeyAnim, Faces.Idle);
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ChangeEmotion(girlAnim, Faces.Idle);
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SetLightFromState(LightState.IdleOrListening);
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})
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});
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}
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private int hitCount = 0; // resets every pass turn
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private bool hasMissed = false;
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private bool HasMissed => hasMissed || hitCount <= 0;
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private void OnHit(PlayerActionEvent caller, float state)
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{
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hitCount++;
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SoundByte.PlayOneShotGame("dressYourBest/hit_1");
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SoundByte.PlayOneShotGame("dressYourBest/hit_2", pitch: SoundByte.GetPitchFromSemiTones(hitCount, false));
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if (state is >= 1f or <= (-1f)) // barely
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{
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sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
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hasMissed = true;
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}
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else // just
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{
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sewingAnim.DoScaledAnimationAsync("Hit", 0.5f);
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}
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}
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private void OnMiss(PlayerActionEvent caller)
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{
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hitCount = 0;
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hasMissed = true;
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}
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}
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} |