HeavenStudioPlus/Assets/Scripts/Minigames.cs

377 lines
26 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using RhythmHeavenMania.Util;
using RhythmHeavenMania.Games.ForkLifter;
using RhythmHeavenMania.Games.ClappyTrio;
using RhythmHeavenMania.Games.Spaceball;
using RhythmHeavenMania.Games.KarateMan;
using RhythmHeavenMania.Games.SpaceSoccer;
using RhythmHeavenMania.Games.DJSchool;
using RhythmHeavenMania.Games.RhythmTweezers;
using RhythmHeavenMania.Games.RhythmRally;
using RhythmHeavenMania.Games.BuiltToScaleDS;
using RhythmHeavenMania.Games.TapTrial;
using RhythmHeavenMania.Games.CropStomp;
namespace RhythmHeavenMania
{
public class Minigames
{
public class Minigame
{
public string name;
public string displayName;
public string color;
public GameObject holder;
public bool threeD;
public bool fxOnly;
public List<GameAction> actions = new List<GameAction>();
public Minigame(string name, string displayName, string color, bool threeD, bool fxOnly, List<GameAction> actions)
{
this.name = name;
this.displayName = displayName;
this.color = color;
this.actions = actions;
this.threeD = threeD;
this.fxOnly = fxOnly;
}
}
public class GameAction
{
public string actionName;
public EventCallback function;
public float defaultLength;
public bool resizable;
public List<Param> parameters;
public bool hidden;
/* If you want to add additional arguments to GameAction, leave `bool hidden = false` as the last parameter
* You can specify an action as hidden by adding `hidden: value` as the final parameter in your call
* (Even if you haven't used all prior arguments)
*/
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false)
{
this.actionName = actionName;
this.function = function;
this.defaultLength = defaultLength;
this.resizable = resizable;
this.parameters = parameters;
this.hidden = hidden;
}
}
[System.Serializable]
public class Param
{
public string propertyName;
public object parameter;
public string propertyCaption;
public Param(string propertyName, object parameter, string propertyCaption)
{
this.propertyName = propertyName;
this.parameter = parameter;
this.propertyCaption = propertyCaption;
}
}
public delegate void EventCallback();
public static void Init(EventCaller eventCaller)
{
eventCaller.minigames = new List<Minigame>()
{
new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
{
new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame); }, 0.5f),
new GameAction("end", delegate { Debug.Log("end"); }),
new GameAction("skill star", delegate { }, 1f, true),
new GameAction("flash", delegate
{
/*Color colA = eventCaller.currentEntity.colorA;
Color colB = eventCaller.currentEntity.colorB;
Color startCol = new Color(colA.r, colA.g, colA.b, eventCaller.currentEntity.valA);
Color endCol = new Color(colB.r, colB.g, colB.b, eventCaller.currentEntity.valB);
GameManager.instance.fade.SetFade(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, startCol, endCol, eventCaller.currentEntity.ease);*/
}, 1f, true, new List<Param>()
{
new Param("colorA", Color.white, "Start Color"),
new Param("colorB", Color.white, "End Color"),
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
} ),
new GameAction("toggle inputs", delegate
{
GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
}, 0.5f, true, new List<Param>()
{
new Param("toggle", true, "Enable Inputs")
}),
}),
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
{
new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List<Param>()
{
new Param("type", SoundEffects.CountInType.Normal, "Type")
}),
new GameAction("8 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e.type); }, 8f, true, new List<Param>()
{
new Param("type", SoundEffects.CountInType.Normal, "Type")
}),
new GameAction("count", delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }, 1f, false, new List<Param>()
{
new Param("type", SoundEffects.CountNumbers.One, "Number"),
new Param("toggle", false, "Alt")
}),
new GameAction("cowbell", delegate { SoundEffects.Cowbell(); }, 1f),
new GameAction("ready!", delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }, 2f, true),
new GameAction("and", delegate {SoundEffects.And(); }, 0.5f),
new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>()
{
new Param("toggle", false, "Alt")
}),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("4 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
new GameAction("4 beat count-in (cowbell)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, 4f, hidden: true),
new GameAction("8 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
new GameAction("8 beat count-in (cowbell)", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, 4f, hidden: true),
new GameAction("one", delegate { SoundEffects.Count(0, false); }, 1f, hidden: true),
new GameAction("one (alt)", delegate { SoundEffects.Count(0, true); }, 1f, hidden: true),
new GameAction("two", delegate { SoundEffects.Count(1, false); }, 1f, hidden: true),
new GameAction("two (alt)", delegate { SoundEffects.Count(1, true); }, 1f, hidden: true),
new GameAction("three", delegate { SoundEffects.Count(2, false); }, 1f, hidden: true),
new GameAction("three (alt)", delegate { SoundEffects.Count(2, true); }, 1f, hidden: true),
new GameAction("four", delegate { SoundEffects.Count(3, false); }, 1f, hidden: true),
new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
}),
new Minigame("forkLifter", "Fork Lifter", "FFFFFF", false, false, new List<GameAction>()
{
new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List<Param>()
{
new Param("type", ForkLifter.FlickType.Pea, "Object")
}),
new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f),
new GameAction("gulp", delegate { ForkLifterPlayer.instance.Eat(); }),
new GameAction("sigh", delegate { Jukebox.PlayOneShot("games/forkLifter/sigh"); }),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pea", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 0); }, 3, hidden: true),
new GameAction("topbun", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 1); }, 3, hidden: true),
new GameAction("burger", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 2); }, 3, hidden: true),
new GameAction("bottombun", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 3); }, 3, hidden: true),
}),
new Minigame("clappyTrio", "The Clappy Trio", "29E7FF", false, false, new List<GameAction>()
{
new GameAction("clap", delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 3, true),
new GameAction("bop", delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); } ),
new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(0); } ),
new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); } ),
new GameAction("change lion count", delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
{
new Param("valA", new EntityTypes.Integer(1, 8, 3), "Lion Count")
}),
}),
new Minigame("spaceball", "Spaceball", "00A518", false, false, new List<GameAction>()
{
new GameAction("shoot", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, false, eventCaller.currentEntity.type); }, 2, false),
new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); }, 3),
new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); }, 1f, false, new List<Param>()
{
new Param("type", Spaceball.CostumeType.Standard, "Type")
} ),
new GameAction("alien", delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat); } ),
new GameAction("camera", delegate { Spaceball.instance.OverrideCurrentZoom(); }, 4, true, new List<Param>()
{
new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
} ),
new GameAction("prepare dispenser", delegate { Spaceball.instance.PrepareDispenser(); }, 1 ),
}),
new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>()
{
new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("hit", delegate
{
KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
}, 2, false, new List<Param>()
{
new Param("type", KarateMan.HitType.Pot, "Object")
}),
new GameAction("bulb", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.LightBulbColors[e.type];
if(e.type == (int)KarateMan.LightBulbType.Custom) c = e.colorA;
KarateMan.instance.Shoot(e.beat, 1, tint: c);
}, 2, false, new List<Param>()
{
new Param("type", KarateMan.LightBulbType.Normal, "Type"),
new Param("colorA", new Color(), "Custom Color")
}),
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
new GameAction("hit3", delegate
{
var e = eventCaller.currentEntity;
if(e.toggle)
KarateMan.instance.Hit4(e.beat);
else
KarateMan.instance.Hit3(e.beat);
}, 1f, false, new List<Param>()
{
new Param("toggle", false, "Hit 4")
}),
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
new GameAction("set background color", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.BackgroundColors[e.type];
if(e.type == (int)KarateMan.BackgroundType.Custom) c = e.colorA;
KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
}, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"),
new Param("colorA", new Color(), "Custom Background Color"),
new Param("colorB", new Color(), "Custom Shadow Color"),
}),
new GameAction("set background fx", delegate {
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
}, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundFXType.None, "FX Type")
}),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2, hidden: true),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2, hidden: true),
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2, hidden: true),
new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 6); }, 2, hidden: true),
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }, hidden: true),
new GameAction("bgfxon", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
new GameAction("bgfxoff", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.None); }, hidden: true),
}),
new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
{
new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat); }, 2f),
new GameAction("keep-up", delegate { }, 4f, true),
new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
{
new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing")
}),
}),
new Minigame("djSchool", "DJ School", "008c97", false, false, new List<GameAction>()
{
new GameAction("bop", delegate { DJSchool.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("and stop ooh", delegate { DJSchool.instance.AndStop(eventCaller.currentEntity.beat); }, 2.5f),
new GameAction("break c'mon ooh", delegate { DJSchool.instance.BreakCmon(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 3f, false, new List<Param>()
{
new Param("type", DJSchool.DJVoice.Standard, "Voice"),
}),
new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 3f, false, new List<Param>()
{
new Param("type", DJSchool.DJVoice.Standard, "Voice"),
}),
}),
new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>()
{
new GameAction("start interval", delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
new GameAction("short hair", delegate { RhythmTweezers.instance.SpawnHair(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("long hair", delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("next vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.NextVegetable(e.beat, e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
{
new Param("type", RhythmTweezers.VegetableType.Onion, "Type"),
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color"),
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color")
} ),
new GameAction("change vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
{
new Param("type", RhythmTweezers.VegetableType.Onion, "Type"),
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color"),
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color")
} ),
new GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true),
new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f),
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List<Param>()
{
new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color")
} ),
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>()
{
new Param("colorA", Color.white, "Start Color"),
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color")
} ),
}),
new Minigame("rhythmRally", "Rhythm Rally \n<color=#eb5454>[WIP don't use]</color>", "FFFFFF", true, false, new List<GameAction>()
{
new GameAction("bop", delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("whistle", delegate { RhythmRally.instance.PlayWhistle(); }, 0.5f),
new GameAction("toss ball", delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); }, 2f),
new GameAction("rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); }, 4f, true),
new GameAction("slow rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); }, 8f, true),
new GameAction("fast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast); }, 6f),
new GameAction("superfast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast); }, 12f),
new GameAction("pose", delegate { RhythmRally.instance.Pose(); }, 0.5f),
new GameAction("camera", delegate {
var e = eventCaller.currentEntity;
var rotation = new Vector3(0, e.valA, 0);
RhythmRally.instance.ChangeCameraAngle(rotation, e.valB, e.length, (Ease)e.type, (RotateMode)e.type2);
}, 4, true, new List<Param>() {
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle"),
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom"),
new Param("type", Ease.Linear, "Ease"),
new Param("type2", RotateMode.Fast, "Rotation Mode")
} ),
}),
new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "00BB00", true, false, new List<GameAction>()
{
new GameAction("spawn blocks", delegate { }, 1f, true)
}),
new Minigame("tapTrial", "Tap Trial \n<color=#eb5454>[WIP don't use]</color>", "93ffb3", false, false, new List<GameAction>()
{
new GameAction("tap", delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("double tap", delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("triple tap", delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); }, 4.0f, false),
new GameAction("jump tap", delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("final jump tap", delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
}),
new Minigame("cropStomp", "Crop Stomp \n<color=#eb5454>[WIP don't use]</color>", "BFDEA6", false, false, new List<GameAction>()
{
new GameAction("start marching", delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); }, 2f, false),
new GameAction("veggies", delegate { }, 4f, true),
}),
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
{
}),
new Minigame("sneakySpirits", "Sneaky Spirits", "B888F8", new List<GameAction>()
{
}),
new Minigame("munchyMonk", "Munchy Monk", "B888F8", new List<GameAction>()
{
}),
new Minigame("airRally", "Air Rally", "B888F8", new List<GameAction>()
{
}),
new Minigame("ringside", "Ringside", "B888F8", new List<GameAction>()
{
}),
new Minigame("workingDough", "Working Dough", "B888F8", new List<GameAction>()
{
})*/
};
}
}
}