HeavenStudioPlus/Assets/Scripts/Games/Manzai/Manzai.cs
ThePurpleAnon ea09e6ca4e Manzai but more of it (#695)
* Lots of small things

Replaced the combined "boing" sound from rhre with the split "boing" sounds from ingame for easier voice replacement.
Split the regular pun and boing pun blocks.
Made the offset for Kosuke's voicelines adapt to the sound's pitch.
Made speech bubble positions randomized.
Made the "ready" animation play in autoplay if you're in touch mode.
Moved the window for when you're allowed to start holding for a slap in touch mode sooner.

* Minor-er things

Attempted and failed to get the "crowd noise interruption" in place.
Removed a log command.
Disabled bopping in the "boing" block sooner.
Fixed how the pun and boing blocks work on game switch.

* Even more minor things ™️

Shuffled around some things in the prefab to be more accurate to the original.
Finally moved the reference images out of the root assets folder

* Did somebody ask for more minor changes

Changed how the input method is called to prepare for random voicelines.
Made playback speed affect voice pitching (unless pitching is turned off in the block)
Fixed input doubling if a Pun block is put on the same beat as a game switch (curse you space soccer and not having to check for that in the method i stole from you)

* QoL tap mode thing

Basically if you hold down the button for long enough, kasuke will play the "ready" animation which is uninterruptable until you let go

* No way is that more minor things

Added figure-farter-esque easter egg. (hold both shoulder buttons while inputting and see what happens :3)
Made whiffs detract from your score.

* Stuff

Added options for audience sounds and added practice crowd sounds.
Fixed Kasuke's pitching and split the "donaiyanen" voice line.
Added spritesheet for the crowd (it's not even split yet i literally just remembered i never pushed last night and i wanted to do that first)

* Crowd (still WIP)

Added the crowd and all the animations that are in vanilla.
Added a block for crowd animations.
Yeah basically just crowd implementation, extra goodies are yet to come.

* Crowd Stuff but More

Made bops low priority animations for the crowd.
Added the jumping animation holy fuck that was a headache please send hlep.

* removed WIP label

bc raffy and astrl and maddy bugged me about it

* Cool Stuff

Added the microphone and animated it using the "birds slide" block.
Added the sprite sheet for particles.
Implemented the feather particles during a slap.

* The Push

Optimized a bit of input code.
ADDED VOICELINES WOOOOO (with randomization)
2024-02-13 13:37:06 +00:00

1089 lines
45 KiB
C#

using NaughtyBezierCurves;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlManzaiLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("manzai", "Manzai", "72003D", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.Bop(e.beat, e.length, e["who"], e["bop"], e["auto"]);
},
resizable = true,
parameters = new List<Param>()
{
new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops"),
new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not"),
new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically"),
}
},
new GameAction("pun", "Pun")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
Manzai.PunSFX(e.beat, e["pun"], e["pitch"], 0, e["crowd"], e["random"]); },
/*function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.DoPun(e.beat, 0, e["pun"]); },*/
defaultLength = 4,
parameters = new List<Param>()
{
//new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "pun" }),
//new Param.CollapseParam((x, _) => (bool)x, new string[] { "unused" })
}),
new Param("pun", Manzai.Puns.FutongaFuttonda, "Which Pun?", "Which pun will Kosuke say?"),
//new Param("unused", false, "Include Unused", "Will unused puns be picked?"),
new Param("pitch", true, "Pitch Voiceline", "Will the pun pitch with the tempo?"),
new Param("crowd", Manzai.Crowd.Default, "Crowd Sounds", "How the crowd will sound during the input."),
}
},
new GameAction("boing", "Pun (Boing)")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
Manzai.PunSFX(e.beat, e["pun"], e["pitch"], 1, e["crowd"], e["random"]); },
/*function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.DoPun(e.beat, 1, e["pun"]); },*/
defaultLength = 4,
parameters = new List<Param>()
{
//new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "pun" }),
//new Param.CollapseParam((x, _) => (bool)x, new string[] { "unused" })
}),
new Param("pun", Manzai.Puns.FutongaFuttonda, "Which Pun?", "Which pun will Kosuke say?"),
//new Param("unused", false, "Include Unused", "Will unused puns be picked?"),
new Param("pitch", true, "Pitch Voiceline", "Will the pun pitch with the tempo?"),
new Param("crowd", Manzai.Crowd.Default, "Crowd Sounds", "How the crowd will sound during the input."),
}
},
/* new GameAction("customBoing", "Custom Boing")
{
function = delegate { Manzai.instance.CustomBoing(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
}, */
new GameAction("slide", "Birds Slide")
{
function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.BirdsSlide(e.beat, e.length, e["goToSide"], e["ease"], e["animation"]);
},
defaultLength = 0.5f,
resizable = true,
parameters = new List<Param>()
{
new Param("goToSide", Manzai.WhichSide.Outside, "Go to Which Side?", "Which side of the stage the birds will move to?"),
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Which ease should the movement have?"),
new Param("animation", true, "Play Animation?", "Whether the birds will use the slide animation"),
},
},
new GameAction("lights", "Toggle Lights")
{
function = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.ToggleLights(e["lightsEnabled"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on"),
},
},
new GameAction("crowd", "Crowd Animations")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
Manzai.instance.CrowdAnimation(e.beat, e.length, e["animation"], e["loop"]);
},
defaultLength = 1.0f,
resizable = true,
parameters = new List<Param>()
{
new Param("animation", Manzai.CrowdAnimationList.Bop, "Animation", "What animation the crowd will play."),
new Param("loop", new EntityTypes.Integer(1, 16, 4), "Loop Interval (x4)", "How many quarter-beats the animation will wait before looping"),
},
}},
new List<string>() { "rvl", "normal" },
"rvlmanzai", "jp",
new List<string>() { "jp" }
);
}
}
}
namespace HeavenStudio.Games
{
//using Scripts_DogNinja;
public class Manzai : Minigame
{
/* struct SfxDef
{
public string sfx;
public float boingLength;
public SfxDef (string sfx, float boingLength = 2.0f)
{
this.sfx = sfx;
this.boingLength = boingLength;
}
}
static readonly List<SfxDef> sfxDefs = new()
{
new("futongaFuttonda", 0.75),
}; */
[SerializeField] Animator VultureAnim;
[SerializeField] Animator RavenAnim;
[SerializeField] Animator HaiBubbleL;
[SerializeField] Animator HaiBubbleR;
[SerializeField] Animator DonaiyanenBubble;
[SerializeField] Animator BothBirdsAnim;
[SerializeField] Animator StageAnim;
[SerializeField] Animator CrowdAnim;
[SerializeField] Transform PivotL;
[SerializeField] Transform PivotR;
[SerializeField] Transform PivotD;
[SerializeField] Transform CrowdPos;
[SerializeField] ParticleSystem Feathers;
bool ravenBop = true;
bool vultureBop = true;
bool ravenCanBop = true;
bool vultureCanBop = true;
bool ravenCanBopTemp = true;
bool vultureCanBopTemp = true;
bool isMoving;
double movingStartBeat;
double movingLength;
string moveAnim;
EasingFunction.Ease lastEase;
bool isPreparingForBoing = false;
bool missedWithWrongButton = false;
bool hitHaiL = false;
bool hitHaiR = false;
bool hitDonaiyanen = false;
double lastWhiffBeat = double.MinValue;
double lastTappedBeat = double.MinValue;
bool canDodge = true;
float randomBubbleBoth = 0.0f;
Sound crowdSound;
bool isHolding = false;
bool isPlayingReadyAnimationForTapMode = false;
bool easterEgg1 = false;
bool easterEgg2 = false;
bool boingHasCrowdSounds = true;
bool crowdCanCheerSound = true;
bool crowdCanCheerAnimation = true;
bool crowdIsCheering = false;
double crowdLastMissAnimation = double.MinValue;
bool jumpUp = false;
bool jumpDown = false;
float jumpStart;
float jumpApex;
float jumpLength;
double startJumpTime = double.MinValue;
float jumpHeight = 1;
public enum WhoBops
{
Kasuke,
Kosuke,
Both,
}
public enum BoingType
{
Normal,
Boing,
//Random,
}
public enum Puns
{
AichiniAichinna,
AmmeteAmena,
/*ChainaniNichaina,
DenwariDenwa,*/ //short animation
FutongaFuttonda,
/*HiromegaHirameida,
IkagariKatta,
IkugawaIkura, //short animation (boing unused)
KaeruBurikaeru,
KarewaKare,
KouchagaKouchou,
KusagaKusai, //short animation (boing unused)
MegaminiwaMegane,*/
MikangaMikannai,
/*NekogaNekoronda,*/
OkanewaOkkane,
/*OkurezeKitteOkure,
OmochinoKimochi,
OmoinoHokaOmoi,
PuringaTappurin,*/
RakudawaRakugana,
/*RoukadaKatarouka,
SaiyoMinasai,
SakanaKanaMasakana,*/
SarugaSaru, //short animation (boing unused)
/*ShaiinniNanariNashain_Unused, //fully unused
SuikawaYasuika,
TaigaTabetaina,
TaininiKittai,
TaiyoGamiTaiyou,
ToiletNiIttoire,
TonakaiyoOtonokoi,
TorinikugaTorininkui,
UmetteUmena,*/
Muted,
}
static readonly Dictionary<string, int> boingLengths = new() {
{ "IkaggariKatta", 3 },
{ "KusagaKusai", 3 },
{ "MegaminiwaMegane", 5 },
{ "OmoinoHokaOmoi", 6 },
{ "SakanaKanaMasakana", 5 },
{ "SarugaSaru", 3 },
{ "ShaiinniNanariNashain_Unused", 5 },
{ "TaiyoGamiTaiyou", 5 },
{ "TonakaiyoOtonokoi", 5 },
{ "TorinikugaTorininkui", 5 },
};
public enum WhichSide
{
Inside,
Outside,
}
public enum Crowd
{
Default,
Practice,
Silent,
}
public enum CrowdAnimationList
{
Idle,
Bop,
Cheer,
Uproar,
Angry,
Jump,
}
const int IAAltDownCat = IAMAXCAT;
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_Alt);
}
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
public static PlayerInput.InputAction InputAction_Alt =
new("RvlComediansAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress);
public static PlayerInput.InputAction InputAction_TouchRelease =
new("RvlDateTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_Empty, IA_TouchBasicRelease, IA_Empty);
public static Manzai instance;
public void Awake()
{
instance = this;
SetupBopRegion("manzai", "bop", "auto");
}
public override void OnLateBeatPulse(double beat)
{
if (BeatIsInBopRegion(beat))
{
if (ravenBop) BopAnimationRaven();
if (vultureBop) BopAnimationVulture();
}
}
public void Bop(double beat, float length, int whoBops, bool bop, bool autoBop)
{
ravenBop = (whoBops is (int)WhoBops.Kasuke or (int)WhoBops.Both) && autoBop;
vultureBop = (whoBops is (int)WhoBops.Kosuke or (int)WhoBops.Both) && autoBop;
if (bop)
{
var actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
if (whoBops is (int)WhoBops.Kasuke or (int)WhoBops.Both) actions.Add(new(beat + i, delegate { BopAnimationRaven(); }));
if (whoBops is (int)WhoBops.Kosuke or (int)WhoBops.Both) actions.Add(new(beat + i, delegate { BopAnimationVulture(); }));
}
BeatAction.New(this, actions);
}
}
public void BopAnimationRaven()
{
if (ravenCanBop && ravenCanBopTemp && !isHolding)
RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
public void BopAnimationVulture()
{
if (vultureCanBop && vultureCanBopTemp)
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
public void DoPun(double beat, int isBoing, int whichPun, bool isPitched, int crowdSounds)
{
int punOrBoing = isBoing;
//if(isBoing == (int)Manzai.BoingType.Random)
//{
// punOrBoing = UnityEngine.Random.Range(0, 5) % 2;
//}
if (punOrBoing == (int)Manzai.BoingType.Normal)
{
DoPunHai(beat, whichPun, isPitched, crowdSounds);
}
if (punOrBoing == (int)Manzai.BoingType.Boing)
{
DoPunBoing(beat, whichPun, isPitched, crowdSounds);
}
//Debug.Log(punOrBoing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4.0, delegate { crowdAnimReset(); }),
});
}
public static void PunSFX(double beat, int whichPun, bool isPitched, int isBoing, int crowdSounds, bool random)
{
if (random) whichPun = UnityEngine.Random.Range(0, 7);
var punName= Enum.GetName(typeof(Puns), whichPun);
float pitch = isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1;
double offset = isPitched ? (0.05/(Conductor.instance.GetBpmAtBeat(beat)/98)) : 0.05;
var sounds = new List<MultiSound.Sound>();
int boing = isBoing;
int length = boingLengths.GetValueOrDefault(punName);
int syllables = boing == 0 ? 9 : (length != 0 ? length : 4);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { Manzai.instance.DoPun(beat, isBoing, whichPun, isPitched, crowdSounds); }),
});
for (int i = 0; i < syllables; i++) {
sounds.Add(new MultiSound.Sound($"manzai/{punName}{i + 1}", beat + (i * 0.25), pitch, offset: i == 0 ? offset : 0));
}
if (isBoing == 1)
{
sounds.Add(new MultiSound.Sound("manzai/boing", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch, volume: 0.8f));
sounds.Add(new MultiSound.Sound("manzai/comedy", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch, volume: 0.8f));
}
MultiSound.Play(sounds.ToArray(), forcePlay: true);
}
public void DoPunHai(double beat, int whichPun, bool isPitched, int crowdSounds)
{
vultureCanBop = false;
canDodge = false;
int bubbleAnimation = UnityEngine.Random.Range(0, 2);
var punName= Enum.GetName(typeof(Puns), whichPun);
if (isPitched)
{
ScheduleInput(beat, 2.5f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustLP : HaiJustRP, crowdSounds == 0 ? HaiMiss : Nothing, Nothing);
ScheduleInput(beat, 3.0f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustRP : HaiJustLP, crowdSounds == 0 ? HaiMiss : Nothing, Nothing);
}
else
{
ScheduleInput(beat, 2.5f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustL : HaiJustR, crowdSounds == 0 ? HaiMiss : Nothing, Nothing);
ScheduleInput(beat, 3.0f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustR : HaiJustL, crowdSounds == 0 ? HaiMiss : Nothing, Nothing);
}
if (crowdSounds == 1)
{
float pitch = isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1;
double offset = isPitched ? (0.03/(Conductor.instance.GetBpmAtBeat(beat)/98)) : 0.03;
var sounds = new List<MultiSound.Sound>();
sounds.Add(new MultiSound.Sound("manzai/crowdHai1", beat + 2.50, pitch, offset: offset, volume: 0.7f));
sounds.Add(new MultiSound.Sound("manzai/crowdHai2", beat + 3.00, pitch, offset: offset, volume: 0.7f));
MultiSound.Play(sounds.ToArray(), forcePlay: true);
}
if ((punName == "DenwariDenwa") || (punName == "IkugawaIkura") || (punName == "KusagaKusai") || (punName == "SarugaSaru"))
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; bubbleRandom(); }),
new BeatAction.Action(beat + 2.25f, delegate { crowdCanCheerSound = (crowdSounds == 0); }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat, crowdSounds); }),
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 1.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; bubbleRandom(); }),
new BeatAction.Action(beat + 2.25f, delegate { crowdCanCheerSound = (crowdSounds == 0); }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat, crowdSounds); }),
});
}
}
public void bubbleRandom()
{
randomBubbleBoth = UnityEngine.Random.Range(-100, 101) / 1000.0f;
}
public void HaiJustFull(float state, int side, PlayerActionEvent caller, bool isPitched)
{
double beat = caller.startBeat + caller.timer;
SoundByte.PlayOneShotGame("manzai/hai", pitch: isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("manzai/miss1");
SoundByte.PlayOneShotGame("manzai/missClick");
if (crowdCanCheerSound && crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
else
{
SoundByte.PlayOneShotGame("manzai/HaiAccent");
if (crowdCanCheerSound && crowdCanCheerAnimation && !crowdIsCheering)
{
CrowdAnim.DoScaledAnimationAsync("Cheer", 0.5f);
crowdIsCheering = true;
}
if (side == 0)
{
float randomL = UnityEngine.Random.Range(-40, 41) / 1000.0f;
Quaternion rotL = new Quaternion();
rotL.Set(0, 0, randomBubbleBoth + randomL, 1);
PivotL.rotation = rotL;
HaiBubbleL.DoScaledAnimationAsync("HaiL", 0.5f);
hitHaiL = true;
}
if (side == 1)
{
float randomR = UnityEngine.Random.Range(-40, 41) / 1000.0f;
Quaternion rotR = new Quaternion();
rotR.Set(0, 0, randomBubbleBoth + randomR, 1);
PivotR.rotation = rotR;
HaiBubbleR.DoScaledAnimationAsync("HaiR", 0.5f);
hitHaiR = true;
}
}
if (easterEgg1 && easterEgg2)
{
RavenAnim.DoScaledAnimationAsync(side == 0 ? "Move" : "MoveM", 0.5f);
}
else
{
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
}
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (crowdSound != null)
{
crowdSound.Stop();
}
}
public void HaiJustL(PlayerActionEvent caller, float state) => HaiJustFull(state, 0, caller, false);
public void HaiJustR(PlayerActionEvent caller, float state) => HaiJustFull(state, 1, caller, false);
public void HaiJustLP(PlayerActionEvent caller, float state) => HaiJustFull(state, 0, caller, true);
public void HaiJustRP(PlayerActionEvent caller, float state) => HaiJustFull(state, 1, caller, true);
public void HaiMiss(PlayerActionEvent caller)
{
if (crowdSound != null)
{
crowdSound.Stop();
}
crowdSound = SoundByte.PlayOneShotGame("manzai/disappointed");
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
//SoundByte.PlayOneShotGame("manzai/hai");
//RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
//VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
public void SlapReady()
{
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
}
else
{
if (GameManager.instance.autoplay)
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
}
}
}
public void DoPunBoing(double beat, int whichPun, bool isPitched, int crowdSounds)
{
vultureCanBop = false;
canDodge = false;
int bubbleAnimation = UnityEngine.Random.Range(0, 2);
var punName= Enum.GetName(typeof(Puns), whichPun);
int length = boingLengths.GetValueOrDefault(punName);
int syllables = length != 0 ? length : 4;
ScheduleInput(beat, 2.5f, InputAction_Alt, isPitched ? BoingJustP : BoingJustNP , crowdSounds == 0 ? BoingMiss : Nothing, Nothing);
if (crowdSounds == 1)
{
float pitch = isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1;
double offset = isPitched ? (0.03/(Conductor.instance.GetBpmAtBeat(beat)/98)) : 0.03;
var sounds = new List<MultiSound.Sound>();
sounds.Add(new MultiSound.Sound("manzai/crowdDon1", beat + 0.00 + 2.50, pitch, offset: offset, volume: 0.7f));
sounds.Add(new MultiSound.Sound("manzai/crowdDon2", beat + 0.25 + 2.50, pitch, volume: 0.7f));
sounds.Add(new MultiSound.Sound("manzai/crowdDon3", beat + 0.75 + 2.50, pitch, volume: 0.7f));
sounds.Add(new MultiSound.Sound("manzai/crowdDon4", beat + 1.00 + 2.50, pitch, volume: 0.7f));
MultiSound.Play(sounds.ToArray(), forcePlay: true);
}
if ((punName == "DenwariDenwa") || (punName == "IkugawaIkura") || (punName == "KusagaKusai") || (punName == "SarugaSaru"))
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { isPreparingForBoing = true; }),
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
new BeatAction.Action(beat + 2.00f, delegate { ravenCanBop = false; }),
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
new BeatAction.Action(beat + 2.25f, delegate { boingHasCrowdSounds = (crowdSounds == 0); }),
new BeatAction.Action(beat + 2.25f, delegate { crowdCanCheerSound = (crowdSounds == 0); }),
new BeatAction.Action(beat + 3.00f, delegate { audienceRespond(beat, crowdSounds); }),
new BeatAction.Action(beat + 3.20f, delegate { isPreparingForBoing = false; }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(beat + 0.50f, delegate { isPreparingForBoing = true; }),
new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
new BeatAction.Action(beat + 2.00f, delegate { ravenCanBop = false; }),
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
new BeatAction.Action(beat + 2.25f, delegate { boingHasCrowdSounds = (crowdSounds == 0); }),
new BeatAction.Action(beat + 2.25f, delegate { crowdCanCheerSound = (crowdSounds == 0); }),
new BeatAction.Action(beat + 3.00f, delegate { audienceRespond(beat, crowdSounds); }),
new BeatAction.Action(beat + 3.20f, delegate { isPreparingForBoing = false; }),
new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
});
}
}
public void audienceRespond(double beat, int crowdSounds)
{
if (crowdSounds == 0)
{
if (hitHaiL && hitHaiR)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.50f, delegate { crowdSound = SoundByte.PlayOneShotGame("manzai/haiClap"); }),
});
}
if (hitDonaiyanen)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.00f, delegate { crowdSound = SoundByte.PlayOneShotGame("manzai/donaiyanenLaugh"); }),
});
}
crowdCanCheerSound = false;
}
hitHaiL = false;
hitHaiR = false;
hitDonaiyanen = false;
}
public void BoingJustP(PlayerActionEvent caller, float state)
{
BoingJust(caller, state, true);
}
public void BoingJustNP(PlayerActionEvent caller, float state)
{
BoingJust(caller, state, false);
}
public void BoingJust(PlayerActionEvent caller, float state, bool isPitched)
{
double beat = caller.startBeat + caller.timer;
float pitch = isPitched ? (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch : 1;
var sounds = new List<MultiSound.Sound>();
sounds.Add(new MultiSound.Sound("manzai/donaiyanen1", beat + 0.00, pitch));
sounds.Add(new MultiSound.Sound("manzai/donaiyanen2", beat + 0.25, pitch));
sounds.Add(new MultiSound.Sound("manzai/donaiyanen3", beat + 0.75, pitch));
sounds.Add(new MultiSound.Sound("manzai/donaiyanen4", beat + 1.00, pitch));
MultiSound.Play(sounds.ToArray(), forcePlay: true);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("manzai/miss1");
SoundByte.PlayOneShotGame("manzai/missClick");
if (crowdCanCheerSound && crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
else
{
SoundByte.PlayOneShotGame("manzai/donaiyanenAccent");
if (crowdCanCheerSound && crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Uproar", 0.5f);
crowdIsCheering = true;
}
Feathers.Play();
hitDonaiyanen = true;
}
RavenAnim.DoScaledAnimationAsync("Attack", 0.5f);
VultureAnim.DoScaledAnimationAsync("Damage", 0.5f);
float randomD = UnityEngine.Random.Range(-40, 41) / 200.0f;
float randomH = UnityEngine.Random.Range(-50, 51) / 30.0f;
float randomV = UnityEngine.Random.Range(40, 81) / 40.0f;
Quaternion rotD = new Quaternion();
rotD.Set(0, 0, randomD, 1);
PivotD.rotation = rotD;
Vector3 posD = new Vector3();
posD.Set(randomH - 1.5f, randomV, 0);
PivotD.position = posD;
DonaiyanenBubble.DoScaledAnimationAsync("Donaiyanen", 0.5f);
if (crowdSound != null)
{
crowdSound.Stop();
}
}
public void BoingMiss(PlayerActionEvent caller)
{
if (crowdSound != null)
{
crowdSound.Stop();
}
if (!missedWithWrongButton)
{
crowdSound = SoundByte.PlayOneShotGame("manzai/disappointed");
missedWithWrongButton = false;
}
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
public void CustomBoing(double beat)
{
SoundByte.PlayOneShotGame("manzai/boing", pitch: (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch, volume: 0.8f);
SoundByte.PlayOneShotGame("manzai/comedy", pitch: (Conductor.instance.GetBpmAtBeat(beat)/98)*Conductor.instance.TimelinePitch, volume: 0.8f);
VultureAnim.DoScaledAnimationAsync("Boing", 0.5f);
}
public void Nothing(PlayerActionEvent caller)
{
}
public void BirdsSlide(double beat, double length, int goToSide, int ease, bool animation)
{
vultureCanBop = false;
ravenCanBop = false;
if (animation)
{
RavenAnim.DoScaledAnimationAsync("Move", 0.5f);
VultureAnim.DoScaledAnimationAsync("Move", 0.5f);
}
movingStartBeat = beat;
movingLength = length;
moveAnim = (goToSide == 0 ? "SlideIn" : "SlideOut");
if (goToSide == 0)
{
canDodge = true;
}
else
{
canDodge = false;
}
isMoving = true;
lastEase = (EasingFunction.Ease)ease;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.75f, delegate { vultureCanBop = true; ravenCanBop = true; }),
});
}
public void ToggleLights(bool lightsEnabled)
{
StageAnim.DoScaledAnimationAsync(lightsEnabled ? "LightsOff" : "LightsOn", 0.5f);
}
public void CrowdAnimation(double beat, double length, int animation, int loop)
{
double loopAsDouble = loop * 0.25;
var actions = new List<BeatAction.Action>();
if (animation != 1)
{
actions.Add(new(beat - 0.25, delegate { crowdCanCheerAnimation = false; }));
}
if (animation != 1 && animation != 5)
{
actions.Add(new(beat, delegate { doCrowdAnimation(animation, loopAsDouble, beat); }));
actions.Add(new(beat + length, delegate { CrowdAnim.DoScaledAnimationAsync("Idle"); }));
}
else
{
for (int i = 0; i * loopAsDouble < length; i++)
{
actions.Add(new(beat + i * loopAsDouble, delegate { doCrowdAnimation(animation, loopAsDouble, beat); }));
}
}
actions.Add(new(beat + length, delegate { crowdCanCheerAnimation = true; }));
BeatAction.New(this, actions);
}
public void doCrowdAnimation(int animation, double loop, double beat)
{
var crowdAnimation= Enum.GetName(typeof(CrowdAnimationList), animation);
if (!crowdIsCheering && ((crowdLastMissAnimation + 2) < conductor.songPositionInBeatsAsDouble) && animation == 1)
{
CrowdAnim.DoScaledAnimationAsync($"{crowdAnimation}", 0.5f);
}
if (animation == 5)
{
jumpHeight = Math.Min((float)loop, 2f);
jumpLength = (float)loop;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { startJumpTime = conductor.songPositionInBeatsAsDouble; }),
});
}
if (animation != 1 && animation != 5)
{
CrowdAnim.DoScaledAnimationAsync($"{crowdAnimation}", 0.5f);
}
}
public void crowdJumpAnimation()
{
float jumpPos = Conductor.instance.GetPositionFromBeat(startJumpTime, jumpLength);
if (jumpPos >= 0 && jumpPos <= 1f)
{
float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul * yMul) + 1f;
CrowdPos.transform.localPosition = new Vector3(0, jumpHeight * yWeight, -2);
}
}
public void crowdAnimReset()
{
if (crowdIsCheering)
{
CrowdAnim.DoScaledAnimationAsync("Idle", 0.5f);
crowdIsCheering = false;
}
}
public void kasukeHaiAnimFull()
{
SoundByte.PlayOneShotGame("manzai/hai");
if (easterEgg1 && easterEgg2)
{
int danceSide = UnityEngine.Random.Range(0, 2);
RavenAnim.DoScaledAnimationAsync(danceSide == 0 ? "Move" : "MoveM", 0.5f);
}
else
{
RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
}
VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
private void Update()
{
if (isMoving) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPos = func(0f, 1f, normalizedBeat);
BothBirdsAnim.DoNormalizedAnimation(moveAnim, newPos);
if (normalizedBeat >= 1f) isMoving = false;
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_Alt))
{
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
if (isPreparingForBoing)
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
isPlayingReadyAnimationForTapMode = true;
ravenCanBop = false;
}
else
{
kasukeHaiAnimFull();
Manzai.instance.ScoreMiss(0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
}
else
{
kasukeHaiAnimFull();
Manzai.instance.ScoreMiss(0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
}
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.GetIsAction(InputAction_BasicRelease) && isPreparingForBoing)
{
RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
ravenCanBop = true;
}
if (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt))
{
SoundByte.PlayOneShotGame("manzai/miss2");
RavenAnim.DoScaledAnimationAsync("Spin", 0.5f);
Manzai.instance.ScoreMiss(0.5f);
lastWhiffBeat = conductor.songPositionInBeatsAsDouble;
ravenCanBopTemp = false;
if (canDodge)
{
VultureAnim.DoScaledAnimationAsync("Dodge", 0.5f);
vultureCanBopTemp = false;
}
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && IsExpectingInputNow(InputAction_Alt) && PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
if (boingHasCrowdSounds)
{
crowdSound = SoundByte.PlayOneShotGame("manzai/missWrongButton");
}
else
{
crowdSound = SoundByte.PlayOneShotGame("manzai/missClick");
}
kasukeHaiAnimFull();
missedWithWrongButton = true;
if (crowdCanCheerAnimation)
{
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
crowdIsCheering = false;
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
}
}
if ((lastWhiffBeat + 1) < conductor.songPositionInBeatsAsDouble)
{
ravenCanBopTemp = true;
vultureCanBopTemp = true;
}
if (((lastTappedBeat + 1) < conductor.songPositionInBeatsAsDouble && !isPlayingReadyAnimationForTapMode && isHolding))
{
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
isPlayingReadyAnimationForTapMode = true;
}
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.GetIsAction(InputAction_BasicPress))
{
isHolding = true;
lastTappedBeat = conductor.songPositionInBeatsAsDouble;
}
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && (PlayerInput.GetIsAction(InputAction_BasicRelease) || PlayerInput.GetIsAction(InputAction_Alt)))
{
if(isPlayingReadyAnimationForTapMode && PlayerInput.GetIsAction(InputAction_BasicRelease))
{
RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
isHolding = false;
isPlayingReadyAnimationForTapMode = false;
}
if (PlayerInput.GetPadDown(InputController.ActionsPad.ButtonL))
{
easterEgg1 = true;
}
if (PlayerInput.GetPadUp(InputController.ActionsPad.ButtonL))
{
easterEgg1 = false;
}
if (PlayerInput.GetPadDown(InputController.ActionsPad.ButtonR))
{
easterEgg2 = true;
}
if (PlayerInput.GetPadUp(InputController.ActionsPad.ButtonR))
{
easterEgg2 = false;
}
if (canDodge == false)
{
vultureCanBopTemp = true;
}
}
public void LateUpdate()
{
crowdJumpAnimation();
}
public override void OnGameSwitch(double beat)
{
foreach(var entity in GameManager.instance.Beatmap.Entities)
{
if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
{
break;
}
if((entity.datamodel != "manzai/pun" && entity.datamodel != "manzai/boing") || entity.beat + entity.length < beat) //check for pun that happen right before the switch
{
continue;
}
bool isOnGameSwitchBeat = entity.beat == beat;
if(entity.datamodel == "manzai/pun") {DoPun(entity.beat, 0, entity["pun"], entity["pitch"], entity["crowd"]);}
if(entity.datamodel == "manzai/boing") {DoPun(entity.beat, 1, entity["pun"], entity["pitch"], entity["crowd"]);}
}
}
}
}