mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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b26e6fac12
* Cheer Readers Initialization + Other So, cheer readers is coming now. Starting with an initialized version of course. Also, any games that only have Switch game events are categorized as [INITIALIZATION ONLY] to better differentiate them from [WIP] games that work, but are missing some things * Update CheerReaders.cs Fixed the internal name for cheer readers * Launch Party is no longer [INITIALIZATION ONLY]
217 lines
No EOL
9.2 KiB
C#
217 lines
No EOL
9.2 KiB
C#
using HeavenStudio.Util;
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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 AgbSpaceDanceLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP]</color>", "FFFF34", false, false, new List<GameAction>()
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{
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new GameAction("turn right", "Turn Right")
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{
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function = delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f,
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},
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new GameAction("sit down", "Sit Down")
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{
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function = delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f,
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},
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new GameAction("punch", "Punch")
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{
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function = delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f,
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); },
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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_SpaceDance;
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public class SpaceDance : Minigame
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{
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public Animator DancerP;
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public Animator Dancer1;
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public Animator Dancer2;
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public Animator Dancer3;
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public Animator Gramps;
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public Animator Hit;
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public GameObject Player;
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public static SpaceDance instance;
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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}
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// Update is called once per frame
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void Update()
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{
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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Jukebox.PlayOneShotGame("spaceDance/inputBad");
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// Look at this later, sound effect has some weird clipping on it sometimes?? popping. like. fucking popopop idk why its doing that its fine theres no sample weirdness ughh
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}
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}
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public void DoTurnRight(float beat)
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{
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ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, RightMiss, RightEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("spaceDance/voicelessTurn", beat),
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new MultiSound.Sound("spaceDance/dancerTurn", beat),
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new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
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});
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { DancerP.Play("TurnRightStart", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer1.Play("TurnRightStart", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer2.Play("TurnRightStart", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer3.Play("TurnRightStart", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("TurnRightDo", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("TurnRightDo", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("TurnRightDo", -1, 0);}),
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});
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}
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public void DoSitDown(float beat)
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{
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ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, SitSuccess, SitMiss, SitEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("spaceDance/voicelessSit", beat),
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new MultiSound.Sound("spaceDance/dancerLets", beat),
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new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
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new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
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});
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { DancerP.Play("SitDownStart", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer1.Play("SitDownStart", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer2.Play("SitDownStart", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer3.Play("SitDownStart", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("SitDownDo", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("SitDownDo", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("SitDownDo", -1, 0);}),
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});
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}
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public void DoPunch(float beat)
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{
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ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("spaceDance/voicelessPunch", beat),
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new MultiSound.Sound("spaceDance/dancerPa", beat),
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new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f),
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new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
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new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f),
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new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
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new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
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});
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
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new BeatAction.Action(beat + 0.5f, delegate { DancerP.Play("PunchStartOuter", -1, 0);}),
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new BeatAction.Action(beat + 0.5f, delegate { Dancer1.Play("PunchStartOuter", -1, 0);}),
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new BeatAction.Action(beat + 0.5f, delegate { Dancer2.Play("PunchStartOuter", -1, 0);}),
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new BeatAction.Action(beat + 0.5f, delegate { Dancer3.Play("PunchStartOuter", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { DancerP.Play("PunchStartInner", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer1.Play("PunchStartInner", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer2.Play("PunchStartInner", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Dancer3.Play("PunchStartInner", -1, 0);}),
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new BeatAction.Action(beat + 1.5f, delegate { Dancer1.Play("PunchDo", -1, 0);}),
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new BeatAction.Action(beat + 1.5f, delegate { Dancer2.Play("PunchDo", -1, 0);}),
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new BeatAction.Action(beat + 1.5f, delegate { Dancer3.Play("PunchDo", -1, 0);}),
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});
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}
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public void Bop(float beat)
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{
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { DancerP.Play("Bop", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer1.Play("Bop", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer2.Play("Bop", -1, 0);}),
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new BeatAction.Action(beat, delegate { Dancer3.Play("Bop", -1, 0);}),
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});
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}
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public void RightSuccess(PlayerActionEvent caller, float state)
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{
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Jukebox.PlayOneShotGame("spaceDance/inputGood");
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DancerP.Play("TurnRightDo", -1, 0);
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}
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public void RightMiss(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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DancerP.Play("Ouch", -1, 0);
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Hit.Play("HitTurn", -1, 0);
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}
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public void RightEmpty(PlayerActionEvent caller)
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{
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}
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public void SitSuccess(PlayerActionEvent caller, float state)
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{
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Jukebox.PlayOneShotGame("spaceDance/inputGood");
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DancerP.Play("SitDownDo", -1, 0);
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}
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public void SitMiss(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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DancerP.Play("Ouch", -1, 0);
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Hit.Play("HitSit", -1, 0);
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}
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public void SitEmpty(PlayerActionEvent caller)
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{
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}
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public void PunchSuccess(PlayerActionEvent caller, float state)
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{
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Jukebox.PlayOneShotGame("spaceDance/inputGood");
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DancerP.Play("PunchDo", -1, 0);
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}
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public void PunchMiss(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("spaceDance/inputBad2");
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DancerP.Play("Ouch", -1, 0);
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Hit.Play("HitPunch", -1, 0);
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}
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public void PunchEmpty(PlayerActionEvent caller)
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{
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}
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}
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} |