mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +00:00
9c3ec82d10
* add event priority fix crop stomp queuing inputs while chart is paused fix rhythm tweezers not killing queued inputs when switching veggies * file cleanup * remove debug print * remove more files
364 lines
13 KiB
C#
364 lines
13 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using DG.Tweening;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class AgbHairLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>()
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{
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new GameAction("start interval", "Start Interval")
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{
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function = delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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defaultLength = 4f,
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resizable = true,
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priority = 1
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},
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new GameAction("short hair", "Short Hair")
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{
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function = delegate { RhythmTweezers.instance.SpawnHair(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f
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},
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new GameAction("long hair", "Curly Hair")
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{
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function = delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f
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},
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new GameAction("next vegetable", "Swap Vegetable")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.NextVegetable(e.beat, e["type"], e["colorA"], e["colorB"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
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},
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priority = 3
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},
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new GameAction("change vegetable", "Change Vegetable (Instant)")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
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}
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},
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new GameAction("set tweezer delay", "Offset Tweezer")
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{
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function = delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; },
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resizable = true,
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priority = 2
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},
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new GameAction("reset tweezer delay", "Reset Tweezer Offset")
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{
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function = delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; },
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defaultLength = 0.5f,
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priority = 2
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},
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new GameAction("set background color", "Background Colour")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e["colorA"], 0f); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to")
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}
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},
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new GameAction("fade background color", "Background Fade")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
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new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade")
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}
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}
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_RhythmTweezers;
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public class RhythmTweezers : Minigame
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{
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public enum VegetableType
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{
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Onion,
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Potato
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}
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[Header("References")]
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public Transform VegetableHolder;
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public SpriteRenderer Vegetable;
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public SpriteRenderer VegetableDupe;
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public Animator VegetableAnimator;
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public SpriteRenderer bg;
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public Tweezers Tweezers;
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public GameObject hairBase;
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public GameObject longHairBase;
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public GameObject pluckedHairBase;
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public GameObject HairsHolder;
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public GameObject DroppedHairsHolder;
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[NonSerialized] public int hairsLeft = 0;
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[Header("Variables")]
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public float beatInterval = 4f;
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float intervalStartBeat;
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bool intervalStarted;
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public float tweezerBeatOffset = 0f;
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[Header("Sprites")]
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public Sprite pluckedHairSprite;
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public Sprite missedHairSprite;
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public Sprite onionSprite;
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public Sprite potatoSprite;
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[NonSerialized] public int eyeSize = 0;
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Tween transitionTween;
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bool transitioning = false;
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Tween bgColorTween;
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private static Color _defaultOnionColor;
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public static Color defaultOnionColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#C89600", out _defaultOnionColor);
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return _defaultOnionColor;
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}
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}
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private static Color _defaultPotatoColor;
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public static Color defaultPotatoColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFDC00", out _defaultPotatoColor);
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return _defaultPotatoColor;
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}
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}
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private static Color _defaultBgColor;
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public static Color defaultBgColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#A14FA1", out _defaultBgColor);
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return _defaultBgColor;
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}
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}
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public static RhythmTweezers instance { get; set; }
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private void Awake()
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{
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instance = this;
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}
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public void SpawnHair(float beat)
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{
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// End transition early if the next hair is a lil early.
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StopTransitionIfActive();
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// If interval hasn't started, assume this is the first hair of the interval.
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if (!intervalStarted)
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{
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SetIntervalStart(beat, beatInterval);
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}
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Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
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Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("SmallAppear", 0, 0);
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float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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hairsLeft++;
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}
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public void SpawnLongHair(float beat)
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{
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StopTransitionIfActive();
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if (!intervalStarted)
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{
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SetIntervalStart(beat, beatInterval);
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}
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Jukebox.PlayOneShotGame("rhythmTweezers/longAppear", beat);
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LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
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hair.gameObject.SetActive(true);
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hair.GetComponent<Animator>().Play("LongAppear", 0, 0);
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float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
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hair.createBeat = beat;
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hairsLeft++;
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}
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public void SetIntervalStart(float beat, float interval = 4f)
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{
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// Don't do these things if the interval was already started.
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if (!intervalStarted)
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{
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// End transition early if the interval starts a lil early.
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StopTransitionIfActive();
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hairsLeft = 0;
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intervalStarted = true;
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}
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intervalStartBeat = beat;
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beatInterval = interval;
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}
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const float vegDupeOffset = 16.7f;
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public void NextVegetable(float beat, int type, Color onionColor, Color potatoColor)
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{
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transitioning = true;
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Jukebox.PlayOneShotGame("rhythmTweezers/register", beat);
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Sprite nextVeggieSprite = type == 0 ? onionSprite : potatoSprite;
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Color nextColor = type == 0 ? onionColor : potatoColor;
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VegetableDupe.sprite = nextVeggieSprite;
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VegetableDupe.color = nextColor;
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// Move both vegetables to the left by vegDupeOffset, then reset their positions.
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// On position reset, reset state of core vegetable.
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transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f / Conductor.instance.musicSource.pitch)
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.OnComplete(() => {
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var holderPos = VegetableHolder.localPosition;
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VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
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Vegetable.sprite = nextVeggieSprite;
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Vegetable.color = nextColor;
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ResetVegetable();
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transitioning = false;
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intervalStarted = false;
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}).SetEase(Ease.InOutSine);
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}
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public void ChangeVegetableImmediate(int type, Color onionColor, Color potatoColor)
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{
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StopTransitionIfActive();
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Sprite newSprite = type == 0 ? onionSprite : potatoSprite;
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Color newColor = type == 0 ? onionColor : potatoColor;
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Vegetable.sprite = newSprite;
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Vegetable.color = newColor;
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VegetableDupe.sprite = newSprite;
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VegetableDupe.color = newColor;
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}
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public void ChangeBackgroundColor(Color color, float beats)
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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if (bgColorTween != null)
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bgColorTween.Kill(true);
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if (seconds == 0)
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{
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bg.color = color;
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}
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else
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{
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bgColorTween = bg.DOColor(color, seconds);
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}
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}
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public void FadeBackgroundColor(Color start, Color end, float beats)
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{
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ChangeBackgroundColor(start, 0f);
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ChangeBackgroundColor(end, beats);
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}
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private void Update()
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{
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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{
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StopTransitionIfActive();
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ResetVegetable();
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intervalStarted = false;
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}
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}
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private void LateUpdate()
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{
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// Set tweezer angle.
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var tweezerAngle = -180f;
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if (intervalStarted)
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{
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var tweezerTime = Conductor.instance.songPositionInBeats - beatInterval - tweezerBeatOffset;
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var unclampedAngle = -58f + 116 * Mathp.Normalize(tweezerTime, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
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tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
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}
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Tweezers.transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
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// Set tweezer to follow vegetable.
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var currentTweezerPos = Tweezers.transform.localPosition;
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var vegetablePos = Vegetable.transform.localPosition;
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var vegetableHolderPos = VegetableHolder.transform.localPosition;
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Tweezers.transform.localPosition = new Vector3(vegetableHolderPos.x, vegetablePos.y + 1f, currentTweezerPos.z);
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}
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private void ResetVegetable()
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{
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// If the tweezers happen to be holding a hair, drop it immediately so it can be destroyed below.
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Tweezers.DropHeldHair();
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foreach (Transform t in HairsHolder.transform)
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{
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GameObject.Destroy(t.gameObject);
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}
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foreach (Transform t in DroppedHairsHolder.transform)
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{
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GameObject.Destroy(t.gameObject);
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}
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VegetableAnimator.Play("Idle", 0, 0);
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eyeSize = 0;
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}
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private void StopTransitionIfActive()
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{
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if (transitioning)
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{
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if (transitionTween != null)
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{
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transitionTween.Complete(true);
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transitionTween.Kill();
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}
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}
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}
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}
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}
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