mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
f59a3ed04f
Also added 3 new color attributes: colorD, colorE, and colorF
498 lines
No EOL
20 KiB
C#
498 lines
No EOL
20 KiB
C#
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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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class RvlKarateLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
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new GameAction("hit", delegate
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{
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KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
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}, 2, false, new List<Param>()
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{
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new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire")
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}),
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new GameAction("bulb", delegate {
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var e = eventCaller.currentEntity;
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var c = KarateMan.instance.LightBulbColors[e.type];
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if(e.type == (int)KarateMan.LightBulbType.Custom) c = e.colorA;
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KarateMan.instance.Shoot(e.beat, 1, tint: c);
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}, 2, false, new List<Param>()
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{
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new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos"),
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new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom")
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}),
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new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
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new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
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new GameAction("hitX", delegate
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{
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var e = eventCaller.currentEntity;
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switch ((KarateMan.HitThree)e.type)
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{
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case KarateMan.HitThree.HitTwo: KarateMan.instance.Hit2(e.beat); break;
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case KarateMan.HitThree.HitThreeAlt: KarateMan.instance.Hit3(e.beat, true); break;
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case KarateMan.HitThree.HitFour: KarateMan.instance.Hit4(e.beat); break;
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default: KarateMan.instance.Hit3(e.beat); break;
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}
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}, 1f, false, new List<Param>()
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{
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new Param("type", KarateMan.HitThree.HitThree, "Type", "What should be called out")
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}),
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new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
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new GameAction("set background effects", delegate {
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var e = eventCaller.currentEntity;
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var c = KarateMan.instance.BackgroundColors[e.type];
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if(e.type == (int)KarateMan.BackgroundType.Custom) c = e.colorA;
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KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
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KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
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}, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
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new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
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new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
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new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
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}),
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2, hidden: true),
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new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2, hidden: true),
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new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2, hidden: true),
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new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 999); }, 2, hidden: true),
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new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }, hidden: true),
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new GameAction("bgfxon", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
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new GameAction("bgfxoff", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.None); }, hidden: true),
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new GameAction("set background fx", delegate {
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KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
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}, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
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},
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hidden: true
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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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using Scripts_KarateMan;
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public class KarateMan : Minigame
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{
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public enum HitType
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{
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Pot = 0,
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Rock = 2,
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Ball = 3,
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CookingPot = 6,
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Alien = 7,
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TacoBell = 999
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}
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public enum HitThree
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{
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HitTwo,
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HitThree,
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HitThreeAlt,
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HitFour
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}
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public enum LightBulbType
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{
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Normal,
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Blue,
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Yellow,
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Custom
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}
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public enum BackgroundType
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{
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Yellow,
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Fuchsia,
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Blue,
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Red,
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Orange,
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Pink,
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Custom
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}
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public enum BackgroundFXType
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{
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None,
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Sunburst,
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Rings
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}
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public enum ShadowType
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{
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Tinted,
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Custom
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}
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public Color[] LightBulbColors;
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public Color[] BackgroundColors;
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public Color[] ShadowColors;
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public static Color ShadowBlendColor = new Color(195f / 255f, 48f / 255f, 2f / 255f);
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const float hitVoiceOffset = 0.042f;
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public GameObject Pot, Bomb;
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public KarateJoe KarateJoe;
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public List<Minigame.Eligible> EligibleCombos = new List<Minigame.Eligible>();
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public static KarateMan instance { get; set; }
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public Sprite[] ObjectSprites;
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public Sprite[] BarrelSprites;
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public Sprite[] CookingPotSprites;
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public Sprite[] OtherSprites;
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public List<BGSpriteC> BGSprites;
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public SpriteRenderer BGSprite;
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public SpriteRenderer BGFXSprite;
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public BackgroundType BGType = BackgroundType.Yellow;
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public BackgroundFXType BGFXType = BackgroundFXType.None;
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public Color BGColor;
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public ShadowType Shadow = ShadowType.Tinted;
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public Color ShadowColor = Color.black;
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private float newBeat;
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public GameEvent bop = new GameEvent();
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public GameEvent prepare = new GameEvent();
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private float bgBeat;
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public ParticleSystem potHitEffect;
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public GameObject comboRef;
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public GameObject HIT3Ref;
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public Sprite[] Numbers;
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[System.Serializable]
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public class BGSpriteC
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{
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public List<Sprite> Sprites;
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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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BGType = 0;
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BGColor = BackgroundColors[0];
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Shadow = 0;
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}
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public override void OnGameSwitch(float beat)
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{
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base.OnGameSwitch(beat);
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SetBackgroundColor((int)BGType, (int)Shadow, BGColor, ShadowColor);
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}
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public void Combo(float beat)
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{
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comboRef.GetComponent<Animator>().enabled = true;
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comboRef.GetComponent<Animator>().Play("comboRef");
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Jukebox.PlayOneShotGame("karateman/barrelOutCombos");
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Shoot(beat, 0, true, "PotCombo1", 0, new Vector2(-0.94f, -2.904f));
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Shoot(beat + 0.25f, 0, true, "PotCombo2", 1, new Vector2(-0.94f, -2.904f));
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Shoot(beat + 0.5f, 0, true, "PotCombo3", 2, new Vector2(-0.776f, -3.162f));
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Shoot(beat + 0.75f, 0, true, "PotCombo4", 3, new Vector2(1.453f, -3.162f));
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Shoot(beat + 1f, 0, true, "PotCombo5", 4, new Vector2(0.124f, -3.123f));
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Shoot(beat + 1.5f, 4, true, "PotCombo6", 5, new Vector2(-1.333f, -2.995f));
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("karateman/punchy1", beat + 1f),
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new MultiSound.Sound("karateman/punchy2", beat + 1.25f),
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new MultiSound.Sound("karateman/punchy3", beat + 1.5f),
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new MultiSound.Sound("karateman/punchy4", beat + 1.75f),
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new MultiSound.Sound("karateman/ko", beat + 2f),
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new MultiSound.Sound("karateman/pow", beat + 2.5f)
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});
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}
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public void Shoot(float beat, int type, bool combo = false, string throwAnim = "", int comboIndex = 0, Vector2 endShadowPos = new Vector2(), UnityEngine.Color tint = default)
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{
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GameObject pot = Instantiate(Pot);
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pot.transform.parent = Pot.transform.parent;
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if (KarateJoe.instance.anim.IsAnimationNotPlaying())
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KarateJoe.instance.SetHead(0);
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Pot p = pot.GetComponent<Pot>();
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pot.SetActive(true);
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p.startBeat = beat;
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p.createBeat = beat;
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p.isThrown = true;
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p.type = type;
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if(type <= ObjectSprites.Length)
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p.Sprite.GetComponent<SpriteRenderer>().sprite = ObjectSprites[type];
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if (combo)
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{
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p.comboIndex = comboIndex;
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p.throwAnim = throwAnim;
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p.combo = true;
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KarateJoe.currentComboPots.Add(p);
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p.endShadowThrowPos = endShadowPos;
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}
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else
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{
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p.throwAnim = "PotThrow";
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string outSnd = "";
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switch (type)
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{
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case 0:
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if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
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outSnd = "karateman/objectOut";
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else
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outSnd = "karateman/offbeatObjectOut";
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p.hitSnd = "karateman/potHit";
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break;
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case 1:
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outSnd = "karateman/lightbulbOut";
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p.hitSnd = "karateman/lightbulbHit";
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if (tint != default && tint != Color.black) {
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p.BulbLightSprite.SetActive(true);
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p.BulbLightSprite.GetComponent<SpriteRenderer>().color = tint;
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}
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break;
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case 2:
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if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
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outSnd = "karateman/objectOut";
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else
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outSnd = "karateman/offbeatObjectOut";
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p.hitSnd = "karateman/rockHit";
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break;
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case 3:
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if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
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outSnd = "karateman/objectOut";
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else
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outSnd = "karateman/offbeatObjectOut";
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p.hitSnd = "karateman/soccerHit";
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break;
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case 4:
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p.kick = true;
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outSnd = "karateman/barrelOutKicks";
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p.hitSnd = "karateman/barrelBreak";
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("karateman/punchKick1", beat + 1f),
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new MultiSound.Sound("karateman/punchKick2", beat + 1.5f),
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new MultiSound.Sound("karateman/punchKick3", beat + 1.75f),
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new MultiSound.Sound("karateman/punchKick4", beat + 2.25f)
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});
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break;
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case 6:
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if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
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outSnd = "karateman/objectOut";
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else
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outSnd = "karateman/offbeatObjectOut";
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p.hitSnd = "karateman/cookingPot";
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break;
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case 7:
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if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
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outSnd = "karateman/objectOut";
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else
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outSnd = "karateman/offbeatObjectOut";
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p.hitSnd = "karateman/alienHit";
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break;
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case 999:
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p.Sprite.GetComponent<SpriteRenderer>().sprite = OtherSprites[0];
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if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
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outSnd = "karateman/objectOut";
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else
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outSnd = "karateman/offbeatObjectOut";
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p.hitSnd = "karateman/tacobell";
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break;
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}
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p.endShadowThrowPos = new Vector2(-1.036f, -2.822f);
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Jukebox.PlayOneShotGame(outSnd);
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}
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p.Init();
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}
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List<Beatmap.Entity> cuedVoices = new List<Beatmap.Entity>(); // "Hit" voices cued in advance are stored here so they aren't called multiple times in Update().
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private void Update()
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{
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if (Conductor.instance.ReportBeat(ref newBeat))
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{
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if (BGFXSprite.enabled)
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{
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var type = (int)BGFXType - 1;
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if (bgBeat % 2 == 0)
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{
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BGFXSprite.sprite = BGSprites[type].Sprites[0];
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}
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else
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{
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BGFXSprite.sprite = BGSprites[type].Sprites[1];
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}
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bgBeat++;
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}
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}
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if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (Conductor.instance.songPositionInBeats >= bop.startBeat && Conductor.instance.songPositionInBeats < bop.startBeat + bop.length)
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{
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if (KarateJoe.anim.IsAnimationNotPlaying())
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KarateJoe.anim.Play("Bop", 0, 0);
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}
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}
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if (prepare.length > 0)
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{
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if (Conductor.instance.songPositionInBeats >= prepare.startBeat && Conductor.instance.songPositionInBeats < prepare.startBeat + prepare.length)
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{
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if (KarateJoe.anim.IsAnimationNotPlaying())
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KarateJoe.AnimPlay("Prepare");
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}
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else
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{
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KarateJoe.AnimPlay("Idle");
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prepare.length = 0;
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}
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}
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if (!Conductor.instance.isPlaying)
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return;
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// Call "hit" voice slightly early to account for sound offset.
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var hitVoiceEvents = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "karateman/hit3" || c.datamodel == "karateman/hit4");
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for (int i = 0; i < hitVoiceEvents.Count; i++)
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{
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var hitEvent = hitVoiceEvents[i];
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var timeToEvent = hitEvent.beat - Conductor.instance.songPositionInBeats;
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if (timeToEvent <= 1f && timeToEvent > 0f && !cuedVoices.Contains(hitEvent))
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{
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cuedVoices.Add(hitEvent);
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var sound = "karateman/hit";
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if (hitEvent.type == (int)KarateMan.HitThree.HitThreeAlt) sound += "Alt";
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound(sound, hitEvent.beat - hitVoiceOffset * Conductor.instance.songBpm / 60f) });
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}
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}
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}
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public void SetBackgroundFX(BackgroundFXType type)
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{
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BGFXType = type;
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if (BGFXType == BackgroundFXType.None)
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{
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BGFXSprite.enabled = false;
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}
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else
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{
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BGFXSprite.enabled = true;
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BGFXSprite.sprite = BGSprites[(int)type - 1].Sprites[0];
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}
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}
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public void SetBackgroundColor(int type, int shadowType, Color backgroundColor, Color shadowColor)
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{
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BGType = (BackgroundType)type;
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BGColor = backgroundColor;
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BGSprite.color = backgroundColor;
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Shadow = (ShadowType)shadowType;
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ShadowColor = shadowColor;
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}
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public void Bop(float beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void Hit2(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("karateman/two", beat + 0.5f) });
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}
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public void Hit3(float beat, bool alt = false)
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{
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var sound = "karateman/three";
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if (alt) sound += "Alt";
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound(sound, beat + 0.5f) });
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GameObject hit3 = Instantiate(HIT3Ref, this.transform);
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hit3.transform.GetChild(0).GetChild(1).GetComponent<SpriteRenderer>().sprite = Numbers[2];
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BeatAction.New(hit3, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.5f, delegate { hit3.transform.GetChild(0).gameObject.SetActive(true); }),
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new BeatAction.Action(beat + 4.5f, delegate { Destroy(hit3); })
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});
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}
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public void Hit4(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("karateman/four", beat + 0.5f) });
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GameObject hit4 = Instantiate(HIT3Ref, this.transform);
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hit4.transform.GetChild(0).GetChild(1).GetComponent<SpriteRenderer>().sprite = Numbers[3];
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BeatAction.New(hit4, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.5f, delegate { hit4.transform.GetChild(0).gameObject.SetActive(true); }),
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new BeatAction.Action(beat + 4.5f, delegate { Destroy(hit4); })
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});
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}
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public void Prepare(float beat, float length)
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{
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prepare.startBeat = beat;
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prepare.length = length;
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}
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public void CreateBomb(Transform parent, Vector2 scale, ref GameObject shadow)
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{
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GameObject bomb = Instantiate(Bomb, parent);
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bomb.SetActive(true);
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bomb.transform.localScale = scale;
|
|
shadow.transform.parent = bomb.transform;
|
|
shadow.transform.SetAsLastSibling();
|
|
bomb.GetComponent<Bomb>().shadow = shadow;
|
|
}
|
|
|
|
public Color GetShadowColor()
|
|
{
|
|
if(Shadow == ShadowType.Custom)
|
|
{
|
|
return ShadowColor;
|
|
}
|
|
else if(BGType < BackgroundType.Custom)
|
|
{
|
|
return ShadowColors[(int)BGType];
|
|
}
|
|
|
|
return Color.LerpUnclamped(BGColor, ShadowBlendColor, 0.45f);
|
|
}
|
|
}
|
|
} |