HeavenStudioPlus/Assets/Scripts/Games/SpaceDance/SpaceDance.cs
Mytiaoga 4f08887078 First Contact & Tap Trial
First Contact:
Live is now offbeat
[alienSuccess] code block is a bit smaller
Mission Control is now stretchable

Tap Trial
- Started working on coding the inputs
- Animated monkey (tap, double, and triple (incomplete))
2022-07-11 13:53:25 +08:00

202 lines
No EOL
8.9 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbSpaceDanceLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
{
new GameAction("turn right", delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("sit down", delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("punch", delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("bop", delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); }, 1.0f, false),
});
}
}
}
namespace HeavenStudio.Games
{
// using Scripts_SpaceDance;
public class SpaceDance : Minigame
{
public Animator DancerP;
public Animator Dancer1;
public Animator Dancer2;
public Animator Dancer3;
public Animator Gramps;
public Animator Hit;
public GameObject Player;
public static SpaceDance instance;
// Start is called before the first frame update
void Awake()
{
instance = this;
}
// Update is called once per frame
void Update()
{
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
Jukebox.PlayOneShotGame("spaceDance/inputBad");
// Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh
}
}
public void DoTurnRight(float beat)
{
ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("spaceDance/voicelessTurn", beat),
new MultiSound.Sound("spaceDance/dancerTurn", beat),
new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { DancerP.Play("TurnRightStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("TurnRightStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("TurnRightStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("TurnRightStart", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("TurnRightDo", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("TurnRightDo", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("TurnRightDo", -1, 0);}),
});
}
public void DoSitDown(float beat)
{
ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("spaceDance/voicelessSit", beat),
new MultiSound.Sound("spaceDance/dancerLets", beat),
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { DancerP.Play("SitDownStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("SitDownStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("SitDownStart", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("SitDownStart", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("SitDownDo", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("SitDownDo", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("SitDownDo", -1, 0);}),
});
}
public void DoPunch(float beat)
{
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("spaceDance/voicelessPunch", beat),
new MultiSound.Sound("spaceDance/dancerPa", beat),
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f),
new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f),
new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
});
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 0.5f, delegate { DancerP.Play("PunchStartOuter", -1, 0);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer1.Play("PunchStartOuter", -1, 0);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer2.Play("PunchStartOuter", -1, 0);}),
new BeatAction.Action(beat + 0.5f, delegate { Dancer3.Play("PunchStartOuter", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer1.Play("PunchDo", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer2.Play("PunchDo", -1, 0);}),
new BeatAction.Action(beat + 1.5f, delegate { Dancer3.Play("PunchDo", -1, 0);}),
});
}
public void Bop(float beat)
{
BeatAction.New(Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { DancerP.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer1.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer2.Play("Bop", -1, 0);}),
new BeatAction.Action(beat, delegate { Dancer3.Play("Bop", -1, 0);}),
});
}
public void RightSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("TurnRightDo", -1, 0);
}
public void RightMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
Hit.Play("HitTurn", -1, 0);
}
public void RightEmpty(PlayerActionEvent caller)
{
}
public void SitSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("SitDownDo", -1, 0);
}
public void SitMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
Hit.Play("HitSit", -1, 0);
}
public void SitEmpty(PlayerActionEvent caller)
{
}
public void PunchSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("PunchDo", -1, 0);
}
public void PunchMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
Hit.Play("HitPunch", -1, 0);
}
public void PunchEmpty(PlayerActionEvent caller)
{
}
}
}