HeavenStudio/Assets/Scripts/Games/TapTrial/TapTrial.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbTapLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("tapTrial", "Tap Trial \n<color=#eb5454>[WIP]</color>", "93ffb3", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { TapTrial.instance.Bop(eventCaller.currentEntity["toggle"]); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Bop", "Whether both will bop to the beat or not")
}
},
new GameAction("tap", "Tap")
{
function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); },
defaultLength = 2.0f
},
new GameAction("double tap", "Double Tap")
{
function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); },
defaultLength = 2.0f
},
new GameAction("triple tap", "Triple Tap")
{
function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); },
defaultLength = 4.0f
},
new GameAction("jump tap prep", "Prepare Stance")
{
function = delegate { TapTrial.instance.JumpTapPrep(eventCaller.currentEntity.beat); },
},
new GameAction("jump tap", "Jump Tap")
{
function = delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); },
defaultLength = 2.0f
},
new GameAction("final jump tap", "Final Jump Tap")
{
function = delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); },
defaultLength = 2.0f
},
new GameAction("scroll event", "Scroll Background")
{
function = delegate { TapTrial.instance.scrollEvent(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle"]); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Scroll FX", "Will scroll"),
new Param("toggle", false, "Flash FX", "Will flash to white"),
}
},
new GameAction("giraffe events", "Giraffe Animations")
{
function = delegate { TapTrial.instance.giraffeEvent(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["toggle"]); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Enter", "Giraffe will enter the scene"),
new Param("toggle", false, "Exit", "Giraffe will exit the scene"),
}
}
});
}
}
}
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namespace HeavenStudio.Games
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{
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using Scripts_TapTrial;
using HeavenStudio.Common;
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public class TapTrial : Minigame
{
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[Header("References")]
public TapTrialPlayer player;
//public GameObject tap;
[SerializeField] List<Animator> monkeys;
[SerializeField] List<GameObject> monkey_roots;
[SerializeField] GameObject player_root;
//temporary
[SerializeField] List<GameObject> monkey_effects;
[SerializeField] List<GameObject> player_effects;
[SerializeField] Scroll scrollBG;
[SerializeField] SpriteRenderer flash;
[SerializeField] ScrollForTap scroll;
[SerializeField] GameObject giraffe;
bool goBop, isPrep;
float lastReportedBeat = 0f;
bool hasJumped, isFinalJump;
public float jumpStartTime = Single.MinValue;
float jumpPos;
public float time;
bool once;
public bool crIsRunning;
[SerializeField] GameObject bg;
bool giraffeIsIn;
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public static TapTrial instance { get; set; }
private void Awake()
{
instance = this;
}
private void Update()
{
if (goBop && !isPrep)
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat))
{
monkeys[0].Play("Bop", 0, 0);
monkeys[1].Play("Bop", 0, 0);
player.anim.Play("Bop", 0, 0);
}
else if (Conductor.instance.songPositionInBeats < lastReportedBeat)
{
lastReportedBeat = Mathf.Round(Conductor.instance.songPositionInBeats);
}
}
jumpPos = Conductor.instance.GetPositionFromBeat(jumpStartTime, 1f);
if (Conductor.instance.songPositionInBeats >= jumpStartTime && Conductor.instance.songPositionInBeats < jumpStartTime + 1f)
{
float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul * yMul) + 1f;
monkey_roots[0].transform.localPosition = new Vector3(0, 1.5f * yWeight);
monkey_roots[1].transform.localPosition = new Vector3(0, 1.5f * yWeight);
if (!isFinalJump)
{
player_root.transform.localPosition = new Vector3(0f, 2.5f * yWeight);
}
else
{
player_root.transform.localPosition = new Vector3(0f, 3.5f * yWeight);
}
}
else
{
monkey_roots[0].transform.localPosition = new Vector3(0, 0);
monkey_roots[1].transform.localPosition = new Vector3(0, 0);
player_root.transform.localPosition = new Vector3(0, 0);
if (hasJumped)
{
//Jukebox.PlayOneShotGame("fanClub/landing_impact", pitch: UnityEngine.Random.Range(0.95f, 1f), volume: 1f / 4);
}
hasJumped = false;
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
{
player.anim.Play("Tap", 0, 0);
Jukebox.PlayOneShotGame("tapTrial/tonk");
}
}
public void Bop(bool isBopping)
{
if (isBopping)
{
goBop = true;
}
else
{
goBop = false;
}
}
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public void Tap(float beat)
{
isPrep = true;
Jukebox.PlayOneShotGame("tapTrial/ook");
player.anim.Play("TapPrepare", 0, 0);
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//Monkey Tap Prepare Anim
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { monkeys[0].Play("TapPrepare"); }),
new BeatAction.Action(beat, delegate { monkeys[1].Play("TapPrepare"); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[0].Play("Tap"); particleEffectMonkeys(); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[1].Play("Tap"); }),
});
//CreateTap(beat);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnTap, OnTapMiss, OnEmpty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
});
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}
public void DoubleTap(float beat)
{
isPrep = true;
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tapTrial/ookook", beat),
new MultiSound.Sound("tapTrial/ookook", beat + 0.5f)
});
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player.anim.Play("DoubleTapPrepare", 0, 0);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { monkeys[0].Play("DoubleTapPrepare", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { monkeys[0].Play("DoubleTapPrepare_2", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[0].Play("DoubleTap", 0, 0); particleEffectMonkeys(); }),
new BeatAction.Action(beat + 1.5f, delegate { monkeys[0].Play("DoubleTap", 0, 0); particleEffectMonkeys(); }),
});
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { monkeys[1].Play("DoubleTapPrepare", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { monkeys[1].Play("DoubleTapPrepare_2", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[1].Play("DoubleTap", 0, 0); }),
new BeatAction.Action(beat + 1.5f, delegate { monkeys[1].Play("DoubleTap", 0, 0); }),
});
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4f, delegate { isPrep = false; })
});
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
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}
public void TripleTap(float beat)
{
isPrep = true;
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tapTrial/ooki1", beat),
new MultiSound.Sound("tapTrial/ooki2", beat + 0.5f)
});
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player.tripleOffset = 0;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { player.anim.Play("PosePrepare_1", 0, 0);}),
new BeatAction.Action(beat + .5f, delegate { player.anim.Play("PosePrepare_2", 0, 0);}),
});
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { monkeys[0].Play("PostPrepare_1", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { monkeys[0].Play("PostPrepare_2", 0, 0); }),
new BeatAction.Action(beat + 2f, delegate { monkeys[0].Play("PostTap", 0, 0); }),
new BeatAction.Action(beat + 2.5f, delegate { monkeys[0].Play("PostTap_2", 0, 0); }),
new BeatAction.Action(beat + 3f, delegate { monkeys[0].Play("PostTap", 0, 0);}),
});
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { monkeys[1].Play("PostPrepare_1", 0, 0); }),
new BeatAction.Action(beat + .5f, delegate { monkeys[1].Play("PostPrepare_2", 0, 0); }),
new BeatAction.Action(beat + 2f, delegate { monkeys[1].Play("PostTap", 0, 0); }),
new BeatAction.Action(beat + 2.5f, delegate { monkeys[1].Play("PostTap_2", 0, 0);}),
new BeatAction.Action(beat + 3f, delegate { monkeys[1].Play("PostTap", 0, 0);}),
});
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { particleEffectMonkeys(); }),
new BeatAction.Action(beat + 2.5f, delegate { particleEffectMonkeys(); }),
new BeatAction.Action(beat + 3f, delegate { particleEffectMonkeys(); }),
});
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4f, delegate { isPrep = false; })
});
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}
public void JumpTap(float beat)
{
isPrep = true;
hasJumped = true;
Jukebox.PlayOneShotGame("tapTrial/jumptap1");
player.anim.Play("JumpTap", 0, 0);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate {jumpStartTime = Conductor.instance.songPositionInBeats;}),
new BeatAction.Action(beat, delegate {monkeys[0].Play("JumpTap", 0, 0); }),
new BeatAction.Action(beat, delegate {monkeys[1].Play("JumpTap", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys(); }),
new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys_2(); }),
});
ScheduleInput(beat, .95f, InputType.STANDARD_DOWN, OnJumpTap, OnJumpTapMiss, OnEmpty); //why .95f? no idea, doesn't sound right w/ 1f
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
});
}
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public void JumpTapPrep(float beat)
{
isPrep = true;
monkeys[0].Play("JumpPrepare", 0, 0);
monkeys[1].Play("JumpPrepare", 0, 0);
player.anim.Play("JumpPrepare", 0, 0);
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}
public void FinalJumpTap(float beat)
{
isPrep = true;
hasJumped = true;
isFinalJump = true;
Jukebox.PlayOneShotGame("tapTrial/jumptap2");
player.anim.Play("FinalJump");
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate {jumpStartTime = Conductor.instance.songPositionInBeats;}),
new BeatAction.Action(beat, delegate {monkeys[0].Play("Jump", 0, 0); }),
new BeatAction.Action(beat, delegate {monkeys[1].Play("Jump", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[0].Play("FinalJumpTap", 0, 0); particleEffectMonkeys(); particleEffectMonkeys_2(); }),
new BeatAction.Action(beat + 1f, delegate { monkeys[1].Play("FinalJumpTap", 0, 0); }),
});
ScheduleInput(beat, .95f, InputType.STANDARD_DOWN, OnJumpFinalTap, OnFinalJumpTapMiss, OnEmpty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
});
}
public void giraffeEvent(bool enter, bool exit)
{
if (enter && !giraffeIsIn)
{
giraffe.SetActive(true);
giraffe.GetComponent<Animator>().Play("Enter", 0, 0);
giraffeIsIn = true;
}
else if (exit && giraffeIsIn)
{
giraffe.GetComponent<Animator>().Play("Exit", 0, 0);
giraffeIsIn = false;
}
}
public void scrollEvent(bool isScrolling, bool flashToWhite)
{
if (isScrolling)
{
if (!crIsRunning) // if coroutine is not running, play the following once
{
if (flashToWhite)
{
Sequence sequence = DOTween.Sequence();
sequence.Append(flash.DOColor(new Color(flash.color.r, flash.color.g, flash.color.b, .8f), 2f));
//sequence.Kill();
}
StartCoroutine(timer());
}
}
else //should be the reverse of the code above
{
scrollBG.enabled = false;
scrollBG.scrollSpeedY = 0;
}
}
#region Player Action Scripts
public void OnTap(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("tapTrial/tap");
player.anim.Play("Tap", 0, 0);
player_effects[0].GetComponent<ParticleSystem>().Play();
}
public void OnDoubleTap(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("tapTrial/tap");
player.anim.Play("DoubleTap", 0, 0);
player_effects[1].GetComponent<ParticleSystem>().Play();
}
public void OnTapMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
}
public void OnJumpTapMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
player.anim.Play("JumpTap_Miss", 0, 0);
}
public void OnFinalJumpTapMiss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
player.anim.Play("FinalJump_Miss", 0, 0);
}
public void OnEmpty(PlayerActionEvent caller)
{
//empty
}
public void OnTripleTap(PlayerActionEvent caller, float beat)
{
if (player.tripleOffset % 2 == 0)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { player.anim.Play("PoseTap_L", 0, 0); })
});
player.tripleOffset += 1;
}
else
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { player.anim.Play("PoseTap_R", 0, 0); })
});
player.tripleOffset += 1;
}
player_effects[0].GetComponent<ParticleSystem>().Play();
Jukebox.PlayOneShotGame("tapTrial/tap");
}
public void OnJumpTap(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("tapTrial/tap");
player.anim.Play("JumpTap_Success", 0, 0);
player_effects[0].GetComponent<ParticleSystem>().Play();
player_effects[1].GetComponent<ParticleSystem>().Play();
}
public void OnJumpFinalTap(PlayerActionEvent caller, float beat)
{
Jukebox.PlayOneShotGame("tapTrial/tap");
player.anim.Play("FinalJump_Tap");
player_effects[0].GetComponent<ParticleSystem>().Play();
player_effects[1].GetComponent<ParticleSystem>().Play();
isFinalJump = false;
}
#endregion
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#region Misc. Functions
public void particleEffectMonkeys()
{
monkey_effects[0].GetComponent<ParticleSystem>().Play();
monkey_effects[1].GetComponent<ParticleSystem>().Play();
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}
public void particleEffectMonkeys_2()
{
monkey_effects[2].GetComponent<ParticleSystem>().Play();
monkey_effects[3].GetComponent<ParticleSystem>().Play();
}
IEnumerator timer()
{
crIsRunning = true;
while (scroll.scrollSpeedY < 20)
{
scroll.scrollSpeedY += 5f;
yield return new WaitForSecondsRealtime(.5f);
}
}
#endregion
//this is the orig way for input handling
//public void CreateTap(float beat, int type = 0)
//{
// GameObject _tap = Instantiate(tap);
// _tap.transform.parent = tap.transform.parent;
// _tap.SetActive(true);
// Tap t = _tap.GetComponent<Tap>();
// t.startBeat = beat;
// t.type = type;
//}
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}
}