mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 03:25:22 +00:00
08a7fce35a
* ColorEase stuff why didn't we do this earlier!! this is so much common code cut down and makes things a LOT easier to type * port karate man, fix NaN bug goin to bed now! * km fix, convert all to colorease, multisounds stuff fix that goddamn ms.startBeat = sounds[0].beat; bug + if it's already converting to a list, why not just define the sounds as a list??????? they're a list most of the time anyways ive got work ahead of me. * finish up the code, document it just a few more fixes and we're good * revert some fork lifter stuff as nice as it would be i just don't want things to break * revert some MORE stuff * revert even more. bleh * semtiones lol also a karate man fix
517 lines
No EOL
22 KiB
C#
517 lines
No EOL
22 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 CtrTeppanLoader
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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("kitties", "Kitties!", "ffffff", false, false, new List<GameAction>()
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{
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new GameAction("clap", "Cat Clap")
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{
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function = delegate { Kitties.instance.Clap(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle1"], eventCaller.currentEntity["toggle2"],
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eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("type", Kitties.SpawnType.Straight, "Direction", "Choose the direction that the kitties will spawn in."),
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new Param("toggle", false, "Mice", "Toggle if the non-player kitties should be replaced with mice."),
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new Param("toggle1", false, "Invert Direction", "Toggle if the spawn direction should be inverted."),
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new Param("toggle2", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."),
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}
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},
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new GameAction("roll", "Roll")
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{
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function = delegate { Kitties.instance.Roll(eventCaller.currentEntity["toggle"], eventCaller.currentEntity.beat); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."),
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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 { Kitties.instance.CatchFish(eventCaller.currentEntity.beat); },
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defaultLength = 4f,
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},
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new GameAction("instantSpawn", "Instant Spawn")
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{
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function = delegate { Kitties.instance.InstantSpawn(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle1"],
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eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("type", Kitties.SpawnType.Straight, "Direction", "Choose the direction that the kitties will spawn in."),
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new Param("toggle", false, "Mice", "Toggle if the non-player kitties should be replaced with mice."),
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new Param("toggle1", false, "Invert Direction", "Toggle if the spawn direction should be inverted."),
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new Param("toggle2", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."),
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}
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},
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new GameAction("bgcolor", "Background Appearance")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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Kitties.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]);
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},
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defaultLength = 4,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorStart", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("colorEnd", Color.white, "End Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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}
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},
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new List<string>() { "ctr", "normal" },
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"ctrteppan", "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_Kitties;
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public class Kitties : Minigame
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{
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public CtrTeppanPlayer player;
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public Animator[] kitties;
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public GameObject[] Cats;
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public GameObject Fish;
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public bool isInverted;
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public SpriteRenderer background;
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public Vector3[] positions;
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public float[] rotationAngles;
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public enum SpawnType
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{
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Straight,
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DownDiagonal,
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UpDiagonal,
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CloseUp
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}
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public static Kitties instance;
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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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&& instance.IsExpectingInputNow(InputAction_AltStart);
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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_AltStart =
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new("CtrTeppanAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_AltFinish =
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new("CtrTeppanAltFinish", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
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IA_PadAltRelease, IA_TouchFlick, IA_BatonAltRelease);
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public static PlayerInput.InputAction InputAction_TouchRelease =
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new("CtrTeppanTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
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IA_Empty, IA_TouchBasicRelease, IA_Empty);
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void Awake()
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{
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instance = this;
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}
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// Update is called once per frame
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void Update()
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{
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BackgroundColorUpdate();
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}
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public void Clap(bool isMice, bool isInverse, bool keepSpawned, double beat, int type)
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{
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player.ScheduleClap(beat, type);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("kitties/nya1", beat),
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new MultiSound.Sound("kitties/nya2", beat + .75f),
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new MultiSound.Sound("kitties/nya3", beat + 1.5f)
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});
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if (type == 3)
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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, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("FaceClap", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("FaceClap", 0, 0);}),
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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 + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("FaceClap", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("FaceClap", 0, 0);}),
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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 + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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});
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}
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else if (!isMice)
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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, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("Clap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("Clap2", 0, 0);}),
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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 + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("Clap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("Clap2", 0, 0);}),
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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 + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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});
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}
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else
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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, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("MiceClap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("MiceClap2", 0, 0);}),
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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 + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("MiceClap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("MiceClap2", 0, 0);}),
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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 + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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});
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}
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if (!keepSpawned)
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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 + 3.5f, delegate { RemoveCats(false);})
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});
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}
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}
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public void Roll(bool keepSpawned, double beat)
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{
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if (!player.canClap)
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return;
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player.ScheduleRoll(beat);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("kitties/roll1", beat),
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new MultiSound.Sound("kitties/roll2", beat + .5f),
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new MultiSound.Sound("kitties/roll3", beat + 1f),
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new MultiSound.Sound("kitties/roll4", beat + 1.5f)
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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, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1.5f, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 2f, delegate { kitties[0].Play("Rolling", 0, 0); }),
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new BeatAction.Action(beat + 2.75f, delegate { kitties[0].Play("RollEnd", 0, 0); })
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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, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1.5f, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 2f, delegate { kitties[1].Play("Rolling", 0, 0); }),
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new BeatAction.Action(beat + 2.75f, delegate { kitties[1].Play("RollEnd", 0, 0); })
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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, delegate { kitties[2].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[2].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { kitties[2].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + 1.5f, delegate { kitties[2].Play("RollStart", 0, 0); })
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});
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if (!keepSpawned)
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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 + 3.5f, delegate { RemoveCats(false);})
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});
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}
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}
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public void CatchFish(double beat)
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{
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//if (!player.canClap)
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// return;
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player.ScheduleFish(beat);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("kitties/fish1", beat + 2f),
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new MultiSound.Sound("kitties/fish2", beat + 2.25f),
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new MultiSound.Sound("kitties/fish3", beat + 2.5f),
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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, delegate { if (isInverted)
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Fish.transform.localScale = new Vector3(-1f, 1f, 1f);
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else
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Fish.transform.localScale = new Vector3(1f, 1f, 1f); }),
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new BeatAction.Action(beat, delegate { Fish.SetActive(true); }),
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new BeatAction.Action(beat, delegate { Fish.GetComponent<Animator>().DoScaledAnimationAsync("FishDangle", 0.5f); }),
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new BeatAction.Action(beat + 2f, delegate { kitties[0].Play("FishNotice", 0, 0); }),
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new BeatAction.Action(beat + 2.25f, delegate { kitties[1].Play("FishNotice2", 0, 0); }),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[2].Play("FishNotice3", 0, 0); })
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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 + 4f, delegate { Fish.SetActive(false);})
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});
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}
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public void Spawn(int pos, int catNum, bool isMice, bool isInverse, bool firstSpawn, bool instant)
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{
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ResetRotation(catNum);
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if (firstSpawn)
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{
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isInverted = isInverse;
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switch (pos)
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{
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case 0:
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if (!isInverse)
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{
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positions[0] = new Vector3(-5.11f, -1.25f, 0f);
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positions[1] = new Vector3(.32f, -1.25f, 0f);
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positions[2] = new Vector3(5.75f, -1.25f, 0f);
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}
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else
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{
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positions[0] = new Vector3(5.75f, -1.25f, 0f);
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positions[1] = new Vector3(.32f, -1.25f, 0f);
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positions[2] = new Vector3(-5.11f, -1.5f, 0f);
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}
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break;
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case 1:
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if (!isInverse)
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{
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positions[0] = new Vector3(-6.61f, 1.75f, 6f);
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positions[1] = new Vector3(.32f, -.25f, 2f);
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positions[2] = new Vector3(4.25f, -1.75f, -2f);
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}
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else
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{
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positions[0] = new Vector3(6.61f, 1.75f, 6f);
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positions[1] = new Vector3(.32f, -.25f, 2f);
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positions[2] = new Vector3(-4.25f, -1.75f, -2f);
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}
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break;
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case 2:
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if (!isInverse)
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{
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positions[0] = new Vector3(4.25f, -1.75f, -2f);
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positions[1] = new Vector3(.32f, -.25f, 2f);
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positions[2] = new Vector3(-6.61f, 1.75f, 6f);
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}
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else
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{
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positions[0] = new Vector3(-4.25f, -1.75f, -2f);
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positions[1] = new Vector3(.32f, -.25f, 2f);
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positions[2] = new Vector3(6.61f, 1.75f, 6f);
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}
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break;
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case 3:
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if (firstSpawn)
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{
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rotationAngles = new float[] { -135f, 135f, 0f };
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positions[0] = new Vector3(-8.21f, 3.7f, 0f);
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positions[1] = new Vector3(7.51f, 4.2f, 0f);
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positions[2] = new Vector3(.32f, -4.25f, 0f);
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}
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break;
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default:
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break;
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}
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}
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Cats[catNum].transform.position = positions[catNum];
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if (pos != 3)
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{
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if (!isInverse)
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Cats[catNum].transform.localScale = new Vector3(1f, 1f, 1f);
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else
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Cats[catNum].transform.localScale = new Vector3(-1f, 1f, 1f);
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}
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else
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{
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var rotationVector = Cats[catNum].transform.rotation.eulerAngles;
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rotationVector.z = rotationAngles[catNum];
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Cats[catNum].transform.rotation = Quaternion.Euler(rotationVector);
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Cats[catNum].transform.localScale = new Vector3(-1f, 1f, 1f);
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}
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Cats[catNum].transform.GetChild(0).gameObject.SetActive(true);
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if (!instant)
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{
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if (pos == 3)
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{
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kitties[catNum].Play("FacePopIn", 0, 0);
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}
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else if (!isMice)
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kitties[catNum].Play("PopIn", 0, 0);
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else if (catNum < 2)
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{
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kitties[catNum].Play("MicePopIn", 0, 0);
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}
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else
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kitties[catNum].Play("PopIn", 0, 0);
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}
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else
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{
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if (pos == 3)
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kitties[catNum].Play("FaceIdle", 0, 0);
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else if (!isMice)
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kitties[catNum].Play("Idle", 0, 0);
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else if (catNum < 2)
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kitties[catNum].Play("MiceIdle", 0, 0);
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else
|
|
kitties[catNum].Play("Idle", 0, 0);
|
|
}
|
|
}
|
|
|
|
public void ResetRotation(int catNum)
|
|
{
|
|
var rotationVector = Cats[0].transform.rotation.eulerAngles;
|
|
rotationVector.z = 0;
|
|
Cats[catNum].transform.rotation = Quaternion.Euler(rotationVector);
|
|
}
|
|
|
|
public void RemoveCats(bool fishing)
|
|
{
|
|
if (!fishing)
|
|
{
|
|
for (int x = 0; x < 3; x++)
|
|
{
|
|
Cats[x].transform.GetChild(0).gameObject.SetActive(false);
|
|
}
|
|
}
|
|
else
|
|
Fish.SetActive(false);
|
|
player.canClap = false;
|
|
}
|
|
|
|
public void InstantSpawn(bool isMice, bool isInverse, double beat, int pos)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { Spawn(pos, 0, isMice, isInverse, true, true); }),
|
|
new BeatAction.Action(beat, delegate { Spawn(pos, 1, isMice, isInverse, true, true); }),
|
|
new BeatAction.Action(beat, delegate { Spawn(pos, 2, isMice, isInverse, true, true); })
|
|
});
|
|
player.canClap = true;
|
|
}
|
|
|
|
private ColorEase bgColorEase = new(Color.white);
|
|
|
|
//call this in update
|
|
private void BackgroundColorUpdate()
|
|
{
|
|
background.color = bgColorEase.GetColor();
|
|
}
|
|
|
|
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
|
{
|
|
bgColorEase = new ColorEase(beat, length, colorStartSet, colorEndSet, ease);
|
|
}
|
|
|
|
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
|
private void PersistColor(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("kitties", new string[] { "bgcolor" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count > 0)
|
|
{
|
|
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
|
var lastEvent = allEventsBeforeBeat[^1];
|
|
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]);
|
|
}
|
|
}
|
|
|
|
public override void OnPlay(double beat)
|
|
{
|
|
PersistColor(beat);
|
|
}
|
|
|
|
public override void OnGameSwitch(double beat)
|
|
{
|
|
PersistColor(beat);
|
|
}
|
|
}
|
|
} |