mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
50a1b7bcdb
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
339 lines
14 KiB
C#
339 lines
14 KiB
C#
using NaughtyBezierCurves;
|
|
using HeavenStudio.Util;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using TMPro;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class NtrDogNinjaLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller) {
|
|
return new Minigame("dogNinja", "Dog Ninja", "554899", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("Bop", "Bop")
|
|
{
|
|
function = delegate { DogNinja.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]); },
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Enable Bopping", "Whether to bop to the beat or not"),
|
|
}
|
|
},
|
|
new GameAction("Prepare", "Prepare")
|
|
{
|
|
function = delegate { DogNinja.instance.Prepare(eventCaller.currentEntity.beat); },
|
|
defaultLength = 0.5f,
|
|
},
|
|
new GameAction("ThrowObject", "Throw Object")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], false); },
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"]); },
|
|
defaultLength = 2,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"),
|
|
new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"),
|
|
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"),
|
|
new Param("shouldPrepare", true, "Prepare?", "Should the dog prepare?"),
|
|
new Param("muteThrow", false, "Mute", "Mute the throw? (ONLY WHEN INACTIVE)"),
|
|
},
|
|
},
|
|
new GameAction("CutEverything", "Cut Everything!")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); },
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Play Sound", "Whether to play the 'FlyIn' SFX or not"),
|
|
new Param("text", "Cut everything!", "Custom Text", "What text should the sign display?")
|
|
}
|
|
},
|
|
new GameAction("HereWeGo", "Here We Go!")
|
|
{
|
|
function = delegate { DogNinja.instance.HereWeGo(eventCaller.currentEntity.beat); },
|
|
defaultLength = 2,
|
|
inactiveFunction = delegate { DogNinja.HereWeGoInactive(eventCaller.currentEntity.beat); },
|
|
preFunctionLength = 1,
|
|
},
|
|
|
|
// these are still here for backwards-compatibility but are hidden in the editor
|
|
new GameAction("ThrowObjectLeft", "Throw Object Left")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
|
|
defaultLength = 2,
|
|
hidden = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
|
|
},
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
|
|
},
|
|
new GameAction("ThrowObjectRight", "Throw Object Right")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
|
|
defaultLength = 2,
|
|
hidden = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
|
|
},
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
|
|
},
|
|
new GameAction("ThrowObjectBoth", "Throw Object Both")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
|
|
defaultLength = 2,
|
|
hidden = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "The object on the left to be thrown"),
|
|
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object on the right to be thrown"),
|
|
},
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
|
|
},
|
|
},
|
|
new List<string>() {"ntr", "normal"},
|
|
"ntrninja", "en",
|
|
new List<string>() {}
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_DogNinja;
|
|
public class DogNinja : Minigame
|
|
{
|
|
static List<QueuedThrow> queuedThrows = new List<QueuedThrow>();
|
|
struct QueuedThrow
|
|
{
|
|
public double beat;
|
|
public int direction;
|
|
public int typeL;
|
|
public int typeR;
|
|
public string sfxNumL;
|
|
public string sfxNumR;
|
|
}
|
|
|
|
[Header("Animators")]
|
|
public Animator DogAnim; // dog misc animations
|
|
public Animator BirdAnim; // bird flying in and out
|
|
|
|
[Header("References")]
|
|
[SerializeField] GameObject ObjectBase;
|
|
[SerializeField] GameObject FullBird;
|
|
[SerializeField] SpriteRenderer WhichObject;
|
|
public SpriteRenderer WhichLeftHalf;
|
|
public SpriteRenderer WhichRightHalf;
|
|
[SerializeField] TMP_Text cutEverythingText;
|
|
|
|
[Header("Curves")]
|
|
[SerializeField] BezierCurve3D CurveFromLeft;
|
|
[SerializeField] BezierCurve3D CurveFromRight;
|
|
|
|
[SerializeField] Sprite[] ObjectTypes;
|
|
|
|
private double lastReportedBeat = 0f;
|
|
private bool birdOnScreen = false;
|
|
static bool dontBop = false;
|
|
private const string sfxNum = "dogNinja/";
|
|
|
|
public static DogNinja instance;
|
|
|
|
public enum ObjectDirection
|
|
{
|
|
Left,
|
|
Right,
|
|
Both,
|
|
}
|
|
|
|
public enum ObjectType
|
|
{
|
|
Random, // random fruit
|
|
Apple, // fruit
|
|
Broccoli, // fruit
|
|
Carrot, // fruit
|
|
Cucumber, // fruit
|
|
Pepper, // fruit
|
|
Potato, // fruit
|
|
Bone, // bone
|
|
Pan, // pan
|
|
Tire, // tire
|
|
// custom objects that aren't in the og game
|
|
AirBatter,
|
|
Karateka,
|
|
IaiGiriGaiden,
|
|
ThumpFarm,
|
|
BattingShow,
|
|
MeatGrinder,
|
|
Idol,
|
|
TacoBell,
|
|
//YaseiNoIkiG3M4,
|
|
}
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
}
|
|
|
|
void OnDestroy()
|
|
{
|
|
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
|
|
if (queuedThrows.Count > 0) queuedThrows.Clear();
|
|
}
|
|
foreach (var evt in scheduledInputs)
|
|
{
|
|
evt.Disable();
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (DogAnim.GetBool("needPrepare") && DogAnim.IsAnimationNotPlaying())
|
|
{
|
|
DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
|
DogAnim.SetBool("needPrepare", true);
|
|
}
|
|
|
|
if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
|
{
|
|
System.Random rd = new System.Random();
|
|
string slice;
|
|
int LorR = rd.Next(0,2);
|
|
if (LorR < 1) {
|
|
slice = "WhiffRight";
|
|
} else {
|
|
slice = "WhiffLeft";
|
|
}
|
|
|
|
DogAnim.DoScaledAnimationAsync(slice, 0.5f);
|
|
SoundByte.PlayOneShotGame("dogNinja/whiff");
|
|
DogAnim.SetBool("needPrepare", false);
|
|
}
|
|
|
|
if (queuedThrows.Count > 0) {
|
|
foreach (var obj in queuedThrows) { ThrowObject(obj.beat, obj.direction, obj.typeL, obj.typeR, obj.sfxNumL, obj.sfxNumR); }
|
|
queuedThrows.Clear();
|
|
}
|
|
|
|
//if () queuedThrows.Clear();
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && DogAnim.IsAnimationNotPlaying() && !dontBop)
|
|
{
|
|
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
|
}
|
|
}
|
|
|
|
public void Bop(double beat, bool bop)
|
|
{
|
|
dontBop = !bop;
|
|
}
|
|
|
|
public static void QueueObject(double beat, int direction, int typeL, int typeR, bool prepare, bool muteThrow)
|
|
{
|
|
int ObjSprite = 1;
|
|
if (typeL == 0 || typeR == 0) {
|
|
// random object code. it makes a random number from 1-7 and sets that as the sprite
|
|
System.Random rd = new System.Random();
|
|
ObjSprite = rd.Next(1, 7);
|
|
}
|
|
|
|
string sfxNumL = "dogNinja/";
|
|
if (direction is 0 or 2) {
|
|
sfxNumL += typeL < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeL);
|
|
if (typeL == 0) typeL = ObjSprite;
|
|
if (!muteThrow) SoundByte.PlayOneShotGame(sfxNumL+"1", forcePlay: true);
|
|
}
|
|
|
|
string sfxNumR = "dogNinja/";
|
|
if (direction is 1 or 2) {
|
|
sfxNumR += typeR < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeR);
|
|
if (typeR == 0) typeR = ObjSprite;
|
|
if (!(direction == 2 && typeL == typeR) && !muteThrow) SoundByte.PlayOneShotGame(sfxNumR+"1", forcePlay: true);
|
|
}
|
|
|
|
queuedThrows.Add(new QueuedThrow() {
|
|
beat = beat,
|
|
direction = direction,
|
|
typeL = typeL,
|
|
typeR = typeR,
|
|
sfxNumL = sfxNumL,
|
|
sfxNumR = sfxNumR,
|
|
});
|
|
|
|
if (prepare) DogNinja.instance.DogAnim.SetBool("needPrepare", true);
|
|
}
|
|
|
|
public void ThrowObject(double beat, int direction, int typeL, int typeR, string sfxNumL, string sfxNumR)
|
|
{
|
|
// instantiate a game object and give it its variables
|
|
if (direction is 0 or 2) {
|
|
WhichObject.sprite = ObjectTypes[typeL];
|
|
ThrowObject ObjectL = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
|
|
ObjectL.startBeat = beat;
|
|
ObjectL.curve = CurveFromLeft;
|
|
ObjectL.fromLeft = true;
|
|
ObjectL.direction = direction;
|
|
ObjectL.type = typeL;
|
|
ObjectL.sfxNum = sfxNumL;
|
|
if (direction == 2) ObjectL.shouldSfx = (typeL == typeR);
|
|
}
|
|
|
|
if (direction is 1 or 2) {
|
|
WhichObject.sprite = ObjectTypes[typeR];
|
|
ThrowObject ObjectR = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
|
|
ObjectR.startBeat = beat;
|
|
ObjectR.curve = CurveFromRight;
|
|
ObjectR.fromLeft = false;
|
|
ObjectR.direction = direction;
|
|
ObjectR.type = typeR;
|
|
ObjectR.sfxNum = sfxNumR;
|
|
if (direction == 2) ObjectR.shouldSfx = !(typeL == typeR);
|
|
}
|
|
}
|
|
|
|
public void CutEverything(double beat, bool sound, string customText)
|
|
{
|
|
// plays one anim with sfx when it's not on screen, plays a different anim with no sfx when on screen. ez
|
|
if (!birdOnScreen) {
|
|
FullBird.SetActive(true);
|
|
if (sound) {
|
|
SoundByte.PlayOneShotGame(sfxNum+"bird_flap");
|
|
}
|
|
BirdAnim.Play("FlyIn", 0, 0);
|
|
birdOnScreen = true;
|
|
cutEverythingText.text = customText;
|
|
} else {
|
|
BirdAnim.Play("FlyOut", 0, 0);
|
|
birdOnScreen = false;
|
|
}
|
|
}
|
|
|
|
public void Prepare(double beat)
|
|
{
|
|
if (!DogAnim.GetBool("needPrepare")) DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
|
DogAnim.SetBool("needPrepare", true);
|
|
}
|
|
|
|
public void HereWeGo(double beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound(sfxNum+"here", beat),
|
|
new MultiSound.Sound(sfxNum+"we", beat + 0.5f),
|
|
new MultiSound.Sound(sfxNum+"go", beat + 1f)
|
|
}, forcePlay: true);
|
|
}
|
|
|
|
public static void HereWeGoInactive(double beat)
|
|
{
|
|
DogNinja.instance.HereWeGo(beat);
|
|
}
|
|
}
|
|
}
|