mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 21:13:07 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
1129 lines
52 KiB
C#
1129 lines
52 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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 RvlFlipperFlopLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("flipperFlop", "Flipper-Flop", "ffc3fc", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("whoBops", FlipperFlop.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
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new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
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}
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},
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new GameAction("attentionCompany", "Attention Company!")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
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}
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},
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new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5 Wii)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"], true); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
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}
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},
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new GameAction("flipping", "Flipping")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.Flipping(e.beat, e.length, false); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("tripleFlip", "Triple Flip")
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{
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function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.TripleFlip(e.beat); },
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defaultLength = 4f
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},
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new GameAction("flipperRollVoiceLine", "Flipper Roll Voice Line")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.FlipperRollVoiceLine(e.beat, e["amount"], e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "Set the number that Captain Tuck should announce."),
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new Param("toggle", false, "Now", "Toggle if Captain Tuck should say \"Now\" instead of a number.")
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},
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defaultLength = 2f
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},
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new GameAction("flipperRolling", "Flipper Rolling")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.Flipping(e.beat, e.length, true, e["uh"], e["thatsIt"], e["appreciation"], e["heart"], e["barber"]); },
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parameters = new List<Param>()
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{
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new Param("uh", new EntityTypes.Integer(0, 3, 0), "Grunt Count", "Choose how many grunts Captain Tuck should say after the flipper-rolls."),
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new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Choose the appreciation voice line that Captain Tuck should say if the flipper-roll is carried out successfully.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" })
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}),
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new Param("heart", false, "Hearts", "Toggle if Captain Tuck should blush and make hearts appear when he expresses his appreciation."),
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new Param("thatsIt", false, "That's it!", "Toggle if Captain Tuck should say \"That's it!\" after the flipper-rolls. This is usually used for the end of a level or segment.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "barber" })
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}),
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new Param("barber", false, "Barbershop", "Toggle if Captain Tuck should use the variant of \"That's it!\" seen in Barbershop Remix (3DS).")
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},
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("walk", "Captain Tuck Walk")
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{
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function = delegate { var e = eventCaller.currentEntity; FlipperFlop.instance.CaptainWalk(e.beat, e.length, e["ease"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.")
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}
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},
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new GameAction("toggleCaptain", "Disable/Enable Captain Tuck")
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{
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function = delegate { FlipperFlop.instance.ToggleTuck(); },
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defaultLength = 0.5f
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}
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},
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new List<string>() { "rvl", "keep" },
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"rvlseal", "en",
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new List<string>() { "en" }
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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_FlipperFlop;
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public class FlipperFlop : Minigame
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{
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[Header("Components")]
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[SerializeField] Animator captainTuckAnim;
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[SerializeField] Animator captainTuckFaceAnim;
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[SerializeField] Transform flippersMovement;
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[SerializeField] ParticleSystem leftSnow;
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[SerializeField] ParticleSystem rightSnow;
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[Header("Properties")]
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[SerializeField] float rollDistance = 1.5f;
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private bool missed;
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bool isMoving;
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bool moveLeft;
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static List<QueuedFlip> queuedInputs = new List<QueuedFlip>();
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[SerializeField] FlipperFlopFlipper flipperPlayer;
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[SerializeField] List<FlipperFlopFlipper> flippers = new List<FlipperFlopFlipper>();
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List<double> queuedMovements = new();
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static List<QueuedAttention> queuedAttentions = new List<QueuedAttention>();
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static List<double> queuedFlipperRollVoiceLines = new();
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float lastXPos;
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float currentXPos;
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float lastCameraXPos;
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float currentCameraXPos;
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bool isWalking;
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bool readyRoll;
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public GameEvent bop = new GameEvent();
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bool goBopFlip;
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bool goBopTuck;
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EasingFunction.Ease lastEase;
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double walkStartBeat;
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float walkLength;
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CaptainTuckBopType currentCaptainBop;
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public struct QueuedFlip
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{
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public double beat;
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public float length;
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public bool roll;
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public int uh;
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public bool thatsIt;
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public int appreciation;
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public bool heart;
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public bool thatsItBarberShop;
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}
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public struct QueuedAttention
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{
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public double beat;
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public bool mute;
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public bool remix5;
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}
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public enum AppreciationType
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{
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None = 0,
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Good = 1,
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GoodJob = 2,
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Nice = 3,
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WellDone = 4,
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Yes = 5,
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Random = 6
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}
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public enum WhoBops
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{
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Flippers = 0,
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CaptainTuck = 1,
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Both = 2,
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None = 3
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}
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public enum CaptainTuckBopType
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{
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Normal = 0,
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Roll = 1,
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Miss = 2,
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Success = 3
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}
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public static FlipperFlop instance;
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const int IAAltDownCat = IAMAXCAT;
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protected static bool IA_TouchPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& (instance.IsExpectingInputNow(InputAction_Nrm) || !(instance.IsExpectingInputNow(InputAction_Alt) || instance.readyRoll));
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}
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetSlide(out dt);
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}
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public static PlayerInput.InputAction InputAction_Alt =
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new("RvlSealAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_Nrm =
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new("RvlSealNrm", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadBasicPress, IA_TouchPress, IA_BatonBasicPress);
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void Awake()
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{
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instance = this;
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lastXPos = flippersMovement.position.x;
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currentXPos = lastXPos;
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}
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void OnDestroy()
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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if (queuedAttentions.Count > 0) queuedAttentions.Clear();
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if (queuedFlipperRollVoiceLines.Count > 0) queuedFlipperRollVoiceLines.Clear();
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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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public override void OnBeatPulse(double beat)
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{
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if (goBopFlip) SingleBop((int)WhoBops.Flippers);
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if (goBopTuck) SingleBop((int)WhoBops.CaptainTuck);
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}
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private void Update()
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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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if (isWalking)
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{
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float normalizedBeat = cond.GetPositionFromBeat(walkStartBeat, walkLength);
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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float animPos = func(0f, 1f, normalizedBeat);
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captainTuckAnim.DoNormalizedAnimation("CaptainTuckWalkIntro", animPos);
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if (normalizedBeat >= 1f)
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{
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isWalking = false;
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}
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}
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if ((PlayerInput.GetIsAction(InputAction_Nrm) && !IsExpectingInputNow(InputAction_Nrm)) || (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt)))
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{
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flipperPlayer.Flip(false, false, false, true);
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}
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if (queuedInputs.Count > 0)
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{
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foreach (var input in queuedInputs)
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{
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QueueFlips(input.beat, input.length, input.roll, input.uh, input.thatsIt, input.appreciation, input.heart, input.thatsItBarberShop);
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}
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queuedInputs.Clear();
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}
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if (queuedFlipperRollVoiceLines.Count > 0)
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{
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foreach (var voiceLine in queuedFlipperRollVoiceLines)
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{
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FlipperRollVoiceLineAnimation(voiceLine);
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}
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queuedFlipperRollVoiceLines.Clear();
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}
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if (queuedAttentions.Count > 0)
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{
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foreach (var attention in queuedAttentions)
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{
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AttentionCompanyAnimation(attention.beat, attention.mute, attention.remix5);
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}
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queuedAttentions.Clear();
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}
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if (queuedMovements.Count > 0)
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{
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if (cond.songPositionInBeatsAsDouble >= queuedMovements[0])
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{
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if (!isMoving)
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{
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currentXPos = flippersMovement.position.x + (moveLeft ? -rollDistance : rollDistance);
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isMoving = true;
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currentCameraXPos = GameCamera.AdditionalPosition.x + (moveLeft ? -rollDistance : rollDistance);
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if (moveLeft)
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{
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rightSnow.Play();
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}
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else
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{
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leftSnow.Play();
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}
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}
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float normalizedBeat = cond.GetPositionFromBeat(queuedMovements[0], 0.5f);
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float normalizedCamBeat = cond.GetPositionFromBeat(queuedMovements[0], 1f);
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if (normalizedCamBeat > 1f)
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{
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queuedMovements.RemoveAt(0);
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isMoving = false;
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lastXPos = currentXPos;
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lastCameraXPos = currentCameraXPos;
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}
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else
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{
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EasingFunction.Function funcCam = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
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float newCameraPosX = funcCam(lastCameraXPos, currentCameraXPos, normalizedCamBeat);
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GameCamera.AdditionalPosition = new Vector3(newCameraPosX, 0, 0);
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}
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if (1f >= normalizedBeat)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
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float newPosX = func(lastXPos, currentXPos, normalizedBeat);
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flippersMovement.position = new Vector3(newPosX, flippersMovement.position.y, flippersMovement.position.z);
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}
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}
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}
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}
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else if (!cond.isPlaying)
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{
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queuedInputs.Clear();
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queuedAttentions.Clear();
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queuedFlipperRollVoiceLines.Clear();
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}
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}
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public void ToggleTuck()
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{
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captainTuckAnim.gameObject.SetActive(!captainTuckAnim.gameObject.activeSelf);
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}
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public void BumpIntoOtherSeal(bool toTheLeft)
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{
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if (toTheLeft)
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{
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flippers[1].Impact(true);
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}
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else
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{
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flippers[2].Impact(false);
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}
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}
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public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
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{
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goBopFlip = whoBopsAuto == (int)WhoBops.Flippers || whoBopsAuto == (int)WhoBops.Both;
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goBopTuck = whoBopsAuto == (int)WhoBops.CaptainTuck || whoBopsAuto == (int)WhoBops.Both;
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate
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{
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SingleBop(whoBops);
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})
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});
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}
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}
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void SingleBop(int whoBops)
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{
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switch (whoBops)
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{
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case (int)WhoBops.Flippers:
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foreach (var flipper in flippers)
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{
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flipper.Bop();
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}
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flipperPlayer.Bop();
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break;
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case (int)WhoBops.CaptainTuck:
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CaptainTuckBop();
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break;
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case (int)WhoBops.Both:
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foreach (var flipper in flippers)
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{
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flipper.Bop();
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}
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flipperPlayer.Bop();
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CaptainTuckBop();
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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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void CaptainTuckBop()
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{
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switch (currentCaptainBop)
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{
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case CaptainTuckBopType.Normal:
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captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f);
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break;
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case CaptainTuckBopType.Roll:
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captainTuckAnim.DoScaledAnimationAsync("CaptainRoll", 0.5f);
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break;
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case CaptainTuckBopType.Miss:
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captainTuckAnim.DoScaledAnimationAsync("CaptainTuckMissBop", 0.5f);
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break;
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case CaptainTuckBopType.Success:
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captainTuckAnim.DoScaledAnimationAsync("CaptainSucessBop", 0.5f);
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break;
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}
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}
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public void CaptainWalk(double beat, float length, int ease)
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{
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captainTuckAnim.gameObject.SetActive(true);
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isWalking = true;
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lastEase = (EasingFunction.Ease)ease;
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walkStartBeat = beat;
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walkLength = length;
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}
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public static void Flipping(double beat, float length, bool roll, int uh = 0, bool thatsIt = false, int appreciation = 0, bool heart = false, bool thatsItBarberShop = false)
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{
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if (GameManager.instance.currentGame == "flipperFlop")
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{
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FlipperFlop.instance.QueueFlips(beat, length, roll, uh, thatsIt, appreciation, heart, thatsItBarberShop);
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}
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else
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{
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queuedInputs.Add(new QueuedFlip { beat = beat, length = length, roll = roll, uh = uh, thatsIt = thatsIt, appreciation = appreciation, heart = heart, thatsItBarberShop = thatsItBarberShop });
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}
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}
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public void QueueFlips(double beat, float length, bool roll, int uh = 0, bool thatsIt = false, int appreciation = 0, bool heart = false, bool thatsItBarberShop = false)
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{
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int flopCount = 1;
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int recounts = 0;
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for (int i = 0; i < length; i++)
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{
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if (roll)
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{
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ScheduleInput(beat - 1, 1 + i, InputAction_Alt, JustFlipperRoll, MissFlipperRoll, Nothing);
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queuedMovements.Add(beat + i);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i - NgEarlyTime() - 1.5, delegate { readyRoll = true; }),
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new BeatAction.Action(beat + i - 0.5, delegate { moveLeft = flippers[0].left; readyRoll = true; }),
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});
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foreach (var flipper in flippers)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
|
|
new BeatAction.Action(beat + i, delegate { flipper.Flip(roll, true);})
|
|
});
|
|
}
|
|
|
|
string soundToPlay = $"flipperFlop/count/flopCount{flopCount}";
|
|
|
|
if (recounts == 1)
|
|
{
|
|
soundToPlay = $"flipperFlop/count/flopCount{flopCount}B";
|
|
}
|
|
else if (recounts > 1)
|
|
{
|
|
if (flopCount < 3)
|
|
{
|
|
soundToPlay = $"flipperFlop/count/flopCount{flopCount}C";
|
|
}
|
|
else
|
|
{
|
|
soundToPlay = $"flipperFlop/count/flopCount{flopCount}B";
|
|
}
|
|
}
|
|
|
|
if (thatsIt && i + 1 == length)
|
|
{
|
|
int noiseToPlay = (flopCount == 4) ? 2 : flopCount;
|
|
soundToPlay = $"flipperFlop/count/flopNoise{noiseToPlay}";
|
|
if (thatsItBarberShop)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate
|
|
{
|
|
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit1");
|
|
SoundByte.PlayOneShotGame(soundToPlay);
|
|
captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f);
|
|
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + i + 0.5f, delegate { SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit2"); captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i - 0.5f, delegate
|
|
{
|
|
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit1");
|
|
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + i, delegate
|
|
{
|
|
SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit2");
|
|
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
|
|
SoundByte.PlayOneShotGame(soundToPlay);
|
|
captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f);
|
|
}),
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
string failingSoundToPlay = $"flipperFlop/count/flopCountFail{flopCount}";
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate {
|
|
string voiceLine = soundToPlay;
|
|
string failVoiceLine = failingSoundToPlay;
|
|
if (missed)
|
|
{
|
|
voiceLine = failVoiceLine;
|
|
currentCaptainBop = CaptainTuckBopType.Miss;
|
|
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckMissExpression", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Roll;
|
|
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckRollExpression", 0.5f);
|
|
}
|
|
CaptainTuckBop();
|
|
|
|
SoundByte.PlayOneShotGame(voiceLine);
|
|
}),
|
|
});
|
|
}
|
|
|
|
if (appreciation != (int)AppreciationType.None && uh == 0 && i + 1 == length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i + 1f, delegate
|
|
{
|
|
AppreciationVoiceLine(beat + i, appreciation, heart);
|
|
if (!missed && appreciation != (int)AppreciationType.None)
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Success;
|
|
}
|
|
else
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Normal;
|
|
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
|
|
}
|
|
CaptainTuckBop();
|
|
missed = false;
|
|
}),
|
|
new BeatAction.Action(beat + i + 2f, delegate
|
|
{
|
|
missed = false;
|
|
}),
|
|
new BeatAction.Action(beat + i + 3.1f, delegate
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Normal;
|
|
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
|
|
}),
|
|
});
|
|
}
|
|
if (appreciation == (int)AppreciationType.None && uh == 0 && i + 1 == length)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length - 0.1f, delegate { missed = false; currentCaptainBop = CaptainTuckBopType.Normal; captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0); })
|
|
});
|
|
}
|
|
|
|
|
|
if (i + 1 < length)
|
|
{
|
|
flopCount++;
|
|
}
|
|
if (flopCount > 4)
|
|
{
|
|
flopCount = 1;
|
|
recounts++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ScheduleInput(beat - 1, 1 + i, InputAction_Nrm, JustFlip, MissFlip, Nothing);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i - NgEarlyTime() - 1, delegate { readyRoll = false; }),
|
|
});
|
|
foreach (var flipper in flippers)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + i, delegate { flipper.Flip(roll, true); CaptainTuckBop(); })
|
|
});
|
|
}
|
|
}
|
|
}
|
|
if (roll)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length + NgLateTime() - 1, delegate { readyRoll = false; }),
|
|
});
|
|
}
|
|
if (uh > 0 && flopCount != 4)
|
|
{
|
|
for (int i = 0; i < uh; i++)
|
|
{
|
|
int voiceLineIndex = 3 - uh + i + 1;
|
|
string voiceLine = $"flipperFlop/uh{voiceLineIndex}";
|
|
string failVoiceLine = $"flipperFlop/uhfail{voiceLineIndex}";
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length + i, delegate {
|
|
string voiceLineToPlay = voiceLine;
|
|
string failVoiceLineToPlay = failVoiceLine;
|
|
if (missed)
|
|
{
|
|
voiceLineToPlay = failVoiceLineToPlay;
|
|
currentCaptainBop = CaptainTuckBopType.Miss;
|
|
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckMissSpeakExpression", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Roll;
|
|
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckRollExpression", 0.5f);
|
|
}
|
|
|
|
CaptainTuckBop();
|
|
SoundByte.PlayOneShotGame(voiceLineToPlay);
|
|
}),
|
|
});
|
|
}
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length + uh, delegate
|
|
{
|
|
AppreciationVoiceLine(beat + length + uh, appreciation, heart);
|
|
if (!missed && appreciation != (int)AppreciationType.None)
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Success;
|
|
}
|
|
else
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Normal;
|
|
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
|
|
}
|
|
CaptainTuckBop();
|
|
missed = false;
|
|
}),
|
|
new BeatAction.Action(beat + length + uh + 1f, delegate
|
|
{
|
|
missed = false;
|
|
}),
|
|
new BeatAction.Action(beat + length + uh + 2.1f, delegate
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Normal;
|
|
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
|
|
}),
|
|
});
|
|
}
|
|
else if (uh > 0 && flopCount == 4)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length, delegate
|
|
{
|
|
AppreciationVoiceLine(beat + length, appreciation, heart);
|
|
if (!missed && appreciation != (int)AppreciationType.None)
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Success;
|
|
}
|
|
else
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Normal;
|
|
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
|
|
}
|
|
CaptainTuckBop();
|
|
missed = false;
|
|
}),
|
|
new BeatAction.Action(beat + length + 1f, delegate
|
|
{
|
|
missed = false;
|
|
}),
|
|
new BeatAction.Action(beat + length + 2.1f, delegate
|
|
{
|
|
currentCaptainBop = CaptainTuckBopType.Normal;
|
|
captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
|
|
}),
|
|
});
|
|
}
|
|
}
|
|
|
|
public static void AppreciationVoiceLine(double beat, int appreciation, bool heart)
|
|
{
|
|
if (FlipperFlop.instance.missed) return;
|
|
if (appreciation == (int)AppreciationType.Random) appreciation = UnityEngine.Random.Range(1, 6);
|
|
switch (appreciation)
|
|
{
|
|
case (int)AppreciationType.None:
|
|
break;
|
|
case (int)AppreciationType.Good:
|
|
SoundByte.PlayOneShotGame("flipperFlop/appreciation/good");
|
|
if (heart)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
|
|
});
|
|
}
|
|
else
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
|
|
});
|
|
}
|
|
break;
|
|
case (int)AppreciationType.GoodJob:
|
|
SoundByte.PlayOneShotGame("flipperFlop/appreciation/goodjob");
|
|
if (heart)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
|
|
});
|
|
}
|
|
else
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 1f); }),
|
|
new BeatAction.Action(beat + 0.5f, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
|
|
});
|
|
}
|
|
break;
|
|
case (int)AppreciationType.Nice:
|
|
SoundByte.PlayOneShotGame("flipperFlop/appreciation/nice");
|
|
if (heart)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
|
|
});
|
|
}
|
|
else
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
|
|
});
|
|
}
|
|
break;
|
|
case (int)AppreciationType.WellDone:
|
|
SoundByte.PlayOneShotGame("flipperFlop/appreciation/welldone");
|
|
if (heart)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
|
|
});
|
|
}
|
|
else
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 1f); }),
|
|
new BeatAction.Action(beat + 0.5f, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
|
|
});
|
|
}
|
|
break;
|
|
case (int)AppreciationType.Yes:
|
|
SoundByte.PlayOneShotGame("flipperFlop/appreciation/yes");
|
|
if (heart)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); })
|
|
});
|
|
}
|
|
else
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); })
|
|
});
|
|
}
|
|
break;
|
|
case (int)AppreciationType.Random:
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void TripleFlip(double beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("flipperFlop/ding", beat),
|
|
new MultiSound.Sound("flipperFlop/ding", beat + 0.5f),
|
|
new MultiSound.Sound("flipperFlop/ding", beat + 1f),
|
|
}, forcePlay: true);
|
|
|
|
ScheduleInput(beat, 2, InputAction_Nrm, JustFlip, MissFlip, Nothing);
|
|
ScheduleInput(beat, 2.5f, InputAction_Nrm, JustFlip, MissFlip, Nothing);
|
|
ScheduleInput(beat, 3, InputAction_Nrm, JustFlip, MissFlip, Nothing);
|
|
foreach (var flipper in flippers)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 2, delegate { flipper.Flip(false, true);}),
|
|
new BeatAction.Action(beat + 2.5f, delegate { flipper.Flip(false, true);}),
|
|
new BeatAction.Action(beat + 3, delegate { flipper.Flip(false, true);})
|
|
});
|
|
}
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 3 - NgEarlyTime(), delegate {readyRoll = false; }),
|
|
new BeatAction.Action(beat + 2, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }),
|
|
});
|
|
}
|
|
|
|
public static void AttentionCompany(double beat, bool mute, bool remix5 = false)
|
|
{
|
|
if (mute)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("flipperFlop/attention/attention7", beat + (remix5 ? 2f : 3f)),
|
|
}, forcePlay: true);
|
|
}
|
|
else
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("flipperFlop/attention/attention1", beat - 0.25f),
|
|
new MultiSound.Sound("flipperFlop/attention/attention2", beat, 1, 1, false, 0.025f),
|
|
new MultiSound.Sound("flipperFlop/attention/attention3", beat + 0.5f, 1, 1, false, 0.055f),
|
|
new MultiSound.Sound("flipperFlop/attention/attention4", beat + 2f, 1, 1, false, 0.06f),
|
|
new MultiSound.Sound("flipperFlop/attention/attention5", beat + 2.25f),
|
|
new MultiSound.Sound("flipperFlop/attention/attention6", beat + 2.5f),
|
|
new MultiSound.Sound("flipperFlop/attention/attention7", beat + (remix5 ? 2f : 3f), 1, 1, false, 0.025f),
|
|
}, forcePlay: true);
|
|
}
|
|
if (GameManager.instance.currentGame == "flipperFlop")
|
|
{
|
|
instance.AttentionCompanyAnimation(beat, mute, remix5);
|
|
}
|
|
else
|
|
{
|
|
queuedAttentions.Add(new QueuedAttention { beat = beat, mute = mute, remix5 = remix5 });
|
|
}
|
|
}
|
|
|
|
public void AttentionCompanyAnimation(double beat, bool mute, bool remix5)
|
|
{
|
|
List<BeatAction.Action> speaks = new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat - 0.25f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
new BeatAction.Action(beat, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
new BeatAction.Action(beat + 0.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.0625f); }),
|
|
new BeatAction.Action(beat + 2f, delegate
|
|
{
|
|
captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
|
|
if (remix5)
|
|
{
|
|
foreach (var flipper in flippers)
|
|
{
|
|
flipper.PrepareFlip();
|
|
}
|
|
flipperPlayer.PrepareFlip();
|
|
}
|
|
}),
|
|
new BeatAction.Action(beat + 2.25f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
new BeatAction.Action(beat + 2.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
new BeatAction.Action(beat + 3f, delegate
|
|
{
|
|
if (remix5) return;
|
|
foreach (var flipper in flippers)
|
|
{
|
|
flipper.PrepareFlip();
|
|
}
|
|
flipperPlayer.PrepareFlip();
|
|
}),
|
|
};
|
|
if (mute)
|
|
{
|
|
speaks = new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 2f, delegate
|
|
{
|
|
if (remix5)
|
|
{
|
|
foreach (var flipper in flippers)
|
|
{
|
|
flipper.PrepareFlip();
|
|
}
|
|
flipperPlayer.PrepareFlip();
|
|
}
|
|
}),
|
|
new BeatAction.Action(beat + 3f, delegate
|
|
{
|
|
if (remix5) return;
|
|
foreach (var flipper in flippers)
|
|
{
|
|
flipper.PrepareFlip();
|
|
}
|
|
flipperPlayer.PrepareFlip();
|
|
}),
|
|
};
|
|
}
|
|
|
|
List<BeatAction.Action> speaksToRemove = new List<BeatAction.Action>();
|
|
|
|
foreach (var speak in speaks)
|
|
{
|
|
if (Conductor.instance.songPositionInBeatsAsDouble > speak.beat)
|
|
{
|
|
speaksToRemove.Add(speak);
|
|
}
|
|
}
|
|
|
|
if (speaksToRemove.Count > 0)
|
|
{
|
|
foreach (var speak in speaksToRemove)
|
|
{
|
|
speaks.Remove(speak);
|
|
}
|
|
}
|
|
|
|
BeatAction.New(instance, speaks);
|
|
}
|
|
|
|
public static void FlipperRollVoiceLine(double beat, int amount, bool now)
|
|
{
|
|
if (now)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountNow", beat, 1, 1, false, 0.037f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 1)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount1", beat, 1, 1, false, 0.003f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountC", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 2)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount2", beat, 1, 1, false, 0.02f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 3)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount3", beat, 1, 1, false, 0.02f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 4)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount4", beat, 1, 1, false, 0.035f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 5)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount5", beat, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 6)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount6", beat, 1, 1, false, 0.06f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 7)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount7", beat, 1, 1, false, 0.03f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount7B", beat + 0.25f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 8)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount8", beat, 1, 1, false, 0.008f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 9)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount9", beat, 1, 1, false, 0.02f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
else if (amount == 10)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCount10", beat, 1, 1, false, 0.01f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountA", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountB", beat + 0.75f, 1, 1, false, 0.015f),
|
|
new MultiSound.Sound($"flipperFlop/count/flipperRollCountS", beat + 1f, 1, 1, false, 0.015f),
|
|
}, forcePlay: true);
|
|
}
|
|
if (GameManager.instance.currentGame == "flipperFlop")
|
|
{
|
|
instance.FlipperRollVoiceLineAnimation(beat);
|
|
}
|
|
else
|
|
{
|
|
queuedFlipperRollVoiceLines.Add(beat);
|
|
}
|
|
}
|
|
|
|
public void FlipperRollVoiceLineAnimation(double beat)
|
|
{
|
|
List<BeatAction.Action> speaks = new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
new BeatAction.Action(beat + 0.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
new BeatAction.Action(beat + 0.75f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
new BeatAction.Action(beat + 1f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
|
|
};
|
|
|
|
List<BeatAction.Action> speaksToRemove = new List<BeatAction.Action>();
|
|
|
|
foreach (var speak in speaks)
|
|
{
|
|
if (Conductor.instance.songPositionInBeatsAsDouble > speak.beat) speaksToRemove.Add(speak);
|
|
}
|
|
|
|
if (speaksToRemove.Count > 0)
|
|
{
|
|
foreach (var speak in speaksToRemove)
|
|
{
|
|
speaks.Remove(speak);
|
|
}
|
|
}
|
|
|
|
BeatAction.New(instance, speaks);
|
|
}
|
|
|
|
public void JustFlip(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
flipperPlayer.Flip(false, true, true);
|
|
return;
|
|
}
|
|
SuccessFlip(false);
|
|
}
|
|
|
|
public void JustFlipperRoll(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
flipperPlayer.Flip(true, true, true);
|
|
return;
|
|
}
|
|
SuccessFlip(true);
|
|
}
|
|
|
|
public void SuccessFlip(bool roll, bool dontSwitch = false)
|
|
{
|
|
flipperPlayer.Flip(roll, true, false, dontSwitch);
|
|
}
|
|
|
|
public void MissFlip(PlayerActionEvent caller)
|
|
{
|
|
flipperPlayer.Flip(false, false);
|
|
}
|
|
|
|
public void MissFlipperRoll(PlayerActionEvent caller)
|
|
{
|
|
flipperPlayer.Flip(true, false);
|
|
missed = true;
|
|
}
|
|
|
|
public void Nothing(PlayerActionEvent caller) { }
|
|
}
|
|
}
|