HeavenStudio/Assets/Scripts/Games/Tunnel/Tunnel.cs

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using DG.Tweening;
using NaughtyBezierCurves;
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using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrTunnelLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tunnel", "Tunnel \n<color=#eb5454>[WIP]</color>", "c00000", false, false, new List<GameAction>()
{
new GameAction("cowbell", "Cowbell")
{
preFunction = delegate { Tunnel.PreStartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 4f,
resizable = true,
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},
new GameAction("countin", "Count In")
{
preFunction = delegate { Tunnel.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 4f,
resizable = true,
}
},
new List<string>() {"ntr", "keep"},
"ntrtunnel", "en",
new List<string>() {"en"}
);
}
}
}
namespace HeavenStudio.Games
{
public class Tunnel : Minigame
{
public static Tunnel instance { get; set; }
[Header("Backgrounds")]
public SpriteRenderer fg;
public SpriteRenderer bg;
Tween bgColorTween;
Tween fgColorTween;
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[Header("References")]
public GameObject frontHand;
[Header("Animators")]
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public Animator cowbellAnimator;
public Animator driverAnimator;
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[Header("Curves")]
public BezierCurve3D handCurve;
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public GameEvent cowbell = new GameEvent();
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public int driverState;
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public float handStart;
public float handProgress;
public bool started;
public struct QueuedCowbell
{
public float beat;
public float length;
}
static List<QueuedCowbell> queuedInputs = new List<QueuedCowbell>();
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private void Awake()
{
instance = this;
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}
void OnDestroy()
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
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private void Start()
{
driverState = 0;
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handStart = -1f;
}
private void Update()
{
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var cond = Conductor.instance;
//update hand position
handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
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frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
if (!cond.isPlaying || cond.isPaused)
{
return;
}
if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
HitCowbell();
//print("unexpected input");
driverAnimator.Play("Angry1", -1, 0);
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}
if (queuedInputs.Count > 0)
{
foreach (var input in queuedInputs)
{
StartCowbell(input.beat, input.length);
}
queuedInputs.Clear();
}
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}
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public void HitCowbell()
{
Jukebox.PlayOneShot("count-ins/cowbell");
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handStart = Conductor.instance.songPositionInBeats;
cowbellAnimator.Play("Shake",-1,0);
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}
public static void PreStartCowbell(float beat, float length)
{
if (GameManager.instance.currentGame == "tunnel")
{
instance.StartCowbell(beat, length);
}
else
{
queuedInputs.Add(new QueuedCowbell { beat = beat, length = length });
}
}
public void StartCowbell(float beat, float length)
{
started = true;
for(int i = 0; i < length; i++)
{
ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
}
}
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public void CowbellSuccess(PlayerActionEvent caller, float state)
{
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HitCowbell();
//print(state);
if(Math.Abs(state) >= 1f)
{
driverAnimator.Play("Disturbed", -1, 0);
}
else
{
driverAnimator.Play("Idle", -1, 0);
}
}
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public void CowbellMiss(PlayerActionEvent caller)
{
//HitCowbell();
driverAnimator.Play("Angry1", -1, 0);
}
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public void CowbellEmpty(PlayerActionEvent caller)
{
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//HitCowbell();
}
public static void CountIn(float beat, float length)
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{
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List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>();
for (int i = 0; i < length; i++)
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{
if(i % 2 == 0)
{
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//Jukebox.PlayOneShotGame("tunnel/en/one", beat+i);
//print("cueing one at " + (beat + i));
cuelist.Add(new MultiSound.Sound("tunnel/en/one", beat + i));
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}
else
{
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//Jukebox.PlayOneShotGame("tunnel/en/two", beat+i);
//print("cueing two at " + (beat + i));
cuelist.Add(new MultiSound.Sound("tunnel/en/two", beat + i));
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}
}
MultiSound.Play(cuelist.ToArray(), forcePlay: true);
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}
}
}