HeavenStudio/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class CtrDrummingLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("drummingPractice", "Drumming Practice", "36d23e", false, false, new List<GameAction>()
{
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new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length, e["bop"], e["autoBop"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Should the drummers bop?"),
new Param("autoBop", true, "Bop (Auto)", "Should the drummers auto bop?")
}
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},
new GameAction("drum", "Hit Drum")
{
function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e["toggle"]); },
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defaultLength = 2f,
parameters = new List<Param>()
{
new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
}
},
new GameAction("set mii", "Set Miis")
{
function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e["type"], e["type2"], e["type3"], e["toggle"]); },
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defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "type", "type2", "type3" })
}),
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new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
}
},
new GameAction("move npc drummers", "NPC Drummers Enter or Exit")
{
function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.NPCDrummersEnterOrExit(e.beat, e.length, e["exit"], e["ease"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("exit", false, "Exit?", "Should the NPC drummers exit or enter?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
}
},
new GameAction("set background color", "Background Color")
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{
function = delegate {var e = eventCaller.currentEntity;
DrummingPractice.instance.BackgroundColor(e.beat, e.length, e["colorAStart"], e["colorA"], e["colorBStart"], e["colorB"], e["colorC"], e["ease"]); },
defaultLength = 4f,
resizable = true,
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parameters = new List<Param>()
{
new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "The top-most color of the background gradient"),
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "The top-most color of the background gradient"),
new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "The bottom-most color of the background gradient"),
new Param("colorB", new Color(1, 1, 1), "Color B End", "The bottom-most color of the background gradient"),
new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
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}
}
},
new List<string>() {"ctr", "normal"},
"ctrintro", "en",
new List<string>() {}
);
}
}
}
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namespace HeavenStudio.Games
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{
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using Scripts_DrummingPractice;
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public class DrummingPractice : Minigame
{
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public enum MiiType
{
Random = -1,
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GuestA,
GuestB,
GuestC,
GuestD,
GuestE,
GuestF,
Matt,
Tsunku,
Marshal
}
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[Header("References")]
public SpriteRenderer background;
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public SpriteRenderer backgroundGradient;
public SpriteRenderer[] streaks;
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public Drummer player;
public Drummer leftDrummer;
public Drummer rightDrummer;
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public GameObject hitPrefab;
[SerializeField] Animator NPCDrummers;
[Header("Variables")]
float movingLength;
double movingStartBeat;
bool isMoving;
string moveAnim;
EasingFunction.Ease lastEase;
bool goBop = true;
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public GameEvent bop = new GameEvent();
public int count = 0;
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public static DrummingPractice instance;
private void Awake()
{
instance = this;
SetMiis();
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}
public override void OnGameSwitch(double beat)
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{
var changeMii = GameManager.instance.Beatmap.Entities.FindLast(c => c.datamodel == "drummingPractice/set mii" && c.beat <= beat);
if(changeMii != null)
{
EventCaller.instance.CallEvent(changeMii, true);
}
PersistColor(beat);
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}
public override void OnBeatPulse(double beat)
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{
if (goBop)
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{
Bop();
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}
}
private void Update()
{
var cond = Conductor.instance;
if (isMoving && cond.isPlaying && !cond.isPaused)
{
float normalizedBeat = cond.GetPositionFromBeat(movingStartBeat, movingLength);
if (normalizedBeat >= 0 && normalizedBeat <= 1f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPos = func(0f, 1f, normalizedBeat);
NPCDrummers.DoNormalizedAnimation(moveAnim, newPos);
}
}
foreach (SpriteRenderer streak in streaks)
{
Color col = streak.color;
streak.color = new Color(col.r, col.g, col.b, Mathf.Lerp(col.a, 0, 3.5f * Time.deltaTime));
}
BackgroundColorUpdate();
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}
public void NPCDrummersEnterOrExit(double beat, float length, bool exit, int ease)
{
movingStartBeat = beat;
movingLength = length;
moveAnim = exit ? "NPCDrummersExit" : "NPCDrummersEnter";
isMoving = true;
lastEase = (EasingFunction.Ease)ease;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.01f, delegate { isMoving = false; })
});
}
public void SetBop(double beat, float length, bool shouldBop, bool autoBop)
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{
goBop = autoBop;
if (shouldBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate { Bop(); })
});
}
}
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}
public void Bop()
{
player.Bop();
leftDrummer.Bop();
rightDrummer.Bop();
}
public void Prepare(double beat, bool applause)
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{
int type = count % 2;
player.Prepare(beat, type);
leftDrummer.Prepare(beat, type);
rightDrummer.Prepare(beat, type);
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count++;
SetFaces(0);
SoundByte.PlayOneShotGame("drummingPractice/prepare");
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GameObject hit = Instantiate(hitPrefab);
hit.transform.parent = hitPrefab.transform.parent;
hit.SetActive(true);
DrummerHit h = hit.GetComponent<DrummerHit>();
h.startBeat = beat;
h.applause = applause;
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}
public void SetFaces(int type)
{
player.SetFace(type);
leftDrummer.SetFace(type);
rightDrummer.SetFace(type);
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}
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public void SetMiis(int playerFace = (int) MiiType.Random, int leftFace = (int) MiiType.Random, int rightFace = (int) MiiType.Random, bool all = false)
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{
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if (playerFace == (int) MiiType.Random)
{
do
{
player.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
}
while (player.mii == leftFace || player.mii == rightFace);
}
else
player.mii = playerFace;
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if (all && playerFace != -1)
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{
leftDrummer.mii = playerFace;
rightDrummer.mii = playerFace;
}
else
{
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if (leftFace == (int) MiiType.Random)
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{
do
{
leftDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
}
while (leftDrummer.mii == player.mii);
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}
else
leftDrummer.mii = leftFace;
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if (rightFace == (int) MiiType.Random)
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{
do
{
rightDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
}
while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii);
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}
else
rightDrummer.mii = rightFace;
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}
SetFaces(0);
}
private double colorStartBeat = -1;
private float colorLength = 0f;
private Color colorStart = new Color(43 / 255f, 207 / 255f, 51 / 255f); //obviously put to the default color of the game
private Color colorEnd = new Color(43 / 255f, 207 / 255f, 51 / 255f);
private Color colorStartB = Color.white; //obviously put to the default color of the game
private Color colorEndB = Color.white;
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
//call this in update
private void BackgroundColorUpdate()
{
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
var func = Util.EasingFunction.GetEasingFunction(colorEase);
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
backgroundGradient.color = new Color(newR, newG, newB);
float newRB = func(colorStartB.r, colorEndB.r, normalizedBeat);
float newGB = func(colorStartB.g, colorEndB.g, normalizedBeat);
float newBB = func(colorStartB.b, colorEndB.b, normalizedBeat);
background.color = new Color(newRB, newGB, newBB);
}
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetB, Color colorEndSetB, Color setStreak, int ease)
{
colorStartBeat = beat;
colorLength = length;
colorStart = colorStartSet;
colorEnd = colorEndSet;
colorStartB = colorStartSetB;
colorEndB = colorEndSetB;
colorEase = (Util.EasingFunction.Ease)ease;
foreach (SpriteRenderer streak in streaks)
{
streak.color = new Color(setStreak.r, setStreak.g, setStreak.b, streak.color.a);
}
}
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("drummingPractice", new string[] { "set background color" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allEventsBeforeBeat[^1];
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorAStart"], lastEvent["colorA"], lastEvent["colorBStart"], lastEvent["colorB"], lastEvent["colorC"], lastEvent["ease"]);
}
}
public override void OnPlay(double beat)
{
PersistColor(beat);
}
public void Streak()
{
foreach (SpriteRenderer streak in streaks)
{
Color col = streak.color;
streak.color = new Color(col.r, col.g, col.b, 0.7f);
}
}
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}
}