using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrSplashdownLoader
public static Minigame AddGame(EventCaller eventCaller)
return new Minigame("splashdown", "Splashdown", "327BF5", false, false, new List<GameAction>()
new GameAction("dive", "Dive")
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.GoDown(e.beat, e.length); },
resizable = true
},
new GameAction("appear", "Appear")
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.GoUp(e.beat, e.length, e["type"]); },
resizable = true,
parameters = new List<Param>()
new Param("type", new EntityTypes.Integer(1, 3, 1), "Type", "Set the type of animation to play when surfacing.")
}
new GameAction("jump", "Jump")
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.Jump(e.beat, e.length, e["dolphin"]); },
defaultLength = 2f,
new Param("dolphin", true, "Dolphin", "Toggle if the dolphin should be used.")
new GameAction("together", "Together Jump")
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.TogetherJump(e.beat, e["al"]); },
defaultLength = 4f,
new Param("al", false, "Alley-Oop!", "Toggle if the \"Alley-Oop!\" sound effect and animation should be used.")
new GameAction("togetherR9", "Together Jump (Remix 9)")
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.TogetherJumpRemix9(e.beat, e["al"]); },
defaultLength = 3f,
new GameAction("intro", "Intro")
function = delegate { var e = eventCaller.currentEntity; Splashdown.instance.Intro(e.beat, e.length); },
defaultLength = 8
new GameAction("amount", "Change Synchrette Number")
function = delegate { Splashdown.instance.SpawnSynchrettes(eventCaller.currentEntity["amount"], eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
new Param("amount", new EntityTypes.Integer(3, 5, 3), "Synchrettes", "Set how many synchrettes there will be. The player is always the rightmost synchrette.")
new List<string>() { "ntr", "normal" },
"ntrdiving", "en",
new List<string>() { "en" }
);
namespace HeavenStudio.Games
using Scripts_Splashdown;
public class Splashdown : Minigame
public static Splashdown instance;
[Header("References")]
[SerializeField] private Transform synchretteHolder;
[SerializeField] private NtrSynchrette synchrettePrefab;
[SerializeField] private Animator crowdAnim;
[Header("Properties")]
[SerializeField] private float synchretteDistance;
private List<NtrSynchrette> currentSynchrettes = new List<NtrSynchrette>();
private NtrSynchrette player;
private double _gameSwitchBeat = -1;
private void Awake()
instance = this;
SpawnSynchrettes(3);
public override void OnGameSwitch(double beat)
_gameSwitchBeat = beat;
public override void OnPlay(double beat)
var events = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat < beat);
if (events.Count == 0) return;
_gameSwitchBeat = events[^1].beat;
private void Update()
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused && !IsIntroing())
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
SoundByte.PlayOneShot("miss");
SoundByte.PlayOneShotGame("splashdown/downPlayer");
player.GoDown();
ScoreMiss();
if ((PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease))
|| (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease)))
player.Appear(true);
SoundByte.PlayOneShotGame("splashdown/upPlayer");
public void SpawnSynchrettes(int amount, double beat = -1)
if (currentSynchrettes.Count > 0)
foreach (var synchrette in currentSynchrettes)
Destroy(synchrette.gameObject);
currentSynchrettes.Clear();
if (player != null) Destroy(player.gameObject);
float startPos = -((amount / 2) * synchretteDistance) + ((amount % 2 == 0) ? synchretteDistance / 2 : 0);
bool shouldGoDown = false;
if (beat >= 0)
var inputEvents = EventCaller.GetAllInGameManagerList("splashdown", new string[] { "dive", "appear", "jump", "together", "togetherR9" }).FindAll(x => x.beat < beat && x.beat >= _gameSwitchBeat);
if (inputEvents.Count > 0) shouldGoDown = inputEvents[^1].datamodel == "splashdown/dive";
for (int i = 0; i < amount; i++)
NtrSynchrette spawnedSynchrette = Instantiate(synchrettePrefab, synchretteHolder);
spawnedSynchrette.transform.localPosition = new Vector3(startPos + (synchretteDistance * i), spawnedSynchrette.transform.localPosition.y, 0);
if (i < amount - 1) currentSynchrettes.Add(spawnedSynchrette);
else player = spawnedSynchrette;
if (shouldGoDown) spawnedSynchrette.GoDown(false);
private double introBeat = -1;
private float introLength = 0;
private bool IsIntroing()
float normalized = Conductor.instance.GetPositionFromBeat(introBeat, introLength);
return normalized >= 0f && normalized <= 1f;
public void Intro(double beat, float length)
introBeat = beat;
introLength = length;
List<BeatAction.Action> actions = new List<BeatAction.Action>();
for (int i = 0; i < length - 1; i++)
actions.Add(new BeatAction.Action(beat + i, delegate
synchrette.Bop();
player.Bop();
}));
actions.Add(new BeatAction.Action(beat + length - 1, delegate
synchrette.JumpIntoWater(beat + length - 1);
player.JumpIntoWater(beat + length - 1);
SoundByte.PlayOneShotGame("splashdown/start", beat + length - 0.25);
BeatAction.New(instance, actions);
public void GoDown(double beat, float length)
if (IsIntroing()) return;
for (int i = 0; i < currentSynchrettes.Count; i++)
NtrSynchrette synchretteToDive = currentSynchrettes[i];
double diveBeat = beat + (i * length);
actions.Add(new BeatAction.Action(diveBeat, delegate
synchretteToDive.GoDown();
SoundByte.PlayOneShotGame("splashdown/whistle", diveBeat);
SoundByte.PlayOneShotGame("splashdown/downOthers", diveBeat);
SoundByte.PlayOneShotGame("splashdown/whistle", beat + (currentSynchrettes.Count * length));
ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_BasicPress, JustDown, Out, Out);
public void GoUp(double beat, float length, int appearType)
synchretteToDive.Appear(false, appearType);
SoundByte.PlayOneShotGame("splashdown/upOthers", diveBeat);
switch (appearType)
case 1:
ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_BasicRelease, JustUp1, Out, Out);
break;
case 2:
ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_BasicRelease, JustUp2, Out, Out);
case 3:
ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_BasicRelease, JustUp3, Out, Out);
public void Jump(double beat, float length, bool dolphin)
synchretteToDive.Jump(diveBeat, false, !dolphin);
SoundByte.PlayOneShotGame("splashdown/yeah", diveBeat);
SoundByte.PlayOneShotGame("splashdown/jumpOthers", diveBeat);
if (dolphin) SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1);
SoundByte.PlayOneShotGame("splashdown/splashOthers", diveBeat + 1.75);
SoundByte.PlayOneShotGame("splashdown/yeah", beat + (currentSynchrettes.Count * length));
ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_FlickRelease, dolphin ? JustJump : JustJumpNoRollSound, Out, Out);
public void TogetherJump(double beat, bool alleyoop)
SoundByte.PlayOneShotGame("splashdown/together");
BeatAction.New(instance, new List<BeatAction.Action>()
new BeatAction.Action(beat + 2, delegate
synchrette.Jump(beat + 2, false, alleyoop);
})
});
if (alleyoop)
MultiSound.Play(new MultiSound.Sound[]
new MultiSound.Sound("splashdown/jumpOthers", beat + 2),
new MultiSound.Sound("splashdown/alleyOop1", beat + 2.5, 1, 1, false, 0.014),
new MultiSound.Sound("splashdown/alleyOop2", beat + 2.75),
new MultiSound.Sound("splashdown/alleyOop3", beat + 3, 1, 1, false, 0.014),
new MultiSound.Sound("splashdown/splashOthers", beat + 3.75),
else
new MultiSound.Sound("splashdown/rollOthers", beat + 3),
ScheduleInput(beat, 2, InputAction_FlickRelease, alleyoop ? JustJumpNoRollSound : JustJump, Out, Out);
public void TogetherJumpRemix9(double beat, bool alleyoop)
SoundByte.PlayOneShotGame("splashdown/togetherRemix9");
new BeatAction.Action(beat + 1, delegate
synchrette.Jump(beat + 1, false, alleyoop);
new MultiSound.Sound("splashdown/jumpOthers", beat + 1),
new MultiSound.Sound("splashdown/alleyOop1", beat + 1.5, 1, 1, false, 0.014),
new MultiSound.Sound("splashdown/alleyOop2", beat + 1.75),
new MultiSound.Sound("splashdown/alleyOop3", beat + 2, 1, 1, false, 0.014),
new MultiSound.Sound("splashdown/splashOthers", beat + 2.75),
new MultiSound.Sound("splashdown/rollOthers", beat + 2),
ScheduleInput(beat, 1, InputAction_FlickRelease, alleyoop ? JustJumpNoRollSound : JustJump, Out, Out);
private void JustDown(PlayerActionEvent caller, float state)
if (state >= 1f || state <= -1f)
private void JustUp1(PlayerActionEvent caller, float state)
return;
player.Appear(false, 1);
private void JustUp2(PlayerActionEvent caller, float state)
player.Appear(false, 2);
private void JustUp3(PlayerActionEvent caller, float state)
player.Appear(false, 3);
private void JustJump(PlayerActionEvent caller, float state)
double diveBeat = caller.timer + caller.startBeat;
SoundByte.PlayOneShotGame("splashdown/jumpPlayer");
SoundByte.PlayOneShotGame("splashdown/splashPlayer", diveBeat + 1.75);
player.Jump(diveBeat, true);
SoundByte.PlayOneShotGame("splashdown/rollPlayer", diveBeat + 1);
player.Jump(diveBeat);
new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }),
new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); })
private void JustJumpNoRollSound(PlayerActionEvent caller, float state)
player.Jump(diveBeat, true, true);
player.Jump(diveBeat, false, true);
private void Out(PlayerActionEvent caller) { }