mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +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
306 lines
10 KiB
C#
306 lines
10 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class CtrBearLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("blueBear", "Blue Bear", "b4e6f6", false, false, new List<GameAction>()
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{
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new GameAction("donut", "Donut")
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{
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function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); },
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defaultLength = 3,
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},
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new GameAction("cake", "Cake")
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{
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function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); },
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defaultLength = 4,
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},
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new GameAction("setEmotion", "Set Emotion")
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{
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function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetEmotion(e.beat, e.length, e["type"]); },
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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", BlueBear.EmotionType.ClosedEyes, "Type", "Which emotion should the blue bear use?")
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}
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},
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new GameAction("wind", "Wind")
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{
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function = delegate { BlueBear.instance.Wind(); },
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defaultLength = 0.5f
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},
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new GameAction("crumb", "Set Crumb Threshold")
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{
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function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetCrumbThreshold(e["right"], e["left"], e["reset"]); },
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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("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "How many treats should the bear eat before the right crumb can appear on his face?"),
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new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "How many treats should the bear eat before the left crumb can appear on his face?"),
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new Param("reset", false, "Reset Treats Eaten", "Should the numbers of treats eaten be reset?")
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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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"ctrbear", "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_BlueBear;
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public class BlueBear : Minigame
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{
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public enum EmotionType
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{
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Neutral,
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ClosedEyes,
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LookUp,
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Smile,
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Sad,
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InstaSad,
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Sigh
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}
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[Header("Animators")]
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public Animator headAndBodyAnim; // Head and body
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public Animator bagsAnim; // Both bags sprite
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public Animator donutBagAnim; // Individual donut bag
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public Animator cakeBagAnim; // Individual cake bag
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[SerializeField] Animator windAnim;
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[Header("References")]
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[SerializeField] GameObject leftCrumb;
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[SerializeField] GameObject rightCrumb;
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public GameObject donutBase;
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public GameObject cakeBase;
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public GameObject crumbsBase;
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public Transform foodHolder;
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public Transform crumbsHolder;
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public GameObject individualBagHolder;
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[Header("Variables")]
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static int rightCrumbAppearThreshold = 15;
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static int leftCrumbAppearThreshold = 30;
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static int eatenTreats = 0;
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double emotionStartBeat;
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float emotionLength;
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string emotionAnimName;
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bool crying;
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[Header("Curves")]
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public BezierCurve3D donutCurve;
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public BezierCurve3D cakeCurve;
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[Header("Gradients")]
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public Gradient donutGradient;
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public Gradient cakeGradient;
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private bool squashing;
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public static BlueBear instance;
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void OnDestroy()
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{
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if (Conductor.instance.isPlaying || Conductor.instance.isPaused) return;
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rightCrumbAppearThreshold = 15;
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leftCrumbAppearThreshold = 30;
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eatenTreats = 0;
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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private void Awake()
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{
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instance = this;
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if (Conductor.instance.isPlaying || Conductor.instance.isPaused) EatTreat(true);
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}
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private void Update()
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{
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headAndBodyAnim.SetBool("ShouldOpenMouth", foodHolder.childCount != 0);
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if (PlayerInput.GetAnyDirectionDown() && !IsExpectingInputNow(InputType.DIRECTION_DOWN))
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{
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Bite(true);
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}
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else if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Bite(false);
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}
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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float normalizedBeat = cond.GetPositionFromBeat(emotionStartBeat, emotionLength);
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if (normalizedBeat >= 0 && normalizedBeat <= 1f)
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{
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//headAndBodyAnim.DoNormalizedAnimation(emotionAnimName, normalizedBeat);
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}
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}
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}
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public void Wind()
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{
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windAnim.Play("Wind", 0, 0);
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}
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public void Bite(bool left)
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{
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if (crying)
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{
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headAndBodyAnim.Play(left ? "CryBiteL" : "CryBiteR", 0, 0);
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}
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else
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{
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headAndBodyAnim.Play(left ? "BiteL" : "BiteR", 0, 0);
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}
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}
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public void SetCrumbThreshold(int rightThreshold, int leftThreshold, bool reset)
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{
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rightCrumbAppearThreshold = rightThreshold;
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leftCrumbAppearThreshold = leftThreshold;
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if (reset) eatenTreats = 0;
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}
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public void EatTreat(bool onlyCheck = false)
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{
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if (!onlyCheck) eatenTreats++;
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if (eatenTreats >= leftCrumbAppearThreshold)
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{
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leftCrumb.SetActive(true);
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}
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else
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{
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leftCrumb.SetActive(false);
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}
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if (eatenTreats >= rightCrumbAppearThreshold)
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{
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rightCrumb.SetActive(true);
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}
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else
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{
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rightCrumb.SetActive(false);
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}
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}
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private void LateUpdate()
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{
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if (squashing)
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{
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var dState = donutBagAnim.GetCurrentAnimatorStateInfo(0);
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var cState = cakeBagAnim.GetCurrentAnimatorStateInfo(0);
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bool noDonutSquash = dState.IsName("DonutIdle");
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bool noCakeSquash = cState.IsName("CakeIdle");
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if (noDonutSquash && noCakeSquash)
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{
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squashing = false;
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bagsAnim.Play("Idle", 0, 0);
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}
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}
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}
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public void SetEmotion(double beat, float length, int emotion)
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{
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switch (emotion)
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{
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case (int)EmotionType.Neutral:
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if (emotionAnimName == "Smile")
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{
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headAndBodyAnim.Play("StopSmile", 0, 0);
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emotionAnimName = "";
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}
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else
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{
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headAndBodyAnim.Play("Idle", 0, 0);
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}
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crying = false;
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break;
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case (int)EmotionType.ClosedEyes:
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headAndBodyAnim.Play("EyesClosed", 0, 0);
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crying = false;
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break;
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case (int)EmotionType.LookUp:
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emotionStartBeat = beat;
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emotionLength = length;
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emotionAnimName = "OpenEyes";
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headAndBodyAnim.Play(emotionAnimName, 0, 0);
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crying = false;
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break;
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case (int)EmotionType.Smile:
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emotionStartBeat = beat;
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emotionLength = length;
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emotionAnimName = "Smile";
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headAndBodyAnim.Play(emotionAnimName, 0, 0);
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crying = false;
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break;
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case (int)EmotionType.Sad:
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emotionStartBeat = beat;
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emotionLength = length;
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emotionAnimName = "Sad";
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headAndBodyAnim.Play(emotionAnimName, 0, 0);
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crying = true;
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break;
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case (int)EmotionType.InstaSad:
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headAndBodyAnim.Play("CryIdle", 0, 0);
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crying = true;
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break;
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case (int)EmotionType.Sigh:
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headAndBodyAnim.Play("Sigh", 0, 0);
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crying = false;
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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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public void SpawnTreat(double beat, bool isCake)
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{
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var objectToSpawn = isCake ? cakeBase : donutBase;
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var newTreat = GameObject.Instantiate(objectToSpawn, foodHolder);
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var treatComp = newTreat.GetComponent<Treat>();
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treatComp.startBeat = beat;
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treatComp.curve = isCake ? cakeCurve : donutCurve;
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newTreat.SetActive(true);
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SoundByte.PlayOneShotGame(isCake ? "blueBear/cake" : "blueBear/donut");
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SquashBag(isCake);
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}
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public void SquashBag(bool isCake)
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{
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squashing = true;
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bagsAnim.Play("Squashing", 0, 0);
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individualBagHolder.SetActive(true);
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if (isCake)
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{
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cakeBagAnim.Play("CakeSquash", 0, 0);
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}
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else
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{
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donutBagAnim.Play("DonutSquash", 0, 0);
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}
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}
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}
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}
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